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Found 19 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: https://pixel-cave.com About any bugs you can report me in game menu. : ) I've fixed some bugs, reported via these menu already.
  2. Hey there! I recently released a mobile game called Cobalt Dungeon. This game is based on Phaser 2 and uses a fullscreen canvas and basically only touches the DOM during initialization. The application itself is wrapped in Cordova 8 and runs on iPhone and Android. It's currently available for both platforms in their respective stores: Cobalt Dungeon for iOS on the App Store Cobalt Dungeon for Android on the Play Store The game took me four months to create, from start to finish. I had created games before using HTML5 / canvas, and had released one before on the app sto
  3. 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
  4. 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.nextSte
  5. 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 http://steamcommunity.com/sharedfiles/filedetails/?id=757429029 You can play alpha version on official site http://to-the-capit
  6. 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:
  7. 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
  8. 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 enchante
  9. 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
  10. 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
  11. 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 http://examples.phaser.io/_site/view_full.html?d=groups&f=depth+sort.js&t=depth%20sort Tilemap Ray Cast http://examples.phaser.io/_site/view_full.html?d=tilemaps&f=tilemap+ray+cast.js&t=tilemap%20ray%20cast CSV Map (scrolling) http://examples.phaser
  12. 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: https://www.youtube.com/watch?v=IY30ohow1lM.
  13. 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
  14. 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
  15. 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.
  16. Hi! i have just make a rogue like game (small demo) Here is the link; http://eugenioclrc.github.io/roguelike-js/ Here is the source; https://github.com/eugenioclrc/roguelike-js I hope you like it!! Code and ideas were taken from; http://gamedevelopment.tutsplus.com/tutorials/how-to-make-your-first-roguelike--gamedev-13677
  17. 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
  18. 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 a
  19. rot.js is a set of JavaScript libraries, designed to help with a roguelike development in browser environment. http://ondras.github.com/rot.js/hp/
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