00-Evan
- 100 Posts
- 429 Comments
They are slightly more common in v3.2 than prior, as they can spawn from some special rooms they couldn’t spawn from before.
00-EvanOPMto Pixel Dungeon•[DEV] Coming Soon to Shattered: Title Graphics and Mobile Fullscreen!English1·29 days agoI’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.
00-EvanOPMto Pixel Dungeon•[DEV] Coming Soon to Shattered: Title Graphics and Mobile Fullscreen!English2·1 month agoSorry 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-EvanOPMto Pixel Dungeon•[DEV] Coming Soon to Shattered: Title Graphics and Mobile Fullscreen!English1·1 month agoHey, quick update to this, I’ve just released a new v3.2.4 to beta and it should now render in fullscreen on your cover display, and better handle the cutout both on the cover and full screen. Let me know how that works for you please.
00-EvanOPMto Pixel Dungeon•[DEV] Coming Soon to Shattered: Title Graphics and Mobile Fullscreen!English1·1 month agoI’ve actually just released a new version of v2.3.4 to beta that tries to more intelligently handle cutouts when it comes to the HP bar. I’m afraid there’s not much I can do about your display being physically cracked, but cutouts should no longer block parts of the HP bar.
00-EvanOPMto Pixel Dungeon•[DEV] Coming Soon to Shattered: Title Graphics and Mobile Fullscreen!English3·1 month agoIt is in fact randomly generated! of course there are some controls on it behind the scenes, which I expect will get a little more polish over the next couple patches.
00-EvanOPMto Pixel Dungeon•[DEV] Coming Soon to Shattered: Title Graphics and Mobile Fullscreen!English1·1 month agoAs your device has a hole punch cutout, could you explain to me how it’s blocking your HP bar? This is a genuine question, I am trying to gather info about usability issues with the new UI. The HP bar might be getting partly obscured, but no part of the bar should be fully hidden (at least some of it should be above the cutout), and there is also the HP text to the left.
00-EvanOPMto Pixel Dungeon•[DEV] Coming Soon to Shattered: Title Graphics and Mobile Fullscreen!English1·1 month agoAt the moment the fullscreen setting only controls the navigation bar (I’ll likely rename it for phone users). I am actively considering usability issues caused by this change though, and devices with teardrop notches like yours are the biggest culprits so far.
00-EvanOPMto Pixel Dungeon•[DEV] Coming Soon to Shattered: Title Graphics and Mobile Fullscreen!English1·1 month agoThanks for letting me know, Pixel devices do seem to over-report the size of their display cutouts. Interestingly this doesn’t happen in the Android emulator though. Have you made any customizaitons to your display scaling in your device’s settings?
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.
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.
From a quick test the Wandmaker does correctly spawn on Floor 7, he’s just a bit to the back of the room:
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.
The ‘nearby’ is just flavor text. All characters have a bonus to evasion while you’re holding the Ferreyt Tuft. It’s a pretty powerful trinket, but you definitely have to be willing to play around it a bit.
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.
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.
Yeah I remember you mentioning that before, glad to hear it’s still working there! I’m only removing support because I pretty much have to, lots of technical aspects of the game still play just fine with old Android devices.
Not entirely but yes he is nerfed heavily by fima. I do try to consider them of course, but I don’t account for challenges when deciding general game balance.
Sorry but no I generally don’t put in toggles to revert changes made by updates. I am paying attention to the quantity of motion-sickness related feedback though.