- Paperback: 356 pages
- Publisher: Createspace Independent Pub; 3 edition (10 March 2015)
- Language: English
- ISBN-10: 1503212300
- ISBN-13: 978-1503212305
- Product Dimensions: 20.3 x 2.1 x 25.4 cm
- Average Customer Review: Be the first to review this item
Amazon Bestsellers Rank:
#6,29,994 in Books (See Top 100 in Books)
- #1129 in Books > Computing, Internet & Digital Media > Computer & Video Games
- #1174 in Books > Computing, Internet & Digital Media > Programming & Software Development > Languages > Python
- #5546 in Books > Textbooks & Study Guides > Higher Education Textbooks > Computer Science > Programming Languages
Invent Your Own Computer Games With Python Paperback – Import, 10 Mar 2015
There is a newer edition of this item:
Customers who viewed this item also viewed
Customers who bought this item also bought
Enter your mobile number or email address below and we'll send you a link to download the free Kindle App. Then you can start reading Kindle books on your smartphone, tablet, or computer - no Kindle device required.
To get the free app, enter mobile phone number.
No customer reviews
|5 star (0%)|
|4 star (0%)|
|3 star (0%)|
|2 star (0%)|
|1 star (0%)|
Review this product
Most helpful customer reviews on Amazon.com
The writing in this book is tight, engaging, entertaining, and just seriously impressive, and the projects are super fun too. I particularly liked the Tic-Tac-Toe project: I thought it was really clever to have the reader implement an AI for one of their games so early on in the book, instead of burying something fun like that in a later chapter.
I don't know if Al's gotten way better at writing over the past few years, or if he's gotten a great editor, or some combination of the two; but whatever the cause, this book really shines. When I read his book "Making Games with Python & Pygame" (published in 2012), I found that he sometimes explained concepts using frustratingly vague language, or introduced them in an order that bothered me, and I also noticed a few typos and bugs in that book's prose and code; I found basically zero such issues in "Invent Your Own Computer Games with Python".
The only main thing I wish he'd change is that he uses mixedCase for his variable and function names, but snake_case is the naming standard in Python programs (documented in PEP8). It's not obvious to me why he prefers mixedCase, and this seems like something that shouldn't have survived to the fourth edition of this book. All in all, though, this is a problem I'm more than willing to overlook, given how otherwise excellent this book is.
From now on, whenever a friend asks me what the best way is of learning to program, I'm going to point them directly to this book. Keep up the great work, Al!
The book starts off with installation of python and setting up an IDE (integrated development environment, software that tries to be a one-stop-shop for all your needs: editing code, running code, file manager, etc)
Each chapter presents a game to be created. The author describes the mechanics of the game and then provides the source code from the get go for the student to copy over into his own file. The source code is also available on a website for quick copy-pasting. So immediately if the student copy and pastes the code into his IDE or runs the script manually through a terminal, bam, program is up and running within the first half an hour.
Then the author goes step by step with each line of code and explains what is happening. Core lessons are spread throughout the book instead of all at the beginning like traditional books. In other words, in the first chapter you might learn about the import statement and variables, then a few chapters later learn about lists and dictionaries, etc. I like this format a whole lot better than texts that feature a lot of depth in the beginning that amounts to reading and memorizing -- but without anything to type and execute, you quickly forget anyway and have to spend time flipping backwards in the text to jog your memory when you realize you need something you've already learned about.
Unfortunately I was a little disappeared as to how simple the lessons are. The user doesn't get to design games with a graphical interface (via the Pygame library), until the last third of the book. Prior to that, all games are executed through the command line interface (terminal, shell, console, whatever you happen to call it). This is probably my own fault for not taking a look into the book more thoroughly. I'm a novice programmer with some familiarity with Java and C++, not a total beginner so most of what the book goes over I was already familiar with and have used before, albeit the syntax is different and Python is definitely more concise in code. For some reason I was thinking the book was going to start with creating a graphical interface from the get go and progress a little quicker.
I know now that the author has another book that is more what I thought this book was, entitled "Making Games with Python and Pygame"
All in all, I still have to give the book 5 stars for doing well what I believe it set out to do: introducing programming to complete beginners as fast as possible, as pleasantly as possible, since I know how dense beginner texts can be.
In summary, great book for TOTAL beginners. If you have some background in programming other languages, and can write simple input and output, read and write programs, this book is probably not for you.
I also now know that you can read this book for free online at the author's website, which is incredible. So check out the text to see if it fits your speed. Personally, I prefer reading from real books since I stare at the screen long enough as it is and it's a good way to support the content if you like it.
Those with more python\programming experience that want to get a basic handle on graphics might try his book Making Games with Python & PyGame as a better fit starting point.