Comics I Love – BACK

 Posted by Bob the Hamster on January 2nd, 2021

In the year of 2020, one of my favorite ways to relax and de-stress was to read web comics and graphic novels. So for New Years 2021, here are some of my favorites, and why I love them

BACK – by Anthony Clark and KC Green

Why I Love It

BACK is the tale of a mysterious cowgirl who traverses a desolate landscape fraught with peril in order to fulfill her destiny to END THE WORLD. Somehow it feels like Stephen King’s Gunslinger by way of Garfield — No, I kid, the fantastic artwork in BACK does not bear any comparison to the relatively dull Garfield, other than the fact that Agatha’s eyeballs do rather resemble the lasagna cat’s for whatever reason (my delight. The reason is my delight.)

Another thing I love is the series of increasingly epic battles with the evil King’s bizarre henchmen, and I would be remiss if I failed to mention the creepy and/or silly cults, and the way Clowns are treated like a fantasy race a la Elves and Orcs.

It’s wonderful, and it is very close to reaching its final conclusion, so if you like comics with a well-planned arc from beginning, middle, and end, with satisfying conclusion, read BACK. That conclusion is almost here, and I can hardly wait!

Read it at https://www.backcomic.com/


Follow me on Twitter, Read my Book! – James Paige

Comics I Love – Harpy Gee

 Posted by Bob the Hamster on January 1st, 2021

In the year of 2020, one of my favorite ways to relax and de-stress was to read web comics and graphic novels. So for New Years 2021, here are some of my favorites, and why I love them

Harpy Gee – by Brianne

Why I Love It

It’s a story about Harpy, an Elf who is living in a human town, and it is full of adventures, friendship, crushes, magic, silly delicious food nonsense, and both battles with monsters, and trying to keep your friend’s secret that they ARE a monster!

The artwork is vibrant and colorful, and full of life and joy. The character’s facial expressions and body language especially make me love this comic. They all emote happiness, disappointment, excitement, concern, annoyance so wonderfully.

It is also relentlessly cute! Even the horrible monsters whom Harpy occasionally needs to battle are simply adorable!

Read it at https://www.harpygee.com/


Follow me on Twitter, Read my Book! – James Paige

I wrote a novel!

 Posted by Bob the Hamster on September 17th, 2020

Hey! I forgot to mention, I wrote a novel!

It is titled “Thief, Acolyte, Consort” and it was published in May of 2020.

It is a fantasy story about a woman who arrives in a new city looking for a fresh start, and finds magic, adventure, danger, and love.

There are links for buying both the e-book and the paperback here: https://james.hamsterrepublic.com/writing/ and there is also a pretty large free-sample of the e-book available here, if you want a taste of what it is like: (smashwords e-book sample)

Mantle Moon Sea

 Posted by Bob the Hamster on February 2nd, 2017

I made a little game for fun, and to practice my C# skills. What better way to have fun with C# than with Unity3d?

This game is called Mantle Moon Sea, and the idea of the game is that you are piloting Bob the Hamster’s submarine through the ice-caves of a frozen moon. You collect treasure, bump into harmless jellyfish, explore maze-like caves, and generally have a relaxed time. Oh, and you also pump the pristine ocean full of floating science buoys.

The music is Bilinsky by rocavaco (CC-BY), and my oldest daughter made all the jellyfish noises for me.

Paladin Traducer

 Posted by Bob the Hamster on August 20th, 2015

Paladin Traducer is a color-matching tile game with some RPG elements.

Depending on which types of units are included in the matches you complete, they will launch attacks against the Paladin. Multiple attacks will raise your damage multiplier, but completing matches without any attacks will reduce your damage multiplier.

You cannot lose– the goal of the game is to defeat the Paladin as quickly as possible, getting the highest score.

traducer0006.bmp traducer0019.bmp traducer0020.bmp traducer0021.bmp traducer0022.bmptraducer0018.bmp

I created this game for the Slimesalad One-Month All-Mouse Left-Click OHRRPGCE Game Contest (2015)

You can download it from here:

Download from Google Play Store

My biggest source of inspiration was Swoc: of Swords and Blocks by Baptiste Villain. It is a great game, with similar but more complex gameplay mechanics. In SWOC, your player tile deals special attacks against enemy units, whereas in Paladin Traducer there is one single enemy unit (the Paladin) and you control all the other Puzzle Demon tiles.

The music was created with Ben “GreaseMonkey” Russell‘s autotracker.py

Mr. The Hamster’s Math Class

 Posted by Bob the Hamster on July 27th, 2014

Mr. The Hamster’s Math Class is an educational game.

Repetition and memorization is very important for learning the foundations of simple math. This game tries to make memorizing simple math fun, so that children can have a solid foundation to stand on when they more on to understanding the more advanced concepts that build on top of the basics.

Download: (Windows) (Mac) (Linux) (.Zip) (OUYA Console coming soon!)

ouya_icon

hamstermath0000.bmphamstermath0001.bmp

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A word from the High Priest of the Cult of Baconthulhu

 Posted by Bob the Hamster on December 23rd, 2013

Siiiiiizle! Siiiiiiizle! I am the high priest of He-Who-Must-Not-Be-Cooked-At-Less-Than-144-Degrees-Fahrenheit. I am here to decry the heinous heresy against my dark and salty master.

