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June 2022 Development Logs

Development Logs


6/1/22 - 6/2/22 - Added in new adjustments for rotation and force behavior - Force System restabilized - Restored the Health System 6/4/22 - 6/14/22 - Created an input map to help reorganize keybinds and their purpose - Rewrote the input structure to fix overlapping inputs - Rewrote the theory for reconstructing the new Isometric System: Isometric System++ - Wrote out some algebra to help clean up any calculations within Isometric System++ - Restored the Isometric System - Upgraded the Camera Pivot controls to retain smoothing during Perspective usage - Added curve control for Perspective Rotation, allowing better ease of effect - Updated surface detection in Isometric System++ - Continued to repair and update multi-agent data architecture for Isometric System++ - Added a new Perspective Obstacle: One-Way Points - Updated rendering to respond to have better distance based responses - Updated shadow rendering to respond to Perspective Rotation, only needing to render when in the right direction - Redesigned and upgraded Shadow Rendering in Isometric System++ to be twice as efficient and make use of shaders - Finished rebuilding, redesigning, and fixing Isometric System++ - Added further dynamics to the Shadow Rendering system in Isometric System++, allowing further detail into the Iso-Rotation Plate's lore - Created some new visual effects for Perspective rotation 6/15/22 - 6/20/22 - Updated the SFX for Perspective Rotation - Updated interpolation control for animating Cole based on input actions - Updated Cole's Walking and Running animations to have better playback speed and keyframe values - Wasted 2 days trying to create a rotation filling effect for a new Radial Dial for Perspective, only to be simplified into something nicer and less complex - Added in a new Radial Dial that appears when you rotate, allowing you to see which Quadrant you are facing - Created icons for the Radial Dial to show possible Quadrant Functions when a puzzle allows it - Came up with a new concept for Iso-Rotation Pads to show what Quadrant Function it'll perform when stepped on - Updated the scaling and positioning for Quadrant Function icons on top of the Iso-Rotation Plate state icon on the bottom left corner of the screen - Updated Distance calculation in Isometric System++ to allow versatility with distance boundaries - Created a new logo animation, along with an upgrade to the Logo Jingle to make the logo look nicer visually and audio wise 6/21/22 - 6/27/22 - Began work on adding multiple functionality to Perspective, allowing multiple Quadrant Functions - Added a new Bit Flag control for triggers to allow me to edit Enum flags - Added in conceptual designs for the new Iso-Rotation Pads - Touched up the textures for the Rotation Pads, giving them a very interesting design - Created icons for Pads when Quadrant Functions are Neutral or Specific - Added in the functionality of the Iso-Rotation Pads, allowing the ability to change Quadrants just by stepping on them - Updated the Main Menu theme mastering to sound louder and clearer - Redesigned the game's text font to look nicer and more consistent - Added in the new text font and adjusted the styling - Added in new controls to triggers to allow sound to play through a controller if plugged in and has a built in speaker - Finished creating the Iso-Rotation Pads, now they will be in their "Solid State" when Cole is already facing the intended Quadrant, and will be in their "Useable State" if Cole isn't 6/28/22 - 6/30/22 - Created a new architecture for the new Isometric System after further tests indicated that Isometric System++ is not well equipped for shadow rendering - Created a working base for the new Isometric System, the Vectorial Isometric System (VIS) - Finished creating the functionality of the new Isometric System, now called L's Vectorial Isometric System (LVIS, and yes it's pronounced "Elvis")

Bug Fixes


- Fixed a collision flag mishap where directions would not track the correct orientation - Fixed a logical mishap where Cole would build up Force, even when he was just standing doing nothing - Fixed a mishap where Force would not interpolate to 0, which would cause unnatural results - Fixed a bug where Cole would no longer build up Force, even if he's supposed to build up Force due to gravity, even if any other conditions such as Stamina are zeroed - Fixed a logical mishap where even after repairing the Force logic, Force level instantly jumped to 0 - Fixed a bug where no input would result in Cole turning to his right - Fixed a bug where target positioning would be improperly calculated when using Perspective - Fixed a bug where shadow rendering would tear when objects in translation needed them - Fixed a bug where rotating in one direction, then back to the previous one will cause shadows to flicker in the Isometric System - Fixed a bug where Collision Flags would not set the correct flags due to direction issues - Fixed a bug where shadow rendering would shift, causing artifacts such as tearing - Fixed an accuracy issue where going backwards to a higher platform would cause lag, breaking the seamless interaction with Isometric System++ - Fixed a shadow rendering issue where data agent states would make shadows spaz and flicker - Fixed a bug where Perspective would cause shadows to stay solid forward, while backwards had a noticeable flicker - Fixed an issue where shadows would not stop rendering when they're supposed to be gone - Fixed a visual issue where Cole's feet would pass through the ground instead of being above the surface - Fixed an architecture flaw where Perspective Quadrants would be active when the player's Perspective is towards the intended Quadrant - Fixed a graphical issue where the Quadrant Function icon size would be inconsistent in positioning, even when kept within the same aspect ratios - Fixed an architectural mishap where if the game had a frame drop, Directional Perspective would be incomplete and have all objects misaligned - Fixed a precision issue with Isometric System++ where directional difference would not flag if Cole is moving towards or away from a point - Fixed a shadow rendering issue where Shadows would be chopped at edges, which would ruin Perspective - Fixed distance checking to now track NEGATIVE distance as standard Distance formulas only return positive - Fixed some Physics Matrix mishaps when renaming and reordering Layer Masks - Fixed a bug where the Iso-Rotation Pads would not display their correct textures when Cole was either facing the target Quadrant, or wouldn't revert back to normal once he wasn't - Fixed a bug where the last used Iso-Rotation Pad would not play its animation when activated - Fixed a bug where Isometric System++ would cause Cole's force build up level to temporarily deplete - Fixed a bug where Isometric System++ would cause Cole's force build up level to be counted as within the bounds of Gravity Influenced Force, exceeding the maximum base level to 5 instead of 3 - Fixed a bug where Isometric Vector data would not reset once transition was complete


