Re: [Audyssey] being creative.

2010-11-21 Thread Thomas Ward
Hi,

Glad to be of some help. While we are talking about Python you'll want
to keep a close eye on formatting and indention. Python doesn't use
symbols like braces, brackets, to indicate blocks of code which makes
it easier to program, but it does require pretty precise formatting. I
know NVDA and some other screen readers will tell you how many tab
indentions are on a line so it is certainly possible to keep track of
the formatting if you have that enabled in your screen reader of
choice. Just thought you might want to be aware of that fact.

Cheers!




On 11/21/10, Lisa Hayes lhay...@internode.on.net wrote:
 Thomas, Many thanks I will take your advice and thanks for where I can get
 it.
 Lisa Hayes


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Re: [Audyssey] being creative.

2010-11-21 Thread Lisa Hayes

I wasn't aware, but thanks for making me so.
Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 22, 2010 4:43 AM
Subject: Re: [Audyssey] being creative.



Hi,

Glad to be of some help. While we are talking about Python you'll want
to keep a close eye on formatting and indention. Python doesn't use
symbols like braces, brackets, to indicate blocks of code which makes
it easier to program, but it does require pretty precise formatting. I
know NVDA and some other screen readers will tell you how many tab
indentions are on a line so it is certainly possible to keep track of
the formatting if you have that enabled in your screen reader of
choice. Just thought you might want to be aware of that fact.

Cheers!




On 11/21/10, Lisa Hayes lhay...@internode.on.net wrote:
Thomas, Many thanks I will take your advice and thanks for where I can 
get

it.
Lisa Hayes



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list,
please send E-mail to gamers-ow...@audyssey.org. 



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[Audyssey] being creative.

2010-11-20 Thread Lisa Hayes
Hi all,  I'm wanting to start creating games, but cannot program for peanuts, 
how can I start something simple and learn at the same time/ thanks.  
Lisa Hayes 




www.nutrimetics.com.au/lisahayes
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Re: [Audyssey] being creative.

2010-11-20 Thread Thomas Ward
Hi Lisa,

Well, in order to answer that question it might help to know more
about what exactly you want to create. As I often tell people every
programming language and toolkit has pros and cons. Lets look at a few
for a moment.

If you are only interested in text adventure games like interactive
fiction then something like Inform would probably be your best bet. It
is very simple, written for a inexperienced programmer, but isn't good
ffor much else other than interactive fiction. For that reason it is
pretty specific for that genre of game.

On the other hand there is an all purpose scripting language such as
Python that is very simple to learn, and can write anything from a
story driven interactive text adventure up to something more complex
like SoundRTS. In fact, I know of a couple of screen readers like Orca
and NVDA written in Python so it is a pretty powerful language with a
pretty easy learning curve.

Then, there is the Microsoft .NET sweet of languages like C# .NET and
Visual Basic .NET. These are a bit more complex than Python, but what
makes them nice is there is a huge amount of defined classes that
wrapps the Windows API giving you access to just about everything
through one common interface and set of libraries. This is were many
Windows professional developers are heading do to ease of use, and the
fact that the ..NET Framework is a very powerful piece of software.
.NET can be used to write the simplist text adventure to full featured
Windows applications like vidio games, office sweits, you name it. In
terms of total pay off .NET is probably the best option if you are
thinking of learning to program something else besides just games.
Still in terms of games we have Rail Racer, 3d Velocity, MOTA betas 1
through 10, etc all written in .NET.

Now, if you are tthinking of just writing games BGT is really going to
be your best bet in all likelyhood. Besides the engine being written
in C++ Philip has made it possible to access everything you need like
DirectX, Sapi, Windows timer controls, etc all in one tool without
having to read manuals and programming guides for all that stuff. So
for anyone just interested in games BGT is probably going to be
anyone's first choice, but isn't the only option.

So if you can give us a little more idea of what you plan to do with
your skills once you get them the list and I can help stear you
towards the best solution for you.

HTH


On 11/20/10, Lisa Hayes lhay...@internode.on.net wrote:
 Hi all,  I'm wanting to start creating games, but cannot program for
 peanuts, how can I start something simple and learn at the same time/
 thanks.
 Lisa Hayes




 www.nutrimetics.com.au/lisahayes
 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
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 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gam...@audyssey.org.
 If you have any questions or concerns regarding the management of the list,
 please send E-mail to gamers-ow...@audyssey.org.


