Re: [pygame] Re: Need a lot of help with 'virtual' board game

2015-07-03 Thread tom arnall
Michael,

it just occurred to me that people on this thread cd probably help you
better if they knew something of the  programs you have written so
far, in whatever language.

Regards,

Tom

..
"If you're not having fun, you're probably f*cking up."  Alfred E. Neuman

On 7/2/15, Michael  wrote:
> So while looking around the internet today, I came across this little gem:
> http://www.baumanfamily.com/john/risk.html
>
> The amount of code in it that help is outstanding, and really helps with
> learning how to code a board game.
>
>
>
> --
> View this message in context:
> http://pygame-users.25799.x6.nabble.com/Need-a-lot-of-help-with-virtual-board-game-tp1965p1983.html
> Sent from the pygame-users mailing list archive at Nabble.com.
>


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Re: [pygame] Re: Need a lot of help with 'virtual' board game

2015-07-02 Thread tom arnall
Ian,

i agree with you if the tasks for experimentation are kept small. and
the experimenting is above all a lot of fun. people hang themselves in
systems work by biting off more than they can chew.

writing a system from scratch can be a good learning experience, but
it is rarely done in the world of professional programming. "piecing
together code other people have written..." that is usually  the
shortest path to at least the first version of a large system and even
a little one sometimes.   also, one of the chief reasons OO came into
existence was the desire to increase the amount of reuseable code in
the world. but i think you have actually implied this in the last part
of yr msg. the topic here is really about the situation of the
beginning programmer and i think yr advice on it is very true and very
valuable. thanks for taking part in the discussion.

regards,

tom

.
Faced with the possibility of its extinction, every species finds
within itself powers unimaginable in the days of its complacency.

They try to make the words of sounds and things their property and use
them to divide us. But they will never own the words in our eyes.








On 7/2/15, Ian Mallett  wrote:
> ​Since this has turned into an advice thread . . .
>
> Having taught Python for several years, I find that the best way to learn
> any language, but Python in particular, is to just sit down and try a lot
> of things, without assistance. It sounds like you're trying to make a game.
> That's great, but you shouldn't try to do that by piecing together code
> other people have written. You will learn more by writing it all from
> scratch. *After* you have done this, then you'll have a better idea of what
> goes into making a game, what code is best reused, and what code is best
> left outsourced to dedicated projects.
>


Re: [pygame] Re: Need a lot of help with 'virtual' board game

2015-07-02 Thread Ian Mallett
​Since this has turned into an advice thread . . .

Having taught Python for several years, I find that the best way to learn
any language, but Python in particular, is to just sit down and try a lot
of things, without assistance. It sounds like you're trying to make a game.
That's great, but you shouldn't try to do that by piecing together code
other people have written. You will learn more by writing it all from
scratch. *After* you have done this, then you'll have a better idea of what
goes into making a game, what code is best reused, and what code is best
left outsourced to dedicated projects.


Re: [pygame] Re: Need a lot of help with 'virtual' board game

2015-07-02 Thread tom arnall
Michael,

congratulation on yr find!

BTW, people who program for a living will always start a project by
looking around for a similar system. i wd bet that in the majority of
cases, systems running today have used another system as a starting
point and in many cases just modified it to suit their needs, and that
only rewrites approach anything like completely new systems.

regards,

tom

..
Faced with the possibility of its extinction, every species finds
within itself powers unimaginable in the days of its complacency.






On 7/2/15, Michael  wrote:
> So while looking around the internet today, I came across this little gem:
> http://www.baumanfamily.com/john/risk.html
>
> The amount of code in it that help is outstanding, and really helps with
> learning how to code a board game.
>
>
>
> --
> View this message in context:
> http://pygame-users.25799.x6.nabble.com/Need-a-lot-of-help-with-virtual-board-game-tp1965p1983.html
> Sent from the pygame-users mailing list archive at Nabble.com.
>


--


[pygame] Re: Need a lot of help with 'virtual' board game

2015-07-02 Thread Michael
So while looking around the internet today, I came across this little gem:
http://www.baumanfamily.com/john/risk.html

The amount of code in it that help is outstanding, and really helps with
learning how to code a board game.



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[pygame] Re: Need a lot of help with 'virtual' board game

2015-07-02 Thread Michael
I am not familiar with the names, again, I am a VERY novice coder, have
watched one tutorial, whilst going through the book 'invent with python' as
well.



