Axes-Armour-Ale
rot.js
Our great sponsors
Axes-Armour-Ale | rot.js | |
---|---|---|
19 | 20 | |
38 | 2,303 | |
- | - | |
2.7 | 4.6 | |
about 1 year ago | 4 days ago | |
Pascal | JavaScript | |
MIT License | BSD 3-clause "New" or "Revised" License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Axes-Armour-Ale
- Sharing Saturday #455
-
Generating hallways
It's not a great illustration, but the result looks like this https://github.com/cyberfilth/Axes-Armour-Ale/blob/master/GITscreenshots/Linux_dungeon.png
-
Sharing Saturday #445
I added another location to the map on Axes, Armour & Ale https://github.com/cyberfilth/Axes-Armour-Ale So next I'll be looking to add overworld encounters and a village / town location.
- Sharing Saturday #439
-
Sharing Saturday #433
This coming week I plan on procrastinating a little more with different dungeon styles. My game has several different environments so far, with more planned. So I get to play around with cellular automata, BSP and other techniques. https://github.com/cyberfilth/Axes-Armour-Ale
-
Sharing Saturday #427
Released an alpha version of Axes, Armour & Ale
-
A question about tiles with contextual "styles"
There's a screenshot of how it looks in my game (using thinner walls) at https://github.com/cyberfilth/Axes-Armour-Ale
-
Sharing Saturday #421
All code, previous releases, and a growing collection of bugs are kept at https://github.com/cyberfilth/Axes-Armour-Ale
-
Sharing Saturday #416
This week has been a week of refactoring... not intentionally though. I'd planned to start adding multiple dungeons all over the overworld map. But every time I started to add this, I found a previously undiscovered bug in some part of my code. My save file was duplicating saved data in several places, and not reading it back correctly when reloading the game. So I've streamlined the save/load process and, touch wood (taps head), think that I'd squashed all the bugs now. https://github.com/cyberfilth/Axes-Armour-Ale
- Sharing Saturday #414
rot.js
-
New Project -Help me decide on a Framework/ Library
I can recommend rot.js. It offers both ascii and tileset support.
-
I'm trying to create a very basic outline for how to create a roguelike map generator (nothing else), but I'm struggling.
ROT.JS is a great library for making quick roguelikes and being in javascript means you can inspect the code. It has a number of map generation algorithms that you can mess around with to make interesting dungeons. https://ondras.github.io/rot.js/hp/
-
[2023 in RoguelikeDev] Lost Gardens of the Stone Heart
Lost Gardens of the Stone Heart is a browser game in traditional ASCII style, written in Javascript with the ROT.js and Tracery libraries. Or, at least, it will be when it reaches that magic critial mass of features and things actually happening and coalesces into something deserving the adjective.
-
Introducing From Stardust (a roguelike made in JavaScript)
- https://github.com/ondras/rot.js
-
The base for the RogueLike game with ROT.js
The code is Open Source (like everything on CodePen) and anyone can modify the game to add more features. I just want to share it here so someone maybe will create something more fun with it. It uses ROT.js library. Note that the code was created quite some time ago and it's written in ES5 version of JavaScript.
-
[rot.js]: highlight a hex (border color)
I've been looking through the rot.js source, but it doesn't seem like it's currently possible to change the border color of a hex. Does anyone have experience with this?
-
Doing a ROT.js version of the libtcod tutorial. Part 0 up now.
Surprising. I've not used rot.js but I haven't found Canvas too bad for a real time game I'm working on (60 fps with 50x25 onscreen tilemap on my phone). ROT also has a WebGL backend available.
-
Sharing Saturday #414
Thanks! I am using [rot.js](https://ondras.github.io/rot.js/hp/) map generation primitives and then layering stuff on top of that. I'll probably introduce an "outside" at some point with caves and forests you can explore.
-
I made a daily roguelike game that works like Wordle
I used ClojureScript and ROT.js to build it.
-
JS vs Godot for a Roguelike?
It sounds like you want something high scope. However, if you're asking what engine you should use then it sounds like you haven't got a prototype yet. Which would be faster to make in Javascript - there's libraries like ROT.jd to speed things up.
What are some alternatives?
mORMot2 - OpenSource RESTful ORM/SOA/MVC Framework for Delphi and FreePascal
bracket-lib - The Roguelike Toolkit (RLTK), implemented for Rust.
hUGETracker - The music composition suite for the Nintendo Game Boy
innit - A roguelike game where you play a micro organism inside a larger organism!
boardgame.io - State Management and Multiplayer Networking for Turn-Based Games
RogueSharp - A .NET Standard class library providing map generation, path-finding, and field-of-view utilities frequently used in roguelikes or 2D tile based games. Inspired by libtcod
emacs-ng - A new approach to Emacs - Including TypeScript, Threading, Async I/O, and WebRender.
Island-Adventure-Prototype - Protptype of a Text based Roguelike/Exploration game.
react-roguelike - A roguelike game built with React and TypeScript.
libtcod - A collection of tools and algorithms for developing traditional roguelikes. Such as field-of-view, pathfinding, and a tile-based terminal emulator.
bevy_webgl2 - WebGL2 renderer plugin for Bevy game engine