[ 2022-07-05 23:47:17 CET ] [ Original post ]

Isometric World: Frame of Mind
LJTProductions Developer
LJTProductions Publisher
Jun 2022 Release
Game News Posts: 20
🎹🖱️Keyboard + Mouse
No user reviews (0 reviews)
In this game, you play as 15-year-old Cole Andrews on a journey through a Virtual Isometric 3D world. He doesn't know exactly for sure how he got there, but all he knows is that he has to find a way out.

The only way to do so is to reach the emergency exit at the very top of the world. To reach the top, you'll have to go through many levels containing puzzles of varying difficulty, collect items to help you along the way, and surpass obstacles that will try to prevent you from making it to the end.

The world you are in isn't just a normal, euclidean, isometric world. It's a place built on illusion and visual tricks. In order to get past this and reach the end, you'll have to work with something special, perspective. More specifically, by rotating yourself 90 degrees at a time using a special item.

An area or item that seems far away can actually be up close just by turning 90 degrees in a certain direction.

Be warned! You won't always have this mechanic to help you out! You'll have to be smart and clever to beat every puzzle, obstacle, illusion, and more to get out of the Virtual World and back home to the real world.

The biggest thing to remember: "Everything is not what it seems..."

Good luck!

MINIMAL SETUP
  • OS: Ubuntu 20.04. Ubuntu 18.04. or CentOS 7
  • Processor: Intel Core i5 8th Gen 2.00+ GHzMemory: 4 MB RAM
  • Memory: 4 MB RAM
  • Graphics: Any GPU w/Shader Model 4.0 capabilities
  • Storage: 500 MB available space
RECOMMENDED SETUP
  • OS: Ubuntu 18.04.5 LTS
  • Processor: Intel Core i7 10th Gen 2.00+ GHzMemory: 8 MB RAM
  • Memory: 8 MB RAM
  • Graphics: NVIDIA GeForce GTX 650
  • Storage: 1 GB available space
GAMEBILLET

[ 6070 ]

16.95$ (15%)
4.19$ (16%)
12.59$ (16%)
4.21$ (16%)
5.07$ (61%)
16.79$ (16%)
11.56$ (11%)
2.66$ (11%)
21.21$ (15%)
8.39$ (16%)
34.79$ (13%)
26.39$ (12%)
8.89$ (11%)
1.77$ (11%)
12.89$ (14%)
29.02$ (17%)
58.44$ (17%)
17.19$ (14%)
16.79$ (16%)
5.77$ (17%)
16.59$ (17%)
33.19$ (17%)
8.47$ (15%)
8.46$ (15%)
21.24$ (15%)
9.95$ (17%)
14.23$ (11%)
16.97$ (15%)
3.39$ (58%)
25.19$ (16%)
GAMERSGATE

[ 1356 ]

2.25$ (89%)
19.79$ (34%)
14.4$ (64%)
1.88$ (62%)
1.0$ (90%)
4.0$ (80%)
0.37$ (63%)
14.08$ (65%)
3.0$ (70%)
3.94$ (74%)
3.0$ (85%)
0.88$ (82%)
6.0$ (70%)
8.91$ (70%)
33.19$ (17%)
0.79$ (74%)
0.37$ (63%)
14.4$ (64%)
1.8$ (91%)
7.0$ (65%)
9.0$ (70%)
26.99$ (10%)
24.49$ (30%)
2.61$ (83%)
34.99$ (30%)
2.25$ (91%)
15.0$ (70%)
0.9$ (92%)
0.86$ (83%)
2.03$ (86%)

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