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Steam withdrawal

Dear Steam Community, It is with a heavy heart that we announce the discontinuation of our game on Steam. Due to unforeseen circumstances, we have had to make the difficult decision to retire the game permanently. We want to express our gratitude to our players who have supported us over the years and we wish you all the best on your gaming adventures. Thank you for your understanding.


[ 2023-03-17 06:58:01 CET ] [ Original post ]

Part THREE out NOW!

Hinterhalt 3 will emerge you into another tremendously confusing and bizzare game, are you ready?



Be part of the exclusive early access community and one of the first to try out this new whimsical game! Check it out now: https://store.steampowered.com/app/1267860/Hinterhalt_3/


[ 2020-04-21 22:12:50 CET ] [ Original post ]

Update V.1.11

Here is a quick overview of V.1.11:


  • Fixed bug where units would not move while sprinting
----------------------------------------------

Here is a quick overview of V.1.10:


  • Spawning issues fixed
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Here is a quick overview of V.1.09:


  • Fixed missing ground tiles
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Here is a quick overview of V.1.08:


  • Colliders on bamboos have been removed
  • Main menu displaying the wrong version corrected after hovering the label
  • Added background warships to the Japan-Map
----------------------------------------------

Here is a quick overview of V.1.07:


  • Floating spawn positions fixed
  • Spawning under the map fixed
  • Spawn locations improved
  • Falling through the map at Normandy fixed
  • Pathfinding at the River-Map improved
  • Bug fixed where rain would not take over the entire map
  • Floating objects and missing ground fixed at Japan-Map
  • Added 4 sec spawnkill protection after spawning
----------------------------------------------

Here is a quick overview of V.1.06:


  • Bug fixed where the AI would run up to 3 units close in order to fire
  • Multithreading added -> Performance increased
  • Floating objects fixed
  • Zombie spawning improved
  • Zombie animation bug (sliding over the scene) fixed
  • Maximum number of zombies in the scene increased slightly
----------------------------------------------

Here is a quick overview of V.1.05:


  • Camera effects bug fixed at the main menu
----------------------------------------------

Here is a quick overview of V.1.04:


  • Grenades are bigger in size
  • Player can now throw grenades further away
  • Each faction (allied and axis) has now its own grenade type
  • Reloading does not throw away an entire magazine anymore. The magazines are "refilled" instead
  • The names of the guns are now displayed during weapon selection
----------------------------------------------

Here is a quick overview of V.1.03:


  • All spawn positions have been changed / improved at mission 1 (the forest map)
  • Bullet holes are not bigger in size
  • The player`s team has now initially 25% more tickets
  • The player deals more damage per shot now
  • Mouse smoothing has been reduced
  • Motion blur has been reduced significantly
----------------------------------------------

Here is a quick overview of V.1.02:


  • Fixed bug where the leaderboard conserning the match victories was not updated correctly
----------------------------------------------

Here is a quick overview of V.1.01:


  • Optional faster AI performance mode added
  • The spawning system and logic has been reworked and improved
  • Accuracy and range of all guns have been increased (specially the sniper rifle should be more accurate).
  • Floating objects corrected
  • Chances to see a blood stream whenever a character dies has been increased
  • Missing blood stream during zombie mode fixed
  • Gun muzzles are now sligthly brighter
  • Pathfinding issues fixed
  • Bug fixed were too many AIs were spawned
Have fun!


[ 2018-10-12 00:49:39 CET ] [ Original post ]

Experiences and thoughts about the making of Hinterhalt 2

This post will cover some of my experiences, adventures and thoughts during the making and developing of Hinterhalt 2.
Hinterhalt 2 - Screenshot from mission 1 I always dreamed about making games. More specifically, making my own games. I already created a few other minor games but i always felt like creating something better, bigger and more complex. Making games is hard. It is incredibly time-consuming, frustrating and sometimes even depressing, specially when you finally & proudly release your with most effort created game and then #1 No one plays it or #2 You get negative feedback and reviews or #3 People undervalue or ridicule your work and effort.

Start Up


So where do you start? First of all, you need a game engine (obviously). Oh now, wait, first of all you need some motivation for making a game, oh now, wait, first of all you need a game idea,...hmm, wait, what about programming skills, true you first need some programming skills,...oh what about free time, true you truly need some free time before anything, oh wait, i need a proper PC, Hardware and Software tools as well,..ok ok,.., i think you get it, the first problem is the most basic problem: Where and how to start. Basically making a game consists of the following jobs: Programming, Modeling, Texturing, Gameplay-Designing, Level-Designing, Audio-Desiging, UI-Designing, Managing, Testing & Debugging, Animating, Performance-Optimizing etc... WOW, that`s a lot of work that has to be done. Now image if you are alone... -> No chance!

Outsourcing


Alright, you then decided to get some help (e.g paying artists to do the modeling). But how much do you actually think it will cost to hire an artist to make assets just for your game -> No chance! So there is this "thing" called the Asset Store. This is basically a place where artists can sell their products to anyone, and anyone can buy their products. But what's the deal? Well, obviously, your assets wont be unique. There will probably be > 100 more people who already bought those assets and might also have release a game with those assets. Then you got asset flippers (=People simply buying ready to use assets from these artists, and selling them, slightly modified of course, as a complete game). No one likes asset flippers, but here is the problem. Whenever you use assets from the store, a lot of people with simply say: "Hey, you are an asset flipper!" and sh*t storm your game, no matter what your game actually is and how much work you have put into it.

