SNEAK PREVIEW
OF SPACE DUMPLINS!
by Rick_Slick

When I first got my greasy, perverted little hands on GameMaker 6.1
(downloadable at
http://www.gamemaker.nl), my first
instincts were to find clever ways to use this powerful and
revolutionary programming tool to make little animated computer animals
mate for the amusement of RavenTresses and myself. Sadly, I lost
interest in this project when I learned I could just watch the real
thing on The Discovery Channel. Although I have been programming
computers since I was six years old, back when the Commodore 64 was all
the rage (right now, my wristwatch has more computational power than the
ancient computer I speak of), I have never quite finished programming a
complete game that I have started. However, in retrospect, with all of
the patches and updating of modern games nowadays, I appear to have been
a pioneer of the "unfinished game" concept.
Finally, upon finding GameMaker 6.1, a complete game/application
development suite, I was determined to develop and co
mplete my very
first game. Messing around with the drag-and-drop graphical interface
and importing some graphics that RavenLynn had drawn up of her
"Cute Lil Dumplins" gang, which are representations of the inner
children trying to get out of RavenTresses, RavenLynn,
FatHamburger, and myself, I asked RavenTresses to record some
voices for me. At the time, she didn't know I was creating "Dumplin Jump" or using
her voices in it. After a few hours each night for a week, I had created
a simple children's game right quick with a few obstacles to jump a car
over, along with excessive blood, gore, and profanity -- the hallmark of
all modern children's games. With additional time, what more mayhem
could I create?
Now, after several months of working on a much more
difficult and complex game, I have completed "Space Dumplins"! This game
features custom artwork by RavenLynn, along with voices from all
four of our gang digitally altered to make us all sound like
pre-pubescent six year olds (disappointingly enough, I didn't have to
modify my voice). Downloading and editing various sounds, music, and
graphics from the internet for atmosphere, and creating some of the
other effects by hand in Photoshop, I first started this project by
creating all of the cutscenes for the game. This part was the most fun,
as it allowed me to develop the weak storyline which clearly had no
thought put into it whatsoever. I learned how to use important
programming techniques like "timelines", "particle effects", and
"uncommented spaghetti code" in GameMaker, which allowed me to
experiment even more with some of the effects I would have to program
into the game further down the road to make it completely unsuitable for
children. Next, I designed the enemies and the characters that the
player controls -- in GameMaker, which uses a form of object-oriented
programming, you have to set up all the behavior you want to have happen
when each object is created, during each processing step for that
object, during any sort of collisions or keypresses, and then you have
to make sure it all works properly when you test it. Which, if you
program anything like I do... it never does!
As the game slowly
came to life, I added the explosion and blood effects, as well as the
character voices. The most difficult part of creating the game was
deciding how to do the final confrontation with the end boss. This stage
of the game would be the final challenge for the player, and it was
important that I put my usual 26% effort into the design. So, when you
get to level 10 and face off against the end boss, it will become
obvious what little time and planning went into designing this
encounter. I finished up the project by optimizing all the code by
removing all the vowels and every other parenthesis, and then putting
all of the music and voices as external files that the game loads as it
needs them, which made things run a lot quicker than glomming it all up
inside the main executable file. As playtesting occurred, I went back
and wrote up an instructional web page that comes with the game, so you
know how to play it and whatnot.

The Space Dumplins
saga starts when an alien invasion force made completely out of Legos
attacks the Starship Enterprise, which was patrolling around in the
wrong game. Once the Enterprise is destroyed, the commander of the space
fleet radios ahead to the renowned Dumplin Squadron, which is called
into action once again to save the universe from destruction (not to
mention the impending litigation from Paramount Studios and whatever
company makes Legos.) After selecting which of the four dumplins you
wish to play (or you can play as a Box O' Cats, which was
RavenTresses' contribution to the game design), you head out into
space to fight off the massive Lego armada because they're fixin' to
conquer Earth! Be sure to read the instructions to find out the
strengths and weaknesses of each character -- and when you do, please
understand that the character that's based off of me was made to be far
more of a sissy than I happen to be in real life, so BACK OFF!
This game is not meant for children, unless your parenting strategy
includes exposing your children to a lot of profanity and bloody gore in
order to desensitize them to those sorts of things. I am told by our
legal department -- which is devoted entirely to minimizing the legal
liability to which I allegedly continue to expose this online
publication -- that The Voice apparently does not condone exposing
innocent children to profanity and bloody gore, so if you want to let
them play this game, make sure your monitor and speakers are turned off.
Thank you to Carcus for hosting this download at
http://www.carcuscreations.com/spacedumplins.zip
where you can find this 25 MB file. On a Cable/DSL connection, it should
take about 5 minutes to download. If you have a 300 baud modem from like
1990, then it should take about 12.3 days to download. You will need at
least 1024x768 resolution, and 160 MB of RAM. Due to some of the violent
gore and explosions, those with slower, outdated computers may not be
able to play as intended, so you're stuck with Minesweeper and Pong on
your little 15" monochrome monitors while you watch movies on your
Betamax videotape player and listen to your Fleetwood Mac 8-tracks.
Editor's note: The Voice in
no way endorses the violence and profanity in this game. But once
again, we sure had a good time playing it.