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Re: [Audyssey] being creative.

2010-11-20 Thread Hayden Presley
Hi Thomas,
So, Phillip did just basically rap the necessary C ++ founctions?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Saturday, November 20, 2010 9:26 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] being creative.

Hi Lisa,

Well, in order to answer that question it might help to know more
about what exactly you want to create. As I often tell people every
programming language and toolkit has pros and cons. Lets look at a few
for a moment.

If you are only interested in text adventure games like interactive
fiction then something like Inform would probably be your best bet. It
is very simple, written for a inexperienced programmer, but isn't good
ffor much else other than interactive fiction. For that reason it is
pretty specific for that genre of game.

On the other hand there is an all purpose scripting language such as
Python that is very simple to learn, and can write anything from a
story driven interactive text adventure up to something more complex
like SoundRTS. In fact, I know of a couple of screen readers like Orca
and NVDA written in Python so it is a pretty powerful language with a
pretty easy learning curve.

Then, there is the Microsoft .NET sweet of languages like C# .NET and
Visual Basic .NET. These are a bit more complex than Python, but what
makes them nice is there is a huge amount of defined classes that
wrapps the Windows API giving you access to just about everything
through one common interface and set of libraries. This is were many
Windows professional developers are heading do to ease of use, and the
fact that the ..NET Framework is a very powerful piece of software.
.NET can be used to write the simplist text adventure to full featured
Windows applications like vidio games, office sweits, you name it. In
terms of total pay off .NET is probably the best option if you are
thinking of learning to program something else besides just games.
Still in terms of games we have Rail Racer, 3d Velocity, MOTA betas 1
through 10, etc all written in .NET.

Now, if you are tthinking of just writing games BGT is really going to
be your best bet in all likelyhood. Besides the engine being written
in C++ Philip has made it possible to access everything you need like
DirectX, Sapi, Windows timer controls, etc all in one tool without
having to read manuals and programming guides for all that stuff. So
for anyone just interested in games BGT is probably going to be
anyone's first choice, but isn't the only option.

So if you can give us a little more idea of what you plan to do with
your skills once you get them the list and I can help stear you
towards the best solution for you.

HTH


On 11/20/10, Lisa Hayes lhay...@internode.on.net wrote:
 Hi all,  I'm wanting to start creating games, but cannot program for
 peanuts, how can I start something simple and learn at the same time/
 thanks.
 Lisa Hayes




 www.nutrimetics.com.au/lisahayes
 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gam...@audyssey.org.
 If you have any questions or concerns regarding the management of the
list,
 please send E-mail to gamers-ow...@audyssey.org.


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Re: [Audyssey] being creative.

2010-11-20 Thread Lisa Hayes
Thomas thanks for this I'd start with straight text adventures and progress 
up to sound games and windows games so I guess start with inform and 
progress on/ is that what you'd say and where can I get the languages you 
mention here? thanks again for any help.

Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 21, 2010 2:26 PM
Subject: Re: [Audyssey] being creative.



Hi Lisa,

Well, in order to answer that question it might help to know more
about what exactly you want to create. As I often tell people every
programming language and toolkit has pros and cons. Lets look at a few
for a moment.

If you are only interested in text adventure games like interactive
fiction then something like Inform would probably be your best bet. It
is very simple, written for a inexperienced programmer, but isn't good
ffor much else other than interactive fiction. For that reason it is
pretty specific for that genre of game.

On the other hand there is an all purpose scripting language such as
Python that is very simple to learn, and can write anything from a
story driven interactive text adventure up to something more complex
like SoundRTS. In fact, I know of a couple of screen readers like Orca
and NVDA written in Python so it is a pretty powerful language with a
pretty easy learning curve.

Then, there is the Microsoft .NET sweet of languages like C# .NET and
Visual Basic .NET. These are a bit more complex than Python, but what
makes them nice is there is a huge amount of defined classes that
wrapps the Windows API giving you access to just about everything
through one common interface and set of libraries. This is were many
Windows professional developers are heading do to ease of use, and the
fact that the ..NET Framework is a very powerful piece of software.
.NET can be used to write the simplist text adventure to full featured
Windows applications like vidio games, office sweits, you name it. In
terms of total pay off .NET is probably the best option if you are
thinking of learning to program something else besides just games.
Still in terms of games we have Rail Racer, 3d Velocity, MOTA betas 1
through 10, etc all written in .NET.

