How to create a game like cp


















What gives a puzzle its aesthetic, its pace and texture? Why does one puzzle feel thrilling while another feels like a flat mental grind? But wait! What follows, then, is not a recipe so much as my extrapolated list of possible cooking utensils: approaches to consider which will radically alter the flavour and texture of the resultant concoction. A puzzle is in partnership with the player to reach its own solution - a problem is just an obstacle, impassive and possibly insurmountable.

As such, a good puzzle provides the player with the tools necessary to solve it; it teaches, and perhaps even coaxes, but ultimately it lets players stand on their own two feet. And not just the player, says Blow. I tend to err on the side of not being cryptic.

An unsolved puzzle is a tree falling in a forest with no one there. What is its purpose if not to be understood, to teach or elevate the player? What gives a puzzle game a sense of pace is not the beating of its challenges in quick succession, but the speed with which new ideas are presented to you and internalised. Designing towards that is a case of breaking down the elements that you could use as those moments, and working out how to introduce those in a way which is neither overwhelming nor so guided that there is no revelation.

I think this explains the difference in texture between puzzle games - but is broadly applicable to any game in which mechanics are learnt and mastered. Puzzle games merely offer this cycle as their explicit purpose, and as such, it becomes all the more obvious when it is absent. I try in my games to make different levels feel very different.

You can do that with different mechanics, or you can do it by exploring a single mechanic to its full potential. In Sokobond, even within a level pack with the same mechanics, the different levels feel very different because there are different consequences of the mechanics, and exploring a different part of those mechanics means the solution is different and requires you to think differently about it.

By contrast, many iPhone puzzlers, like Alcazar or 0h h1 , quickly introduce the sum total of their puzzle-solving strategies, and then are much the same thereafter, level after level. They are still great puzzles but not great puzzle games - a distinction which suggests the latter has some sort of sustained but self-enclosed journey. I found that some of the mechanics were outstaying their welcome during periods when many puzzles in sequence felt like reconfigurations of the same conundrum, without expanding or advancing my understanding.

Compare that to Braid, which illustrates each new idea as succinctly as possible, asks the player to demonstrate their understanding of it, and breezes on and upward. If the game were to then demand you demonstrate your understanding a further three times, the pace would falter. These aesthetic ideas are all very well, but what are we applying them to? What, when you strip it back, is a puzzle, and how do you start to build one?

We use a lot of analogies to describe games. Sometimes they are a language, with nouns player, enemy, block, exit and verbs walk, kill, push, win. Finding the initial set of mechanics that will support an entire puzzle game is tricky: they must be rich enough in possibility to be recombined in new and interesting ways, but they cannot be so complex that they create a chaos from which no singular solution can be intuited.

This process of discovery is very much trial and error for Hazelden. Sometimes, games fall in line behind a single gimmick, as Whiting describes with Traal. The inciting notion was that the player loses control of the avatar whenever it spots an enemy.

The avatar flees, often into spike pits or other hazards. I thought it made sense to make our bad guy a little bit bigger than the good guy, and to make him scary red!

Finally, we call pygame. See also: How to call a function in Python. The next part of the code is where the real fun happens. Essentially, this is a loop that is going to keep repeating as long as the value of run is set to True.

The first line of this loop adds a short delay. Basically, everything that we want to happen repeatedly is going to go into a loop. This uses if and elif else, if statements in order to control the flow of the code. Because our characters move a few pixels at a time as defined by the vel and baddyVel variables , I have added a little room for error. The final statement following the loop quits the game.

This means the collision detection is extremely wonky, and if you were really making a game, you would do some maths to make sure the game ended if the characters touched at all. Notice how each time the baddy changes position, we call drawGame and refresh the canvas.

Finally, we need to get the input from the player and move the player character in accordance with this. Thankfully, Pygame makes this very easy:. As you may have gathered, the first part of this code also allows the player to exit by clicking the cross button. Now you know how to make a game in Python!

At least you know how to make moving squares on a screen… But hopefully, this is enough to give you an idea of how Pygame can extend the capabilities of vanilla Python.

Check out the official documentation here. You can open the file later by right-clicking the file and opening it with Notepad. Make sure you don't make Notepad the default program, though, or else double-clicking the script will open it in Notepad instead of running it. Not Helpful 0 Helpful 3. Make sure that when you save your Notepad file: 1. You name the file "filenamehere. You select all data types. Not Helpful 5 Helpful 9.

Open the txt file and edit the text. Save the new text file, and when you launch the game again, you will get your modified text. Not Helpful 0 Helpful 1. Include your email address to get a message when this question is answered. If you want to save something as a batch file but don't want to finish it just yet, you can edit the file again by right-clicking and selecting "Edit". Helpful 0 Not Helpful 0. Batch is a fun way to start writing programs. To move onto something just a tiny bit harder but much more powerful try the python programming language.

When saving, make sure you to change the drop down menu under the file name input box from "text txt document" to "All files".

After doing that, ensure that your file name always ends with. If you have got multiple programs that work hand in hand, you can use the "call" command to start a different batch file from within the one you're running. Try creating many versions of the game as you go so you can compare them and see if there are any errors. Don't worry about how much space it will take, batch files are very small. Submit a Tip All tip submissions are carefully reviewed before being published.

It is often times said that it is illegal to send batch files over the internet. By no means is this true, but be aware of the fact that you may get in trouble for sending dangerous batch files over the internet e. They are not called viruses, but they are still harmful and you can get in serious trouble for them. Helpful 3 Not Helpful 0. Remember that everything displayed by the command line is an echo! Text files solve some problems, such as the slashes and stars, but commands in them will still be carried out by the system.

Helpful 2 Not Helpful 0. Be wary of the "del" command. Although it can be used to delete, for example, users for a longer game, it is unrestricted and can be used to delete anything, including vital files. NEVER use this command until you really know what you're doing with it. Helpful 1 Not Helpful 0. You Might Also Like How to.

How to. Co-authors: Updated: December 23, Categories: Programming. Thanks to all authors for creating a page that has been read , times.

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