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dmreichard

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  1.   From reading this it sounds like you are attempting to tackle a project a bit out of your scope at the moment. Let me clarify something first that there is no "movement logic" specifically in Python. Python is simply a programming language, a tool. To solve the problem of how to simulate player movement would involve thinking about how you are breaking down the representation of your player and a room. What data structures are you going to use to represent these game entities? Will rooms have references to each other by cardinal directions and a list of game objects and/or players?   I think you should read more about Python and experiment with classes, modules etc. before tackling a text based RPG. One way to think about programming is taking a large problem and dividing that into several smaller problems to solve then piecing it all back together. The language itself is simply a tool or means to an end however, if you don't know how to use the tool with some proficiency your problem will be rather hard to solve indeed.
  2. Before working on how to handle sprite sheets I would recommend some reading on Python classes and attributes. http://docs.python.org/2/tutorial/classes.html#class-objects will specifically point out some flaws I saw from a quick glance with how you are handling your Character base and sub classes, specifically in regards to class objects and attribute references.   Once you read about class objects (I would recommend you read the entire tutorial on Python classes) take a look at how you are handling characters. You will be able to see which items should be attribute references, and which should be data attributes.   Learning more about Python classes will help you towards cleaning up your code. As for handling sprite sheets a simple google search for "pygame sprite sheet" will give you very useful results. There are actually several code snippets that people wrote for handling just that in PyGame.   Happy coding!
  3.   Sometimes using one file is the proper way to do it, depending on how you are structuring the code. How complex your game is would also have a big impact on how the code is layed out. As Bacterius mentioned, you are using Python modules like C++ headers. Try and treat modules like their name implies for a "modular" design. A google search for "python idioms" may yield some useful information.
  4.   I'm going to have to check out their 3D book, the 2D one was excellent!
  5.   Just to point out, I think hikarihe meant for 2D, as the book listed above does not delve into 3D development. It is however an excellent book!
  6.           I have to disagree with you both on this one. While I feel other languages especially those that are interactive such as Python are perhaps a better choice starting out, I don't believe learning C# first is a bad choice. Suggesting that one learns C++ instead of C# because of C# being multi-paradigm seems even moreso hypocritical, considering that C# confines you more than C++ does in that way.   As for the OP's question, there are plenty of beginner C# tutorials and reference material you may find doing a search query on Google. I would recommend when looking at books on Amazon you also check reviews from programmers on said particular book. Don't necessarily rely on the reviews that are posted on Amazon itself.   I will however recommend if you are just starting out that you try Python. Many will argue that it is a much simpler language (though no less powerful) than C# and I agree whole heartidly, however my primary reason for recommending it is because of it's interactive prompt. This will allow you to quickly try new things that you have learned and encourages experimentation. When learning to program you won't learn just by reading but by further experimentation, and this format works well for that. There is also an excellent free online book, http://greenteapress.com/thinkpython/thinkpython.html, which is a great introduction to Python and programming in general.
  7. I have been enjoying the free course offered here: http://gryllus.net/Blender/3D.html I also bought the suggested textbook: http://www.amazon.com/The-Complete-Guide-Blender-Graphics/dp/1466517034   So far I am picking things up rather quickly using these resources on Blender3d.   As for Python there is an extraordinary amount of reference material and tutorials on the internet. A simple Google search will turn up many useful results. Is there a particular version you are targeting? In most cases the documentation right from the main site at http://www.python.org will be very useful.
  8. C++ Primer is good. http://www.amazon.com/Primer-5th-Edition-Stanley-Lippman/dp/0321714113/ref=sr_1_1?ie=UTF8&qid=1357579265&sr=8-1&keywords=C%2B%2B+primer
  9. I run Ubuntu Server on my home server, ArchLinux on my laptop, Windows 7 on my desktop PC and XP on my wife's netbook. Life is good.
  10.   Many publishers such as O'Reilly sell books in ebook format. Could you be more specific as to what you need focus on? Are you searching for a book covering the Visual C++ IDE? SDL? Programming in general?
  11. [quote name='Rattenhirn' timestamp='1356616507' post='5014691'] What remains is, that "cafe based" languages (Java, .net) need to assume a virtual machine to work properly. So runtime performance can only ever be as good as this virtual machine matches to the real machine used, causing more and more troubles as the virtual machine ages and the real machines progress. [/quote]   I'm not biased towards either option, however I just wanted to point out that the same goes for compilers. There are plenty of good reasons to use either C++ or C# depending on your goal, platform, library restrictions and a multitude of other factors.   In response to the OP, yes as other posters have pointed out a lot of your runtime efficiency is all in how you design and structure the code. I'm repeating kunos when saying this but I feel it has to be reiterated. One experienced with C# will more than likely write better performing code than they could write in C++ without additional learning.
  12. [quote name='iMalc' timestamp='1356560361' post='5014512'] Think about how much power that little SC2 fix probably saved in Korea alone! [/quote]   +1 sir, that was pure gold.
  13. I agree for the most part that switch should be avoided when possible, though it does have it's uses. I do not however miss it when programming in languages that don't support it, such as Python.   I also advocate against overloading core functionality that does not contextually make sense. Most people don't like being surprised by such things, and I wouldn't even recommend it if you are the sole developer.