I’m Santiago Zapata, better known online as slashie, a Software Engineer and Independent Game Developer and from Medellín, Colombia.

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Category: JSRL

  • Rainy Day JSRL dev branch migrated to webpack+JSRL

    I just updated the roguelikes in the Rainy Day development branch (that is Rainy Day, SpelunkyRL and CvRL2) to use webpack + electron instead of the old web-only browserify build stack. This means downloadable versions for all of them will be available soon, just need to add support to check…

  • JSRL, now with TypeScript support

    I backported TypeScript support from Emerald Woods into JSRL, so you can now use it to create roguelikes with TypeScript out of the box. Unlike Emerald Woods, which has had a gradual transition to TypeScript (because it’s so big), for JSRL I decided to migrate it completely in a single…

  • JSRL, now with Graphics! + the story so far [0.0.4]

    You can now create graphical (tile-based) roguelikes using JSRL. Check it out at https://github.com/slashman/jsrl which is also now set as a repo template so you can create yours more straightforwardly! A tutorial is coming soon. The demo at http://slashie.net/jsrl was also updated to the GFX version. The character-based display is…

  • Tile Graphics for JSRL

    Tile graphics for JSRL are almost there! Working great on Web using KenneyNL’s sprites and PixiJS. The demo is updated at https://slashie.net/jsrl/ Electron builds are currently broken! make sure to rollback to https://github.com/slashman/jsrl/commit/e95e6a7ccf3ab4171870d3c93034d33bd4c8edb4 in case you need to start a new project right now 🙂 Tutorials for this coming soon.

  • Trailer for the Roguelike Celebration 2018

    The Roguelike Celebration is happening again this year, October 6 and 7. I will be flying to SanFran to assist and also give a talk about the History of Roguelikes. Had an idea running on my head for a while to make a “trailer” for the event (no one asked…

  • JSRL – JavaScript boilerplate roguelike released

    Well, I decided to release this based on my work this year on Monster Trainer Roguelike; one of my first mistakes was spending time during the 7DRL to build a simple generic roguelike engine as a basis for the game… the question is, I never released it in such simple…