In message <884FF9F2-66BF-45A2-9C9E-6C7002247D98 / yahoo.co.uk>, Sharon Phillips writes: >Yes, it works. But it's not the only way that works. >Some people like to take things slowly and methodically, others like >to dive right in. Yup. I'm a "dive right in" person, myself. >Sometimes you've got to get a taste for what's possible, for the >excitement of taking your ideas and turning them into reality. >One of the best things about being young is that you don't know >what's impossible. That's why some of the most brilliant things are >made by young people - they didn't know it couldn't be done. Oh, I've done that. I learned C by reading the source code to hack. No one told me you couldn't do that. I also used the source to figure out how to understand the table in the binary containing all the monster statistics, so I could make a modified version that was substantially harder than regular hack. (I didn't have a compiler, and the version I was playing was the DOS version, and I only had UNIX source.) >> It allows you to make a good game. It takes a while, but, well, >> that's the way crafts are; it >> takes a while. >Did you ever have 'a while' when you were Joe's age? I don't know how old Joe is. When I was in my mid-teens, I read the source code for hack, several times, pretty much cover to cover. It took a summer. At the end of that summer, I still couldn't write C, but I had a basic familiarity with the syntax. When I was younger, I did things like modify the code segments for Mac games (or, some years earlier, CP/M games)... But in every case, I had to pick a simple task to work through first. It seems to be moderately inherent to the task. >Not trying to offend anyone here, just that (currently) there's over >ninety comments in this thread; half of them are Joe's, and the other >half are telling him how it's all too hard. Not that it's too hard, just that he gives every sign of trying to find a way to not do the hard stuff, and I don't think that'll work. -s