WinterDragon

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  1. pretty stoked that I got a 106 IQ (proficient - middle range) score in python on pluralsight, considering I'm just starting and think of myself as a beginner. The ranges are novice, proficient, expert. I expected to get a novice but compared to my peers I'm middle range. Which motivates me even more to keep going with python, I've also decided to get started with unity and eventually learn c++ for unreal engine. I know these goals are quite mountainous considering how much trouble I seem to be having so early on in the game. But I have overcome greater obstacles in the past, I think my goals are realistic and I'm optimistic. I also don't consider myself a coder yet, only a designer. If I can get to expert level IQ and finish a game (even a reverse engineered platform or arcade game) then I will be able to say I'm a coder, not simply that I'm learning to code. Thanks Alberth for your feedback that is all very helpful. I have a better understanding of what I'm doing now. Okay I'll have a go at reusing some of my code to build a smaller program. And then refine it so it works and works well. btw I use Idle because it came with python.
  2. it (the program) focuses alot on indentation, so I've been fixing that alot. man I miss line numbers. But anyway, I'm trying to take some of your advice and not rely so heavily on having the whole thing be under def methods, using while loops more, but I think I may need to go back to the book about the correct way to use while loops and define functions/methods? the problem I keep having is defining stats, then defining user interface, which seems to work, then I have the core of the program (which won't run because I haven't done the define and use method properly) - which is the if elif - choices and resource trading which are both in the same section and I need them both to work at the moment either they both work but don't loop properly ie the program runs but the loop doesn't go back to choices only lets you reenter your resource trading choice within the selected choice (ie 1, 2, 3, 4, 5) or I get error messages. error message: >>> t Traceback (most recent call last): File "<pyshell#2>", line 1, in <module> t NameError: name 't' is not defined the error I'm struggling with is it doesn't print anything on the screen when the program starts.
  3. still not working... I may have to hit the books again, or maybe you can explain what I've done and why it doesn't work? def stats(): again = "" buy = "" wallet = 30 attributes = {"Dexterity": 30, "Wisdom":30, "Health":30, "Strength":30} return again, buy, wallet, attributes def UI(again, buy, wallet, attributes): replay = input("Are you tough enough to play? y/n") again, buy, wallet, attributes = stats() while again != "n": print (attributes) print("1 = exit \n 2 = spend money on attributes \n for your character. \n 3 = sell an attribute. \n 4 = sell off an entire attribute. \n Choose a number from 1-4:") choices = {1, 2, 3, 4} choice = int(input ("what would you like to do?:")) if attributes == "": print("goodbye") else: while choice in choices: if choice == 1: print ("Goodbye") input ("press a key") elif choice == 2: #etc...
  4. MSVCR71.dll is the missing file. And thanks, yea I'll do that. I've got a bit of an idea of the different elements of the adventure game, so I'll have a go at writing, planning and coding them as separate programs before putting them together as a game.
  5. Python so where do I start? well I guess I've already started?

    thanks that's massively helpful I'll take that on board as I move forward. so these are my first games to build (to do list) how does it look? text-based adventure Pong = Simple: input, physics, collision detection, sound; scoring Worm = Placement of random powerups, handling of screen boundaries, worm data structure Breakout = Lessons of pong, powerups, maps (brick arrangements) Missile Command = targeting; simple enemy ai, movement, and sound Space Invaders = simple movement for player and enemy, very similar to breakout with the exception that the enemy constantly moves downward, simple sound Asteroids = asteroids (enemies) and player can move in all directions, asteroids appear and move randomly, simple sound Tetris = block design, clearing the lines, scoring, simple animation Pac Man = simple animation, input, collision detection, maps (level design), ai Astro Warrior = top down view, enemy ai, powerups, scoring, collision detection, maps (level design), input, sound, boss ai Pit Pot Pro Wrestling (NES/Sega master system) Joust Gauntlet Dig Dug Rampage Gain Ground Ghostbusters (Sega Master System) Land of Illusion: starring Mickey Mouse = lessons of Astro Warrior (except with side-view instead of top-down view), acceleration, jumping, platforms Psycho Fox Alfred Chicken Kula World/Roll Away Marble Madness Streets of Rage Syphon Filter Skitchin Puzzle Pirates Mortal Kombat 1 close combat 1 Hell's Kitchen DS an original game So I'm sitting down to do my first day of writing my text-based adventure and I draw a blank. This is what I've written: "1. welcome the player 2. input from the player (last name) 3. return the value of first letter of last name and “Viggo.” " The game is called Viggo and his Quest. I want the player to be Viggo and I'm thematically basing it on the pub scene in Fellowship of the Ring which reminds me of a classic D&D adventure scenario. You go to a tavern and meet a shadowy figure who sends you on a quest. I want to make use of resource trading and combat. But I don't want it to be a really long game I just want to have a finished text adventure which I can share and which teaches me how to code a small game. - this is what I need to think about. so what's your process when you're writing a design doc for a concept that you haven't really developed and then writing pseudocode. Or do I need to write the adventure before I write the game? Just trying to get past the 'fear of the blank page" - which could be a game in itself. Update: 10 mins later: 4. “You are sitting in the tavern nursing your whiskey, when three hobbits sit down at your table and try to start a conversation with you. What do you do?” 5. input “kill the hobbitses”, “tell them to shut up, then introduce yourself”, “walk away” Update: another 10mins later: so this is what I have so far: 1. define methods: battle, shop, quest 2. welcome the player 3. input from the player (last name) 4. return the value of first letter of last name and “Viggo” 5. “You are sitting in the tavern nursing your whiskey, when three hobbits sit down at your table and try to start a conversation with you. What do you do?” 6. input “kill the hobbitses”, “tell them to shut up, then introduce yourself”, “walk away” 7. if kill the hobbitses go to battle method 8. battle method: a. define attribute/resource variables b. define player and npc characters now it starts getting complicated...
  6. wow you guys are great! thanks! I'm learning alot, I think I'm actually learning faster by asking for help than I have been just trying to crunch with the books by myself. by the way I downloaded py2exe but it won't load it says there is a dll file missing, did I put it in the wrong place or is it just a faulty file that I downloaded or the wrong file - it may be the wrong file as my pc is a 64bit os and I accidentally downloaded the 32bit version, I don't know if that's why it won't work?
  7. Python so where do I start? well I guess I've already started?

