Pixel Dungeon
This community is a place to talk strategies, tell stories, or discuss anything related to Pixel Dungeon or its many versions.
Rules:
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1. No hate or adult themes of any kind: NSFW or illegal material, hate speech, personal attacks, harassment, doxxing, bullying, etc. are all strictly forbidden. Crude or offensive language should be kept to a minimum or avoided entirely.
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2. Posts must directly relate to Pixel Dungeon: All content posted must directly reference Pixel Dungeon or one of its variants in some form. Loose connections or similar nomenclature from irrelevant works do not count.
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3. Do not use other's work without giving credit: You may post things that were created by other people, but you must link to the original and credit the author. AI generated content is prohibited, as crediting the original authors is impossible.
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4. Follow site-wide rules: https://legal.lemmy.world/fair-use/
We have a few title tags for standout posts:
- [MOD] - Posts by moderators about the community
- [DEV] - Announcements from a developer of a PD version
- [OC] - Self-made original content
Sister Communities:
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Yes, I have tried that. It takes up more screen real-estate than I am willing to give up. It doesn't even remove that gap that you can click on. IMO that's a separate issue which should also be changed. The whole bottom section where the quickslots are and such should be unusable to tap to move. Similarly, the areas between the action buttons can also be tapped. For example, if you have a special class action, like freerunning, displayed on the side AND you have an action to attack an enemy, it is possible to click between those buttons. It's rare, but it has happened to me.
Anyway, UI scaling does not address the core of the issue: If the screen gets tapped when or where you did not want to, the character immediately follows through with that action. This happens far faster than any human can react to in order to stop it. This can be resolved by adding an option for select and confirm.