TUXDB - LINUX GAMING AGGREGATE
by NuSuey
NEWSFEED
▪️ GAMES
▪️ STEAM DECK ▪️ DEALS ▪️ CROWDFUNDING ▪️ COMMUNITY
tuxdb.com logo
Support tuxDB on Patreon
Currently supported by 9 awesome people!

🌟 Special thanks to our amazing supporters:


✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]

Steam ImageSteam ImageSteam ImageSteam ImageSteam ImageSteam Image
ZONERS v0.33 Out Now - Princesses, Parries & New Clashes

Greetings all!
Today I bring to you v0.33 and along with it some exciting new changes. But first, Princess now has all of her animations and has been tweaked and balanced to improve her overall gameplay. Now the power she wields is much more evident! With this, all 8 of the base playable characters are now animated! Exciting stuff. This means we're finally drawing to a close on the end of phase 1 of the Early Access development, and more polish and content related goodies will start to be developed. More on that later. Next let's talk about two of the bigger changes/additions to the core gameplay... New Parry System You might remember that parrys in ZONERS were what happened when you dashed into a ball, and if you dashed the moment a ball was touching you you'd do a perfect parry. Well no more! Perfect Parries have been completely removed from the game, and what were once called a Parry are now called Blocks (with accompanying in game graphics). This change isn't just to remove something though, it is accompanied by a new mechanic which are the new Parry. Pressing the melee button the moment a ball is touching you will cause you to immediately return it in your chosen direction. This is a powerful but high risk move, especially at high speeds. This change was made to give the game more depth but also make the naming and behaviours more intuitive. New Clash System In ZONERS, when players melee a ball at the same time they enter a Clash state. Before this was resolved by both players mashing buttons as fast as they could. But this introduced some design balance issues as well as accessibility problems for a chunk of players. So after much though I redesigned the clash system to require one single, well timed press. Here's how it works: [olist]

