i wrote a python game

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i wrote a python game

Postby RAK » Sat Apr 23, 2011 8:05 pm

its text based right now, and still a little buggy, but it's operational.

https://sourceforge.net/projects/luchalibremanag/
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Re: i wrote a python game

Postby Insanimania » Sat Apr 30, 2011 2:57 pm

What an odd bot.
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Re: i wrote a python game

Postby ThornBrain » Sat Apr 30, 2011 6:13 pm

*Delete*

Not anymore it ain't.
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Re: i wrote a python game

Postby Steve » Mon May 02, 2011 12:54 pm

Insanimania wrote:What an odd bot.

What did I miss?

On topic: I am downloading the game now. Will it run as is or do I need to get something to run it?
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Re: i wrote a python game

Postby kingsattino » Mon Jul 30, 2012 5:20 am

What did I miss?

On topic: I am installing the experience now. Will it run as is or do I need to get something to run it?
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Re: i wrote a python game

Postby Adroit » Tue Jul 31, 2012 9:14 pm

I would like to hear more on this project. The most recent programming language I have learned much of is Python(thanks to Udacity.com) and I too would like to make a game(even if it is text-based).
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Re: i wrote a python game

Postby Adroit » Tue Jul 31, 2012 9:34 pm

As I am experimenting with this I already enjoy knowing this is written in Python because I can review the code.
When I use a regular terminal window in Ubuntu I think some of the expected screen output in the beginning of the game when you are creating a new character gets cut off by at least one line. I didn't know if you were wanting to standardize the screen resolution by a default terminal window line height size, or not.
I'd like to hear more from the author about this game, it's development, and future.
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Re: i wrote a python game

Postby RAK » Wed Aug 01, 2012 12:26 am

Adroit wrote:As I am experimenting with this I already enjoy knowing this is written in Python because I can review the code.
When I use a regular terminal window in Ubuntu I think some of the expected screen output in the beginning of the game when you are creating a new character gets cut off by at least one line. I didn't know if you were wanting to standardize the screen resolution by a default terminal window line height size, or not.
I'd like to hear more from the author about this game, it's development, and future.

hi, i am the author.  reviewing the code will suck, that was my first project, and i didnt comment my code very well.  that brings me to your next two points.

development stopped because i took a break, and when i was done with my break, i realized i didnt know how the hell any of it was supposed to work (due to lack of comments in my code).  so for development and the game's future, it has none.  perhaps sometime after i am done with the python project i am working on now, i will make a new version with the expansions i had planned.

it is odd, though, that you are getting a line cut.  my roomate at the time also played from console in ubuntu, and everything seemed perfect.  i myself ran it in IDLE.

hrm, thinking on it, i am using the print function to output text.  it should detect the console's default font and resolution and use that.

or it could be you are using a different version of python than what i used to write it.


the project i am working on now is much better.  it uses GUIs, ive been commenting the code, and overall it is much more well written than luchamanager.

for example, the "AI" of your opponents is supposed to use what is called a "weighted lottery" to select which moves to use against you.  because i didnt really look at the random module's documentation, i did not know random can do this for you, so instead luchamanager uses a very suboptimal hack i put together that does not quite behave the way i want it to.

luchamanager is GPL, so feel free to screw around with the code, or adapt it to your own purposes.  if there's anything more you'd like to know, feel free to ask, i'll redownload the source and see if i can figure out just what the hell i was thinking when i wrote whatever snippit of code has caught your interest.
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Re: i wrote a python game

Postby Adroit » Wed Aug 01, 2012 4:37 pm

With as small as it is I don't need comments to understand how it works.
Do you have a twitter for updates on it or will you be posting updates elsewhere?
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Re: i wrote a python game

Postby RAK » Wed Aug 01, 2012 11:57 pm

Adroit wrote:With as small as it is I don't need comments to understand how it works.
Do you have a twitter for updates on it or will you be posting updates elsewhere?

i abhor "social media".  as i mentioned previously, there will be no updates.  that particular line of code is effectively dead.  if and when i redo the game, it will be rewritten from scratch, most likely making use of code ive developed for my current project, insipisphere quest.

i post updates for that almost daily in the relevant forum, the MSPA forums...  it's a homestuck fan game.

here is the link if you want to see what that is all about - http://mspaforums.com/showthread.php?48 ... ROTOTYPING

its a far more ambitious project than luchamanager.   far, far more ambitious.  for example, i now store gamedata in xml for ease of modding (end user modding that is).  IQ has had a GUI from the get-go, and will support art and music (when ive completed enough of the game to work on their support) and am currently working on the first part of the gamedata editor.   im hoping this will streamline the information pipeline between me and the community, allowing them to submit data to me in the correct format.

and i'm glad you dont need comments to understand luchamanager, because i have no clue what is going on under the hood anymore.  i really should have broken it into separate modules.  all i can say is that i learned a lot from writing luchamanager, and each lesson has really benefited me a lot in IQ.
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Re: i wrote a python game

Postby RAK » Tue Aug 07, 2012 4:46 pm

say, adroit, you're an experienced programmer?  as in you understood another language before learning python?

perhaps you could dig into the source code of PGU and explain to me Widget.widget.connect (that is, the connect method of the widget class of the Widget module)  and also send, as i am not quite sure how these work, and how to bend them to my will.
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