How to Make Games Tutorial by Strong414bad
Volunteer writer strong414bad brings us a fun tutorial on how to make games.
Hey, everyone. I’m strong414bad here, WMM Awesomist and maker of the Conrad the Slaterhog game series. In other words, I’m that guy who sits at his compy at night programming when he should be doing other stuff- like poop making or home work or actually having a life- just so all of you can play a video game very loosely based on Youtube Poop and then complain because you aren’t in it and demand that you be in the sequel, which makes it get delayed even more before it eventually goes the way of Poop Adventure 2 and stops existing.
But my ramblings aside, I want to give you some insight onto video game making, something that very few of you know about but all of you have opinions on. The fact is, making terrible games is very simple with the software I use, and I’m going to give you a step-by-step guide on how I make a simple game. Let’s call it “Conrad the Slaterhog vs. Mario’s Pants”. The concept is that Mario’s Pants bounce around shoot Mini-Mario’s Pants at you, which you have to avoid and shoot your own weapons back.
This is my game making program, Multimedia Fusion 2. This is where I make Conrad the Slaterhog games, and pretty much every other game I want to. The space in the center is the main canvas and it’s where all of the objects and stuff go. The two bars on the left are also important- one of them lets me go to different levels (or “frames” as they’re called) and the other lets me control the properties of different objects, which includes stuff like movement and transparency. You may notice it’s pretty blank at the moment, but don’t worry. There’ll be stuff there soon.
This is the animation editor, another vital part of making games. I added in a new Active Object now, which will be Mario’s Pants. Most of the work you do in game making is done with either Active Objects or Backdrop Objects. Active Objects can move, can be programmed, and have a lot of animations while Backdrop Objects can’t move and don’t have any animation but take up less space than Active Objects do and require no programming. Basically, all I did to get animation for this Object was make sprites of Mario’s Pants in MS Paint and paste them in, adding a transparency color as I went along. Mario’s Pants will look like this in-game.
In this picture, it’s the same scene as the first but we now have objects! You can see the Pants sprite we added before, and I also added Conrad the Slaterhog himself. I also made Conrad move. There are two ways to make things move- you can use the movements the program provides for you, which are usually really glitchy, or you can program your own, which is very labor-intensive and confusing. Since this is just a demonstration, I used the Platform Movement the program gave me for Conrad. Doing this is very simple- all you need to do is pretty much click twice and your character will have basic platform movement. Some minor programming is involved later, but it really isn’t much compared with what you’d do for custom movement.
Speaking of programming, here’s pretty much the amount of programming I have to do for this simple game. Programming in Multimedia Fusion 2 is done with an “if-then” system. Instead of having to type in a lot of seemingly meaningless code, all you have to do is right click on objects and make “sentences” with them. For instance, the sentence formed by the one I highlighted means “If you press control, then Conrad shoots Elmo really fast”. It’s relatively simple, but with stuff like alternate and global values it can do a lot of complex things.
The game is now finished. It’s completely playable and actually pretty fun. It even has music and stuff. This game is simpler than, say, an actual Conrad the Slaterhog game, and it takes much less time to make, but to make something really simple like this isn’t hard at all. I hope this gives you some insight on to how I actually make Youtube Poop games, and thanks for reading my probably-too-technical article.
Oh, and just because game making is easy for me doesn’t mean it’s easy for everyone. Super Robotnik Land, for instance, was made in another program, Game Maker, which is harder to use but costs less and has more features.
Article by Strong414bad.







April 17th, 2008 at 12:02 pm
Nice tutorial and I’m sure that it would come in useful if I do get MMF2 (like maybe make a sequel to When Tails Gets Bored or a game where your enemies are Sailor Moon and her friends) but there does seems one mistake there.
Poop Adventure 2 does actually exist since I made it but only as a unfinished prototype (empty levels, graphics missing, incomplete layouts, lack of enemies, undecided plot but most was written on bingo cards, lots of unused ideas) that MrDrunkenFox has the only known copy leaked during the drx release. If he doesn’t have that anymore, then its lost.
April 17th, 2008 at 12:20 pm
Sorry about that- I only mentioned Poop Adventure 2 because it was the obvious comparison everyone made when Slaterhog 2 was first made, and I really didn’t know what had happened to it. It’s good that it’s not entirely dead yet, though.
Also, as a bit of a disclaimer, if you want to make an actual good game, then it will require a lot more coding than this. This is more of a beginner’s guide on how to get started.
April 20th, 2008 at 4:57 am
Did you pay for it, or downloaded it?