[quote] NNNoooooo… What is needed is a graphical, point and click interface that presends object oriented programming in a visual way. Not easy to decipher languages but a visual game creator. The idea is to introduce these concepts to people just starting to learn about programming.
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A point and drool interface, eh? These can actually hurt programmers quite a bit, as they can encourage laziness in dealing with logic. That being said, they can be very powerful when they allow the user to produce bits of code that interact with the system. A perfect example of such a tool is the Robocode “game” which allowed players to write AI routines to control the battling robots. (Robocode is really a Java port of an old Logo game.)
[quote]Thanks for the reply JB. I have seen this list before. The question isn’t if there are dev kits out there but, rather, ones that provide a really simple interface for students. Most of these kits are designed from the developer’s personal perspective, not from a n00b looking in from the outside.
What I am looking for is somethign in the KnP style of interfaces that teached concepts in a very visual way for grade school kids.
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Yet flexible enough to produce most forms of 2D games, right? Hmmm… I think that’s doable.
[quote]With regard to game sthat look like the tool kit, you should really check out the Super Ken Senshi game I mentoned below. It is pretty good 
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I can’t play the game since I’m on my Mac at the moment, but the screenshots do look impressive. I wonder how much more advanced “The Game Factory” is over its predecessor “Klik 'n Play”? If I can snag some time at some point, maybe I’ll look into that.
[quote]BTW, the discussion around a toolkit for children is one that Scott McNealy and I have discussed and there is great personal interest here…
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You should ask Scott if he’s willing to invest in developing such a product. The gears in my head are still turning, but I think that such a product would be pretty easy (if not a bit tedious) to develop. The idea would be to have a standard set of Java components that can be wired together inside the GUI. For example, a Sprite is an obvious choice. But how should it behave? We could place enemy AI objects on it, or we could assign it to the user. If it’s assigned to the user, then do the arrow keys move it up, left, right, and down, or forward, back and rotate? Again, two different components assigned to the object.
The tilemap could be assigned the same way. Does the user want the screen to scroll automatically, or does he want to attach it to the player’s position. (i.e. The difference between a shooter and a platformer.) Sprites could then be grouped into Collision Groups, with standard toolbox events being assignable to each Collision Group interaction.
The product could even allow the user to specify a “Custom” component for a given controller. This choice would then drop the user into an Editor that allows him to complete the methods for a given Java interface.
Hmmm… Darn you ChrisM! Now the idea is playing out in my head, and I seriously considering coding it! 
Honestly, though. Find out how interested Scott really is. I certainly wouldn’t mind quitting my current job in favor of developing something like this. 