Axes-Armour-Ale
rot.js
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Axes-Armour-Ale | rot.js | |
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19 | 20 | |
38 | 2,289 | |
- | - | |
2.7 | 3.8 | |
about 1 year ago | 10 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
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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
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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
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Sharing Saturday #427
Released an alpha version of Axes, Armour & Ale
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Sharing Saturday #421
All code, previous releases, and a growing collection of bugs are kept at https://github.com/cyberfilth/Axes-Armour-Ale
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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
- Sharing Saturday #413
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Sharing Saturday #408
This week hasn't been earth-shatteringly productive, but I did (fingers crossed) manage to squash all bugs in my Throw Projectiles and Fire Bow code. Binaries for Windows and Linux are at https://github.com/cyberfilth/Axes-Armour-Ale/releases/tag/Alpha51 for testing.
rot.js
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Introducing From Stardust (a roguelike made in JavaScript)
- https://github.com/ondras/rot.js
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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.
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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.
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Loking for a 2D grid javascript library
Mhh, right from the get go I can't recall any standalone library. What comes in my mind is something like rot.js though. It is not a grid library per se, but it specialiced in creating dungeons, layouts, has pathfinding and such stuff in it. Maybe it is sufficient for your needs? (https://github.com/ondras/rot.js) another thing that pops in my mind is honeycomb js (https://github.com/flauwekeul/honeycomb) it is for hex grids though.
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recommendations for engine with canvas graphics + multiplayer
As per those instructions, the docs are here and accessible as always. (Though anyone in touch with the ROT.js maintainer should let them know they should update the link so people can find them more easily.)
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Sharing Saturday #362
You probably know already, but rot.js has some great canvas rendering routines for roguelikes.
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Building A Powerful ASCII Game Engine For The Browser
I would not call it powerful it's just basic and simple. If you want powerful ASCII game engine there is already one that exists ROT.js it have everything that the Rouge Like game should have. I've created basic game using it https://codepen.io/jcubic/pen/oMbgym?editors=0110
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Sharing Saturday #355
Otherwise I did contribute a Pull Request for rot-js I am excited to share back to the community: https://github.com/ondras/rot.js/commit/edd35590196c0e0e1a9b1b60f2d0f314fc553149
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Advice for doing a web-playable 7DRL
This isn't really a recommendation, but I'm using Rust (compiled to Wasm) and a custom backend for cursive that interfaces with a javascript wrapper to use rot.js for the rendering. This mostly only made sense because I was already using cursive for terminal rendering, but the general approach of using Rust for the game logic and some subset of the UI logic, with the actual rendering and user input handled in javascript (or I guess typescript) is perfectly viable (wasm-bindgen makes calling Rust code from javascript or vice versa pretty straightforward).
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!
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
boardgame.io - State Management and Multiplayer Networking for Turn-Based Games
libtcod - A collection of tools and algorithms for developing traditional roguelikes. Such as field-of-view, pathfinding, and a tile-based terminal emulator.
Island-Adventure-Prototype - Protptype of a Text based Roguelike/Exploration game.
VTerminal - A new Look-and-Feel (LaF) for Java, which allows for a grid-based display of Unicode characters with custom fore/background colors, font sizes, and pseudo-shaders. Originally designed for developing Roguelike/lite games.
LambdaHack - Haskell game engine library for roguelike dungeon crawlers; please offer feedback, e.g., after trying out the sample game with the web frontend at
moving-castles - Roguelike