Awesome Animated Monster Maker

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Awesome Animated Monster Maker was a children's creative play CD-ROM game produced by ImaginEngine and published by Houghton-Mifflin's interactive Division in 1994. It was one of the first pieces of software geared at young children - particular kids in the 2-5 age range.


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[edit] Game Overview

In Monster Maker, you create a monster by sticking together animated parts. Each part has several states to it - happy, sad, angry, etc. When a monster is happy or sad, all of its various parts animate together in the new state.

Once your monster is created, you can play a variety of games and activities with it, such as making music, getting clothes and accessories, or printing it out.

Monster Maker was designed for creative play, like a paint program. There are no overarching goals other than to have fun.

Shortly after the first version, ImaginEngine released a follow-up called the Ultra Edition. The Ultra edition added four mini-games you can play with your monster, including judo and a water-ski race.

[edit] Technical Features

Monster Maker was a cross-platform Hybrid CD-ROM that worked in both Macintosh and Windows computers. For Windows machines, it would work on Windows 3.11 as well as Windows 95 and Windows NT. For Macs, it had a 68k as well as a Power PC version.

Monster Maker was programmed in C++. It was developed on Windows NT and then ported to CodeWarrior on the Mac.

Monster Maker ran in four megs of memory. The animation engine was locked at 12 frames per second, regardless of the speed of the computer. It requred a 486 processor and a video card that could do 640x480x8. Under Windows, it relied on the WinG library for its blitter engine.

Monster Maker's blitter engine used a custom sprite codec that was highly optimized for unique content aspects of monster parts. Each part in Monster Maker used a special palette that had four "part colors" and four "sticky colors". The part colors could be changed during blit to allow the user to change the color of parts on the screen. The sticky color could also be changed during the blit, and it would take on the part color of whatever the part was stuck to. For example, an arm could take on the color of whatever body it was stuck to.

The blitter had many advanced features for its time, including the ability to scale parts to an arbitrary size up or down and the ability handle tranlucency. It used a version of Bresenham's line algorithm to compute the scaling factors, similar to the approach discussed in the Graphics Gems series.

The engine also had the ability to recompile collections of part hierarchies into single composite parts on the fly, which was how the game was able to keep so much animation on the screen.


[edit] Production History

[edit] Credits

These credits are from the scrolling list shown when you quit the Ultra version of the game.

[edit] Current Status

Monster Maker is an older program now and does not work 100% correctly on modern computers.

On a PC, you can use the Windows Compatibility features to make it work. Right click on the icon used to launch it and select the "Run this program in compatibility mode for Windows 95". You will also have to check all of the Settings below.

If you do this,the application will launch properly and will almost work correctly, even under Windows Vista. However, on some computers the palette will be messed up. To fix this, wait for Dr. Lizard Lips to stop talking. Then ALT-TAB out of Monster Maker to another program, ALT-TAB back, and click anywhere on the screen. This will cause Monster Maker to reload the palette and correct the colors.


[edit] External Links