Hey Dungeoneers, I’m still releasing patches for v3.2, and as a rare surprise, this one’s big enough to get a little blog post!

In this blog post I’m going to go over what I’ve been doing in v3.2’s patches, and what’s coming in v3.2.4 in particular!

Read the Full Post Here

  • 00-Evan@lemmy.worldOPM
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    9 days ago

    At the moment the fullscreen setting only controls the navigation bar (I’ll likely rename it for phone users). I am actively considering usability issues caused by this change though, and devices with teardrop notches like yours are the biggest culprits so far.

      • @00_Evan
        With the teardrop camera it is ok as only the high health part is a bit obscured.
        It’s probably just me being old-fashioned that I don’t like cramming everything in the edges when today’s displays are more than twice high as wide. I think there’s plenty of room on top and sacrificing a few dozen pixels for a neat rectangular display is completely ok. Or even leaving the phone status bar visible.

        Screenshot of a phone with rounded display edges and a teardrop camera hole on top center. The screen shows a game in fullscreen mode.

        • 00-Evan@lemmy.worldOPM
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          6 days ago

          Sorry to hear the change isn’t working completely for you. It also looks like your device is slightly under-reporting the size of its cutout. This is tricky for the game to handle as other devices (Pixels are a big culprit) over-report the size of their cutout, so making the game give adequate space for one will mean it gives a huge amount of space for others.

          I’m afraid I don’t intend to put the black bar back. I agree modern mobile screens are quite tall but I think it’s reasonable that the game should use the entire screen.