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Re: [pygame] Re: Need a lot of help with 'virtual' board game

2015-07-01 Thread tom arnall
i suspect your answer is with tongue in cheek, but just in case it's not ...

here is a bit of pseudo code in the style that i use. every programmer
who uses pseudo code has his own little version

get the records

for each record

get next record

check if it contains 'jackpot'

if it does

write record to file


just the thought of writing even a simple program, without pseudo
coding it first, makes me shudder.  next stop, programmer hell. and if
a program develops a bug which i suspect has to do with the control
structure, i will rewrite the pseudo code for the suspicious section
and then rewrite the section, scavenging code from the old section
which deals with assignments and other non-control-related detail.
unless it's some kind of trivial thing in a single line, never change
the code first. always change the pseudo code first, then make the old
code conform to the new pseudo code. it's been working for me for a
very long time and i never feel like i'm working hard. and sweating is
definitely not part of my idea of fun unless i have a tennis racket in
my hand.

do you know about unit testing and test-driven development?




On 7/1/15, Michael  wrote:
> No, I am not familiar with that at all.
>
>
>
> --
> View this message in context:
> http://pygame-users.25799.x6.nabble.com/Need-a-lot-of-help-with-virtual-board-game-tp1965p1980.html
> Sent from the pygame-users mailing list archive at Nabble.com.
>


-- 
..
Faced with the possibility of its extinction, every species finds
within itself powers unimaginable in the days of its complacency.

They try to make the words of sounds and things their property and use
them to divide us. But they will never own the words in our eyes.


[pygame] Re: Need a lot of help with 'virtual' board game

2015-07-01 Thread Michael
No, I am not familiar with that at all.



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Re: [pygame] Re: Need a lot of help with 'virtual' board game

2015-07-01 Thread tom arnall
" I am going to start coding a simple strategy game today..."

do you know about pseudo code?

On 7/1/15, Michael  wrote:
> >Create an image of the board.
> >Save the countries as coordinates that refer to the centre of
> >the country.
> >For each country, save a list of countries that are connected.
> >When units are in a country, display them at the centre
> >coordinate.
> >When moving, only allow a unit to move to one of the connected
> >countries.
>
> This was a ton of help! Thank you so much! :D
>
> I am going to start coding a simple strategy game today (hopefully) to
> experiment with unit movement and combat.
>
>
>
>
>
>
> --
> View this message in context:
> http://pygame-users.25799.x6.nabble.com/Need-a-lot-of-help-with-virtual-board-game-tp1965p1977.html
> Sent from the pygame-users mailing list archive at Nabble.com.
>


-- 
..
Faced with the possibility of its extinction, every species finds
within itself powers unimaginable in the days of its complacency.

They try to make the words of sounds and things their property and use
them to divide us. But they will never own the words in our eyes.


[pygame] Re: Need a lot of help with 'virtual' board game

2015-07-01 Thread Michael
>Create an image of the board. 
>Save the countries as coordinates that refer to the centre of 
>the country. 
>For each country, save a list of countries that are connected. 
>When units are in a country, display them at the centre 
>coordinate. 
>When moving, only allow a unit to move to one of the connected 
>countries.

This was a ton of help! Thank you so much! :D

I am going to start coding a simple strategy game today (hopefully) to
experiment with unit movement and combat.






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Re: [pygame] Re: Need a lot of help with 'virtual' board game

2015-07-01 Thread Sam Bull
On Tue, 2015-06-30 at 18:51 -0700, Michael wrote:
> For my game I want territories that are different shapes, not tiles, is it
> done the same way? or is there another process completely?

You basically just need to work out what you want, then figure out a way
to go about it, programming is very free-form. For example, if I were
creating a Risk board, one approach could be:

Create an image of the board.
Save the countries as coordinates that refer to the centre of
the country.
For each country, save a list of countries that are connected.
When units are in a country, display them at the centre
coordinate.
When moving, only allow a unit to move to one of the connected
countries.

Hope that gives you an idea.


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Re: [pygame] Re: Need a lot of help with 'virtual' board game

2015-06-30 Thread tom arnall
Folks!

Thanks for the discussion. Very helpful. I'm a newbie also with
pygame. Not very far along with python either.

Thanks Michael for starting the discussion. The advice to work on
parts of the stuff and to find examples is important. I have written a
lot of software in other languages and those ideas were fundamental to
my mastery of those environments. Above all, "IF YOU'RE NOT
COMFORTABLE AND HAVING FUN AS YOU WORK, YOU'RE F*CKING UP!" Keeping
problems small relative to one's level of competence is fundamental to
our bliss. Always keep the tasks simple, keeping in mind that what is
simple grows as one's competence grows.

Also, if possible, begin a project using the framework someone else
has built for a similar application.  The Pygame site contains and
links to lots of game apps. Many of them include valuable commentary.

Regards,

Tom

-- 
Faced with the possibility of its extinction, every species finds
within itself powers unimaginable in the days of its complacency.



On 6/30/15, Michael  wrote:
> Quick question:
> For my game I want territories that are different shapes, not tiles, is it
> done the same way? Or is there another process completely?
>
>
>
> --
> View this message in context:
> http://pygame-users.25799.x6.nabble.com/Need-a-lot-of-help-with-virtual-board-game-tp1965p1973.html
> Sent from the pygame-users mailing list archive at Nabble.com.
>


Re: [pygame] Re: Need a lot of help with 'virtual' board game

2015-06-30 Thread Matt Roe
There are several ways to do that - you could make territories be a
collection of small tiles, or you could use some sort of polygon system.

