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The Bling Bling of IHRB

Shiny We wanted to give you guys a bit of insight into what goes on behind the visual effects in I Hate Running Backwards. There are a lot of effects in the game and as a first rule we try to make them functional and visually appealing. The problem Functionality and visual appeal are subjective terms and it often boils down to us having to iterate on different effects to mold them into what they need to be in the end. The first part we work on is functionality. In this step we try to give the effects context in the world. If we're talking about weapons we try to make the effects give visual feedback on the speed of the bullets or the radius of explosions. After that we work on visual appeal. We try to make something unique for every new weapon or character we introduce to the game. Here is an example of the two parts working together to make a portal effect. First we made the colors of the middle part of the portal more saturated than the outer parts to attract the eye towards the middle part of the portal. Than we added the sparks that indicate to the player the part of the portal he can interact with. To spring the portal to life we added the less saturated parts the lights on the ground infront of the portal and the small pulsating crystals. When it all comes together we get something like this:
Iteration Ahh yes the bane of game development. Well it is a huge part of effects design. For the next example we have a flame explosion that stays on the ground after the initial impact. In its first iteration the effect didn't have a good representation of the damage radius and we had to redesign the effect to make it easier for the player to see where the danger is. We added a flaming circular indicator and the overall strength of the effect got a visual upgrade. We increased the duration of the flame to show where the danger is and it also indicates the duration of the effect. In the end we added some ground cracks with less saturation just for contrast the intensity of the core. Old Effect:
New Effect:
The difference is sublte but it gives the player more information than the first iteration. Effect Layering We usually layer different textures to make more complex effects. For example to make the above flame effect we had to layer different shapes like: the small flame licks, sparks, ground cracks and the radius indicator circles that have lava like scrolling noise moving over them. And as a last treat we'll show you a breakdown of our lvl up effect.





And when it all comes together we get something that looks like this:
Thanks guys and stay tuned we'll share more cool stuff soon :)


[ 2018-04-10 14:19:27 CET ] [ Original post ]


The Bling Bling of IHRB


Shiny We wanted to give you guys a bit of insight into what goes on behind the visual effects in I Hate Running Backwards. There are a lot of effects in the game and as a first rule we try to make them functional and visually appealing. The problem Functionality and visual appeal are subjective terms and it often boils down to us having to iterate on different effects to mold them into what they need to be in the end. The first part we work on is functionality. In this step we try to give the effects context in the world. If we're talking about weapons we try to make the effects give visual feedback on the speed of the bullets or the radius of explosions. After that we work on visual appeal. We try to make something unique for every new weapon or character we introduce to the game. Here is an example of the two parts working together to make a portal effect. First we made the colors of the middle part of the portal more saturated than the outer parts to attract the eye towards the middle part of the portal. Than we added the sparks that indicate to the player the part of the portal he can interact with. To spring the portal to life we added the less saturated parts the lights on the ground infront of the portal and the small pulsating crystals. When it all comes together we get something like this:
Iteration Ahh yes the bane of game development. Well it is a huge part of effects design. For the next example we have a flame explosion that stays on the ground after the initial impact. In its first iteration the effect didn't have a good representation of the damage radius and we had to redesign the effect to make it easier for the player to see where the danger is. We added a flaming circular indicator and the overall strength of the effect got a visual upgrade. We increased the duration of the flame to show where the danger is and it also indicates the duration of the effect. In the end we added some ground cracks with less saturation just for contrast the intensity of the core. Old Effect:
New Effect:
The difference is sublte but it gives the player more information than the first iteration. Effect Layering We usually layer different textures to make more complex effects. For example to make the above flame effect we had to layer different shapes like: the small flame licks, sparks, ground cracks and the radius indicator circles that have lava like scrolling noise moving over them. And as a last treat we'll show you a breakdown of our lvl up effect.





And when it all comes together we get something that looks like this:
Thanks guys and stay tuned we'll share more cool stuff soon :)


[ 2018-04-10 14:19:27 CET ] [ Original post ]



I Hate Running Backwards
Binx Interactive
  • Developer

  • Devolver Digital
  • Publisher

  • 2018-05-22
  • Release

  • Indie Singleplayer Coop
  • Tags

  • Game News Posts 15  
    🎹🖱️Keyboard + Mouse
    🎮 Full Controller Support
  • Controls

  • Mostly Positive

    (178 reviews)


  • Review Score

  • http://www.croteam.com
  • Website

  • https://store.steampowered.com/app/575820 
  • Steam Store

  • The Game includes VR Support



    I Hate Running Backwards Linux Depot [1.25 G]

  • Public Linux depots


  • I Hate Running Backwards is a never-ending adrenaline packed shoot'em down roguelite that puts the emphasis on destruction and fighting never ending waves of enemies while time traveling through procedurally generated, fully destructible worlds! Pick your character and blast away enemies with a high powered arsenal of shotguns, lasers, rocket launchers, singularity cannons and other weapons! Get stronger by earning perks to decimate challenging bosses along the way.