  • Players enter a clash state
  • Graphics show up telling them to wait
  • After a randomly decided amount of time, the graphics change to "PRESS NOW!"
  • Whoever presses the button first wins the clash
  • If a player presses the button too early they automatically concede the clash there and then [/olist] But these aren't the only changes made to the game. In fact, there's been quite a lot of fixes and tweaks that should improve your experience overall. Scroll to the bottom for the full patch notes, but one example is there is now no longer an arbritrary limit on the number of projectiles you can throw! What's Next? So there should be one more patch and Phase 2 of Early Access dev will begin. This patch will animate the character you use in the training facilities and update the training modules to include the new Parry and Clash mechanics and make any appropriate alterations to existing ones. Things will get pretty exciting pretty quickly after that. My extra artists will be producing lots of new assets, new content will be coming to the game in the form of match types and stage variants, and general game presentation will continue to improve, with many other things yet to be revealed. I'll update the roadmap at the end of phase 1 to convey the current state of the game and the new road ahead, as I continue to carefully consider what additions are worth my time for v1.0. Peace & Love, Paris ZONERS v0.33 Patch Notes ADDITIONS
    • Princess' Move, Melee, Shoot, Projectile, Super, Hyper, hit, Stun, Wallstun, Electric, Daze & Recovery animations added
    • A new action has replaced the old Parrys (which are now known as Blocks). To perform this new Parry you press the melee button exactly at the moment that a ball is in a small area in front of you and travelling towards your side of the field. Instead of doing a melee you will automatically do a Parry causing the ball to gain some power & aura and immeditately deflecting it in the direction your aiming with minimal pause. This move is risky as if you miss the parry you might miss also meleeing the ball if it's travelling fast, and you have less time to aim. However, due to it's very quick turnaround, it can be a deadly surprise, especially on balls in a hyper state!
    FIXES & CHANGES GAMEPLAY
    • Piro's projectile lifetime reduced from 90 frames to 60 frames
    • Piro's projectile now has a minimum size of 25%
    • Bzzt's projectile now has a limited life span of 30 frames (excluding deflections)
    • Bzzt's super can now hurt the king
    • Ringressa's projectile now leaves a small visual effect where it was firing during despawn to make where the laser was clearer
    • Gluup's Super no longer has the unintended effect of maxing out a contacted ball's level and no longer sometimes bounces during the explosion sequence
    • When Urnest applies spin to melee moves the amount the speed of the ball is modified is increased from 0.8x to 1.5x
    • Urnest's projectile deceleration decreased
    • Urnest's Projectile doesn't decrease speed whilst spinning and if it contacts a ball will knock the ball in the target direction
    • When Urnest's projectile grabs a ball on its return, Urnest will now do the new parry on the ball on contact
    • Rhapsody's spin amount lowered so it happens over a slightly longer period of time
    • Princess Melee drawing is now correct on both sides of the field
    • Fixed crash with Princess' Melee
    • Princess Projectile is slightly larger and more visibly changes between hold and move states.
    • Princess projectile now only bounces before it holds position
    • Princess projectile now knocks ball in final spin direction when it connects with a ball during the spin
    • Princess Super now indicates the direction the ball will be travelling after the rewind
    • Princess Super now also stores the hyper state and remaining time of said state of balls when activated
    • Princess Super adds 30 frames of hitstun to any balls in a Hyper state when the rewind happens making it less effective as a counter to opponents hyper moves
    • Hitting a ball after triggering Princess' Hyper now consistently will make the ball go into hyper speed
    • Princess' Hyper no longer causes vibrations the entire length of the time stop
    • During Princess Hyper time stop, she now draws in the correct place and updated FX for the inverse effect
    • Princess' spin on balls holds in place for a shorter amount of time
    • Normal character projectiles are no longer arbritrarily limited to 1 per character. Using Ringressa's when one is already active will cause it to end early. Urnest's still behaves like a yoyo. Crabhammers will despawn any existing bumpers when using his
    • Most projectile speeds have been decreased by roughly 10-20%
    • Most character moveset lengths have been increased by 1-10 frames
    • By holding the Super button down, Piro, Gluup, Urnest & Rhapsody's Supers can now be held for up to 30 frames before releasing, giving you time to aim them if you wish
    • Perfect Parries (dash the moment a ball touches you) removed from the game
    • What were known as Parries are now known as Blocks & have a new holofield graphic showing this
    • Removed the small hitstun that was applied to a ball when contacting one during the buffer part of the melee
    • Updated spawn position of Block holofield gfx text
    • Clash system has been changed from requiring button mashing to a single press. This makes it more accessible and each clash less predictable as just being the fastest masher was! Indicators on screen tell you to wait until a random invisible threshold is reached. Whoever presses the button faster wins. If you press too early you lose. If neither player presses in time then it's a draw. Think of it like a quick draw
    • Losing a clash now gives you 30 frames of hitstun first, then a reduced stun period of 30 frames (from 40 frames) and knocks you back with less speed
    • New clash holofield images to indicate various statuses and some small changes to the fx
    • Timer for ball being in hyper mode increased from 120 to 240 frames and hyper timer will always be a minimum of 60 frames left after contact with a melee
    • Adjusted the speed boost when ball has an aura so the max is slightly lower but the minimum it slows down to before the aura ends is 25% of final speed rather than 0%
    • Slightly decreased ball deceleration
    • Updated the way ball movement collision is handled so it can't go "through" certain objects in certain states at high speeds
    • Default round length changed from 120 seconds to 90 seconds
    • Fixed bug with move speed gravity during a stunned state not accounting for altered game speeds like hitpause or slomo
    • Fixed a bug where players that are in a hitstun state that contact a ball were having their direction of stun state altered
    • Fixed issue with auto melee assist not working
    • Adjusted AI melee behaviour, notably charging
    • Adjusted AI projectile behaviour to account for changes to projectiles
    • Adjusted AI clash behaviour
    • Fixed error in code that caused the AI's increased odds for super and hyper moves at higher AI levels to be flipped
    • Fixed crash during bonus games related to changes to slow motion goal changes from previous update
    • Fixed issue where the first bit of damage against the king would show up small
    • When King is defeated the background changes to original grid pattern so it's easier to see & more of the left over king objects are cleaned up
    MENUS
    • Fixed bug in Match Maker when going back from arena select to the css before the arena select has faded in completely that the alpha values for the css would not be correct
    • All emotes during dialogue now have outlines to help them stand out more
    • Emotes during cup dialogue now have relative spawn positions based on each character's sprite. For example the "shout" emote will always spawn on the characters face co-ordinates
    • Removed "shot no" custom match option
    • Made "Ready" button stand out a little more in the custom match settings
    • Hidden the current mode settings in the bottom left when selecting custom match settings
    • Textbox coloured rim now properly appears on bottom edge
    • Fixed outline drawing on REF in the Gallery menu
    • Added outline to Zoners emblem medal during some transitions
    MISC
    • Fixed visual bug where dashing into an edge of your play side would cause a massive distortion ripple
    • Fixed way tracked player distance is tracked so moving directly into a wall no longer counts as moving
    • Very slightly changed 1 line of dialogue of Princess with King based on feedback from representative group
    • White part of ball trail is longer to match more closely the coloured part
    • Fixed Ringressa's key art colouring on a part of it for palette swaps
    • Fixed very small part of Gluup's 10th palette
    • Fixed Gluup's colour palette main colours being the wrong way round on a couple of palettes
    • Updated Princess' colour palettes
    • Fixed bug with Ring Research background getting stuck with the crystals in their "pink" state