    I've been coding on and off for years, but haven't really stuck with it before. python and unity are the tools that most interest me. I'm gradually working through my first python book and I'm picking up enough that I could actually build a text-based adventure in python. Just a short scenario to test out my understanding of resource trading and how combat might work and going from tavern to shop to mission (to boss level?) I have a more solid idea of how I would want it to look than I do about how I want to write it, but I really need to sit down for just a few hours each day and write some pseudocode outlining an area of the game, then do some homework (research) and some coding. And keep going like that. I'm upto "def functions" in the absolute beginner's guide to programming python about 80pgs into a 3-400pgs book. It's all about time management because I pick up and understand it quite quickly, but it takes me forever to get around to sitting down and making time for it. Then again 75% of my time is bug fixing. Which is where the real learning happens. Generally as a beginner I've been around the block. I've been coding since I was a kid - BBC BASIC, learned logic then adobe dreamweaver and a bit of javascript, tried to learn c++ but the language overcomplicates everything, C# but I don't like .net. settled on python and noticed that it's in some ways a lot like BASIC - which I liked, so I'm sticking with it, but I picked up Unity because you can do more faster than coding from scratch. Surprisingly I can find very little about how to make a simulation - I'm not even sure which field of theory covers simulations - would you look at app development, software development or using sim engines like gazebosim.org?
  8. My first goal is to build in python a text-based (next version will have graphics) adventure game scenario where a player enters a tavern, and goes on a quest. Earns money, buys weapons and gets in a fight. So I've got four ideas for games I want to build. 1. a space simulation where a mute evolving clique is tasked with colonising planets - it's also a social network. My next goal is to build a 3rd person shooter and streets of rage style framework for a action/adventure game based on my story which is about God's mightiest heroes (with mutation sandbox) versus the devil (read pinhead meets bizarro superman). I also want to build in python, a 3d isometric rpg/sim that looks like the sims 1 but thematically is more like Bully or GTA1, but plays like Hell's Kitchen DS combined with Dofus, with environments combining elements of Phantasy Star, Sonic and art photography of convenience stores, etc. I also want to build an epic adventure story in RPGMakerMV. Any advice as to what else I should build in between to get closer to my goal projects. In a few weeks I'll have my first game, I'm not really sure how to turn it into an executable file so i can share it with people who don't have python installed.
  9. wow that's really useful, thanks! I think i can have a go at getting my program working from here. so am I getting closer? how is my indentation? Do I need indentation or is there an alternative? #program start def stats(): again = "" buy = "" wallet = 30 attributes = {"Dexterity": 30, "Wisdom":30, "Health":30, "Strength":30} def UI (): print (attributes) while again != "n": if attributes == "": print("goodbye!") else: choice = int(input("1 = exit \n 2 = spend money on attributes \n for your character. \n 3 = sell an attribute. \n 4 = sell off an entire attribute. \n Choose a number from 1-4:")) choices = {1, 2, 3, 4} while choice in choices: if choice == 1: print ("Goodbye") input ("press a key") elif choice == 2: #spend coin buy = input ("what would you like to spend money on?:") if buy in attributes: attributes[buy] += 5 wallet -= 5 print ("You have ", wallet, " dollars left"); print (attributes) else: print ("that is not a legit attribute!") again = input ("play again y/n") if again == "y": UI () if wallet <= 0: print ("you can't play anymore"); break #end of program replay = input("Are you tough enough to play? y/n") if replay == "y": stats(), UI () I think if I want to get this right, the best way would to be to code out a whole adventure scenario and break it down into pseudocode blocks for each element eg buying weapons, taking damage, entering the tavern. instead of trying to do the whole scenario in one or two define statements. It would be an interesting challenge, that would get me closer to making a game, might try this tomorrow.
  10. I've begun to focus more on learning programming, rather than learning enough programming to attempt some of my projects. step 1. learn to code in python and unity step 2. build some small games implementing or at least attempting to iterate my ideas. step 3. get better at coding step 4. start building prototypes of my bigger ideas and producing practice prototypes - various website ideas including a robot game engine and space simulation social network, a 3rd person shooter mixed with a streets of rage-style platform beatemup structure to build an action-adventure game based on a story I'm writing, various other ideas. step 5. get better at coding... I am discovering the define method. I have a problem with my program: "I'm trying to figure out def methods: My program is not working." #this is the start of my program: def game(): again = "" buy = "" wallet = 30 attributes = {"Dexterity": 30, "Wisdom":30, "Health":30, "Strength":30} def start (): print (attributes) while again != "n": if attributes == "": print("goodbye!") else: #program continues on for awhile, cut off here for brevity #this is the end of my program elif choice == 4: #sell an attribute sellAll = input ("which attribute would you like to sell all of?:") if sellAll in attributes: wallet += attributes[sellAll] del attributes[sellAll] print ("You have ", wallet, " dollars left"); print (attributes) else: print ("that is not a legit attribute!") again = input ("play again y/n") if again == "y": start () if wallet <= 0: print ("you can't play anymore"); break replay = input("Are you tough enough to play? y/n") if replay == "y": game(), start () I clearly am trying to use define method when I don't fully understand how it works. Originally the game worked, when I just used one define method - "def game ()" But I started trying to use two to solve the problem that the game wasn't returning to the start of the program within the loop. That's when I ran into problems.
  11. starting a new project

