# Star Productions

**URL:** <https://forum.makecode.com/t/star-productions/46214>\
**Category:** Collaboration\
**Created:** [September 30, 2026, 3:50am UTC](https://forum.makecode.com/t/star-productions/46214 "2026-09-30T03:50:43Z")\
**Posts on this page:** 1\
**Showing post:** 25

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**Author:** ![Soleb244](https://avatars.discourse-cdn.com/v4/letter/s/aeb1de/32.png) [@Soleb244](https://forum.makecode.com/u/Soleb244)\
**Post date:** [October 4, 2026, 3:42am UTC](https://forum.makecode.com/t/star-productions/46214/25 "2026-10-04T03:42:06Z")

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It’s a dungeon crawler where you explore a procedurally generated dungeon and advance to deeper and deeper floors. I haven’t finished the combat system yet, but when I do, I’ll post a demo.

But I don’t really need people to work on the game itself, but feedback and little outside things would help a lot. One thing I need to know: **Is there a `create tilemap with (0)width and (0)height`?** I would really need this for my generator because it can generate many differently sized maps but right now it has to pick from pre-sized tilemaps and fill the rest with walls.

What would help my game a lot, and would be also very useful for the whole community would be a **particle extension** that I had planned, but I’ll need some help with it.

> **Particle extension idea**
>
> I started making it with block-objects but realised it would be much better to make it an extension
> 
> [https://arcade.makecode.com/S77812-62168-59560-80490](https://arcade.makecode.com/S77812-62168-59560-80490)
> 
> now I decided to make it into an extension, but **I have never made an extension** or actually anything 100% in JS.
> 
> * * *
> 
> Here is what is planned to be in the extension:
> 
> ## Particles
> 
> all particles have these properties:
> 
> - x position
> - y position
> - x velocity
> - y velocity
> - acceleration(multiplicative: 1=velocity is constant, 2=velocity doubled every second, 0.5=velocity halved every second)
> - lifetime
> - static/dynamic
> - +skipframe properties(I explain those lower)
> 
> #### Simple particles
> 
> Has just one color
> 
> #### Texture particles
> 
> Has an image
> 
> #### Animated particle
> 
> Has an animation(image list) and a frame duration + values for correctly changing frames during lagspikes or skipframes
> 
> #### Fire particle
> 
> Goes through a gradient(for example white, yellow, orange, red) and accelerates upwards
> 
> Also has a `spark` boolean that adds four additional pixels around it that have the next color of the gradient
> 
> ## Spawners
> 
> spawns particles
> 
> has properties:
> 
> - x
> 
> - y
> 
> - square/circle
> 
> - size(sidelength/radius)
> 
> - spawn delay (because of how its coded it can spawn multiple particles per frame)
> 
> - attached(sprite/tile)
> 
> - lifetime min and max
> 
> - velocity min and max for x and y
> 
> - acceleration
> 
> - +values for specific particle types(color, texture…)
> 
> ## Functions
> 
> not sure what to call them but they are used to **influence already existing particles**
> 
> #### accelerate
> 
> direction, strength
> 
> #### move
> 
> x, y, relative(boolean)
> 
> #### kill
> 
> #### disintegrate
> 
> turns each pixel of a texture or animated particle into its own simple particle
> 
> ### Global functions
> 
> functions but on all existing particles at the same time
> 
> #### global accelerate
> 
> #### radial accelerate
> 
> can be used for explosions
> 
> ## Function areas
> 
> areas that do stuff to particles that are in them
> 
> they have properties:
> 
> - x
> - y
> - square/circle
> - size(sidelength/radius)
> - enabled
> 
> #### accelerate
> 
> dir, strength
> 
> +some way to make it stronger at the center than at the edges
> 
> #### wrap
> 
> particles that come from one side are teleported to the other
> 
> #### kill
> 
> just a kill area
> 
> #### displace
> 
> makes particles that are in it appear offseted, but its only visual, they actual coordinates arent influenced
> 
> ## other things
> 
> #### skipframes
> 
> you can give particles, spawners and function areas skipframes. If a particle has 2 skipframes, it will update once, then skip two frames, then update once, then skip one frame.
> 
> they will remember the accumulated deltatime so the physics stay the same
> 
> you can actually see them work in the block-object demo on the top
> 
> #### another thing
> 
> spawners out of screen wont spawn and all particles out of screen will get deleted. there will be a few pixels margin where they dont get deleted.

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