Developing


Congratulations, you have started the process off actually developing. You got all your assets and requirements and are ready to begin,..ready to begin,..ready..ready...to...to begin, to begin what? This is how you will start.
Empty game scene Can you see anything? Right, it is completely empty! No how do you turn something like this into this:
Non empty game scene Ok ok, let`s suppose we got some lovely terrain and a beautiful game scene. What about performance? Performance is a key issue in any game development. But wait, we only added some terrain, and characters, how do i make these characters move? How do i animated these characters, who do i add some logic? And hold on a second, the performance is bad already without having added any AIs or scripts?! Ok but lets get back to the gameplay. We must add some gameplay!

Scripting


Come on, let`s add some game play. I want this, cool feature, and this, and this, ah yes and of course this...and...and..and how do i do that?
Googling Yes, google will help you a lot, but it wont give you an individual solution exactly for your problem. It takes a lot of time to get the right Know-How. And yes, if you want to make a game, you will need to code!
Example of scripting

Publishing


Yes i finally, finally finally got my awesome game. What now? It is not a shame to say that i would like to earn some money for my hard work. What about Steam? Steam has the so called "direct access". You simply pay fee and are ready to publish your game. AWESOME! Let`s freaking do that! I`m sure that my game will be successful. Making a game is so hard and complicated that i am sure i will be the only one releasing a game on day X.Y, so i`ll get all the attention and... -> WRONG! There will likely be around 30 other developers releasing their game at the same day. Okay, but my game is better than theirs, i am sure people will play my game first and will tell their friends about my game, won`t they? -> Nope, sadly this is not how it works!

Conclusion


Game Developing is hard. It was never easy in fact. But it is something beautiful and there is something magic about seeing people enjoy playing my own made games and it always brings a smile or two to my face :) Thank you for reading and i hope this gave you a different glance about game developing. I thought it would be interesting to kind of write about my own personal perspective to game developing. Have a great an awesome day


[ 2018-09-26 10:52:54 CET ] [ Original post ]

Hinterhalt 2
Felip Guimerà Developer
FelGC.GamesDevelopment Publisher
2018-10-08 Release
Game News Posts: 4
🎹🖱️Keyboard + Mouse
Mixed (24 reviews)
Public Linux Depots:
  • Linux [4.39 G]


Join the war and lead your nation to victory. Hinterhalt 2 is a cartoonish World War 2 single player first person shooter game with tons of fun and excitement. Play as the Germans, Americans, Soviets, and British or even as the Japanese. You decide. Play the campaign mode or simply just for fun in the skirmish mode. An additional Zombie mode is also included.

Gameplay:

The gameplay plays in the classic "shoot, run, die and respawn" genre. Infantry combat only with lots of chaotic battles.

ArtStyle:

The cartoonish low poly look makes you focus more on the gameplay and have fun, rather than the graphics. The background music tracks and the UI design have been carefully chosen, adding a great additional experience to your gameplay.

Campaign:

The campaign consists of 5 big battles you have to win in order to advance. Each battlefield is huge and unique. You will play as different fractions along the campaign and you will be able to replay any mission you like as often you wish. The gameplay during the campaign is basically as in skirmish mode, but with a fixed faction and a fixed number of enemies and allies.

Skirmish:

The concept of skirmish is simple. Choose your team and an opponent and beat him. There are several maps and map sizes to choose between and you are free to adjust settings such as the amount of AIs, respawn tickets or even the rotation of the sun to simulate different day time hours.

Zombie:

As a great fancy bonus feature you can play against hordes of Zombies. You initially start with friendly AIs who will potentially get mad and start shooting not only the zombies, but also the teammates. There are different supply stations that will provide you with a random weapon. But watch out, you might get unlucky and get nothing more than a shovel to protect yourself and a simple handgun.

MINIMAL SETUP
  • OS: Any modern distro. 64-Bit
  • Processor: Intel Core i5-4210U CPU @ 2.7GHzMemory: 2 GB RAM
  • Memory: 2 GB RAM
  • Graphics: 2 GB graphics card
  • Storage: 4 GB available spaceAdditional Notes: You need an aspect ratio of 16:9. Otherwise it will resize automatically.
GAMEBILLET

[ 6132 ]

12.42$ (17%)
5.70$ (62%)
4.19$ (16%)
9.90$ (67%)
3.35$ (16%)
16.97$ (15%)
9.74$ (35%)
7.50$ (50%)
33.96$ (15%)
1.35$ (91%)
17.39$ (13%)
1.00$ (50%)
33.17$ (17%)
0.80$ (92%)
25.19$ (16%)
8.46$ (72%)
2.53$ (75%)
11.82$ (41%)
10.00$ (60%)
8.54$ (79%)
9.59$ (52%)
4.22$ (15%)
2.00$ (80%)
13.79$ (8%)
16.97$ (15%)
12.74$ (15%)
3.56$ (82%)
8.75$ (56%)
8.47$ (15%)
21.19$ (15%)
GAMERSGATE

[ 2625 ]

3.52$ (65%)
6.79$ (32%)
6.0$ (50%)
2.55$ (87%)
3.14$ (37%)
4.05$ (73%)
1.6$ (90%)
8.0$ (80%)
4.4$ (78%)
8.5$ (66%)
5.4$ (73%)
5.4$ (82%)
2.93$ (77%)
6.8$ (66%)
12.0$ (70%)
15.99$ (20%)
23.48$ (22%)
25.0$ (50%)
1.5$ (85%)
7.5$ (75%)
5.31$ (79%)
10.0$ (60%)
1.0$ (80%)
12.99$ (35%)
3.0$ (80%)
5.0$ (75%)
8.1$ (82%)
2.0$ (80%)
4.0$ (80%)
10.0$ (75%)

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