On Tue, Jun 30, 2015 at 7:51 PM, Michael  wrote:

> Quick question:
> For my game I want territories that are different shapes, not tiles, is it
> done the same way? or is there another process completely?
>
>
>
> --
> View this message in context:
> http://pygame-users.25799.x6.nabble.com/Need-a-lot-of-help-with-virtual-board-game-tp1965p1973.html
> Sent from the pygame-users mailing list archive at Nabble.com.
>


[pygame] Re: Need a lot of help with 'virtual' board game

2015-06-30 Thread Michael
Quick question:
For my game I want territories that are different shapes, not tiles, is it
done the same way? or is there another process completely?



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[pygame] Re: Need a lot of help with 'virtual' board game

2015-06-30 Thread Michael
Thanks a ton guys! When I finish the game I am ultimately trying to make (The
first Balkan war) I will post it on these forums :)



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Re: [pygame] Re: Need a lot of help with 'virtual' board game

2015-06-30 Thread Sam Bull
On Tue, 2015-06-30 at 12:48 -0700, Michael wrote:
> I actually coded my own pong game, I forgot to add a pause menu though.
> However, I still need to know how to code in 'combat' (die rolls,
> causalities ETC.)
> Movement of troops
> and still alll the others listed above.

As said, these things will be covered in various tutorials, you just
have to work out how to apply them to your project. For example:

# Die Roll
roll = random.randint(1, 6)
# Causalities
num_lives = 5
# When unit is hit...
num_lives -= 1
if num_lives < 1:
# Unit is dead

And so on...

If you follow a couple more tutorials and get started, then come back
when you have some more specific questions, people will be happy to help
you solve some problems. But, your current questions are essentially,
'how do I make a game?' which is better answered through the various
tutorials on offer.


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Re: [pygame] Re: Need a lot of help with 'virtual' board game

2015-06-30 Thread Paul Vincent Craven
You can look up how to do combat 'die' rolls here:

http://programarcadegames.com/index.php?chapter=loops&lang=en#section_4

That site has a lot of example code if you look under the 'examples'
section.

Paul Vincent Craven

On Tue, Jun 30, 2015 at 2:48 PM, Michael  wrote:

> I actually coded my own pong game, I forgot to add a pause menu though.
> However, I still need to know how to code in 'combat' (die rolls,
> causalities ETC.)
> Movement of troops
> and still alll the others listed above.
>
>
>
> --
> View this message in context:
> http://pygame-users.25799.x6.nabble.com/Need-a-lot-of-help-with-virtual-board-game-tp1965p1968.html
> Sent from the pygame-users mailing list archive at Nabble.com.
>


Re: [pygame] Re: Need a lot of help with 'virtual' board game

2015-06-30 Thread Noel Garwick
As Winkleink said, the Invent With Pygame stuff is awesome; tons of good
hands-on examples.  The author is very cool and will probably help you out
or recommend a blog post if you have specific questions on how something
works.  http://inventwithpython.com/

For troop movement, if you're making a grid-based game, I recommend this
tile map tutorial:  http://sheep.art.pl/Tiled%20Map%20in%20PyGame

That will help you understand how to break up an area into 'cells'.

For combat, again, you just need to break things down:


   - Characters need data for HP, Attack Power, Accuracy, Dodge Chance,
   Defense
   - Use something like:
  - # see if the attacker hits the defender (there are a LOT of ways to
  do this)
  - hit = False
  - if ( random.randint( 0, 100 ) + attacker.accuracy ) >
  defender.DodgeChance:
 - hit = True
  - # If the attack hits, lower the defender's HP, adjusting the damage
  by the defender's defense
  - if hit:
 - damage = attacker.attack_power - defender.defense
 - if damage >= 0:
- defender.hp -= damage
 - # check if the defender is dead; if so, remove hide sprite, etc.,
  - if defender.hp <= 0:
 - defender.kill()


On Tue, Jun 30, 2015 at 3:48 PM, Michael  wrote:

> I actually coded my own pong game, I forgot to add a pause menu though.
> However, I still need to know how to code in 'combat' (die rolls,
> causalities ETC.)
> Movement of troops
> and still alll the others listed above.
>
>
>
> --
> View this message in context:
> http://pygame-users.25799.x6.nabble.com/Need-a-lot-of-help-with-virtual-board-game-tp1965p1968.html
> Sent from the pygame-users mailing list archive at Nabble.com.
>


[pygame] Re: Need a lot of help with 'virtual' board game

2015-06-30 Thread Michael
I actually coded my own pong game, I forgot to add a pause menu though.
However, I still need to know how to code in 'combat' (die rolls,
causalities ETC.)
Movement of troops
and still alll the others listed above.



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