this post was submitted on 26 Jun 2024
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Pixel Dungeon

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The number of times a run gets ruined or I just die outright because I accidentally tap the wrong place or just accidentally tap the screen at all is making me want to stop playing entirely.

Nearly every time it's entirely out of my control and something causes it to happen.

That gap between the search and quick slots? You can click there and your character will move. Many times I will be trying to search and my character will go kill themselves instead.

I desperately need to be able to select a tile and confirm the action to move or attack.

Edit: Another small thing this would resolve is when I intend on examining something and I thought I hit the examine button but apparently missed, then I end up doing something I did not intend on doing. This literally just happened to me where I was trying to examine the two crystal chests in a room to determine what kind of items are inside, and instead of examining one of them I just opened the chest.

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[–] owenfromcanada@lemmy.world 6 points 4 months ago (4 children)

Unfortunately, I don't know that too many players experience similar issues. I could see it being a problem if you play when you're on public transit, or if kids or others are around bumping into you, but it seems not common enough to warrant much attention. So I doubt this would become a baked-in feature.

That being said, the game is open source, so if you or someone you know is tech-savvy, it likely wouldn't be too hard to implement. If it's done well, Evan might even accept a PR.

[–] cevn@lemmy.world 5 points 4 months ago* (last edited 4 months ago) (1 children)

I was actually thinking about this issue the other day, I tapped in the space between the quick slots and died on floor 22. I just cloned the source, but between my day job and my kid I probably won't have the time to take this out. But maybe I can teach him to code and fix it in a few years.

[–] owenfromcanada@lemmy.world 3 points 4 months ago (2 children)

I just took a glance through the source and it looks like it's all (Android) native Java. I might be able to take a quick crack at it myself, I'll have to take a more detailed look through.

[–] gofsckyourself@lemmy.world 4 points 4 months ago

I've looked over it in the past and since I don't have any experience in Android Java development, or really Java development at all. It seemed like it would take a while just to set up a dev environment and get familiar with what to do in order to even begin to attempt to add or change anything for myself. Because of that, it definitely fell to a pretty low position on my very long list of projects.

[–] cevn@lemmy.world 3 points 4 months ago (1 children)

I don’t think it can only be android though, there must be a cross platform process because my primary ways of playing are iOS and Steam.

[–] owenfromcanada@lemmy.world 2 points 4 months ago

It's available on iOS and Steam as well, but it looks like Android Studio is the base development platform for all of them (which makes sense, as the original Pixel Dungeon was exclusive to Android, IIRC). Despite the name, Android Studio can have configurations for non-Android platforms too.

[–] gofsckyourself@lemmy.world 4 points 4 months ago (1 children)

Not all people with issues are vocal about them. It very well could be more common than people think.

Yes, I am aware of the fact it's open source. It requires being more than just 'tech-savvy', and more importantly time to be able to dedicate to implementing.

[–] cevn@lemmy.world 5 points 4 months ago

Same exact thing happened to me, I almost came here and made a post. Once you die to that little space between the quickslot and search area you will absolutely rage lol. I started playing on desktop only which is better but not as convenient..

[–] CrayonRosary@lemmy.world 3 points 4 months ago* (last edited 4 months ago)

Note that this repository does not accept pull requests!

He's kinda clear about that.

[–] Vencedor@lemmy.world 1 points 3 months ago

I'm actually a (learning) Java developer, and I am currently working on a game that uses Java and libGDX (some Java libraries to make videogames) which are the same libraries that SPD uses. With that said, If i have the motivation and I just don't end working on my own project, I might be able to do something, but I first have to familiarize myself with how the game works and all.

[–] WelcomeBear@lemmy.world 4 points 4 months ago* (last edited 4 months ago) (1 children)

For whatever it’s worth, I’ve been playing a lot for ~8 years on various iPhones and I very rarely have this problem. It only happens in pretty extreme circumstances: in the shower if water splashes on the screen and I don’t dry it off, if I’ve been dremeling metal that day (even invisible amounts of metal dust on the screen totally screw up the sensitivity), or I’m very drunk and too lazy to zoom in for important stuff.

