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August 2022 Development Logs

Development Logs


7/1/22 - 7/9/22 - Updated LVIS to better handle Lighting and Shadows with the help of time and math - Spent the 2nd up to the 4th for my 21st birthday - Returned to development, ready and armed with higher gears and mojo - Added in Manual Jumping into the game, allowing small jumps or charged ones, but only when moving - Added in an icon indicator to show if the player can interact with an object or area with Physical actions - Added in a new responsive design for objectives and tasks, allowing ease of adding and updating tasks - Improved the controls for Sprinting, allowing better ease of motions for controllers (Currently only PS5 controller supported) - Added a new basis for Interaction UI - Updated Cole's Running animation to imply better motion and visual appeal - Finished mapping out the keybinds for the game - Updated the Stamina display to use math instead of incrementing and decrementing, resulting in possible accuracy issues 7/10/22 - Spent the whole day repairing and rebuilding the lighting data by having to transfer all assets to a new Unity project, which thankfully all works as it should without issue 7/11/22 - 7/23/22 - Added in Storypoint and Task UI to show the current chapter and what to do, given the current situation - Started designing a new pause menu to have a cleaner interface and architecture - Created a new style to add into the "Mechanical" look for the - Updated more Hexagonal UI to make halves contain height and consistent slants - Finished the basis for the Audio settings, creating a mixing board instead of purely sliders - Finished creating the functionality of the Audio Settings - Updated settings to use Unity's built in Playerprefs for options, making them easier to access and much more lightweight than just reusing Custom Binary Formatting for file saving - Created the interface for Screen & Display Settings - Finished creating the new settings interface and pause menu, giving a nicer feel and look - Created transition animations for the Pause Menu - Wrote the template for a new script to have improved dialogue and progression - Updated interaction prompts to have control over a shared single interaction instance, and only when needed - Added in a new animation for popping up action prompts - Updated the settings screen to display the correct information for Window Docking - Game input schematics will be updated to support Steam Decks instead of PS5 controllers as PSN licensing and partnership is fairly complicated to get without having your own office space and Wi-Fi that your parents don't pay for because you're an adult in school and still live with them - Updated the schematics to now support Generalized Gamepads, theoretically allowing the Steam Deck and any other controllers that can be used via USB 7/24/22 - 7/31/22 - Created EQ fixes for some sounds in the game - Exported certain audio files to .mp3 from .wav to reduce their size, unless they were loops - Removed old font files from the game - Created a temporary design for a trajectory visualizer - Scrapped the temporary visualizer to a new arc once the math was created - Added in a visual arc to show how far and high Cole will travel based on velocity and jump power - Spent a whole lot of time and chaos trying to get the math write on Trajectory Calculation - Updated the Trajectory Visualizer to now be accurate and a line renderer, showing how far you'll travel and how high - Added the proper rules needed to restrict Jumping logically, meaning that Cole will only be able to jump, given the context is correct - Updated the Trajectory Visualizer to now have a dashed pattern, and disappear the closer you get to the end point - Updated Jump build up to be influenced by weights, causing dampening that can make jumping at higher levels harder to achieve - Added in fall damage, giving bigger incentive to be careful with actions as Cole will face quite the damage - Adjusted Force to now use Forward and Vertical Force to determine Base Force Level - Added an adjustment to Fall Damage, making sure airtime is properly accounted for, instead of just Force Level - Continued with finish the main components for the Interaction System

Bug Fixes


- Fixed a bug where Vectorial Calculations would run again, despite only needing them to run once to calculate the proper data - Fixed a bug where Neutral Vectorial Data would not reset if Cole stepped on an Iso-Rotation Pad - Fixed a bug where Scrollable Panels would not prevent locomotive animations from playing - Fixed a bug where Scrollable Panels would not prevent rotation and movement from player input - Fixed game breaking issues with lighting that either resulted in no lighting being applied, or all materials being rendered as black on build - Fixed a bug where the Pause UI would prevent the user from using the available options due to input system issues - Fixed calculation issues when upgrading the Stamina meter to be math based instead of time based - Fixed calculation issues with the peak meters in the audio settings by spending 5 hours of insanity learning math - Fixed volume display issues after the math done to show the peaks at their maximum height was incorrect - Fixed an issue where post processing mixes would not load correctly if only the data was needed, but not the UI elements - Fixed an issue where multiple interactable designators would be activated, when only the closest one should be active - Fixed an issue where setting the window type would cause UI to have inaccurate interaction with certain elements - Fixed a curve accuracy issue where the expected trajectory and the actual performed force would be off by a few meters - Fixed a bug where the Trajectory Visualizer would have its points set to incorrect spots - Fixed a directional issue where going diagonally would cause the Trajectory Visualizer to have incorrect range - Fixed a bug where Force Build Up would exceed towards the maximum Gravity Force, if the player held down the run button while in the air after jumping - Fixed a bug where Ground Force would be retained when only fresh Gravity Force should be used - Fixed a bug where Jumping and hitting a wall would cause Cole to get stuck - Fixed a bug where Deadzone Detection would not prevent the player's collider from ramming through another one via brute force


[ 2022-08-08 23:23:08 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

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