Now, if you are tthinking of just writing games BGT is really going to
be your best bet in all likelyhood. Besides the engine being written
in C++ Philip has made it possible to access everything you need like
DirectX, Sapi, Windows timer controls, etc all in one tool without
having to read manuals and programming guides for all that stuff. So
for anyone just interested in games BGT is probably going to be
anyone's first choice, but isn't the only option.

So if you can give us a little more idea of what you plan to do with
your skills once you get them the list and I can help stear you
towards the best solution for you.

HTH


On 11/20/10, Lisa Hayes lhay...@internode.on.net wrote:

Hi all,  I'm wanting to start creating games, but cannot program for
peanuts, how can I start something simple and learn at the same time/
thanks.
Lisa Hayes




www.nutrimetics.com.au/lisahayes
---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to
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All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,

please send E-mail to gamers-ow...@audyssey.org.



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please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] being creative.

2010-11-20 Thread Hayden Presley
Hi Lisa,
I can't answer all of them, but if you google Inform, you'll find it almost
immediately.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Lisa Hayes
Sent: Saturday, November 20, 2010 11:07 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] being creative.

Thomas thanks for this I'd start with straight text adventures and progress 
up to sound games and windows games so I guess start with inform and 
progress on/ is that what you'd say and where can I get the languages you 
mention here? thanks again for any help.
Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 21, 2010 2:26 PM
Subject: Re: [Audyssey] being creative.


 Hi Lisa,

 Well, in order to answer that question it might help to know more
 about what exactly you want to create. As I often tell people every
 programming language and toolkit has pros and cons. Lets look at a few
 for a moment.

 If you are only interested in text adventure games like interactive
 fiction then something like Inform would probably be your best bet. It
 is very simple, written for a inexperienced programmer, but isn't good
 ffor much else other than interactive fiction. For that reason it is
 pretty specific for that genre of game.

 On the other hand there is an all purpose scripting language such as
 Python that is very simple to learn, and can write anything from a
 story driven interactive text adventure up to something more complex
 like SoundRTS. In fact, I know of a couple of screen readers like Orca
 and NVDA written in Python so it is a pretty powerful language with a
 pretty easy learning curve.

 Then, there is the Microsoft .NET sweet of languages like C# .NET and
 Visual Basic .NET. These are a bit more complex than Python, but what
 makes them nice is there is a huge amount of defined classes that
 wrapps the Windows API giving you access to just about everything
 through one common interface and set of libraries. This is were many
 Windows professional developers are heading do to ease of use, and the
 fact that the ..NET Framework is a very powerful piece of software.
 .NET can be used to write the simplist text adventure to full featured
 Windows applications like vidio games, office sweits, you name it. In
 terms of total pay off .NET is probably the best option if you are
 thinking of learning to program something else besides just games.
 Still in terms of games we have Rail Racer, 3d Velocity, MOTA betas 1
 through 10, etc all written in .NET.

 Now, if you are tthinking of just writing games BGT is really going to
 be your best bet in all likelyhood. Besides the engine being written
 in C++ Philip has made it possible to access everything you need like
 DirectX, Sapi, Windows timer controls, etc all in one tool without
 having to read manuals and programming guides for all that stuff. So
 for anyone just interested in games BGT is probably going to be
 anyone's first choice, but isn't the only option.

 So if you can give us a little more idea of what you plan to do with
 your skills once you get them the list and I can help stear you
 towards the best solution for you.

 HTH


 On 11/20/10, Lisa Hayes lhay...@internode.on.net wrote:
 Hi all,  I'm wanting to start creating games, but cannot program for
 peanuts, how can I start something simple and learn at the same time/
 thanks.
 Lisa Hayes




 www.nutrimetics.com.au/lisahayes
 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gam...@audyssey.org.
 If you have any questions or concerns regarding the management of the 
 list,
 please send E-mail to gamers-ow...@audyssey.org.


 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to 
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 You can make changes or update your subscription via the web, at
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 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gam...@audyssey.org.
 If you have any questions or concerns regarding the management of the 
 list,
 please send E-mail to gamers-ow...@audyssey.org. 


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If you have any questions or concerns regarding

Re: [Audyssey] being creative.

2010-11-20 Thread Lisa Hayes

Thanks Hayden, Google is our friend.
Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, November 21, 2010 4:12 PM
Subject: Re: [Audyssey] being creative.



