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Found 10 results

  1. Hi, we are small game develop studio called Drunken Monday. We are only two people and during the last year we developed a cross-platform multiplayer game: Slash Arena. And we're almost done. We are glad to present you our game: Massively multiplayer online battles with swords and axes. Simple arcade action! Dodge the attack and choose a perfect time to strike. Upgrade your weapon, slash enemies, collect resources and reach the top! Battle Modes: ★ Deathmatch — Player vs All mode for 30 players. Score the highest damage and survive to win. ★ Arena 1vs1 — ranking duel for hardcore players. Your skills mean more than your high-level weapon. Features: ★ Rapid battles. Play 5 minutes or 5 hours. It’s all up to you! ★ Swing your hammer and make 'em fly! Damage is calculated according to physical laws. Timing and distance matter! ★ Two types of attack — enough to make your enemy suffer from a painful combo! Master your skills. ★ Separate ratings for each Battle Mode. Monitor your progress. ★ Monthly rewards for the best players. Earn a pile of resources and unique character portraits. ★ Daily tasks. See if you can cope with them! >:] ★ Three characters with unique weapons and fighting styles. More characters are coming soon! ★ More than 30 upgrade levels for each character’s weapon and armor. Start with a simple leather jacket and get to the legendary royal armor! ★ Character’s appearance changes each 3 levels. Everyone will see how cool you are! Game available on: Facebook, it passed greenlight and coming on Steam, soft-launched on GooglePlay and AppStorein Russia ( If you contact us we will send you .apk or testflight invitation ). Also take a look at Slash Arena: Online and Drunken Monday web sites. We will be glad to hear your opinion!
  2. Megabyte

    Pixel Cave [roguelike]

    Hi, its my firsh HTML5 game, I made it after playing PIxel Dungeon : ) For UI i used react.js. Gameplay part is canvas+js. No any other frameworks. Maybe for next my game ill take phaser. : ) Features: 8 bosses about 25 enemies items with random generated properties random generated levels You can play it here: https://pixel-cave.com About any bugs you can report me in game menu. : ) I've fixed some bugs, reported via these menu already.
  3. Hi, my name is David! I just discovered this forum and wanted to get your opinion on a game I made 2 years ago that was never finished (I recently finished another project and have some spare time for this game). The game is called Shitty Dungeon for now, because I had no inspiration for the name. The game is basically a small tile-based dungeon rpg with a fixed storyline combined with a randomly generated map (so some places have fixed maps, but the majority of the world is generated). The battle is fully automated, as in you step onto a monster and it fights to the end until someone is dead. This is my progress so far from 2 years ago! I got stuck after making the engine because I was over ambitious with the large pixel art and just in general a world generation that includes a fixed path. It all got too hard, and I wanted to release parts by parts which makes everything harder. Looking at it again, it looks fairly great. The art and engine were originally ported from a game i was making in python that looks like this: In any way, what do you think of it? I usually get stuck in the story/world/art (especially art with all the sprites and everything). I think I always aim too high and end with an unfinished product. I am thinking of redoing the art but with 32x32 pixel art (or even 24x24 or 16x16), so that I have extra time for the generation of the world which is what I really enjoy to code. I also have a question on canvases. To optimize for performance (did a lot of that in python!), my drawing engine draws into fixed canvases and stack them, and I use 4-5 screen-sized canvases. Would the performance drop badly if I used 4-5 screen-sized canvases Per Tile? or Per row? I don't refresh all of them every second I draw them once, but walking across to an undrawn area will draw the area first, and if appending and drawing 100 * 5 canvases at once instead of 5 might have jitters or something. Thank you for reading!
  4. Prox

    Generate Dungeon CSV

    Hi everyone, I'm generating a random dungeon that I convert to CSV ( with Array.join ) but I can't find how to make it works with the Game.load.tilemap because the file doesn't need to be download as it's just a string in the program. How can I do to make my CSV string work with the pahser loader ? Thanks !
  5. Play the game! Video Trailer Snake Runner is a fast paced top-down endless runner game inspired by the classic Snake game. It introduces a new gameplay concept based on a single tap control movement scheme. Your goal is to move the snake through an endless dungeon trying to survive as long as possible. You need to eat all food on your way and avoid all deadly obstacles such as walls, barriers, electric fields and so on. To control the snake just press space bar or left click to turn the snake 90 degree's towards the closest pickup!
  6. FrankenStein

    Cave procedural generation

    Hello all, I have been searching for 3 hours on how to generate levels like spelunky's. I could find tutorials for dungeons but not like spleunky's sorry but i am a very beginner.
  7. Hey Everyone, Been working on this for a while, and finally ready to release it into the wild! I've created a 'template' for a Random Dungeon Generator using phaser. Please check it out on my blog, where I also have a live demo of it. Feel free to copy, share, etc the code and ideas, and please let me know if you have any changes or improvements, and I would love to see what games people come up with using it
  8. I'm working on an HTML5 canvas game, Goblin Dungeon, and it's time to share. It's a multiplayer dungeon crawler, roguelike in some ways but played in real-time. Here's a link: http://www.goblindungeon.com Thanks! Chris
  9. shmikucis

    New tutorials

    We are adding new content to tutorials section in homepage, check it out. The most extensive tutorial written in recent days is a dungeon explorer game. Basically it shows how to create levels (layers) in MightyEditor and switch between them. Tutorial cover only basics but it's enough to start working on your own dungeon game. Also there were gamedev requests on more tutorials covering animation editor. So we have created tutorials covering basics and how to use animations in JavaScript code. Basically there are a character with 3 animations: walk, idle, jump which you can control from code with simple .start() and .stop() If you want us to cover something specific then write it in this topic
  10. Hi, I'm starting work on a little project to make a roguelike in Phaser and after a ton of Googling, I still can't figure out for the life of me how to assign tiles from a spritesheet to a dungeon generating algorithm (something simple like cellular automata). I could always try and implement something like rot.js to do the generating, but even still I'm not sure how to take some simple sprites and display them as a tile in the map. If anyone could help me out I'd be truly grateful. I've probably missed something really obvious but I'll be damned if I can figure it out! Many thanks.