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  • I have some experience in Bash and Python, Lua.
  • I've always wanted to try and make point & click quest games. Most
    quest games I loved aesthetically and gameplay wise were made with

So now I'm pulled apart between Flixel and Pygame since I naively think Pygame is less powerful in graphical aspect (judging from pygame site screenshots)

In short, what are cons and pros?

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closed as not constructive by Byte56, Josh Petrie, Anko, Noctrine Apr 18 '13 at 16:51

As it currently stands, this question is not a good fit for our Q&A format. We expect answers to be supported by facts, references, or expertise, but this question will likely solicit debate, arguments, polling, or extended discussion. If you feel that this question can be improved and possibly reopened, visit the help center for guidance.If this question can be reworded to fit the rules in the help center, please edit the question.

"Which technology to use" questions like this are off-topic for this site. – Josh Petrie Apr 18 '13 at 15:18
up vote 2 down vote accepted

The choice of development technology is something you have to decide based on your goals. If you have never written a game before, then the last thing you need to worry about is any sort of middleware limitations, what you need is experience under your belt. Either way, the technology choice should be made based on the skillset of the development team, the designed feature set and aesthetic requirements of the game, as well as the target platform. Either of these choices will get you started and familiar with the technology no problem. This kind of question is pretty open ended, and can turn into a sort of "religious debate", so you should avoid these sorts of questions.

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yes, you are right. Such questions lead to nowhere. Just wanted to clarify my doubts. – minerals Apr 18 '13 at 13:55
If you want to have a better idea of what technology choice you should make, then you should take the time to design the game, and develop a list of constraints and features you require, as well as what the aesthetic goal is. Additionally, what is your art pipeline going to look like? If you have artists working with you, they are often resistant to using new tools, while programmers will usually use anything just for the fun of it. If you require Maya just to make your game, Maya isn't a cheap product, and this could be a deciding factor itself. – Evan Apr 18 '13 at 14:01
thank you for sharing some experience – minerals Apr 18 '13 at 14:02
I think this could have been said in a comment. – Byte56 Apr 18 '13 at 16:59

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