Maybe you know why these things are happening to you (bumpy car rides? playing in the pool?, shaky hands?), if so disregard me. If not, it’s odd that this is happening to you so often.

Edit: now that I think about it, the attack button disappearing after the enemy is dead does piss me off. I’ll got tap-tap-tap-tap to kill them and then it runs me somewhere weird in the bottom right corner. I tend to avoid the button entirely or zoom out so the attack button is above an unexplored area if I’m farming.

[–] gofsckyourself@lemmy.world 4 points 4 months ago

It's mostly just general life stuff happening, like getting bumped by my dog while playing, but sometimes it's just a mistake.

All in all, there's tons of reasons it could happen outside of your control, like if you have fine motor control issues. I think an optional feature to select and confirm a movement or something like that would greatly help reduce that possibility and make it more accessible as well.

Though, the cracks between the menu buttons should absolutely not be clickable.

[–] Servusla@lemmy.world 4 points 4 months ago (1 children)

Have you tried increasing the interface scale? Looks pretty small on your device, it's not going to fix the problem if you really can't play with a bigger scale tho.

[–] gofsckyourself@lemmy.world 3 points 4 months ago

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.

[–] federalreverse@feddit.org 3 points 4 months ago (1 children)

Since the game is rounds-based, there's no time pressure. So why do you click at times when not in control? Or is this about a motor disability?

Also, do you know you can zoom with two fingers?

Like, I die a lot too and quite often I want an Undo button. But it's not because I am somehow forced to click.

[–] gofsckyourself@lemmy.world 5 points 4 months ago

Did you know that sometimes when I try to zoom it registers as a click and ruins a run?

If tapping on a screen had no accuracy issues, then yeah it would be on me. But what I am describing is entirely out of my control. I play on mobile, so it makes it more likely that external circumstances can cause me to touch the screen when I never intended to.

[–] CrayonRosary@lemmy.world 2 points 4 months ago (1 children)

The quick slot bar needs a rework. I want like 8 or 9 slots. The 6 limit just isn't enough. But then it needs to be reworked to make that number usable.

My phone is so damn tall that I think having two rows of slots would be fine. And the gap should be eliminated. I understand how people who play in landscape orientation wouldn't want that, though.

I wonder if a horizontal scrolling quick slot bar would work.

(Yes, I know you can long press the backpack for a huge quick menu, but that's too huge, and everything runs together. Maybe if the items were grouped by type with space in between it would be better. Plus the long press honestly takes too long.)

[–] gofsckyourself@lemmy.world 2 points 4 months ago

200% agreed!

[–] ColeSloth@discuss.tchncs.de 2 points 4 months ago

This game pairs perfectly with a galaxy note or one of the last few s2x ultra phones. The s pen works flawlessly with the game and you can even hover the s pen over an item to make its name pop up.

[–] p0479@lemmy.world 2 points 4 months ago

I agree 100%. I have died a lot from misapplying... Recently nearly died several times from eyes and scorpions from mistapping. Once mistapped on grim trap. My phone isn't the best but I don't think it should exclude people with old phones. And agree about this excluding people you have motor control issues that will struggle with this more. The suggestion for a 'confirm movement' UI option is a good idea.

[–] tal@lemmy.today 0 points 4 months ago* (last edited 4 months ago) (1 children)

I have rarely mistapped, but it hasn't really been enough to be an issue (with me, it's usually mistargeting a wand by a square). I don't think I've ever had a zoom turn into a tap. That might be just the touchscreen in question.

So, couple things you can maybe do.

You could use a device less-prone to it. I assume that you don't want to get a new device just to play SPD (though I can imagine that if you get mistaps in SPD, there might be other apps where it's also frustrating).

You can try cleaning the device screen. Probably won't help, but won't hurt much either. It'd be the first thing I'd try.

