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Re:Developing a Retro-Roguelike Game for Multiple Platforms ... by grougnax on Tuesday June 24, 2025 @03:21AM (#44363647)
Why not in JS/TS?
Re:Developing a Retro-Roguelike Game for Multiple Platforms ... by pjmlp on Tuesday June 24, 2025 @04:13AM (#44363913)
These are machines where having 64 KB was already great, many had 16 or 8 KB!
Re:Developing a Retro-Roguelike Game for Multiple Platforms ... by forgotoldacc on Tuesday June 24, 2025 @03:50AM (#44363806)
Right at the very top of the article:

> Let me tell you the story so far; the process, obstacles, and solutions involved in making a roguelike dungeon crawler playable on systems like the Commodore 64, Commodore PET, and even more constrained machines.

Javascript is not running on a Commodore 64 with decent performance.

Re:Developing a Retro-Roguelike Game for Multiple Platforms ... by nicoloren on Tuesday June 24, 2025 @03:38AM (#44363752)
Maybe to target retro computers and systems?
Re:Developing a Retro-Roguelike Game for Multiple Platforms ... by nottorp on Tuesday June 24, 2025 @04:45AM (#44364086)
You write 16kb demos daily in JS/TS right?
Re:Developing a Retro-Roguelike Game for Multiple Platforms ... by IdSayThatllDoIt on Tuesday June 24, 2025 @11:37AM (#44367370)
Re:Developing a Retro-Roguelike Game for Multiple Platforms ... by nottorp on Tuesday June 24, 2025 @12:05PM (#44367683)
8K (7K) Roguelike (ignore 800mb browser)

Lovely. However the poster of the original article would have trouble getting it to even parse on a C64?

Re:Developing a Retro-Roguelike Game for Multiple Platforms ... by shakna on Tuesday June 24, 2025 @05:55PM (#44371481)
DOjS [0] and friends often have memory requirements that outstrip what these platforms even can have.

[0] https://github.com/SuperIlu/DOjS