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.
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.
• 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’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!
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!
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.