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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.
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. (were 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 theyre 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 dont 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, youre drunk. The ammo cap has been increased to 500, youre 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? Dont look at me, its called inflation. Icewebs will not attract heatseekers when up in their webs N Bossmans 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. OTUs 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.
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