Steam release, game update and Bitcoin February 13, 2014
Great news. Grimind is now available on Steam (Windows, Mac, Linux) and it comes with significant updates:
1. Player dynamics changed – I think that is the most important change. now it’s easier to move the character because it has reduced inertia.
2. Xbox 360 controller support – the game can be played with Xbox gamepad. Unfortunately I managed to implement this feature only on Windows.
3. Rebindable keyboard keys – this potentially was an issue for non qwerty keyboard users. Of course they could always play with arrow keys, but I can imagine that could be uncomfortable. Now it’s fixed.
4. Puzzles are now slightly changed to be more intuitive.
5. Steam achievements added.
I also added possibility to purchase Grimind with Bitcoin. I will see if this is worthwhile, now I’m processing all Bitcoin payments manually. If you know better ways to accept bitcoins or automate it somehow, let me know. Check it out on www.grimind.com
Working on Linux and Mac port March 21, 2013
Currently I’m trying to create Grimind builds for Linux and Mac and it’s nightmare.
Basically, I moved my code form Visual C++ to Eclipse under Linux and most of my code worked correctly right away. It’s because I used cross platform libraries like: GLFW, SDL, SDL_mixer, OpenGL – that’s cool. But when I run Grimind for first time it looked ridiculous. Particles were spawning only at one place and there was many graphical glitches. This is why it happened:
- On windows I used to use abs(…) function for float numbers and it worked correctly so abs(-1.2f) was changed into 1.2f so it worked for floats. On Linux there is no abs function for floats, so the same code on Linux produced bad return value. In this case -1.2f was converted first into integer value -1 and then the return value was 1 not 1.2f. The solution to that problem was to replace all abs functions to fabs
- I was mixing two values RAND_MAX and 32767 which on windows these was the same. On Linux RAND_MAX is 2147483647 so it is much larger number than 32767. In addition I was dividing random number from range 0..32767 by RAND_MAX. On windows this was correct and division result was from 0 to 1 that’s OK but on Linux this range was from 0 to 0.00001525832 not 1 and that’s why particles was spawning just in small area
I was able to create 32 bit build and it’s working but I still can’t make 64 bit to work correctly everywhere (it’s working for me)
I used xcode 4.6 to create build and it’s working fine but I cant set deployment target to 10.6 (Snow Leopard) because I use c++11 features in my code. That could mean that I will be able to create Grimind Mac build only for 10.7 and later (Lion and Mountain Lion) but I will look at this once again.
Grimind is released December 18, 2012
I’m proud to announce that after about 3,5 years of development, my game Grimind is finally released on PC.
Okay, this need to be said aloud:
GRIMIND IS OUT NOW!!!
You are able to get it from www.grimind.com
If you would like to have Grimind on Steam, vote here http://steamcommunity.com/sharedfiles/filedetails/?id=92989244.
Final release trailer:
Grimind is in beta now! November 25, 2012
My game Grimind is now in beta stage and it’s available to all people who did preorder. Of course you can still do preorder and get instant access to beta version on the official website www.grimind.com On this occasion I created new scary teaser trailer (watch in HD):
Finally Grimind development comes to the end. I finished all 15 chapters added 15 secret places (each level consist one). Finding all secrets unlocks alternate way to end the game 🙂 This could be also great option to integrate steam achievements if the game gets into Steam (I really want that!)
I also went to Fastspring as payment processor. I’m very satisfied with their features like instant download after payment, accepting credit cards, free payouts, custom outlook of store etc.
Official Grimind Demo & Preorder + Bonuses October 29, 2012
Long time since last post. Here are the Grimind news:
I have 12 levels done. There is only 3 more to make. That means I need 3 weeks to complete whole game ( 1 lvl = one week rule) . But unfortunately I need to do some beta tests after that to check if everything works. So, game will be completely ready and polished approximately in the middle of December.
You can download Grimind demo for PC (possible Mac, Linux bit later) from official website:
Demo contains first 2 out of 15 chapters.
I started to take Grimind preorders. You can get your own for 10$.
Moreover, if you would like to influence on the project then I created some more preorder options (something like my own Kickstarter):
- name inside the game (optionally with hyperlink to tweeter, blog etc.)
- monster named with your name (+ previous one)
- your own secret room (+ previous ones)
For more information see http://www.grimind.com
Grimind gameplay trailer August 19, 2012
I created official website for Grimind http://www.grimind.com
And the first gameplay trailer is ready, after some troubles with uploading on youtube
Basicly, I spend whole day on struggling with youtube video quality. Every time I uploaded my trailer to youtube, there were unacceptable glitches in the video. Of course on my computer the video looks fine, there was only problem when I uploaded it to youtube. I tried sending different extensions ( .wmv , .mp4 ) , with different frame-rates, bitrates and resolutions – they were ALL corrupted! Finally after some research, I found the solution. The problem was not in my output video but with process of sending it. I have quite poor internet connection and while uploading video some packets were lost.
This is the link witch I used for uploading videos with glitches:
and this is the link that sends videos very well
See the difference? The second one is ssl youtube uploader which is reliable and it sends acknowledgment for every packet. By the way, I don’t know why youtube doesn’t use ssl uploader by default.
Here is glitched trailer if you want to see https://www.youtube.com/watch?v=_3K7wyr2ync