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August 2022 Development Logs

Development Logs


8/1/22 - 8/12/22 - Added in Platform Interactable Types - Updated damage from falling to now be referred to as Kinematic Damage - Got a new domain for my personal site which will contain all to know about me and devlogs for my projects - Continued with controls for moveable objects - Updated Camera Dynamics to provide more of a bounce / bob based on motion and velocity - Added in movement restrictions for Movable Objects, allowing the possibility to have track based interactions - Updated input axis detection to be mathematically correct, even when Velocity is 0'ed - Updated Deadzone Detection to account for all 4 directions for Movable Objects, preventing ramming - Continued working on my personal site 8/12/22 - 8/24/22 - Released my personal site to the public, to show updates in realtime on game development, along with an About Me - Added in Newton Buttons - Added in Step Detection for the controller - Added in new controls for temporary usage of continuous velocity for Physics actions - Upgraded deadzone detection to better handle upper hits, above what Cole will be able to step over - Upgraded deadzone detection to be less computationally expensive, and attempted follow Newton's Third Law of Motion - Removed Newton's Third Law as the collision detection upgrade was already working, and Force really didn't do anything - Updated the deadzone architecture to properly calculate collisions on a lightweight level and much more reliable behavior - Updated the Player Physics Collider to a reusable component for interactable objects - Restructured the Physics Collider to now be able to handle collisions correctly FINALLY! - Updated Cubic Collisions again, so now they work as intended 8/24/22 - 8/27/22 - Added in rotational calculation for moving interactable objects around - Began restructuring the controller architecture after finding inefficacies, resulting in bad Physics behaviors, including collisions - Restored all Locomotive and Physics System components, now mathematically correct and lightweight without the need for any complicated calculations or tweaks 8/27/22 - 8/31/22 - Updated jumping to now allow the player to charge their jumps ahead of time, but only perform the jump if they move - Made the Trajectory Visualizer turn red if the player doesn't move and charges their jump, showing that they can't jump unless they move - Updated Force to be Physically correct, so Force Level is now Net Force based on weight and velocity: (Net Force = Normal Force + Gravity Force) - Adjusted state checking for the controller, allowing correct control and interface - Attempted a few theories and methods for controller stepping - Reconstructed the Physics Collision component to handle ground states and stepping - FINALLY got controller stepping to be smooth and minimally structured

Bug Fixes


- Fixed a collision detection issue with the controller where extra flag bits would be add, despite the area of collision not meeting the proper conditions - Fixed a bug where axis restrictions would prevent mixing axes, preventing special Movable Object track types - Fixed a bug where deadzone detection of Movable Objects would not have their vectors in the right directions - Fixed a bug where deadzone detection would not work correctly if Cole faced Quadrants other than 1 - Fixed a bug where Moveable Objects would have their positions update on player rotation, instead of staying in their original spots - Fixed a bug where deadzone detection wouldn't handle corners correctly, allowing the player to ram through walls - Fixed a bug where the step detection would not detect a viable surface if the ground floor was tilted - Fixed a bug where stepping over obstacles would keep Cole moving continuously, despite already being on the ground and needing the player to handle input manually - Fixed a bug where Cole would hit a surface, and then even after he turned away, he would halt in place multiple times - Fixed a bug where Cole would not detect an upper surface keeping him from moving, despite there actually being one he's interacting with - Fixed a bug where Newton's Third Law was over calculated, causing Cole to launch instead of feeling recoil - Fixed calculation issues with collision angles and deadzones, making interactions unstable - Fixed a bug where Physics Collisions would not calculate the closest point, preventing the proper accountability of deadzones - Fixed a bug where the Dot Product of collisions would not return the proper value - Fixed a bug where Cole would still ram through the wall even though a collision occurred that's supposed to stop his velocity - Fixed a bug where Cole would be able to ram and phase interactable objects through walls, despite a collision happening, preventing movement, and then for some reason disabling the halt - Fixed a bug where interaction halting would not occur, despite Cole being in the proper scenario - Fixed a bug where ground checking would be incorrectly unflagged, despite the ground still being below Cole - Fixed an architectural issue where collision calculation would case cubic collisions to still cause temporary halting, then phasing if movement was still continued in the direction of the collision - Fixed a bug where the Trajectory Visualizer would not reset if Cole fell before the player could move and release the jump button - Fixed a bug where Cole would remain stuck on a wall if he jumped and crashed into one - Fixed a bug where Cole would face the wrong direction if the player rotated perspective - Fixed a bug where Cole would stop jumping after the player released the jump button, after charging their jump and tried to run - Fixed a bug where Cole would freeze in place when trying to step over objects - Fixed a bug where a slight jitter would occur when Cole is trying to step over a platform - Fixed a bug where Cole would get stuck in place on a wall if the player was on the ground, charged a jump, tried to sprint, and tried to jump - Fixed a bug where Force would build up, even though conditions would not allow Velocity to get above 0, such as trying to ram a wall - Fixed a test build mishap where the layout, settings, and physics calculations would pretty much not run and just flat out disappear


[ 2022-09-03 08:42:07 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

[ 6055 ]

4.39$ (12%)
16.49$ (34%)
0.78$ (92%)
25.49$ (-2%)
7.11$ (11%)
8.29$ (86%)
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33.03$ (34%)
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17.79$ (11%)
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25.19$ (16%)
12.75$ (15%)
7.03$ (22%)
11.40$ (62%)
41.31$ (17%)
17.73$ (56%)
30.74$ (12%)
9.00$ (70%)
8.47$ (15%)
12.59$ (16%)
8.89$ (11%)
12.71$ (15%)
GAMERSGATE

[ 1525 ]

1.31$ (81%)
1.84$ (74%)
9.2$ (77%)
1.31$ (81%)
19.49$ (35%)
1.76$ (91%)
0.83$ (91%)
2.0$ (80%)
3.48$ (83%)
8.99$ (10%)
1.31$ (81%)
9.99$ (50%)
6.0$ (80%)
0.61$ (80%)
10.62$ (58%)
7.49$ (63%)
2.52$ (82%)
9.37$ (63%)
1.84$ (74%)
1.13$ (77%)
3.26$ (78%)
3.59$ (40%)
12.87$ (36%)
1.08$ (91%)
0.77$ (91%)
24.0$ (60%)
9.37$ (63%)
0.42$ (79%)
1.84$ (74%)
7.5$ (50%)

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