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Name

 quadrant 

 

Developer

 undef 

 

Publisher

 undef 

 

Tags

 

Singleplayer 

Release

 2015-05-01 

 

Steam

 3,99€ 3,5£ 3,99$ / 0 % 

 

News

 12 

 

Controls

 Keyboard 

 

 Mouse 

 

 Full Controller Support 

 

Players online

 0 

 

Steam Rating

 Positive 

Steam store

 https://store.steampowered.com/app/365500 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 0 .. 20,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 0  

Average playtime (last 2 weeks)

 0 

Median playtime (forever)

 0 

Median playtime (last 2 weeks)

 0 

Public Linux depots

 quadrant Linux [103.97 M] 




LINUX STREAMERS (1)
hamishtpb




Update to version 1.3

Hey everyone and happy (Chinese) new year!

Most of the changes have already been in the latest beta version.
The changes include mainly:


  • audio and visual latency calibration
  • better main menu
  • stability improvements on some systems
  • many bugfixes


Some things I've been working on but didn't make it into this version:


  • a harder level
  • touch controls
  • translation to German, French and Japanese (even though there's not much to translate)


So there's still more to come, but I don't know when.

Huge thanks to everyone who reported bugs, and to those who have been patient with me fixing them!

And I have to give my special thanks to Schmole, who reported and helped me fix several difficult bugs over the course of several weeks!

Cheers!

undef



[ 2017-01-29 19:27:41 CET ] [ Original post ]

Update to version 1.3

Hey everyone and happy (Chinese) new year!

Most of the changes have already been in the latest beta version.
The changes include mainly:


  • audio and visual latency calibration
  • better main menu ♫
  • stability improvements on some systems
  • many bugfixes


Some things I've been working on but didn't make it into this version:


  • a harder level
  • touch controls
  • translation to German, French and Japanese (even though there's not much to translate)


So there's still more to come, but I don't know when.

Huge thanks to everyone who reported bugs, and to those who have been patient with me fixing them!

And I have to give my special thanks to Schmole, who reported and helped me fix several difficult bugs over the course of several weeks!

Cheers!

undef
◱◳◰◲


[ 2017-01-29 19:27:41 CET ] [ Original post ]

What's going on? (New beta etc.)

Hey!

It's been way too long since I haven't posted an update, so I guess it's about time to tell you what I have been up to, and why you still don't have more levels in quadrant.

When I made quadrant I was hoping it would have many different levels - I reluctantly released it with three levels, because I ran out of funds.
At this point I could have looked for a publisher, but I was very idealistic about being an independent video game developer for various reasons - besides, I also naively expected that the sales would allow me to sustain development further, as I've seen with other (successful) games.

This year I worked very little on quadrant for mainly three reasons:


  • I had to work on another yet unannounced game, which has a limited time budget. (Due to an NDA I can't say more)
  • I have been in parental leave since October, which is also very time consuming
  • I've been spending a lot of my remaining free time studying machine learning, which I believe will help me sustain my living in the future and make it easier for me to develop games independently (it's fortunately also really interesting)


I have made some progress on quadrant since its last version release though, the latest beta version (which can be opted in through Steam by right clicking on quadrant ->properties->betas) contains some bug fixes and both input latency and visual latency calibration.
The reason this version isn't broadly released yet is because I haven't had time to properly test it.

I'm also pretty much done with a mobile port of quadrant, which hopefully will lead to more players, which in turn means I can afford working on levels.
I'm not releasing it yet though, because I don't have time for a release and the things that come with it (marketing, technical support, etc).
I'm also conflicted about releasing on mobile with only three levels, since the mobile market is supposed to be even a lot harsher.

Levels.
I made very little progress on the new level this year, but I haven't abandoned it.
It's a very long and very difficult level (even for me), and I'm really looking forward to releasing it when it's done - but I won't call it done before I'm really happy with it.


So yeah, even though the majority of people who buy quadrant like it, it is very niche and not that many people feel compelled to play this kind of game I suppose (on PC, in a time where there are more good games than the opportunity to play them).


I hope all of you enjoy your holidays! :)


undef


[ 2016-12-14 13:21:34 CET ] [ Original post ]

What's going on? (New beta etc.)

Hey!

It's been way too long since I haven't posted an update, so I guess it's about time to tell you what I have been up to, and why you still don't have more levels in quadrant.

When I made quadrant I was hoping it would have many different levels - I reluctantly released it with three levels, because I ran out of funds.
At this point I could have looked for a publisher, but I was very idealistic about being an independent video game developer for various reasons - besides, I also naively expected that the sales would allow me to sustain development further, as I've seen with other (successful) games.