    [ 2023-09-26 22:33:12 CET ] [ Original post ]

  • ZONERS
    Paris Stalker Developer
    ALL iN Publisher
    July 2022 Release
    Game News Posts: 56
    🎹🖱️Keyboard + Mouse
    🎮 Full Controller Support
    5 user reviews (5 reviews)
    Public Linux Depots:
    • [257.47 M]

    THE ROYAL GALACTIC SPORT OF ZONERS IS COMING...

    ...And the ultimate prize is on the table: A single wish of their choosing, to be granted by the galactic king, King Klianc IX! With the fate of anything & everything in the galaxy up for grabs, it's well and truly...TIME TO GET INTO THE ZONE!

    WHAT IS ZONERS?

    ZONERS is a high speed, 1 vs 1, sports action game with tons of profile and match customisation options. Strike the ball with your melee, projectile, super and hyper & dash moves to score in your opponent's goal! Keep scoring quick enough and you'll get rewarded with extra points and maybe even a satisfying Zone Break. But don't let your guard down or give up, as the double scoring extra time, a shield tearing Hyper move or even a catastrophic own goal could flip the tables at any second! And this is all without mentioning all the unique stage gimmicks to be found that add little zesty twists to your chaotic meal.

    FULL OF CHARACTER

    The playable cast is definitely diverse, weird and wonderful and even the menus have a band of quirky Zoners HQ staff to interact with. Encouraging, berating, whispering & selling their wares to you, front to back, there's no shortage of personality to be found in Zoners.

    SIMPLE BUT DEEP

    Every character shares the same simple inputs, making them easy to pick up, but each has access to wildly different stats, skills & spin types. It might look like souped up pong, yet with every character having access to ranged moves in their arsenal, there's always an opportunity to keep on the pressure. Every second counts!

    ACCESSIBILITY & CUSTOMISATION

    A wealth of profile based accessibility options that can be accessed in any mode and will develop even further alongside community feedback makes sure that players of not only different skill levels, but physical capability can easily jump in and have their fun with as little hassle as possible!

    Want three giant balls whilst the players are slow and tiny? Infinite meters? Directional based ball gravity? Or maybe you just want to play first to a certain score? With the ability to create and save your own custom rulesets, there's almost endless fun to be had.



    To top it all off ZONERS features an amazing original soundtrack with contributions from CRYSTALBOY, Funk Fiction, Paris Stalker, Robin Hearn, Robkta, Vector U & ViRiX Dreamcore!