    Sam and friends get stuck in mixed space-time continuum and have to battle the giant Ugh-Zan, this time reincarnated as a giant mech, and his armada of deadly monsters. The battle will take them across different time periods and environments - from Aztec jungles to the deserts of Egypt with a deadly boss awaiting at the end of each environment.

    Intense never-ending action will have you destroying wave after wave of enemies on your way to the final boss. You think you're done when you do? Think again! The game loops and sends even tougher enemies at you. Lucky for you that the arsenal of weapons you pick up along the way is more than enough to help you deal with the threat.

    KEY FEATURES
    • Swing like you mean it! - Deflect rockets, bullets, bombs and cannon balls by swinging your mighty melee weapon! Destroy enemies with it! Destroy the environment with it! The more you swing, the more fun it gets!
    • Do you feel special, punk? - Break Special Weapon crates to get one of more than 40 Special Weapons in the game, ranging from the Shrapnel Umbrella to the allmighty Jericho!
    • Are you Serious? - Play as Sam “Serious” Stone, or other action game heroes in an endless mega-epic battle to destroy as many aliens and monsters as possible. If you’re going down, how many can you take with you?
    • Shoot ‘em down! - Turn the shoot ‘em up genre upside down with Sam doing what he hates the most - running backwards!
    • Monsters! Monsters everywhere! - Fight against horde after horde of enemies! Endless waves of monsters are coming straight for you! How long can you survive?
    • More powah! - Collect power ups that give you additional edge in combat!
    • Who’s with me? - Fight side by side with a friend in the couch co-op multiplayer mode for 2 players. Remember to leave some ammo for your buddy.
    • Who else is with me? - Unlock various and unique characters that bring their own special abilities to the battlefield.
    • Destructible environment - Watch as you and your foes destroy everything in your path while battling each other.
    • Guns blazin’ - Dual wield your weapons to glory! Combine Main and Special weapons and turn yourself into the ultimate death machine!


    Are you a Twitch streamer? Good news! I Hate Running Backwards has a unique twist for you!
    Activate Kill the Streamer mode and let your Twitch chat spawn enemies to try and kill you!

    KEY TWITCH FEATURES
    • Spawn hordes of enemies! - Your Twitch chat can spam numbers to spawn enemies that rush to kill you!
    • Shoot The Drone - Use the Twitch drone to shoot at the Streamer!
    • Spawn Werebulls! - Spawn mighty werebulls to rush the Streamer and kill him even faster!
    • Custom Twitch Chat Leaderboard! - A leaderboard for the best Streamer killers out there!
    GAMEBILLET

    [ 5950 ]

    62.95$ (10%)
    33.59$ (16%)
    1.00$ (80%)
    9.77$ (51%)
    5.94$ (15%)
    25.46$ (15%)
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    2.00$ (80%)
    3.81$ (81%)
    4.22$ (15%)
    8.09$ (46%)
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    14.10$ (17%)
    8.49$ (15%)
    2.54$ (15%)
    32.02$ (47%)
    12.44$ (17%)
    14.27$ (16%)
    8.00$ (60%)
    1.50$ (85%)
    12.71$ (15%)
    16.99$ (15%)
    3.51$ (12%)
    16.94$ (15%)
    5.33$ (82%)
    4.12$ (17%)
    12.72$ (15%)
    16.77$ (16%)
    GAMERSGATE

    [ 1903 ]

    0.75$ (92%)
    0.85$ (83%)
    3.0$ (92%)
    3.0$ (70%)
    7.49$ (63%)
    1.05$ (85%)
    0.59$ (40%)
    1.13$ (89%)
    1.31$ (74%)
    0.53$ (92%)
    0.56$ (81%)
    0.68$ (90%)
    0.53$ (92%)
    5.31$ (79%)
    7.99$ (20%)
    3.83$ (77%)
    5.25$ (85%)
    3.75$ (81%)
    1.25$ (75%)
    3.4$ (83%)
    5.63$ (62%)
    0.53$ (92%)
    5.06$ (66%)
    0.68$ (92%)
    1.69$ (89%)
    0.38$ (92%)
    2.03$ (86%)
    5.63$ (62%)
    0.75$ (92%)
    1.31$ (81%)

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