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Found 18 results

  1. 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: About any bugs you can report me in game menu. : ) I've fixed some bugs, reported via these menu already.
  2. roguelike

    To The Capital - is roguelike game with battles as in old jRPG in a medieval setting with pretty graphics.. Features Combination of Rogue-like and jRPG! Generated world! Pretty graphics! Great soundtrack! Fights, upgrade and trade! Improved weapons and armor! Dungeons, monsters, golds and loot! You are a messenger with the southern border are sent to the capital to deliver a message to the king of traitors in the Council, eager to overthrow the current government. Found out about the sent messenger, the Council began to send out the announcement of the reward for Your head. Your objective is that would reach the capital in the North and to give the king a message about traitors. To The Capital is available on Steam
  3. Hey guys! I am coding simple roguelike dungeon crawler: Live version. I have this issue with collisions, whenever a player is positioned like this: ( the lighter tiles are floor tiles and the darker walls obviously ) When he presses down arrow and left arrow at once, he can move on wall tile. This is how I handle input: onKeyDown( event ){ switch ( event.key ){ case 'ArrowUp': this.nextStep( 0, -1 ); break; case 'ArrowDown': this.nextStep( 0, 1 ); break; case 'ArrowLeft': this.nextStep( -1, 0 ); break; case 'ArrowRight': this.nextStep( 1, 0 ); } } nextStep( playerDirectionX, playerDirectionY ){ if ( !this.canMove( this.player, playerDirectionX, playerDirectionY ) ){ return; } this.player.x += playerDirectionX * TILE_SIZE; this.player.y += playerDirectionY * TILE_SIZE; } canMove( unit, dirX, dirY ){ const targetTileX = ( unit.body.x / TILE_SIZE ) + dirX; const targetTileY = ( unit.body.y / TILE_SIZE ) + dirY; return ( targetTileX, targetTileY ) && ! targetTileX, targetTileY ) ); } Here's the whole project's code: Can somebody help me please ?
  4. To The Capital is roguelike game with battles as in old jRPG in a medieval setting with pretty graphics. Features Combination of Roguelike and jRPG! Generated world! Pretty graphics! Dungeons, monsters, golds and loot! You are the messanger from south gate. Conspirators wants to kill the King and they also sent assassins to you. You should get to the capital on north and tell king about traitors. We on Greenlight You can play alpha version on official site
  5. Description: In the game, the player is a PhD student that digs his way through the deep dungeons of his imagination. At each playthrough, a totally new adventure is generated. To clear the dungeon, the player needs to explore all five levels and defeat the final boss. Each level consists of several rooms. When players defeat all enemies in a room, they receive a new weapon, which could be better or worse than the previous one. The last room in the level contains a portal to the next level. Controls: Arrows: Move X: Aim / Shoot Z: Cancel / Use Special Links: Amidos: Newgrounds: Kongregate: GameJolt:
  6. THE N WORD Hello, I made a roguelike TDS for windows and was wondering if you guys could check it out The N-Word is a top-down roguelike spaghetti western shooter where you play as a slave taking revenge for the lynching of her husband in the old west. Take control of turrets, take cover and kill everyone in your way. Here are some screens: Download Now
  7. built with & Description Shiny Gauntlet is a Dungeon Hack n Slash, Bullet Hell, Rogue-Lite Adventure. Select your champion and explore the Gauntlet. Collect weapons, enchanted rings, bottle and/or consume the mysterious remains of defeated foes, all the while chasing the wily cultist who has stolen your Shiny Shard! Inspired by games such as Binding of Isaac and Legend of Zelda, Shiny Gauntlet is a game designed for players who like short play sessions of intense difficulty. Features Fight your way through a randomly generated death labyrinth!20 playable classes!60 enchanted rings!Bottle the remains of your foes and consume them later for powerups (if you're into that sort of thing).A really SHINY shard! Grab the playable demo Here The game is currently on Steam Green Light ~It would be awesome if you voted~ Contact @shinygauntlet facebook/shinyGauntlet or shoot me an email at:
  8. 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
  9. 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: Thanks! Chris
  10. Hi, I want to make my first Phaser game, a graphical Roguelike on a hexagonal grid. I know, a square grid would be easier, but let me try it anyway. How can I reuse as much code possible from the Phaser libraries (e.g. Tilemap) as possible? I would like, for example, to use the functionality of these examples: Depth Sort example Tilemap Ray Cast CSV Map (scrolling) If I can use existing libraries, I would have less work, less bugs, and better performance. Performance isn't critical though and I might have less work if I implement everything myselft, rather than shoehorning the libraries to do something they weren't intended to. Collision detection isn't an issue (the player and the enemies are always standing in the middle of a cell).I would like to express North, North-East, South-East, South, South-West, and North-West as tuples of +1, -1 and 0.Here is a doodle I made which explains how I could use isometric or rectangular grid "technology" (I hope it was worth the time to create it!). (I wrote the x-coordinate first. I'm not sure if that's normal.) Did anyone of you make a game with hex grid? How did you do it? What would you recommend to me? Is this the right forum? Do you have questions?
