00-Evan

  • 100 Posts
  • 429 Comments
Joined 2 years ago
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Cake day: July 16th, 2023

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  • I’ve gotten a few reports from users with top-right hole punches having this issue. Sadly they all came after the beta so I’m not able to release a fix immediately. The plan is for the game to scoot over the hero status pane if there’s room to do so, so that the hole punch does not cut it off as severely.

    Good luck finding a device without a hole punch unfortunately, they hardly seem to exist =S. Part of the reason I’m making this change is as a concession that hole punches aren’t going anywhere, and that it’s better to accept and try to design around them.



  • Sorry to hear the change isn’t working completely for you. It also looks like your device is slightly under-reporting the size of its cutout. This is tricky for the game to handle as other devices (Pixels are a big culprit) over-report the size of their cutout, so making the game give adequate space for one will mean it gives a huge amount of space for others.

    I’m afraid I don’t intend to put the black bar back. I agree modern mobile screens are quite tall but I think it’s reasonable that the game should use the entire screen.









  • 00-EvanOPMtoPixel Dungeon[DEV] Shattered Pixel Dungeon v3.2.3!
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    1 month ago

    Since v3.2.2 the .JAR distributions require Java 11+. You are presumably running Java 8 on your computer. If you want to keep using the JAR distribution then I’d suggest updating to a more modern version of Java, but the most convient option is just downloading the native executables instead.



  • 00-EvanMtoPixel DungeonTwo questions.
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    1 month ago

    Thanks for the support!

    The Steam version contains every supporter benefit you’d get at the $10 tier, minus interface recolors. That does include item renaming, for whatever purpose you want to use it for 😏.

    There currently isn’t an option for a real-time display, although on most devices you can quickly swipe down from the top of the screen to see your system bar.





  • 00-EvanOPMtoPixel Dungeon[DEV] Shattered Pixel Dungeon v3.2.1!
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    2 months ago

    Kunai were showing as pretty weak in the game’s analytics, plus I realized I had unintentionally given then 1-2 damage scaling instead of 1-3. I don’t have any concrete plans yet but I would like to add more thrown weapons soon-ish now that they’re in a better place overall.



  • 00-EvanMtoPixel DungeonSpawn rates??
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    2 months ago

    I should be more clear, those room changes could incidentally result in a minor change that is not user-perceivable, mostly due to how they are a bit more condensed now. The more condensed rooms would be slightly less likely to be the spawn position of a randomly spawning enemy, because they are more enclosed now, and other rooms would be slightly more likely, but we’re talking low single digit percents here at most. It would have 0 impact on the frequency of enemy respawning.



  • 00-EvanMtoPixel DungeonSpawn rates??
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    2 months ago

    It’s definitely possible that new rooms might result in some subtle changes to enemy spawn density, but there haven’t been any actual changes or increases here in a while, and those room changes would have been in 3.1, not 3.2.

    To be honest, every update I get a bunch of complaints relating to things that I didn’t change. It is normal for the game to have some variance and the human brain is excellent at finding patterns where they don’t actually exist.


















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