Pixel Boy and the Ever Expanding Dungeon - Nickervision
These are the latest fixes and changes to Pixel Boy. Thanks to the community for their support.

**** CHANGES / FIXES ****
•The following achievements have been recoded and double check to now work:
  • Key Master
  • Crammed Keychain
  • Treasure Trump
  • Baller
  • Shot Caller
  • Surfing Like Scrooge
•The unusual frame rate issues have been addressed.
•Resolution Dialog Box has been restored for the time being
•Resolutions changes made in the options menu will now take effect when leaving the options menu.
•The Hardcore score is now correctly being recorded.

If you find more issues or there are any inconsistencies please email us at info@giantboxgames.com or post on the forums.

Thanks for the patience and support.
Pixel Boy and the Ever Expanding Dungeon - Nickervision
These are the latest fixes and changes to Pixel Boy. Thanks to the community for their support.

**** CHANGES / FIXES ****
•Now allow players to hold 'ALT' when launching the game (before it opens) to open the resolution dialog in case of video/resolution problems. This also seems to give access to some incredibly complicated Input menu that we are looking into and will sort out in a later update hopefully :)
•Fixed some rare Linux on-launch issues preventing users from properly opening the game
•Made several graphical fixes throughout the game
•Addressed several Keyboard / Controller bugs
•Fixed many other small bugs reported to us by players, thanks :)

If you find more issues or there are any inconsistencies please email us at info@giantboxgames.com or post on the forums.

Thanks for the patience and support.
Pixel Boy and the Ever Expanding Dungeon - Nickervision
These are the latest fixes and changes to Pixel Boy. Thanks to the community for their support.

**** CHANGES / FIXES ****
•Modified all destructibles in the game to now only take single hits to destroy
•Tweaked survival modes spawning patterns slightly
•Adjusted ammo pickup values to 15 from 10
•Adjusted several enemy AI to be more responsive
•Modified level builders to produce some more variety
•Addressed some Keyboard / Controller bugs
•Fixed many other small bugs reported to us by players (thanks :) )

If you find more issues or there are any inconsistencies please email us at info@giantboxgames.com or post on the forums.

Thanks for the patience and support.
Pixel Boy and the Ever Expanding Dungeon - Nickervision
These are the latest fixes and changes to Pixel Boy. Thanks to the community and everyone that has helped us find errors.

**** ADDITIONS ****
+Another enemy has entered the survival mode

**** CHANGES / FIXES ****
•Full controller support from Launch To Quit.
•Improved survival mode frame rate dips
•Armour Positioning should now always be correct
•Ammo reduced in survival
•Boss HP adjusted in survival
•Legs should now correctly follow the body (who’d have thought ehh?)
•various other small bug fixes and improvements that I forgot to write down.
•Fixed Linux Bug resulting in players being unable to play.

If you find more issues or there are any inconsistencies please email us at info@giantboxgames.com or post it on the forums. We pay close attention and many of the fixes / additions in this update are thanks to players pointing them out to us.

Thanks for the patience and support.
Pixel Boy and the Ever Expanding Dungeon - Nickervision
These are the latest fixes and changes to Pixel Boy. Thanks to the community and everyone that has helped us find errors.

**** ADDITIONS ****
+Controller Support Added for many controllers
+Survival Mode Added
+New SFX, GFX, and various things and what nots.
+New Trailer

