Microsoft Visual Basic

Started by Takyon, Sat 07/03/2009 23:44:31

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Takyon

I'm starting to put my game into production (screenshots 1 & 2 & 3) and seeking programmers. One friend said he would do some for me but said he's going to use a program called Microsoft Visual Basic and use C++ (doesn't mean much to me lol).

Is this program any good and will I have problems say making the game with different engines if a programmer stops helping half way through etc?

I want to use AGS but will this mean I can't use it if the programmer starts in MVB?
ghost.

Ghost

#1
Microsoft VB is good, it's free (if you can live with the Express edition), and it's not even half the resource hog people claim it to be.

However, AGS uses its own scripting language. It resembles C/C++ and a couple of others, so a programming background will defenitely help you and your friend, but it's not required- common sense and the ability to figure out if/then/else structures are enough. As of 3.1 AGS is considered to be more scripting-focussed, but it's still a lot easier to use AGS instead of writing your very own engine.
AGS is a toolkit- it has all the tools you need to write a game (but not to create the content). You write your scripting code within AGS. You import graphics, and you use a scripting language that is optimized for (but not limited to) 2D adventure games.

You can add extra functionality to AGS by writing modules, which requires a C++ compiler (as well as C++ knowledge), though.

Those are nice screenshots, by the way- reminding me a bit of Big Red Adventure.

RickJ

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I want to use AGS but will this mean I can't use it if the programmer starts in MVB?
Microsoft Visual Basic and C++ are programming languages not programs.   Perhaps Your friend meant to say Microsoft Visual Studio?   In any case it makes no sense to start in either of these languages if you want to use AGS. 

IMHO, starting with C++ or MVB would be a complete waste of time.   First of all game infrastructure and development tools would need to be created.  Essentially you would end up making your own game engine which is a massive task. 

As Ghost suggests,  the AGS scripting language is a subset of C++.  Anyone comfortable with C++ programming should have no trouble with AGS scripting.  The difference is that with AGS all the really difficult things are al ready handled.  For example in AGS to make a character named Bob walk to a new x,y location the AGS scriot code would look something like cBob.Walk(150, 200);  AGS would compute the optimal path around objects, non-walkable areas, and other characters, select the proper animation loop,  animate and move the character sprite to the new location.   Ask you friend how this would be done in C++ and how you would define the animation lkoops and frames would be defined in C++.

There are a lot of talented AGS  scripters who can't draw worth a crap.   I'm sure you could find someone to help on your project. 

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You can add extra functionality to AGS by writing modules, which requires a C++ compiler (as well as C++ knowledge), though.
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I think Ghost mis-spoke here.   Modules are written in AGS script code, don't require any external compiler, and are directly used by the AGS editor the same as any other script.    Plug-ins are written in C++, C#, Delphi/Pascal and do require a MS compiler to generate DLL files.   

Takyon

#3
Thanks guys I think I'll stick to using AGS then. I was just a little unsure of how good it is as I've seen quite a few sketchy games made on it (no offence to anyone they are great games but just not the look I want for my project). I just wanted to ensure I was using a program that I could make a lengthy games with cutscenes, voice acting and customization of controls. After looking into it further I'm sure I can do all this on AGS I think...

And yes I meant MVS sorry lol.

This seems a very professional community I hope to be able to build a team here as I get closer to starting full production on my game.
ghost.

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