The <RUNE LOGS>

I have a lot of unfinished projects, most of which have not seen the light of day (public criticism) so I thought that I would make a topic to talk about whatever I am working on at the moment, and maybe post some of my old games.

So…

Welcome to the Rune Logs!


The current game I am working on Is a Boomer Shooter inspired Rouge-Like Dungeon-Crawler Im calling Dungeons 3D.

Here’s a really bad screenshot I took right before I had to leave for something:

As you can see, it uses the basic Raycasting extension, and I’ve already added a basic enemy and a HP system. I am currently working on the inventory system, which has been quite a doozy, so stay tuned!


You must assume that all things posted in this topic will never be finished, or even released. I just thought this would be fun!

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Pretty cool! Hope to see what the game is going to be like.

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lmao same here sadly :sob:

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Time for another RUNE LOG!

The his ones a little long, so tuck in.


Dungeons 3D is still in development, here’s another low quality screenshot:

Did I mention last time that the movement includes strafing and mouse-camera control? Because the mouse cannot be locked to the makecode screen, the camera works by the current position of your mouse. If your mouse is on the left side of the screen, you turn left. And you turn faster depending how far left your mouse is. (This works for right too)

I have been working on the inventory system, which needs to store items, equip them, show that they are equipped, and adjust stats accordingly. It is quite complex, but I’ve been getting it done. Although there is quite a big problem:

For those who want to help

I have been storing every item as a Mini-Menu item, to easily make the actual menu. Although the menu is icon only, I gave each item an ID which I stored in the item name.

The problem is, the Mini-Menu extension does not have a way to access an item’s name as a text string.

Is there a way to get around this? Or possibly Mini-Menu branch that adds the block I need? Perhaps someone smarter than me could make the branch that I need?

(@richard @WoofWoof )

Here is a picture of what I’ve got so far:


Recently, someone asked about how I made part of my Heist Jam submission Nine Cores, and I realized that that game probably looks like magic to an inexperienced makecoder. (Not that the person who asked was inexperienced)

So here’s how I did some of that stuff:

High Resolution

You can change the resolution of the makecode screen using this code in the JavaScript editor:

namespace userconfig {
export const ARCADE_SCREEN_WIDTH = 320
export const ARCADE_SCREEN_HEIGHT = 240
}

The numbers on the right are how big the screen is. I used 640x480 for Nine Cores!

BUT BE WARNED: increasing screen size exponentially slows down your game, I believe the resolution In Nine Cores should be your max, maybe larger if you want to make a simple game.

Cursor and shooting

There is a sprite called Croshair, and I used the browser extension to move it to where the mouse is. It’s a little more complex than that when the camera moves, but I don’t even remember how all that spaghetti code worked so…

Then I used the Sprite Utils extension to get the angle between the player sprite and the crosshair, and set that to a variable. The gun sprite is always set to the players position, and I used a nifty Sprite Transforms extension to make it rotate the gun towards the crosshair with the variable I set earlier.

When the mouse button is pressed, it creates five bullet sprites, placed at the barrel of the gun. Then it uses another block from the Sprite Utils extension to move the bullets in the same angle I used to rotate the gun. Each bullet’s movement angle is offset by a few degrees, which makes the shotgun spread.


Thank you for reading! I plan to post a few of my best unfinished games here soon, so stay tuned!

4 Likes

I have a question! Once you are done with the inventory system what do you plan to do to the game next?

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This code establishes a link between the ID of an item and its image. With this, the “items” array can simply be filled with the IDs of the items in the inventory, and these will be mapped to the item image in the “item images” array, item #0 is the first image in the array, #1 the second, etc. With this, when someone clicks an item, you can use this code to find the ID of the item they have clicked:

With this system you don’t even really need to save the ID of the item in the description if you don’t want to.

Edit: You can also sort the items array so that items appear in a certain order with this method, depending on if you want that or not.

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Uuugh Im going to have to re-code the whole system now.

Thanks for the help!

1 Like