Hi Lisa,
I can't answer all of them, but if you google Inform, you'll find it 
almost

immediately.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Lisa Hayes
Sent: Saturday, November 20, 2010 11:07 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] being creative.

Thomas thanks for this I'd start with straight text adventures and 
progress

up to sound games and windows games so I guess start with inform and
progress on/ is that what you'd say and where can I get the languages you
mention here? thanks again for any help.
Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 21, 2010 2:26 PM
Subject: Re: [Audyssey] being creative.



Hi Lisa,

Well, in order to answer that question it might help to know more
about what exactly you want to create. As I often tell people every
programming language and toolkit has pros and cons. Lets look at a few
for a moment.

If you are only interested in text adventure games like interactive
fiction then something like Inform would probably be your best bet. It
is very simple, written for a inexperienced programmer, but isn't good
ffor much else other than interactive fiction. For that reason it is
pretty specific for that genre of game.

On the other hand there is an all purpose scripting language such as
Python that is very simple to learn, and can write anything from a
story driven interactive text adventure up to something more complex
like SoundRTS. In fact, I know of a couple of screen readers like Orca
and NVDA written in Python so it is a pretty powerful language with a
pretty easy learning curve.

Then, there is the Microsoft .NET sweet of languages like C# .NET and
Visual Basic .NET. These are a bit more complex than Python, but what
makes them nice is there is a huge amount of defined classes that
wrapps the Windows API giving you access to just about everything
through one common interface and set of libraries. This is were many
Windows professional developers are heading do to ease of use, and the
fact that the ..NET Framework is a very powerful piece of software.
.NET can be used to write the simplist text adventure to full featured
Windows applications like vidio games, office sweits, you name it. In
terms of total pay off .NET is probably the best option if you are
thinking of learning to program something else besides just games.
Still in terms of games we have Rail Racer, 3d Velocity, MOTA betas 1
through 10, etc all written in .NET.

Now, if you are tthinking of just writing games BGT is really going to
be your best bet in all likelyhood. Besides the engine being written
in C++ Philip has made it possible to access everything you need like
DirectX, Sapi, Windows timer controls, etc all in one tool without
having to read manuals and programming guides for all that stuff. So
for anyone just interested in games BGT is probably going to be
anyone's first choice, but isn't the only option.

So if you can give us a little more idea of what you plan to do with
your skills once you get them the list and I can help stear you
towards the best solution for you.

HTH


On 11/20/10, Lisa Hayes lhay...@internode.on.net wrote:

Hi all,  I'm wanting to start creating games, but cannot program for
peanuts, how can I start something simple and learn at the same time/
thanks.
Lisa Hayes




www.nutrimetics.com.au/lisahayes
---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to
gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the
list,
please send E-mail to gamers-ow...@audyssey.org.



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Re: [Audyssey] being creative.

2010-11-20 Thread Thomas Ward
Hi Hayden,

Oh, a lot more than that. BGT is basically like its own little API
because it wraps a number of libraries such as DirectSound,
DirectInput, Sapi, and I'd imagine various other Win32 API functions
and libraries as well. He has incorperated Angel Script, a scripting
language, into BGT which simplifies matters as you don't need to know
C or C++ to use BGT which is a nice addition.

Take PB Streemway for an example. That is the library that drives the
audio engine for BGT and it is a rather useful library in of itself.
First all the hard work of wrapping DirectSound is done for you. You
don't have to mess with all the low-level grunt work like writing
custom load functions to load sound files into memory and create a
DirectSound buffer. I can say from experience that is truly grunt work
in the extreme. However, Philip has gone several steps beyond that.
Besides being able to load PCM wav data he can load compress file
types such as ogg, supports encripted ogg and wav files, it can open
an encripted packfile which he uses  to good effect in games like Q9
and Kringle Crash. Right there BGT just through that one library
shaves weeks off the time of game development not to mention makes it
easier for new developers to get something constructive done, because
they don't have to be a very skilled developer to do it.

For example, take the act of creating a custom function to load a
sound file into memory. This might shock you but DirectSound and
XAudio2 aren't able to do this on their own. You have to write a
custom function to load your wav, ogg, mp3, wma, file etc and then
give it to DirectSound or XAudio2 for mixing and processing. There are
tutorials out there on this and the Microsoft platform SDK has
documentation on using MMIO to load sound data, but here we are
talking about doing hours of research to do something that should be a
simple task but is not. Streemway simplifies it for you, because it
has a custom function sw_LoadFromFile() that loads files and creates a
DirectSound buffer for you. Yay!