**** CHANGES / FIXES ****
•Save / Load systems for Normal Mode is now fixed and rewritten from scratch. No more sketchiness (we hope)
•Act doors should now at all times lead to the exact right places, even when people attempt to go out of their way and break them. (we’re not point fingers, but, you know who you are ;) )
•All scenes are now error free, not just in the Retail build, but in Unity too, hurray for efficiency.
•Menus over other menus? No thank you. Menus have all been rewritten and sorted. While they are not the most incredible things ever made, they definitely always work the way they’re supposed to now.
•Main menu is now nice and functional. We are considering removing the Launcher as now all options are accessible through the options menu.
•SFX / Music / Narration / Mute settings should now properly save / load throughout your journey when you want or don’t want to hear them.
•We added the talented Haley Requa to our credits for her wicked good programming work.
•Survival best time tracking in main menu.
•Trap rooms bizarre issues resolved throughout the acts
•No more town level gain exploit
•Skip slot machine with controller or space
•Control messaging throughout the game has been rewritten and is hopefully clearer
•Death Menus now properly function the way they should and send the players to the right spots.
•Armour shop now allows players to properly sell their orbs / powerups
•In normal mode you now only lose the powerups you were holding when you die. Everything in your bag, and all your XP is saved so you can try again.
•Hardcore mode now ensures that when you die, you lose everything and must start the game from the beginning again. (tread carefully)
•Armour crafting has been tuned and the UI works better than it did.
•The entire power up / power up crafting system has been rewritten to be more efficient and easier to use with far less impact on the system. (Clarification- it is now only ~10% of the lines of code it used to be)
•The power up shop now accurately reflects the powerups you have found throughout the dungeon.
•The tutorial has been reworked to reflect the new control scheme.
•Things in the main menu grey out when they are supposed to.
•The main menu should now properly scale to different monitors and resolve the menu not being visible to a very few.
•Main menu has confirmation dialogs before starting any mode or deleting your save
•Fixed achievements that seemed to not work for some, and one that was previously unachieveable.
•Fixed inventory is full but not full problems.
•Astral shot now correctly affects all the things it should affect… effect?
•Right click or press action 2 to remove materials from a crafting table now.
•Refilling ammo no longer unequips to item unnecessarily
•Refilling ammo has had its cost rebalanced
•Repairing armour has had its cost rebalanced
•Coins / Keys / Armour Orbs / Ammo pickups will all now move towards the magnet Pixel Boy carries in his pocket. Making picking things up much easier, and also making the treasure fountains look cooler.
•New burials in the graveyard
•Enemies and Bosses have had their AI modified and been rebalanced so that the OP powerups are no longer too OP.
•Only Mirror shot should be using more than one bullet per shot now
•When armour is destroyed its stats or now properly taken away.
•When armour is crafted on top of another armour, the effects will no longer stack ridiculously and exploitatively.
•Level up ring will no longer appear in town and other areas it was not wanted. Go home Level up ring, you’re drunk.
•The ammo cap has been increased to 500, you’re right, we made a mistake having it so low.
•Tooltips in inventory should now be accurate and function perfectly.
•Power up crafting pricing has been adjusted. What? Don’t look at me, it’s called inflation.
•Icewebs will not attract heatseekers when up in their webs
•N Bossman’s collision detection has been reworked.
•All bosses have had their nameplates corrected.
•Store graphics now list the proper descriptions, no misleading information here… hopefully.
•Ammo pickups give 10 ammo now.
•OTU’s are disabled in non ammo depleting areas.
•Everybodies favorite power up spread shot is now always available in the store for a low price
•Things should properly now auto equip when appropriate
•& Many more things I probably forgot to document.

If you find more issues or there are any inconsistencies please email us at info@giantboxgames.com or post it on the forums. We pay close attention and many of the fixes / additions in this update are thanks to players pointing them out to us.

Thanks for the patience and support.
Pixel Boy and the Ever Expanding Dungeon - Nickervision
Just a quick heads up to let everyone know that Pixel Boy is in the Steam Summer Sale Community vote for the next 7 hours, if successful it will be slashed to 35% off. We hope that everyone will vote for the Rogue Like category and give Pixel Boy a chance to be exposed to more people.

VOTE RIGHT HERE

We can win this David Vs Goliath vote battle.

Thanks.
Pixel Boy and the Ever Expanding Dungeon - Nickervision
These are the latest fixes and changes to Pixel Boy. Thanks to the community and everyone that has helped us find errors.

+A hardcore mode is now able to be started from the main menu. When you die, thats it, you start over. (more changes to come to this mode in the future now that it’s in place)
+There is now High Score tracking for hardcore mode. (looking into leaderboards on steamworks)
+Your Top Hardcore Score will now be displayed on the main menu
+Added a separate scene upon death for hardcore mode, showing current score from that run and top score before shipping you out to the main menu to try again.
+Added new music to deathUI’s (ooh chilling)
+Switch room now has treasure chest for loot, awards a single powerful power up, ammo and coins.
+Added minimap Icons for the Switch Room and the RGB key pieces. They will only appear once Pixel Boy has been very close nearby or after an extended period of time.
+There are now destructible objects throughout the environment. These things can be smashed and broken to award coins and ammo. (Link would be proud) Due to this, prices in Resolutia have risen.
+Several new sounds have been added to new and old functions

-Astral shot should no longer shoot through most walls just through enemies.
-When PenGUIN is dizzy shieldspin will now properly trigger damage.
-Ammo has been tuned to a lower drop frequency and quantity
-Weird unexplained explosion on begining of some scenes should no longer exist.
-Health Pots purchased from the shady old shaman now only award five health points per potion.
-The enemies HP levels have been re tuned.
-Baby slimes should now die+slow when they impact with Pixel Boy, you monster.
-Pixel Boys death has become more dramatic and colorful
-All bosses have been tweaked and made so that they can no longer be one shot, they should always be a formidable foe now.
-Treasure chest icons will no longer appear on the map until Pixel Boy has been close to them.
-The elevator will now appear on the map once Pixel Boy has been nearby.
-All main menu elements have had their sounds corrected and the about box goes fullscreen now and can be exited by clicking ‘about’ again.
-Sorted the scoring system to be more advanced and reasonable, as well, added some new things that reward score
-When using the Anvil in the dungeon, and clicking the button to repair you should no longer waste ammo
-Decimals have been removed from stats menu, crits and hopefully everywhere.
-Really large shield combos should no longer be tossing enemies about. (looking at you turtles)
-The trap rooms have had their enemies adjusted and tweaked.
-The rushing enemies from the switch room have been removed temporarily.
-The scene changing system has been rewritten and should hopefully address all the unusual places people have wound up.
-Treasure chests have had their treasure altered.
-A weird heat seeker error has been resolved, was causing weird frame rate problems.
-Mobs now drop different treasure rates. Most powerful power ups must be retrieved from switch rooms.
-Costs of powerups has been in some cases increased dramatically based upon strength
-Cost of crafting becomes substantially more expensive as time goes on
-Cost of anvils has increased.
-Cost of armour crafting has been increased

If you find more issues or there are any inconsistencies please email us at info@giantboxgames.com or post it on the forums.