(Windows Version) (Mac Version) (OUYA Console Version) (Zip File)

The blasphemer who created this game has updated it yet again! That makes twice in one month, and now this farce contains even more Hamster-Triumphing-Over-Bacon mockery.

I was willing to overlook the old 2009 version of this game, since its lack of a real save-game feature made it unlikely that any player would progress far enough to permit the player to complete the desecration of the image of my Thinly-Sliced-Pork-Lord.

Here is a short list of the new outrages committed by the new version of this game:

=NEW FEATURES=
Save-game support!
Sound Effects
Different colors for each floor
Now has a “good ending” and a “bad ending” depending on whether you save-scum
You can make donations from the main menu

=NEW ITEMS=
Chalk (draw permanent marks on the floor)
Jiffy Potion (fast walking for a limited time)
Scroll of Repel (drive away enemies for a limited time)
Maul of Wall-Whacking (breaks cracked walls)
Scroll of Telepo (Teleport)
Wavy Sword

=NEW ENEMIES=
Monocular Blarb
Meat Man
Crypt Yuk
Jelly Coiler
Doom Sponge

=BALANCE=
Rebalanced enemies (slightly easier)
Buffed the Scroll of Burning
Slightly reduced the size of the two largest dungeon levels
Fixed Soma potion to work properly

Please join me in NOT playing this game.

The Death of Von Stabbingmore

 Posted by Bob the Hamster on March 12th, 2012

Last week I finished a new game for the 2012 Week Long OHR Random Collab Contest. This was a collaboration, and my randomly chosen team-mate was Sid “Thespazztikone” Tyler. He happens to be a master at making maptiles, which is one of my biggest weakpoints, so I was very happy to be teamed with him, and he didn’t seem too mad about me hogging all the plotscripting and textbox-writing fun.

The game we made is called The Death of Von Stabbingmore, and you can download it from here: slimesalad

  

The game is intended to be in the style of a point-and-click puzzle-adventure, although there is no pointing and clicking. All the controls are the standard OHRRPGCE interface for running around the map and fighting RPG battles. The puzzles are all built into the battles, requiring you to use the correct sequence of commands to win. I tried to make the dialog funny, and based on reactions I have gotten to it so far, I think I succeeded.

The game uses tall hero walkabouts, based on the WalkTall tech demo scripts that I wrote a few months back. In writing this game I found a fixed a few bugs with the OHR’s support for modifying walkabout sprite slices.

The Snubbing of the Squid (48 hour game)

 Posted by Bob the Hamster on December 18th, 2011

I just participated in Ludumdare 22 and made a game 48 hours. The theme was “Alone”, and I made a simple Minelike.

You can download the game from here:

Windows version

Python source code

The controls are a little klunky. I think if I was doing it over again, I would have abandoned any attempt to allow free-pixel movement, and I would have instead bound all movement strictly to the grid.

I also recorded a timelapse video of me making the game, at a rate of 1 screenshot every 60 seconds (not including the times I hibernated the computer when I went to sleep)

 

Escape the Wolf (in 48 hours)

 Posted by Bob the Hamster on August 25th, 2011

Last weekend I participated in the 21st Ludumdare 48 hour game making competition. It was a lot of fun. Mahlena came over to keep me company, and I programmed almost all weekend. I used the OHRRPGCE, and talked the OHR community into timing our own annual 48 hour contest to be simultaneous with the Ludumdare competition, so that people could double-enter. Several did.

The theme of the contest was “Escape”, and the game I created was called Escape the Wolf: OHR You can download it from here:

(Windows version) (Mac OS X Version)

I also have a page for it at SlimeSalad, and the Ludumdare page for it is here.

Basically, you run away from the wolf, and try to find the cabin. I hacked together some pretty decent-seeming ai for the wolf, and took care to avoid overusing randomness. The map is generated randomly, but the gameplay is pretty deterministic.

Procedurally generating the forest was pretty fun, and not as hard as I feared it might be. I allocated layers 2-7 as overhead, then I generated trees from the top of the map down to the bottom, dynamically placing the tiles in the lowest free layer. That means that seven trees would have to overlap before there would not be room for the tiles (possible, but very rare). Trees layered badly when they wrapped over the top of the map and onto the bottom of the map, but it was too minor for me to care about in such a time-crunch.

In retrospect I really should have added some landmarks scattered around the forest. I did have one landmark, a cobblestone path that lead from the cabin to a well. It made a big difference in finding the cabin, since the cabin was only 3×3 tiles, and the footpath could stretch over as much as half the map. Still, it is a big map, and more landmarks would have helped.

I am also very happy for Mahlena’s brief playtesting. The wolf chomped her rapidly and repeatedly, and that convinced me that the game mode I had been working on should become “Hard Mode”, and that I should add Normal and Easy modes.

So far the ludumdare responses have been mostly positive, and all the OHRRPGCE users who have played it seemed to like it. I will update this post after the voting period is over.

The voting has completed, and out of 509 contestants, I scored in 12th place for Audio (which really surprises me, because I was just doodling and warbling into the microphone) and I scored in 17th place for Humor, which I am proud of, because so very many of the contestants tried to make funny games.