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Apologize if I'm missing something. Possible Bug: Unlocked AutoCast with Gen 1 Hack reduction -500, so I can manually cast at 500, but AutoCast doesn't register this upgrade (since I left energy max at 1000, it doesn't cast)
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Why am I sooo into watching squares fill up? Why do I love watching one order of magnitude affect another? Why did you know this about me? Why did you create a new one each time I broke the addiction to the last one? How are you in my head!?! Am I going mad?!?!?
btw - 5/5, greatgame mate!
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Save File Import from pixels DX isnt working (unless Im doing it wrong), in Pixels DX I go to the Export Savefile option, generate my export Code, and then paste the entire Export code (Ctrl+A, Ctrl+C) into Pixels 3 Import screen (Ctrl+A, Ctrl+V), and click Import. Clicking Import boots me out of the Import menu and back to the Settings menu, but if I back out of that back to the game, nothing will have changed and I am still on my regular Pixels 3 save
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Hey Moczan, thanks again for a new version of pixel filling squares. I was a big fan of the first and the 2. Do you think you could add the buy button for each type of square on the same page cuz having to switch from the number to the left is sometime tedious. Thx and continue the good work!
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Out of memory. If you are the developer of this content, try allocating more memory to your WebGL build in the WebGL player settings.
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Out of memory. If you are the developer of this content, try allocating more memory to your WebGL build in the WebGL player settings.
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the prestige button in the lower left corner of the main screen needs a line around it to make it clearer that it is a button. Wspaniala gra!
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Also, a total pixels per second (the combined amount of all tiers or colors). I know this was suggested for the previous game.
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I don't know how important this is, but any way to indicate when a lower tier fills past the displayed maximum? For instance, if I have 10 pink squares that means I should have 1000 white squares (or 10 sets of 10x10 white squares). When I'm looking at the white squares, only one set of 10x10 will fill up visually, the rest filling up happens "off screen". What if when when set of white squares filled up, that set moved to the left, revealing the next set of white squares to fill? Or, (if that's too CPU intensive or might look bad at really high filling rates) what if a slightly darker shade filled in over the normal white shade, then another layer of the normal white shade, the two shades alternating until the actual maximum limit is reached? Something to visualize the filling of lower tier squares to the actual maximum.
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Out of memory. If you are the developer of this content, try allocating more memory to your WebGL build in the WebGL player settings.
I'm aware of the issue, it seems to only happen in specific cases, but I think the reports helped me narrow it down enough to fix it, this is my top priority right now.