    Thanks, that's really helpful.
  12. starting a new project

    I'm an old school writer. I've been writing large manuscripts for 22 years. My background is poetry, tabletop game design, young adult novels and screenwriting. I'm learning python, construct 2, gazebo sim, Adobe InDesign, and Game Maker Studio. I have an idea for a game I want to build, basically a mod. It will be my first finished game. It's built over a skeleton of a third-person shooter, but it's actually part 3d adventure game (3rd person) and part streets of rage style brawler. But it's story-driven and I have a unique creepy action/drama type story that I'm writing for it. I want to use unreal engine. Can this be done in unreal engine without learning c++? Am I using the write SDK/engine? I want to build the game by modding, before I build a complete game using smaller engines and from scratch programming. gazebo sim I chose because I'd also like to build simulations of theoretical electronic products - but that's for later. If not unreal engine which is the tool that I've heard most about with a ton of books for me to study on it. Then what other tool would be good for modding to build a 3dperson shooter framework and adapt it to do what I want? Which is a 3D adventure/brawler in two different modes in the style of a third person shooter like metal gear solid or syphon filter 1.
  13. Looking for Suggestions to get my Son started

    I'll preface this with it's taken me a very long time and a lot of back and forth to decide on a workflow for my coding and game dev.   I started on BASIC when I was eleven. But unfortunately that was obsolete even then which is why I used an emulator. The cool thing about BASIC was that you could copy source code for games from books, and you could learn what things do just by watching the code do its magic and altering bits at a time until you are confident enough to try and build your own game - I built a pong game with creepy faces for the balls - didn't finish it. Python is very similar to BASIC but not likely to become obsolete any time soon. there are also other forms of BASIC - libertyBASIC, Dark Basic, etc. But I think python is more accessible - more resources, more widely used.   My suggestion would be Python and a game engine. Game engine equals fast results, python equals long term results. A free game engine and python wouldn't cost anything and you could get him the sololearn python app which one of the guys on here turned me onto (it's free) and a book for the game engine (I would advise absolute beginner in the title) - there are also lots of cheap python ebooks - and some designed for kids.   If you don't want to do both, I would suggest starting with a game engine. I chose Construct 2, but game maker or unity are the most pushed on here.
  14. my first program - concatenating in python

    I have actually I use a section of my blog to write about my development as a programmer. www.livethinkbreathe.co.nz   it says I've already written 3 programs - that's because this is the 2nd time I've attempted learning python and the first time I only got as far as writing 3 programs. I'm going to stick with it and see it through this time, though.   Just realised that you probably meant a developer journal here on gamedev.net - interesting idea. I'll have to think about it.   Thanks I'll try that as well.
  15. I wrote my first program in Python... and it works! after a few bug fixes it's actually quite small and some would think insignificant. But I'm getting used to the syntax and form of the language.   print ("hello") print ("\nwhat are your 2 favourite foods of all time?") food1 = input ("\n\t1.") food2 = input ("\n\t2.")         print ("I have made ",food2+food1," for you!")   input ("press a key to exit and enjoy your meal :)")