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rot.js: The ROguelike Toolkit for JavaScript

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Social recommendations and mentions

We have tracked the following product recommendations or mentions on various public social media platforms and blogs. They can help you see what people think about rot.js and what they use it for.
  • New Project -Help me decide on a Framework/ Library
    I can recommend rot.js. It offers both ascii and tileset support. Source: 12 months ago
  • 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. Source: about 1 year ago
  • [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. Source: over 1 year ago
  • 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. Source: over 1 year ago
  • Sharing Saturday #414
    Thanks! I am using [rot.js]( 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. Source: about 2 years ago
  • I made a daily roguelike game that works like Wordle
    I used ClojureScript and ROT.js to build it. - Source: / about 2 years ago
  • 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. Source: about 2 years ago
  • Pure JavaScript or WebAssembly?
    I would suggest rot.js and just going with javascript or typescript. I've tried that about 5 years ago and it was pretty decent, you can make a dungeon crawling roguelike of a decent size, but Javascript will fail if you need a lot of computational power (for example procedurally generating a world, or having a big persistent map you can't fit into RAM). Source: over 2 years ago
  • 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.). Source: over 2 years ago
  • Sharing Saturday #362
    You probably know already, but rot.js has some great canvas rendering routines for roguelikes. Source: about 3 years ago
  • Sharing Saturday #361
    I'm using rot.js and my own browser based roguelike boilerplate built on top of it. Source: about 3 years ago
  • 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 Source: about 3 years ago

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