  11. I just stumbled across the site while researching HTML5 game topics, and I thought I'd post a project I'm currently working on using canvas. I'm currently developing a dystopian roguelike game called Bad Transaction. It's a single player game with a custom 2D engine, and a custom node server backend. I've been working on it for a little over a year now, and I'm really hoping to have a very, very, early alpha ready at some point this year. Here's the latest development progress video:
  12. To start, I'll say, there may be a better way than what I'm thinking, so I'm very open to suggestions. I'm making a Roguelike. I have rooms with attaching tunnels, a player that can move to free spaces, the VERY basics. I've reached the point of implementing an FOV (Field of View). I've got it in place for the most part. When the map is drawn, only the visible spaces within the player's FOV display their tiles, however when it comes to updating the display I'm getting nowhere, very...very... slowly. I've tried calling my "recalculateFOV" function in the Phaser "update" state, only to be fired when the player moves, then redrawing the entire map based on the results. This is agonizingly slow for some reason I can't quite decipher and just doesn't work properly. Then I thought maybe I needed to overwrite how Phaser handles drawing to get the job done. I Googled for any help on how to go about that and came up empty. I've read a couple of Phaser tutorials on creating a Roguelike, however the ones I've found left out handling FOV. Any help or suggestions would be greatly appreciated. Thanks!
  13. Hey y'all! This is my first HTML5 game, but not by any means my first game. I absolutely adore procedurally generated content and randomized gameplay, something about having a different experience every time you play the game really scratches my itch, you know what I mean? I spent some time browsing roguebasin and the procedural content generation wiki and was inspired to make my own dungeon crawl. I've been learning full-stack javascript and a roguelike-like seemed a fun and exciting challenge. Here is what I have so far: visiting the site drops you into a new, unique, randomly generated five-level dungeonshare the unique URL it generates and anyone that browses that link joins you in the dungeonQWE/AD/ZXC keys correspond to NW, N, NE, W, E, SW, S, SE movement directions respectivelythe numeric keypad on full length keyboards also do eight direction movementmobile and tablet users can use onscreen directional buttonsevery dungeon has five levels, with increasing complexity (first level has 50 rooms, the fifth level has ~100)the dungeon generation algorithm puts the entrance in the first room it builds and the exit in the last room it builds, so most of the time it's a long and inconvenient path to the next floor of the dungeonstand on a stairwell and the ascend/descend button will appear in the UI, unless you're on the fifth floor and standing on the stairwell down, since there is no sixth floor (will be replacing the fifth floor staircase with the Amazing Macguffin that wins you the game)your ping is in the bottom right cornerthe game canvas changes responsively if you change the size of the browser window or if you rotate your mobile device7 random dungeon 'themes' randing from ice cavern to grassy fort to dank cellar, etc3 player classesfog of war, only draws tiles player has exploredphaser for the frontendnode.js backendYou can start a new game by visiting You can invite a friend to join you by sending them the URL after you've entered a dungeon (it might look like '' or something like that) You can see existing, populated games, their currently connected players, and some fun server stats at, click on any existing game to join it. If the server is very laggy or unresponsive, or you consistently get pings over 200ms, try the alternate server at (to make a new dungeon) and (to see existing, populated dungeons). Since I added the fog of war, it's almost playable on phones as crappy as the old iPhone 3g and the firefox phone (though I do not suggest you try it). TODO: magical monsterslootcombatplayer advancementplayer class differentiation (mage will have magic, rogue will have invisibility)potions and scrollsgeneral dungeon clutterlots and lots and lots of bug fixesI've been working on it every day for the last four weeks and hope to have it basically complete in another four weeks.
  14. 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.
  15. Hi! i have just make a rogue like game (small demo) Here is the link; Here is the source; I hope you like it!! Code and ideas were taken from;
  16. Long story short: new to Phaser, making a roguelike. Turn-based movement on a tilemap grid, etc. Obviously this ground has been covered before, but it seems that every example of a roguelike or RPG that I've found has basically just set the x/y of the sprite every time a movement occurs, and I'd like to be animating it. I want to wait for user input, then shut off listening for input, and wait for the chosen action/move (if valid) to finish before the game continues processing the turn. I've got it tweening well, but I'm not sure, conceptually, what the best practice is for "waiting." A few games I've seen that use turn-based structure set a variable and then check time in update() to see if sufficient time has passed. I tried using a timer at first, but ran into unexpected behavior (I'm sure I could fix it, but I'm more interested in knowing what I ought to do)... What I have now (experimenting with the former), but not overly enamored with it: function update() { if (acceptInput) { if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { acceptInput = false; moveTimer = game.time.time; game.add.tween(player.body).to({ x: '-' + TILEWIDTH }, MOVEDURATION, Phaser.Easing.Linear.None, true); } else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { acceptInput = false; moveTimer = game.time.time; game.add.tween(player.body).to({ x: '+' + TILEWIDTH }, MOVEDURATION, Phaser.Easing.Linear.None, true); } else if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) { acceptInput = false; moveTimer = game.time.time; game.add.tween(player.body).to({ y: '-' + TILEHEIGHT }, MOVEDURATION, Phaser.Easing.Linear.None, true); } else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { moveTimer = game.time.time; acceptInput = false; game.add.tween(player.body).to({ y: '+' + TILEHEIGHT }, MOVEDURATION, Phaser.Easing.Linear.None, true); } } else { if (game.time.time > moveTimer + MOVEDURATION) { acceptInput = true; } }}Thoughts?
  17. Hello everyone, this is the second game that i post in this page, and is my first complete html5 game, i did it for the trials of oryx 2013, i developed it in about a month and was done using javascript from the scratch. The game is Tull, a very simple rpg with some roguelikes elements like the permadeath and randomnes, there is also food consumption and the weapons, armours, magic and food can be only bought in the town, there is also a hotel in the town so you can regenerate your health. There is only one Dungeon but it has 20 levels, each one more difficult than the previous, there are 3 sub bosses and 1 final boss (Ias) which is the target of the game. Anyway, here it is the link, i hope you like it. You will probably find some "engrish" problems, let me know about the ones you find. Greetings
  18. rot.js is a set of JavaScript libraries, designed to help with a roguelike development in browser environment.