You can tap to interrupt movement. That's not gonna help if even one step is enough to do you in, though.

You can use a USB or Bluetooth pointing device, like a mouse or trackball, if you are willing to carry them.

You can use an attached USB touchscreen, if you are willing to carry one. That will have different touch detection hardware and can be larger, easier to avoid mistaps in gaps.

You can use a USB or Bluetooth keyboard, if you're willing to carry one. There are some small, folding keyboards the size of a smartphone, and they provide some perks, like the ability to do reasonable text entry. That has a physical key for search, and quickslot hotkeys. I don't know whether there is (currently) a keyboard binding for zooming and panning other than default zoom, going off the wiki keybindings page:

https://pixeldungeon.fandom.com/wiki/User_interface

If you also have a laptop and are willing to carry one, you can play there (and it has some nice perks, like physical keys). SPD is not a terribly resource-intensive game, and a used laptop can be had on eBay fairly inexpensively -- it doesn't need latest-and-greatest hardware.

It might be possible for developers to change the SPD interface to deal better with touchscreens that are a little twitchy (maybe have an alternate zoom method?), but I don't know if there's going to be a fantastic solution...confirming each move is gonna be agonizing. Right now, the only option is to adjust interface scale (which might help with mistaps hitting the gap). You can also reposition the toolbar -- I don't know if that helps with mistaps in the gap for you at all.

EDIT: Touchscreens work via capacitance, so how moist your fingers are is a factor. My phone has impressed me with how well it works even when my fingers are outright wet (though not as well as if I dry them), like with condensation from a drink, but according to this, for people with dry hands, this can be an issue:

https://www.macintoshhowto.com/iphone/ipod-or-iphone-difficulties-with-dry-fingers.html?amp=1

Some people have difficulty controlling the touchscreen on an iPad or iPhone with their fingers, especially older people.  The iPhone touch sensitive screen works on capacitance and it does not respond well to dry fingers.

Older people tend to have dryer fingers. Often they have to press the touchscreen on the iPhone very hard and I have met one or two people where their iPhone or iPad will not respond to their fingers at all. Thankfully there is a very simple solution.  Simply Moisturise your hands with a water-based moisturiser!  I find “MooGoo” to be particularly good.

I've never done that, but I suppose it might be worth a shot -- or, if you're in a very damp environment, getting condensation on the screen or something, could try wiping the screen or fingers dry with a shirt.

[–] gofsckyourself@lemmy.world 4 points 4 months ago (1 children)

I think you missed a core part of my post: sometimes in life an external force can cause me to tap on the screen when I did not even intend to. It's not really an issue of my touchscreen being 'twitchy'.

All of your suggestions are missing the whole point. Though, I appreciate the intent to help. I want to play on my phone because of the convenience of the fact I always have it on me. If I need to carry an external device to solve the problem, I'd sooner just not play.

I believe my suggestion is a good solution: tap to select and an extra button to confirm the action.

[–] tal@lemmy.today -3 points 4 months ago* (last edited 4 months ago) (1 children)

I think you missed a core part of my post: sometimes in life an external force can cause me to tap on the screen when I did not even intend to. It’s not really an issue of my touchscreen being ‘twitchy’.

Specifically for the "zoom being detected as a click", I don't click when trying to zoom. So there has to be something different between your situation and mine. It isn't going to be SPD's code.

So either your phone or you are a factor. I appreciate that you don't have a switch to just magically fix it, and if you did, you'd have switched it. But point is, this isn't some kind of fundamental issue with touchscreens.

There are many, many apps on Android that use pinch-to-zoom. There isn't anything there that's specific to SPD.

