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!

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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!

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Sorry its been awhile since my last log, Ive been procrastinating again.

This time I’ve got some cool new stuff, and I’m releasing one of my unfinished games!


I did finish the Dungeons 3D inventory, but my inspiration has pivoted. I have been watching some videos on the old Elder Scrolls games, like Daggerfall and Arena, and I’m trying to use the Dungeons 3D system to make something like that. The only problem is that it is really laggy. Because I want a big world, I need lost of sprites for the trees or the rocks or whatever. But because it’s so big, all of the trees lag the game a lot. I wanted to get around this by un-rendering the ones that are far away, but apparently there is no feature for that in the Raycasting extension. My current solution is to destroy ALL OF THEM every two seconds, and then create ones on the closest tiles, but this results into a slight lag spike whenever it occurs.

Heres a screenshot of my current progress on that:


I have been doing some art on a side project inspired by SKALD: Against The Black Priory, which is also a RPG. Not much to say on this one, so heres a screenshot:


Now it’s finally time to post an unfinished game. I will try to do this on all each of my logs in the future.

This game is probably my best, Raid 3D! This game was made while I was on my Sid Meier’s Pirates! high, so it’s kid of similar to that. This was going to be a pirate simulator, where you sailed the high seas and got lots of gold, but alas, I never finished it. Heres a rundown of the things that are added and the things that aren’t:

Added:

  • Dynamic third-person sailing.
  • Sailing in full sail / reeled sail.
  • Trade cargo and food at different rates.
  • Run out of food to die.
  • Multiple different cities with differing names and prices.
  • Asking for rumors at port, which leads to hidden treasure.
  • Docking at a beach to either look for treasure or forage food.

Missing:

  • Combat with other ships.
  • Ship damage / repairs.
  • Ship types / upgrades.
  • Wind direction.

All in all, it’s a pretty good game already despite the lack of combat. Here it is:

Controlls:

Sailing: A/D: turn ship, W: full sail, S: reeled sail (slower)

Docked: W/S or arrow keys to navigate menu, [space] to select.


Ok thats it. I’ll try to another one within two weeks but no promises.

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Despite it being just a demo i find it really fun and I would love to play more often! I wish that my movements in the game were a little cleaner, but I really like the Trading aspect of the game.

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Thanks! The movement is like that because it is a ship, they are quite hard to control lol. It’s definitely one of my most polished games.

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Okay its time for some more! haven’t done much these two weeks, so it will be a little short.


I started a new game! (again). This game is a puzzle platformer, where you play as a ninja. I coded the camera so that it moves toward your mouse, variable jump height, semi-platforms, shuriken throwing, and a simple laser you can turn off my shooting a panel. I made a quick gif:

Recording 2026-01-31 at 10.47.04


Okay imma release another old project. It wont be as good as the last one, I promise.

In this game you play as an early-internet slueth. Navigate the web and find out what has happened.

Or.. it was supposed to be. I never actually made the mystery part.

Move the mouse and click to select things. To type, use the arrow keys and press enter to input the character. The delete character clears the whole text, so be careful.

Lemme tell you, this project was CRAZY for its time. This game was made BEFORE the browser extension, meaning that I had to use the screen gyro in the controller extension to basically hack the mouse. The notes tab saves, which is quite a cool mechanic.

The available URLs are:

  • MEME: gives the definition of a meme. I don’t know why this is here.

  • TEST: this was a test to see if it worked. Its just a bunch of random letters.

  • NEWS.COM: This was supposed to be where a lot of the story happens, but it doesn’t say much right now.


Okay that’s it. Seya in another two weeks or so.

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Sorry I haven’t posted here in a while, or been very active. I’ve hopped through a few projects since the last post, but none good enough to share. I have also been working on a personal website on neocities, but I don’t think I’m allowed to share it on the forums. If you haven’t heard of neocities or the indie web movement, look it up!

Because I’ve been working on a website, I now know html, so I can do This!

IDK if that worked… maybe look in the raw.

Okey dokey that’s all I have. I’ll try to post more often!

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The following log was supposed to be posted a month ago, turns out I forgot to press the button.


I haven’t been very active recently, but I wanted to share a test I did to see which rotation extension is the best.

I tested three different extensions, as detailed in the projects description, and thought that the best one was the new Sprite FX extension. Something noteworthy was that @BLADEr’s extension was the only one that created a margin around the sprite by itself, as with the others I had to add one manually.

