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ConcisionRun: The Ultimate Cheatsheet for Shadowrun 1st Edition (Core Rules Only)
By AstroMacGuffin dated Sun Sep 18 2022 11:17:59 GMT+0000 (Coordinated Universal Time) last updated Mon Sep 19 2022 01:47:57 GMT+0000 (Coordinated Universal Time)![ConcisionRun - helping you survive the mean streets since 2020](/static/img/mm/cyberpunk/streets-g234df07df_1280.jpg) I've been sick for a week, so here's a low-effort post spotlighting something I did years ago but am still proud of. I call it ["ConcisionRun" -- it's a concise rewrite of the rules for 1st Edition Shadowrun](/static/pdf/__ConcisionRun-0_1-(2022-09-18).pdf). It's been stuck at version 0.1 all its life, partly because I like conservative version numbers, and partly because I got it done in one big push and have barely made any revisions to it since. It's just 40 pages long, broken down as:
- 7 pages of core mechanics, game loop suggestions, and lore
- 4 pages for character creation
- 9 pages for combat including vehicle combat
- 12 pages for the magic chapter
- 7 pages explaining the matrix and decking rules
Features include:
- art from independent artists (used in accordance with their Creative Commons licenses)
- PDF bookmarks to help you find what you need
- searchable (obviously)
- core book page number references for anything omitted or benefitting from further explanation
- color coded per chapter
- table of contents at the beginning of each chapter
I've been told numerous times by members of the [Classic Shadowrun discord](https://discord.gg/HBDPU6k) that it's helped people rope their friends into trying first edition Shadowrun. Of course, it's free, but you still need the core rules to play.
Unfinished Pixel RPG Platform using webGL via PIXI
By AstroMacGuffin dated Sun Jul 31 2022 16:30:21 GMT+0000 (Coordinated Universal Time) last updated Sun Aug 14 2022 21:33:23 GMT+0000 (Coordinated Universal Time)![toybox-pixel-rpg-platform.png](/static/img/mm/toybox-pixel-rpg-platform.png) A few years ago, I launched into creating a pixel-based RPG from scratch by myself. Three months later, I had an interesting code base with a lot of functionality, but not a whole game platform by any stretch. Not even a demo. Just a toy that I had made myself.
If you're curious, bust out your favorite gamepad (or at least your favorite gamepad that connects to your computer), open the JavaScript console, and join me on a nostalgic trip to my first attempt at a game engine...
For security reasons I haven't enabled the load and save functionality, which would have allowed anyone and everyone to edit a JSON-formatted alternate map. I'm not ready to expose something like that to the public, but you can look at this little thing I made.