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A member registered Jan 07, 2022 · View creator page →

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Thanks for the feedback! Here are some thoughts/updates to 0.19.0:

  • The progress bars (both types) should now never render as 100% complete unless the task is 100% completed. They'll get right to the last pixel but not fill it up until it's done.
  • Yeah, saving levels isn't implemented yet. I plan to get that in but maybe not until the game is closer to launch.
  • Agreed radar is handy; I've thought about enabling it by default, but I'll likely make it an (early on) unlockable upgrade which should help with the feeling that it's buried or hard to discover.
  • Agreed that the last pixel(s) are hard to find. I've written the code so that an object is marked as "complete" at any % point I choose (for example, even 1%! which feels ridiculous). I'm not sure where I want to land on this, but a goal like 95% clean for all objects might be a good compromise.

Really appreciate you playing and giving me these useful thoughts 🐷🫧

Thanks for playing again! So cool.

Love these ideas. They're in my "I hope to get to these someday" list! Watch this space :) 

Returning to replay ahhhhh that's so encouraging! Great to hear.

Love this idea. I was just working on configurable inputs, so I'll include this feature. Right-click to toggle washing on/off, look for it in an upcoming update!

Oh and if you run into any publishers send them my way lol 🐷🫧

Ah that's beautiful thank you for sharing! This motivates me to add more levels for you :)

Thanks for playing & for the kind words! Glad you liked it.

So each washable object is broken up into sections, let's say 4 separate parts to wash. Each section then has its own pixel data, contained in a matrix data structure (just an array of boolean or integer values for "cleaned" or "not cleaned").

Whenever pixels are washed, the dirty section updates its cached pixel data, and knows its percent completion state (for example, 50 out of 256 pixels cleaned so far = about 20% cleaned). Once it reaches 100% cleaned, it lets the washable object know it's finished. Then the washable object just waits until all of its sections are washed (in this case, 4 out of 4 sections).

You can see the pixel data being created in  Tiled here: 

Hope that helps! LMK if you have more questions.

Agreed on the rounding up. I like the game caring about every pixel. Thanks for your thoughts! I'm making Pixel Washer in a handmade JavaScript entity/component system. It's a little unusual but I'm enjoying it for this project.

5-6 demos very cool! That's great progress. Yeah it can be a struggle to find a project to commit to. Making a bunch of demos is smart so it sounds like you're on the right path! 🛠

Ahh perfect I was hoping it would be a stress-reliever! Thanks a lot for playing. I'm working on some features that I hope will help finding those last few pixels.

Hey thanks for playing!

Ah yeah I'm working on the funkiness. Got some math issues to fix for sure. Hopefully I'll iron everything out when I tackle gamepad pretty soon here.

Holding the mouse down = camera doesn't move is intentional; I didn't like how the camera would be catching up with Pigxel, and I'd have to change my washing aim while it was moving. But I could make that a setting to turn on/off if it's unwanted.

Ahh yes the Lost Pixel problem! I just published a devlog on this -- it adds 2 options to play with. You can now choose to highlight the dirt on mouse hover, and/or "snap" up to make 90% clean count as 100% clean. Would be happy to hear what you think about these additions.

Also, this update (0.7.0) should fix the "100% but it means 99%" bug.

This is great feedback I appreciate it ❤️🫧🔫🐷

Thank you! You're a one-of-a-kind cleaner 🫧

Thanks Ben! Both goals accomplished ✅

You're the best Joe!

Thank you so much! And huge congrats on your game!! achievement++

Thank you that's nice of you to say!

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