    MINIMAL SETUP
    • OS: Ubuntu 20.04 LTS
    • Processor: 1.02 GhzMemory: 768 MB RAMStorage: 300 MB available spaceAdditional Notes: Game built & tested with Ubuntu 20.04 LTS. Proven to also work on Steam Deck
    • Memory: 768 MB RAMStorage: 300 MB available spaceAdditional Notes: Game built & tested with Ubuntu 20.04 LTS. Proven to also work on Steam Deck
    • Storage: 300 MB available spaceAdditional Notes: Game built & tested with Ubuntu 20.04 LTS. Proven to also work on Steam Deck
    GAMEBILLET

    [ 6132 ]

    10.00$ (60%)
    1.50$ (90%)
    12.59$ (37%)
    16.97$ (15%)
    5.94$ (15%)
    17.99$ (40%)
    4.24$ (15%)
    5.94$ (15%)
    8.00$ (80%)
    1.50$ (90%)
    11.74$ (22%)
    18.69$ (25%)
    1.60$ (92%)
    7.99$ (20%)
    1.72$ (78%)
    8.19$ (73%)
    0.50$ (90%)
    4.19$ (30%)
    1.50$ (90%)
    1.26$ (92%)
    0.88$ (56%)
    22.99$ (8%)
    33.59$ (16%)
    15.00$ (50%)
    3.00$ (70%)
    10.73$ (17%)
    42.47$ (15%)
    20.72$ (17%)
    26.09$ (13%)
    17.19$ (14%)
    GAMERSGATE

    [ 2625 ]

    5.2$ (71%)
    4.35$ (83%)
    10.79$ (46%)
    6.39$ (20%)
    2.93$ (77%)
    5.1$ (66%)
    18.74$ (25%)
    0.85$ (83%)
    13.49$ (25%)
    4.05$ (73%)
    20.0$ (50%)
    5.0$ (90%)
    1.1$ (89%)
    0.92$ (82%)
    0.84$ (83%)
    9.99$ (50%)
    1.5$ (90%)
    4.5$ (77%)
    7.2$ (64%)
    0.85$ (91%)
    3.92$ (74%)
    5.4$ (64%)
    8.1$ (82%)
    0.49$ (51%)
    1.41$ (93%)
    4.19$ (30%)
    15.0$ (75%)
    1.69$ (79%)
    0.88$ (91%)
    3.61$ (82%)

    FANATICAL BUNDLES

    Time left:

    8 days, 19 hours, 41 minutes


    Time left:

    14 days, 19 hours, 41 minutes


    Time left:

    11 days, 19 hours, 41 minutes


    Time left:

    11 days, 19 hours, 41 minutes


    Time left:

    11 days, 19 hours, 41 minutes


    Time left:

    11 days, 19 hours, 41 minutes


    Time left:

    11 days, 19 hours, 41 minutes


    Time left:

    11 days, 19 hours, 41 minutes


    Time left:

    11 days, 19 hours, 41 minutes


    Time left:

    11 days, 19 hours, 41 minutes


    Time left:

    11 days, 19 hours, 41 minutes


    Time left:

    11 days, 19 hours, 41 minutes


    Time left:

    11 days, 19 hours, 41 minutes


    Time left:

    11 days, 19 hours, 41 minutes


    Time left:

    11 days, 19 hours, 41 minutes


    Time left:

    36 days, 19 hours, 41 minutes


    Time left:

    16 days, 19 hours, 41 minutes


    Time left:

    8 days, 19 hours, 41 minutes


    Time left:

    43 days, 19 hours, 41 minutes


    Time left:

    32 days, 19 hours, 41 minutes


    Time left:

    29 days, 19 hours, 41 minutes


    Time left:

    37 days, 19 hours, 41 minutes


    Time left:

    39 days, 19 hours, 41 minutes


    HUMBLE BUNDLES

    Time left:

    3 days, 13 hours, 41 minutes


    Time left:

    17 days, 13 hours, 41 minutes

    by buying games/dlcs from affiliate links you are supporting tuxDB
    🔴 LIVE