This year I worked very little on quadrant for mainly three reasons:


  • I had to work on another yet unannounced game, which has a limited time budget. (Due to an NDA I can't say more)
  • I have been in parental leave since October, which is also very time consuming
  • I've been spending a lot of my remaining free time studying machine learning, which I believe will help me sustain my living in the future and make it easier for me to develop games independently (it's fortunately also really interesting)


I have made some progress on quadrant since its last version release though, the latest beta version (which can be opted in through Steam by right clicking on quadrant ->properties->betas) contains some bug fixes and both input latency and visual latency calibration.
The reason this version isn't broadly released yet is because I haven't had time to properly test it.

I'm also pretty much done with a mobile port of quadrant, which hopefully will lead to more players, which in turn means I can afford working on levels.
I'm not releasing it yet though, because I don't have time for a release and the things that come with it (marketing, technical support, etc).
I'm also conflicted about releasing on mobile with only three levels, since the mobile market is supposed to be even a lot harsher.

Levels.
I made very little progress on the new level this year, but I haven't abandoned it.
It's a very long and very difficult level (even for me), and I'm really looking forward to releasing it when it's done - but I won't call it done before I'm really happy with it.


So yeah, even though the majority of people who buy quadrant like it, it is very niche and not that many people feel compelled to play this kind of game I suppose (on PC, in a time where there are more good games than the opportunity to play them).


I hope all of you enjoy your holidays! :)


undef


[ 2016-12-14 13:21:34 CET ] [ Original post ]

Steam Workshop is live!

Hey everyone!

You can now finally share your own levels on Steam Workshop!
I can't wait to see what crazy stuff people can come up with... I always wanted to play a quadrant level that hasn't been made by me, so I'm really excited.

Unfortunately Mac and Linux users still have to wait to be able to upload content, because the uploading tool doesn't work yet on these operating systems - but they will be added soon!

Thanks for all the feedback this far and thanks to all of you who enabled me to keep on working on this game!

A special thanks to ThoseAwesomeGuys, creators of Move Or Die who helped me a lot with the Workshop implementation!


Enjoy your weekend!

undef


[ 2015-08-07 21:51:20 CET ] [ Original post ]

Steam Workshop is live!

Hey everyone!

You can now finally share your own levels on Steam Workshop!
I can't wait to see what crazy stuff people can come up with... I always wanted to play a quadrant level that hasn't been made by me, so I'm really excited.

Unfortunately Mac and Linux users still have to wait to be able to upload content, because the uploading tool doesn't work yet on these operating systems - but they will be added soon!

Thanks for all the feedback this far and thanks to all of you who enabled me to keep on working on this game!

A special thanks to ThoseAwesomeGuys, creators of Move Or Die who helped me a lot with the Workshop implementation!


Enjoy your weekend!

undef


[ 2015-08-07 21:51:20 CET ] [ Original post ]

quadrant updated to 1.15! New level-making guide!

Hi everyone!

Sorry it's been such a long time since I last released something, it's been an exciting month for me.

I got married and showed quadrant on a huge music festival (fusion) in Germany.

Unfortunately I still haven't gotten uploading of workshop items working... :/
I'll spare you with the technical details, but I can tell you that implementing Steam stuff is a pain.

So what's new in 1.15?


  • Non-widescreen aspect ratios look far better now! (No black bars anymore)
  • Lots of optimizations - The game should run smoothly on pretty old computers now. (Got it running at 60fps on a Raspberry Pi 2B)
  • Fixed annoying bug repeatedly congratulating Sonic Boom achievers. (Some people now almost always stay under 6s in speed mode...)
  • Made credits easier to read.
  • Lots of small tweaks and fixes.



Ok, so maybe these updates don't matter to most of you, but that's not all!
I wrote a guide which should help people to get into making levels.

I'll be flying to Kyoto for BitSummit in about 11 hours, so the workshop will probably not be live for a while. But I'll try to get it done as quickly as possible!


Cheers!


undef


[ 2015-07-09 01:08:32 CET ] [ Original post ]

quadrant updated to 1.15! New level-making guide!

Hi everyone!

Sorry it's been such a long time since I last released something, it's been an exciting month for me.

I got married and showed quadrant on a huge music festival (fusion) in Germany.

Unfortunately I still haven't gotten uploading of workshop items working... :/
I'll spare you with the technical details, but I can tell you that implementing Steam stuff is a pain.

So what's new in 1.15?


  • Non-widescreen aspect ratios look far better now! (No black bars anymore)
  • Lots of optimizations - The game should run smoothly on pretty old computers now. (Got it running at 60fps on a Raspberry Pi 2B)
  • Fixed annoying bug repeatedly congratulating Sonic Boom achievers. (Some people now almost always stay under 6s in speed mode...)
  • Made credits easier to read.
  • Lots of small tweaks and fixes.



Ok, so maybe these updates don't matter to most of you, but that's not all!
I wrote a guide which should help people to get into making levels.

I'll be flying to Kyoto for BitSummit in about 11 hours, so the workshop will probably not be live for a while. But I'll try to get it done as quickly as possible!


Cheers!


undef


[ 2015-07-09 01:08:32 CET ] [ Original post ]

quadrant 1.1 released!

Hi everyone!

There's just been an important update for quadrant!

