Motherhamster tutorials

Make games! Discuss those games here.

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Bob the Hamster
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Motherhamster tutorials

Post by Bob the Hamster »

I have posted a few preliminary tutorials about using Motherhamster here:
http://motherhamster.org/index.php?title=Documentation

This requires some python programming, but honestly, anyone who can handle plotscripting can handle python :)

<img src="http://motherhamster.org/images/5/50/Im ... image1.png">

Feedback on the tutorials (or the library in general) is appreciated.
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Twinconclusive
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Post by Twinconclusive »

Huh?

A side-scrolling editor?
When did we get this? :o

I'll be sure to check it out soon.
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Bob the Hamster
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Post by Bob the Hamster »

Twinconclusive wrote: A side-scrolling editor?
Not a sidescrolling editor, a generic game data editor, which may or may not be used for sidescrollers. Right not it is actually a bit too generic, and it isn't currently very good at more specific tasks like making tilemaps.

EDIT: and hey, I just wrote a <a href="http://motherhamster.org/index.php?titl ... ">rotating and scaling tutorial</a> which is pretty fun!
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chill-e
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Post by chill-e »

is this the generic game maker that was mentioned a while back (nick named "Hamster Wheel")?

Although, it sounds pretty empty so far, I'm gonna give it a whirl when I get a python environment set up...
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Post by Bob the Hamster »

chill-e wrote:is this the generic game maker that was mentioned a while back (nick named "Hamster Wheel")?

Although, it sounds pretty empty so far, I'm gonna give it a whirl when I get a python environment set up...
Yep, <a href="http://gilgamesh.hamsterrepublic.com/wi ... ter%3F">it is the same</a>. Right now it is still more a programmer's library than a friendly game-making tool, but I hope to evolve it in that direction.

Besides the <a href="http://motherhamster.org/index.php?titl ... torials</a>, be sure to also check out <a href="http://motherhamster.org/index.php?titl ... rabGrab</a>
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Post by rinkuhero »

Looking good. I recommend trying out Game Maker (if you haven't) and stealing all its ideas and making them better.

In case any of this is useful to you,

Here are the things I like about Game Maker:

- can be used at multiple levels of expertise (e.g. you can make a game with only code or without writing a single line of code, or any mixture); you may try to go for that with this.

- can make any type of 2D games (it can also make 3D games but they're more limited), isn't genre-specific the way the OHR or RPGMaker or MUGEN are. supports number of fairly nice 2D graphical techniques like different blending modes, particle effects, etc., and it's fairly flexible in most ways -- you can use any tile size you want, make the game run in any resolution, at any targeted frame rate, at different color depths, etc.)

- extendable, you can use your own dll's with it to add in things it can't do itself, such as playing .ogg or .mod or .it or .xm music files, or online connectivity dll's for multiplayer online games.

- the built-in debugger is pretty useful, you can type in expressions in real-time during play and have it provide you with their values, or type in code to execute while playing.

What I don't like about Game Maker:

- fairly slow, although that's somewhat expected due to being run in an interpreted language; functions run typically tens to hundreds of times slower than they would in a compiled language

- specific to Windows and Direct X, which cuts off a lot of people.

- not secure, very easy to decompile with a simple decompiling program which reveals the complete code, even all the comments in the code, and makes it editable.

- some of its built-in functionality is inferior to what you can code yourself; for instance its collision detection routines often get you stuck inside of objects, and its A* path-finding routines are pretty hard to get working right. and because things work faster when compiled rather than when written in intepreted-language code, you are often stuck in a decision between GM's fast but bad supplied method or your better but slow hand-written method.

- the documentation isn't that great (English isn't the engine's author's first language, he's okay at it but not great); this isn't much of a negative for me anymore because I already learned how to use it, but for new users it's probably a bit harder to learn than engines with clearer documentation. often people on the forums give you far better help than the engine's documentation.

- it's a bit *too* generic. for instance, the Ohr has different 'classes' or 'recognizes' NPCs, enemies, heroes, tiles, and other 'types' of things. Whereas the Game Maker groups them all into one generic thing: 'object'. I find that a bad idea because most games do share certain elements, and support for those elements would be a good idea -- a few examples: impassable tiles, passable tiles, non-player-controlled things (with AI-like behavior), player-controlled things, and simple gameplay elements like 'bullets' and so on. one could easily support those while still having a generic 'object' for things which don't fit into those categories.
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