Does it make sense to build a workaround into SPD for it? I mean, maybe. But if you have the problem in SPD, you're going to have the same issue in every app that uses pinch-to-zoom -- the code that deals with detecting touch isn't in SPD. Say you get a patch for SPD. Then do you go to the next app and say "I need a workaround for flaky touch detection in this app too"? That is, the more-reasonable thing to change is going to be in hardware or possibly systemwide, not to add a feature in every app using pinch-to-zoom to try to mitigate the problem.

https://www.statista.com/statistics/266210/number-of-available-applications-in-the-google-play-store/

The number of available apps in the Google Play Store was most recently placed at 2.43 million apps

I don't know what percentage of those uses pinch-to-zoom or similar gestures that rely on finger-down detection, like dragging or swiping. I'd guess that 10% is probably conservative. That's gonna be something like a quarter-million apps that would need to be patched.

Patching on a per-app basis isn't a super-efficient way to solve the problem.

I had a keyboard once that had wonky debouncing in its controller (that is, some keyswitches would occasionally send a double keypress). I eventually stopped using the keyboard, but because I happened to like this keyboard, I wrote and for a while used something to debounce the keys at a higher level. Eventually, tossed the keyboard.

But I'm not gonna go out and ask every software package out there that takes keyboard input to implement a workaround for the keyboard. It just makes no sense -- it's not a sane use of developer time. The problem I have is a hardware problem, and even if I'm gonna work around it, it makes sense to do at a systemwide level, where the input is being processed. If it can't be worked around systemwide at a software level, I'd replace the hardware.

Now, if you want to go implement this feature and nurse it to inclusion, I bet that you can get it in. But I'm assuming that you're not asking because you are interested in implementing it yourself and want approval or guidance -- you're asking because you want someone else to implement it.

Is someone else gonna implement it? Maybe. I wouldn't hold my breath, though. I've seen many, many people try and get people to implement features on Cataclysm: Dark Days Ahead, a game whose development I've followed and which has a lot more people contributing code, and even there, there is always a huge disparity between people who want someone to implement features and people who have time and are willing to go implement them. You said that you're ready to just stop playing the game because it makes you that upset, that you're "desperate". I'm looking to provide ways in which you can help yourself, where you're not gonna be sitting and hoping that someone is gonna go out and add that, because I think that you've got good odds of being disappointed.

If you don't consider any of those acceptable, if I were you, I'd go try and file a feature request on the GitHub issue tracker. That'll probably maximize your chances of keeping developer eyes on it; they'll either leave it open as something to do or close it as "won't do". But I'm gonna be blunt: I think that the odds are probably against someone going and implementing it, and I think that the more-likely-route-to-success is going to be an action that you can take yourself.

[–] gofsckyourself@lemmy.world 4 points 4 months ago

You seem to be focused on the wrong thing. Mis-clicking is an issue in Pixel Dungeon on mobile, period. Simply because a simple tap or click can have drastic consequences. The issue of pinch zooming being registered as a click is most likely just due to not getting both fingers on the screen at a close enough time for it to register as a pinch zoom or something along those lines. It's not super common, but it happens sometimes. This chance circumstance would increase if I have to zoom in and out more often to try to reduce mis-clicks. However, I only mentioned this as an aside to another comment and is not really a part of the main issue at hand, so I don't know why you're so focused on it.

I made this thread to just simply reach out and talk to other people about this issue. I am interested to know if this issue is more common than it seems simply because no one really called much attention to it yet, or something like that. I just wanted to have a discussion on the subject. Maybe someone else has another idea to help mitigate the issue that is much simpler. Perhaps it could lead to a dev of one of the versions would see the discussion and a suggestion and think it's a good and simple enough idea to implement, or maybe someone else attempting to implement the feature. That would be fantastic. Or just maybe I might find the time to try to implement it myself.

Ultimately, I think it is useful to open a conversation about it, because nothing will happen without it. It's also nice to just vent about the issue and would be reassuring to hear when other people also encounter this and are frustrated by it.

Now, on a separate note. I would like you to understand that your comments, while I assume are well intended, still come off as both condescending and dismissive of these struggles I am expressing frustration over. That's just not a nice thing to be on the receiving end of and I'm assuming that was not your intent, so I think it's important to communicate.