Most of you won't notice a difference yet, except if you experienced some bugs or tried making levels.

So what's new?


  • everything is set up for the workshop on the code side of things
  • modding is now more convenient than before
  • stats menu now shows stats for deleted mods
  • rank S is now prettier in the stage menu
  • people who played the beta demo don't have to use a tool to delete their save files anymore - it now happens automatically
  • lots of small fixes and tweaks


How is modding more convenient now?
You can now make "level packages" or add levels to certain packages.
That way you can switch between a set of levels in the level menu by pressing the up or the down key!
To do that you just have to change the name of the folder your level is in. (The example I posted in the last announcement is in the folder "base", just like the original levels.)


In case you already made a level, there has been an important change:
These variables have been renamed:

timeUntilPositionChange -> transitionProgress
delayedTransitionTime -> delayedTransitionProgress

So if you use them in your level make sure to rename them!


Anyway, I will try to set the workshop live as soon as I can, and I will also provide documentation on how to make levels!


Enjoy your weekend!


undef


[ 2015-06-05 01:26:12 CET ] [ Original post ]

quadrant 1.1 released!

Hi everyone!

There's just been an important update for quadrant!

Most of you won't notice a difference yet, except if you experienced some bugs or tried making levels.

So what's new?


  • everything is set up for the workshop on the code side of things
  • modding is now more convenient than before
  • stats menu now shows stats for deleted mods
  • rank S is now prettier in the stage menu
  • people who played the beta demo don't have to use a tool to delete their save files anymore - it now happens automatically
  • lots of small fixes and tweaks


How is modding more convenient now?
You can now make "level packages" or add levels to certain packages.
That way you can switch between a set of levels in the level menu by pressing the up or the down key!
To do that you just have to change the name of the folder your level is in. (The example I posted in the last announcement is in the folder "base", just like the original levels.)


In case you already made a level, there has been an important change:
These variables have been renamed:

timeUntilPositionChange -> transitionProgress
delayedTransitionTime -> delayedTransitionProgress

So if you use them in your level make sure to rename them!


Anyway, I will try to set the workshop live as soon as I can, and I will also provide documentation on how to make levels!


Enjoy your weekend!


undef


[ 2015-06-05 01:26:12 CET ] [ Original post ]

Steam Workshop support coming soon!

Hey everyone,

quadrant has been out for two weeks now!
Some of you have even gotten rank S in all levels, which makes me quite happy.

That being said, three levels are very few and I'd love to make more of them, especially more difficult ones.
But as I'm working on this game on my own, I can't make a lot of levels very quickly, so I thought it would be a great idea to give modders the opportunity to make and share their own levels!
I'd really love to play levels that have not been made by me :).

So for the next update the biggest thing on my list is Steam Workshop support!

Few of you know that quadrant is already entirely open source, so technically it's not too difficult to make your own levels already!

I made a simple (and very boring) example level to help you get started:
https://mega.co.nz/#!QgMSWabI!bgbzmlhJv7D8eGGvXUePWFjz4Fl83FiaAG2VIHqUphM

Careful! If you delete this level again, make sure to delete the following folder:
quadrant/logs/uwGBEoGqeVG3

quadrant uses the LVE framework, so this website will be a useful resource:
https://love2d.org/wiki/Main_Page

If you want to see how the code for the original levels looks like, extract the quadrant.exe with a program like 7zip.
(or the quadrant.love inside the quadant.app on OSX)
(or the game.love on Linux)


I'll write some more detailed documentation soon, if you have any questions let me know!


undef


[ 2015-05-15 18:21:36 CET ] [ Original post ]

Steam Workshop support coming soon!

Hey everyone,

quadrant has been out for two weeks now!
Some of you have even gotten rank S in all levels, which makes me quite happy.

That being said, three levels are very few and I'd love to make more of them, especially more difficult ones.
But as I'm working on this game on my own, I can't make a lot of levels very quickly, so I thought it would be a great idea to give modders the opportunity to make and share their own levels!
I'd really love to play levels that have not been made by me :).

So for the next update the biggest thing on my list is Steam Workshop support!

Few of you know that quadrant is already entirely open source, so technically it's not too difficult to make your own levels already!

I made a simple (and very boring) example level to help you get started:
https://mega.co.nz/#!QgMSWabI!bgbzmlhJv7D8eGGvXUePWFjz4Fl83FiaAG2VIHqUphM

Careful! If you delete this level again, make sure to delete the following folder:
quadrant/logs/uwGBEoGqeVG3

quadrant uses the LÖVE framework, so this website will be a useful resource:
https://love2d.org/wiki/Main_Page

If you want to see how the code for the original levels looks like, extract the quadrant.exe with a program like 7zip.
(or the quadrant.love inside the quadant.app on OSX)
(or the game.love on Linux)


I'll write some more detailed documentation soon, if you have any questions let me know!


undef


[ 2015-05-15 18:21:36 CET ] [ Original post ]