Noita
Getting stuck on one little pixel of scenery all the time sucks
Especially if it's just a bit of dirt or something. I'm a powerful sorcerer dude but get locked into an error by some dirt or ice? Pssh.
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Showing 1-15 of 21 comments
GrandTickler Oct 26, 2020 @ 8:05pm 
yeah im done with this game, im having no fun with it anymore. i recently died in the lava of the final boss because the entire background looks like foreground lol, if i cant even tell the difference of where i can or cant stand on it just becomes a confusing mess. havent had this issue since NES days
Nighty Oct 26, 2020 @ 9:36pm 
Perhaps single-pixels should just fall? There's nothing holding them up after all!
LeviathansLust Oct 26, 2020 @ 11:01pm 
You're a powerful sorcerer dude who can get killed by frogs. Getting your leg snagged and trapped in dirt or stone is just another Noita Moment.

Every pixel is a material. As such you're going to run into the problem of there still being a pixel hanging in the air. You could say, program the game to do checks every X seconds to see if anything is around say, 5 pixels of material and if not it fall and *connects* to anything below it; resuming it's solid static nature. But that would require a lot of coding and draw on the CPU pretty heavily to do that.

I think the best course of action to avoid these sorts of things is either lighten the burnt materials' textures or cause burn marks to fade over time. Can't say I've gotten trapped on any single pixel and lost because of it though.
GrandTickler Oct 27, 2020 @ 7:41am 
Originally posted by LeviathansLust:
You're a powerful sorcerer dude who can get killed by frogs. Getting your leg snagged and trapped in dirt or stone is just another Noita Moment.

Every pixel is a material. As such you're going to run into the problem of there still being a pixel hanging in the air. You could say, program the game to do checks every X seconds to see if anything is around say, 5 pixels of material and if not it fall and *connects* to anything below it; resuming it's solid static nature. But that would require a lot of coding and draw on the CPU pretty heavily to do that.

I think the best course of action to avoid these sorts of things is either lighten the burnt materials' textures or cause burn marks to fade over time. Can't say I've gotten trapped on any single pixel and lost because of it though.
lol i thought of something similar, but instead the sorcerer would fall trough single pixels instead of getting stuck in them if x pixels are not connected
DaBa Oct 27, 2020 @ 7:58am 
It's amusing reading those threads as somebody who never had a problem with it.
Stavbearer Oct 27, 2020 @ 4:21pm 
yeah you kinda just go through single pixils
Kaihlar Oct 27, 2020 @ 5:34pm 
I never had this problem until 1.0 rolled out now I find myself not only getting stuck on pixels and outcroppings but sometimes just straight up getting wedged into the ground.

It's a rare occurrence but can get you killed when it happens.
Fio Oct 27, 2020 @ 8:50pm 
Same here, I've gotten stuck various times since 1.0 release. It's very frustrating because I have to wiggle about upwards of a minute to get out. Sometimes I also notice objects just teleporting up, like when I throw a tablet too close to a ceiling, it ends up above whatever piece of terrain above me.
GrandTickler Oct 28, 2020 @ 10:42am 
Originally posted by Kaihlar:
I never had this problem until 1.0 rolled out now I find myself not only getting stuck on pixels and outcroppings but sometimes just straight up getting wedged into the ground.

It's a rare occurrence but can get you killed when it happens.
ive had the wedged into the ground multiple times also, it takes like 5-10 seconds before i get unstuck which is usually too late lol. just dropping this game till they fix it
Originally posted by Fio:
Same here, I've gotten stuck various times since 1.0 release. It's very frustrating because I have to wiggle about upwards of a minute to get out. Sometimes I also notice objects just teleporting up, like when I throw a tablet too close to a ceiling, it ends up above whatever piece of terrain above me.
yeah, liquids act the same too, which can send ignited oil from a dying monster upwards trough a wall, killing you in the process if you are standing above it.. terrible
Last edited by GrandTickler; Oct 28, 2020 @ 10:43am
θrm||3ND||ahL Oct 29, 2020 @ 1:41pm 
Yep, VERY annoyed with these single pixels as well. Literally my MAIN cause of death.
Rhadamante Oct 29, 2020 @ 2:51pm 
Originally posted by LeviathansLust:
Every pixel is a material. As such you're going to run into the problem of there still being a pixel hanging in the air. You could say, program the game to do checks every X seconds to see if anything is around say, 5 pixels of material and if not it fall and *connects* to anything below it; resuming it's solid static nature. But that would require a lot of coding and draw on the CPU pretty heavily to do that.

Just make it so whenever the player collides with something, if it's just a single pixel, either remove it or detach it & drop it to the ground. Making calculations only when necessary basically.

Blowing stuff up is part of the game. The explosions leaving behind a single blackened pixel of dirt hanging in the air almost invisible on a black background, not so much imho.
Nate Oct 30, 2020 @ 6:28pm 
Yeah, single pixels floating are not fun. Its the single thing in this game that I'd definitely suggest changing.
RawCode Oct 31, 2020 @ 2:35am 
you don't need to check entire world, just make mobs (including player and projectiles) destroy orphaned pixels when needed.

sometimes single pixels are fun, but just infuriating when you absolutely not expecting (and not able to see) that pixel that stop your nuke much sooner then expected.
Shinji's walkman Nov 3, 2020 @ 5:23am 
Bumping this thread, because I'm getting increasingly annoyed by single grey on grey pixels locking me somewhere in.
Delta P Apr 23, 2022 @ 8:58pm 
This is still an issue. They must've gotten all the money they wanted because it seems like they've abandoned the game.
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Date Posted: Oct 26, 2020 @ 7:48pm
Posts: 21