The other blocks in Sprite FX are also very useful, and I have yet to see other blocks like them in any other extension. I did a mini review on a few of these blocks below:

  • The set sprite to face othersprite block is kind of uneccesary, as you could just set their angle to the angle between the two spites like I have been doing.
  • The opacity setting is very interesting, as it applies automatic dithering to a sprite.
  • Move () pixels forward seems useful, but lacks the capability to move at a different angle, so I might stick to sprite utils set sprite at distance () angle () form othersprite.

All in all, this has provided very useful data in my choosing between extensions.

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Sorry about being late on that last one, but I want to document my progress in the sports jam! This is a long one, but I wanted to get everything down.


April first happened while I was on vacation, but I saw the announcement and instantly started brainstorming ideas. My first idea was a classic fighting game, as Richard mentioned, but I didn’t think I could pull it off with high enough quality, so I scrapped it. My next idea was a basic racing game, but that seemed quite boring. Then, I thought about something like capture the flag.

I had always wanted to make strategy games, and a small unit-based PvP game would work for that. I thought back to when I played Warhammer 40k: kill-team at a local convention. Kill-team is a tactical skirmish-scale wargame, meaning there were only up to 11 units in an army and they each had different stats and skills. With these things bouncing around in my mind, this is what I came up with:

Turn-based PvP strategy game with no grid. Droids battle in an arena using crushing jaws and blazing guns to come out on top. Last team standing wins. Movement and attack range are based on radius, point and click controls allow for ease of play, and a coin system used to buy bots for your team.

Sounds great, right? It totally does. But sadly I hit a road block. I was working on the game for three days, and had quite a lot finished, when it came time to add multiplayer. Remember when I said it had point and click controls? Those don’t work for multiplayer.

insert internal screaming


What do I do?

I really don’t know where to go from here, so I’m going to ask you guys. Do I pivot, and make one of my other ideas? Do I sacrifice a little better control for the game and have it use WASD for the cursor? Or do I make it single-player, possibly with enemy ai or maybe with a set goal.

Please vote below if you have read the both the problem and options:

  • Scrap wargame, pivot.
  • Change mouse to a clunky WASD cursor
  • Make it single player
  • Other ideas? Please reply
0 voters
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I’d say that you should do something weird:

So, (since you said it’s turn based) just make it so that it is on the same screen, and then once the turn swaps, the second player takes over the controls and plays like that. Not the most efficient, I know, but it works alright enough. But that might not work well.

Or, you could use WASD. Honestly that would probably be fine.

Or, (Dunno if this would work for this) you could do this thing where it either:

  1. When you press a button, it swaps units viewed, in order (unit 1, unit 2, and so on). This would also work going backwards in order (with a different button).
  2. The game chooses the highest priority unit, and gives it to you to either pass (go to the next highest unit) or do stuff with that unit.
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Pivot into make a cool game is my idea

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Regarding your first suggestion, the games that win the jam will be played on stream, and the makecode team are never in the same room for streams. I thought of this too, but if I made multiplayer that doesn’t work with the online sharing system that makecode has, it is likely to be overlooked a little.

I believe I will make a new game, as I have only lost a week. My new idea is quite nice.

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Okey-dokey, time to talk about my progress for the sports jam! I decided to pivot to a racing game, which now seems to have been a bad decision because everyone is making a racing game. The game is a high-speed 90-degree-only health-based multiplayer racing game, which is a lot of tags so let me break down the design.

  • High-speed: This game is FAST. So fast, the basic velocity system does not work. I had to code x and y changes per frame with correct delta-time calculations and directions. Because of this, the collision is kind of buggy, and that’s something I don’t think I can fix.
  • 90-degree-only: This will probably be the most controversial mechanic. I have locked the cars rotation to up, right, left, and down. This results in a futuristic techno feel, but also forces the controls to be quite odd. Pressing Q or E will turn the car left and right respectively. Additionally, A and D strafe the car to the left or right in order to catch boosters and pickups. During play testing, I have found it takes some time to get used to these controls, but I have no idea how I could make them better and it’s kinda to late to change the game design.
  • Health-based: That’s right, not only do you have to be the fastest, you have to not die. Many things can make you lose health, including running into opponent’s cars or getting shot. Obviously, if you have no health, you explode.
  • Multiplayer: I have built this game from the ground up to be compatible with both local and online multiplayer controls. There will also be single player available. All remaining spaces are filled with basic CPU cars.

Well, that’s the game! I would love to hear feedback and questions. I will not be sharing screenshots, as I want the game to still be cool on release.

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What happened to Dungeon 3D?

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I make games whenever I feel inspired to do so. While Dungeons 3D was a very good demo, I just had a different idea and wanted to try that. I might come back to it after the sports jam, but no promises.

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