this post was submitted on 15 Apr 2026
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Pixel Dungeon

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Pictured are the cursors from Pixel Dungeon's Steam version. Linked at bottom are these cursors and some additional variations in .cur format for Windows.

Cursors may be the only thing that the original Pixel Dungeon by watabou still does best... I would very much love to see dynamic cursors and a system cursor toggle for Shattered PD. Are there any PD forks I'm unaware of that have such a thing?

For a personal fork of Shattered PD, only a single line of code must be commented out to disable the custom cursor. I have done so, and set my system cursors to those linked below.

https://www.rw-designer.com/cursor-set/pixel-dungeon-rips https://www.rw-designer.com/cursor-set/pixel-dungeon-wands

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[–] 00_Evan@lemmy.world 1 points 2 weeks ago (1 children)

The main reason why i changed the cursor from the one vanilla uses is that the vanilla cursor is inconsistent with the game's art style. Shattered adjusts the scaling on its cursor so that it aligns with the pixels of the rest of the interface, instead of being full resolution. Is there a particular reason why you dislike the cursor in Shattered and wand to disable it?

[–] videogamer1003@lemmy.world 1 points 2 weeks ago (1 children)

ShPD's cursor at its current resolution feels like a chunky blob; its outline appears inconsistently thick and rounds out its shape even more, and the highlight between the light and dark sides is not well-defined. In a word: it lacks the sharpness of vanilla's cursor. All of this is not to say that you did a bad job; I'm a bit of a cursor nerd and I believe that these issues are inevitable for a cursor so small.

The best dynamic cursor system I have imagined is one that transforms the cursor to precisely convey the consequences of a left-click. Transformation could involve any combination of: swapping the pointer with something else e.g. sword, attaching an icon a la vanilla, other modifications such as colors and FX (animations are fun!).

Also, The existing pixel size inconsistencies within and between elements of ShPD (font, UI, game, FX, splashes, menu BG...) make pixel consistency seem like an afterthought, and so the cursor's pixel size feels like a non-issue to me. I almost always prefer a native-resolution cursor, but I can imagine some well-stylized cases where something else would be great.

[–] 00_Evan@lemmy.world 1 points 2 weeks ago* (last edited 2 weeks ago)

You're correct that pixels don't always align perfectly, but this is almost always result of visual or gameplay compromise, and the general intent of the game looking blocky or pixellated is preserved. In general there are only two persistent pixel zoom levels as well: the UI camera and the game camera. IMO the vanilla cursor sticks out like a sore thumb as the only asset that's at full resolution. The Shattered cursor mimics the UI zoom, using the same pixel size as the interface. While it is obviously a lot smaller, the Shattered cursor also uses the exact same three colors as the vanilla one, I literally made it by shrinking the vanilla cursor.