Thanks for the patience and support.
Pixel Boy and the Ever Expanding Dungeon - Nickervision
These are the latest fixes and changes to Pixel Boy. Thanks to the community and everyone that has helped us find errors.

  • PenGUI dizzy sound should now correctly obey sound rules

  • Heat seeker spelling of Enemies has been corrected

  • Water and Sand traps should now always flow in the correct direction

  • Some crafting inconsistencies have been ironed out, it is a very complex system so let us know if you notice anything peculiar when certain items are crafted together.

  • Stats no appearing when adding points should now be fixed.

  • Player would sometimes not always see their newly earned stats until a scene chance; has been resolved.

  • The speed bug reared its head again and has since been squashed by the boot of justice. Players that have been affected have had their Speed bonuses set up to 0.

  • OTU’s will properly be tracked between Power up crafting menu and inventory

  • There is now the option to skip the tutorial when starting a new game. (just an FYI, this will make the first floor a little more difficult as you won’t have the power ups/armour gifted to you during the tutorial)

  • Invulnerability OTU can no longer be wasted in town.

  • Changed the XP curve slightly on all enemies. Allowing better late game XP acquisition.

  • Boss repeat inconsistencies have now been fixed and should be unexploitable.

  • After defeating a boss you should no longer be able to sell everything then rejoin the game and keep all the cash from the previous and have everything back.

  • Amour orb exploit has been patched right up.

  • Weird framerate issues have been attributed to several unusual errors in the last build. These errors we found only happened within Act 4. It was related to some old level designs, pathfinding, and AI all conflicting.

  • Ammo pickups have been added. Every so often enemies can drop bullet shaped pickups that give the player +15 ammo to all equipped power ups.(this may require further balancing based on feedback)

  • The Mob Museum has been rewritten. Enemies will now populate the museum when you have killed them once. This is more in line with our future plans for the museum.

  • Exploding crates have proper sound for hit and explosions now.

  • Boss loot has been tuned upwards, and added ammo to the mix

If you find more or there are any inconsistencies please email us at info@giantboxgames.com or post it on the forums.

Thanks for the patience and support.
Pixel Boy and the Ever Expanding Dungeon - Nickervision
These are the latest fixes and changes to Pixel Boy. Thanks to the community and everyone that has helped us find errors.

-ShieldSpin power up should now correctly account for all crafted powerups and no longer use any ammo in Resolutia / Mob museum / Pixel Boys house / Armour shop. *throws arms in air*
-Using mirror shot within large craftables should no longer make powerups take two ammo per shot.
-When crafting, you no longer have to stop at Tier 10, you can craft 15 powerups together for 150 G right from scratch
-After skipping a narration by pressing the spacebar, the player should no longer have to wait the entire duration before using an elevator or door.
-Tool tips on Power ups, One Time Uses and Crafted powerups have had a preliminary design added to the players inventory and will progress based on feedback.
-The price of armour repair has been reduce to be more in line with the latest armour cost reduction from last patch. (anvils in shop, dungeon, tutorial)
-Shellshock now correctly making its hit SFX
-Textures in armour shop have been modified due to changes to armour costs.
-The binding menu in the launcher should be a lot cleaner and more professional

If you find more or there are any inconsistencies please email us at info@giantboxgames.com or post it on the forums.

Thanks for the patience and support.
Pixel Boy and the Ever Expanding Dungeon - Nickervision
These are the latest fixes and changes to Pixel Boy. Thanks to the community and everyone that has helped us find errors.

-Mushrooms have been reworked and should now properly award or penalize correctly. Drugs are bad. Mmmkay.
-Power ups are the new rage this season, they’re being bought up by the merchant for 50% more
-Power up refills have had their cost reduced.
-Death message has been slightly adjusted
-The cost of power ups at the store have been reduced, completely going against the fictional demand I mentioned up above.
-All mobs have have their XP rewards tinkered with.
-Player deaths should now happen correctly and more prettier.
-Boss act 1 has had its collisions fixed.
-We have combed nearly every inch of the dungeon and adjusted many collisions to make sure you’re not losing your treasure on top or behind most objects.
-ShieldSpin is now producing the proper sound effects.
-ShieldSpin should never use ammo anywhere other than the dungeon (we’re watching this)
-IceWeb should now properly be affected by ShieldSpin

If errors you have already reported are not in this list, it does not mean we’re ignoring you, we are looking at everything that is sent to us, it can just take some time. If you find more or there are any inconsistencies please email us at info@giantboxgames.com or post on the forums.

Thanks for the patience and support.
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