In other words BGT not only wraps the Windows libraries, but packages
everything in one nice toolkit that allows you to skip all the
low-level crap like writing your own function to load sound data, and
get on to the good stuff like writing the game itself. Who wants to
spend time learning how to write a custom function to load a sound
file, or cast a standard ascii character string to a  unicode wide
character string just to pass a line of text to Sapi. Not only is that
vboring it ends up just being mindless grunt work just to do something
fairly basic. This is why C++ is not a beginners language. It is too
low-level and requires too much skill to master quickly.

That is also a big reason why C# .NET is becoming the industry
standard for general appplication programming for Windows. The .NET
Framework, like BGT, wraps everything and you can get on with the
business of programming whatever it is you want to write without
spending countless hours on low-level grunt work. If you use SlimDX
for .NET you don't have to fool with custom functions to load sound
data, because the .NET library already includes that basic
functionality built in. When dealing with strings the System..String
class does all the necessary conversions behind the scenes so you only
need to deal with one string type as far as the developer is
concerned. If you enter a standard ascii string like
Hello world!
the .NET Framework is nice enough to convert it to unicode for you
automatically. Another big yay for developers. BGT does something
similar as a string is simply a string of text, and you don't need to
get specific about type etc.

Cheers!


On 11/20/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Thomas,
 So, Phillip did just basically rap the necessary C ++ founctions?

 Best Regards,
 Hayden

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Re: [Audyssey] being creative.

2010-11-20 Thread Thomas Ward
Hi Lisa,

Well, if you want my personal opinion I think you might be better
served with starting out with a general purpose programming language
like Python instead. Inform is certainly fine for writing interactive
fiction, because that is exactly what it was designed to do, but there
is a major down side to starting out too simple. What I am saying is
Inform was designed for people who have a specific interest in writing
simple text adventures with absolutely no programming background or
education. Problem is it doesn't really teach you anything
constructive in terms of programming either because it doesn't get
into topics like functions, classes, variables, etc in any depth to
carry over to another programming language. As a result if you wrote a
few text adventures and wanted to write something else, maybe like a
Space Invaders clone, you'd have to start from scratch again anyway
since Inform simply wasn't designed to create that kind of game.

So I'd pick Python. It is slightly more complex than something like
Inform, but the pay off for learning it is huge. It is one of the
fastest growing languages for hobbiests, is totally free, and there is
litterally thousands of pages of free documentation out there for
beginning to advanced Python programmers. Its open source nature means
it will remain free and well documented where languages like C# .Net,
by Microsoft, will cost you something to learn because it is targeted
towards professionals rather than a programming hobbiest just wanting
to tinker in her own home with games. Here is a very simple example
how Python is. (You might want to turn punctuation on at this point.)

#Guess the number
#Version 1.0
#By Thomas Ward
#Selects a random number and asks you to guess it

#Import the random module
import random

#Declare variables
loop = 1
choice = 0

#Enter game loop
while loop == 1:

#Select a random number
number = random.randrange(1, 10)

#Print message
print Enter any number between 1 and 10.
print Enter 0 to exit.

# Get tthe user's choice
choice = input(Enter selection: )

if choice  number:
print Sorry, number is to low.

if (choice  number:
print Sorry, number is too high.

if (choice == number:
print Congratulations! You guessed it.

elif choice == 0:
loop = 0
print Exiting Guess the Number.
#End while
#End program

As you can see from this Python program I have just written a fairly
simple guess the number game in a very few lines of code. In fact,
most of the space is just taken up with comments to let you know what
is going on, and some spacing to make the code more readable.
Otherwise there is only like 10 lines that really matter. The rest is
just for you and I to keep track of the program flow. I've heard a lot
of people who say Visual Basic is the easiest language to learn for
beginners, but I can say from personal experience Python is far easier
than Visual Basic which is primarily why I'm suggesting it for a new
game developer like yourself. With a language like this you could be
up and running writing your own text adventures in a couple of weeks
depending on how quickly you pick up new things. Later on if you
wanted to create your own Troopenum, Judgment Day, Shades of Doom,
etc you would have to learn an API like PyGame or PySFML which really
isn't that bad. Definitely far easier than DirectX or some of the more
professional APIs like that.

