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If I recall right, C is the basis of C++ and the only major difference is that C++ uses classes. (Which is like a heiarchy for coding...)
So if you were going to use C/C++ for building a game, I'd recommend that you use C++ as the classes can be quite useful. (Such as if you create a specific part to summon enemies on the highest level, then you can call that code on lower levels of the code to spawn an enemy at a specific time.)
As for complexity... C++ is pretty complex and if you make a mistake it can have devastating results. C/C++ incororates memory and file system tools, which means that you can literally destroy your computer if you code something improperly. (Essentially turning your game into a virus.)
I have never used Python, but I have heard that Python can understand/use C++ inside itself... so if you were going to use Python, it'd still be a good idea to get basically familiar with C++ anyway.
Well, building a game from scratch isn't as simple as: - build engine - plunk in sprites/images - attach sounds - done.
I've no idea how to use C++ to build games, but I do know that to do it in Flash you, most of the time, need to add the code as you develop the game. So that means as you import objects or draw them in, that's when you add the code for it. Otherwise it means an insane amount of going back and making tweaks. (Which you'll have to do some of that already to ensure things are running smoothly.)
As far as the post development, there are some larger companies that will package them... (EA is one I believe.) But I think before you worry too much about the distribution aspect that you should focus on making a good game first. As no larger devloper/publisher will distribute a poorly made indie game.
I would caution you now... Game development is tough and it takes a lot of time to do properly. And you WILL spend a huge amount of time testing and ensuring that your game works as you envision it.
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