Dark&Under - A Dungeon Crawler

(Scott R) #101

I always let the ide create the required folder, close ide, drag n drop everything else to the new folder then double click the main .ino again to reopen the Ide.

It sounds long winded but can save you ages in the long run if you suffer from typo’s.

(Pharap) #102

I find renaming easier since it’s usually just a case of ‘highlight suffix -> delete’. If you’re worried about spelling you can just copy the name of the .ino file, making sure not to include the .ino prefix.

(Simon) #103

Dark & Under Level Designer

For those that have not seen the accompanying level editor, here is a quick advertisement.

You can download the source code here > https://github.com/Garage-Collective/Dark-And-Under-Level-Editor
Or get a Windows Installer here > https://github.com/Garage-Collective/Dark-And-Under-Level-Editor/tree/master/distributable

Copy the files into a temporary directory and run the setup.exe.

Building a new set of dungeons is simple:

Step 1: Define tiles


Step 2: Create levels


Step 3: Set enemy and player defaults


Step 4: Fix any errors


Step 5: Save the resultant configuration (File \ Save) as MapData in the \src\Levels subdirectory of the game.

Step 6: Play!


• Maximum number of tiles: 20
• Maximum number of levels: 10
• Maximum level size: 15 x 15 tiles / 225 x 225 cells.
• Enemies per level: 30
• Items per level: 30
• Doors per level: 8 (one must be a door to the next level)
• Memory. Even though you can create 10 maximum-sized, fully-populated levels using the designer, you will quickly run out of memory when you attempt to compile the application.

Design recommendations:

• Small dungeons can be just as challenging as large ones.
• Use ‘self-locking’ doors to promote inventory management. If there are a number of keys or potions on one side of a self-locking door, the player may need to pick up items and move them to the other side of the door without using all of the keys.

Hints and Tricks

• The outside perimeter of a maze will always be solid regardless of the tile design.
• Interior gates and level doors can be placed over the top of an existing wall or in a blank spot.
• Level doors should be placed in an alcove with walls adjacent to the left and right (the game didn’t have enough space for the many images it takes to render the door both open and closed and various distances).
• Maps are always rectangular. If you add a tile that increases the width or height of the map, the ‘blank’ locations in the new row or column will be defaulted to Tile 0.
• Allowing users to save a game adds additional code and reduces the space available for dungeons. At 958 bytes it’s a killer! I may revisit the code looking for space savings …
• Allowing the user to see a large map helps them navigate large dungeons. However, it ass 298 bytes.

Challenge to You!

Build a good set of dungeons and we will publish them with the game. Your name will be up in lights and you will receive the thanks and adulation of the team and the public!


I’d say you can’t advertise it enough. All the effort you’ve put into it’s looking great!

(Simon) #105

Thanks … I am really keen to see some dungeons created by others!

(Darrell) #106

I’ve made it about half way into the second level. But then, I haven’t tried that hard to beat it. I just love tinkering around with it - super fun! Still amazes me that I can play games 10x better than the ones from the late ‘70s on a device so tiny! :stuck_out_tongue_winking_eye:

(Darrell) #107

I second that “Thank You” - this is an amazing game and an excellent team that put this together! I’ve been amazed by the supporting Arduboy community since the Kickstarter days on IRC and beyond! Kudos!

(Simon) #108

Hey Darrell, are you tinkering with the code or levels? I would love to see what you are doing with the game. Not right now, but in the future we might look at some enhancements to the game to keep it relevant.

(Simon) #109

I thought I would re-tweet something @Keyboard_Camper found on Twitter.

(Moieman) #110

Hi, I Recently Downloaded the files for this game and got this error message:Arduino: 1.8.5 (Windows Store (Windows 10), Board: “Arduino Leonardo”

C:\Users\Aidan\Documents\Arduino\Dark-And-Under\Dark-And-Under.ino: In function ‘void loop()’:

Dark-And-Under:124: error: ‘playLoop’ was not declared in this scope

   delayLength = playLoop();


exit status 1
’playLoop’ was not declared in this scope

This report would have more information with
"Show verbose output during compilation"
option enabled in File -> Preferences.

Think You could help me out here? looks like a fantastic game that id love to play but cant seem to.

(Scott) #111

Please follow the Adding Programs guide to put all the required files in your IDE Sketchbook.

It looks like this game is a bit more difficult to install than most. You’ll also have to include the src folder and its contents in the Dark-And-Under folder.

(Pharap) #112


Did you rename the Dark-And-Under-master folder after extraction or did you click on Dark-And-Under.ino and let the IDE create a folder for you?

(Mr Y) #113



Now I will not be able to turn the Arduboy off - like - forevah!!! :wink:

(Simon) #114

Thanks @Mr_Y … lookout for the level designer. You can may your own dungeons!

(Darrell) #115

No fiddling with the code (yet). Still enjoying this game tremendously! But I’d love to design a level or two soon.

(Scott R) #116

Has anyone beat the game yet?

(Pharap) #117

For that matter, has anyone even reached the final boss yet?
(Other than you of course.)

(Darrell) #118

Still on Level 2, but loving every twist and turn! :star_struck:

(Diamond Leyba) #119

Were you able to load it on game loader? Thanks

(Kevin) #120

Dark and Under is now featured prominently on the Arduboy homepage!