To get the Python runtime and development system head over to
http://python.org
and for the largest source of manuals, tutorials, library reference
guides, etc head over to
http://docs.python.org
which should get you up and running in no time.
Later when you are ready visit
http://pygame.org
for the PyGame API, game tutorials, and yes hundreds of free sample
games with source code to help you learn how to program games in
Python.

HTH




On 11/21/10, Lisa Hayes lhay...@internode.on.net wrote:
 Thomas thanks for this I'd start with straight text adventures and progress
 up to sound games and windows games so I guess start with inform and
 progress on/ is that what you'd say and where can I get the languages you
 mention here? thanks again for any help.
 Lisa Hayes

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Re: [Audyssey] being creative.

2010-11-20 Thread Lisa Hayes
Thomas, Many thanks I will take your advice and thanks for where I can get 
it.

Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 21, 2010 6:32 PM
Subject: Re: [Audyssey] being creative.



Hi Lisa,

Well, if you want my personal opinion I think you might be better
served with starting out with a general purpose programming language
like Python instead. Inform is certainly fine for writing interactive
fiction, because that is exactly what it was designed to do, but there
is a major down side to starting out too simple. What I am saying is
Inform was designed for people who have a specific interest in writing
simple text adventures with absolutely no programming background or
education. Problem is it doesn't really teach you anything
constructive in terms of programming either because it doesn't get
into topics like functions, classes, variables, etc in any depth to
carry over to another programming language. As a result if you wrote a
few text adventures and wanted to write something else, maybe like a
Space Invaders clone, you'd have to start from scratch again anyway
since Inform simply wasn't designed to create that kind of game.

So I'd pick Python. It is slightly more complex than something like
Inform, but the pay off for learning it is huge. It is one of the
fastest growing languages for hobbiests, is totally free, and there is
litterally thousands of pages of free documentation out there for
beginning to advanced Python programmers. Its open source nature means
it will remain free and well documented where languages like C# .Net,
by Microsoft, will cost you something to learn because it is targeted
towards professionals rather than a programming hobbiest just wanting
to tinker in her own home with games. Here is a very simple example
how Python is. (You might want to turn punctuation on at this point.)

#Guess the number
#Version 1.0
#By Thomas Ward
#Selects a random number and asks you to guess it

#Import the random module
import random

#Declare variables
loop = 1
choice = 0

#Enter game loop
while loop == 1:

#Select a random number
number = random.randrange(1, 10)

#Print message
print Enter any number between 1 and 10.
print Enter 0 to exit.

# Get tthe user's choice
choice = input(Enter selection: )

if choice  number:
print Sorry, number is to low.

if (choice  number:
print Sorry, number is too high.

if (choice == number:
print Congratulations! You guessed it.

elif choice == 0:
loop = 0
print Exiting Guess the Number.
#End while
#End program

As you can see from this Python program I have just written a fairly
simple guess the number game in a very few lines of code. In fact,
most of the space is just taken up with comments to let you know what
is going on, and some spacing to make the code more readable.
Otherwise there is only like 10 lines that really matter. The rest is
just for you and I to keep track of the program flow. I've heard a lot
of people who say Visual Basic is the easiest language to learn for
beginners, but I can say from personal experience Python is far easier
than Visual Basic which is primarily why I'm suggesting it for a new
game developer like yourself. With a language like this you could be
up and running writing your own text adventures in a couple of weeks
depending on how quickly you pick up new things. Later on if you
wanted to create your own Troopenum, Judgment Day, Shades of Doom,
etc you would have to learn an API like PyGame or PySFML which really
isn't that bad. Definitely far easier than DirectX or some of the more
professional APIs like that.

To get the Python runtime and development system head over to
http://python.org
and for the largest source of manuals, tutorials, library reference
guides, etc head over to
http://docs.python.org
which should get you up and running in no time.
Later when you are ready visit
http://pygame.org
for the PyGame API, game tutorials, and yes hundreds of free sample
games with source code to help you learn how to program games in
Python.

HTH




On 11/21/10, Lisa Hayes lhay...@internode.on.net wrote:
Thomas thanks for this I'd start with straight text adventures and 
progress

up to sound games and windows games so I guess start with inform and
progress on/ is that what you'd say and where can I get the languages you
mention here? thanks again for any help.
Lisa Hayes


---
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You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,
please send E-mail to gamers-ow...@audyssey.org. 



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