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.
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:
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:
My friend Młoteczka created for me player graphics which in my humble opinion is awesome! I really like it. So forget about little green mint, now there is great, mysterious and mature green character that perfectly fits into game world. Thank you Młoteczka for that. Check out the art bellow( it is print-screened from game ) and compare with the old one.
And what about game?
Development, Development, Development.
I have full hands of work with Grimind. But hopefully there is progress, I planned everything carefully and I really believe that I will finish the game before next year. For now I have done 5 levels, not much you say? Yeah, maybe… but I really want to polish every detail in game, that’s stronger than me. And I am not talking here about polishing only graphics but especially game play. Every level has his own story, non-repeating game mechanics and puzzles . Now I think about some speeding up work and I came up with new system. I decided to create one level every week, so:
1 level = 1 week
15 levels(planned) – 5 levels(done) = 10 weeks + C
C = constant of delay
Except the game, I plan to create first game trailer soon
My friend Marcin Dragan updated logo for me, previous one (letter “M”) was too similar to monster energy drink (link lol). Actual one is perfect for me, thank you Marcin. And it’s final logo ( I don’t care about similarity anymore)
Also the game itself got update. Version 0.3 contains the same level as before. But there are few changes, mostly added because of your feedback(thanks a lot):
added possibility to pause game, return to menu etc.
now player can die/drown if he’s too long under water
reduced heaviness of the player, so he’s now easier to control
when player stays too long in shadows or dark area, then he starts to be scared. You can feel his heartbeat and disturbed breathing
Yeah, as you noticed above GRIMIND now has it own logo which is designed and drawn by my friend Marcin Dragan. thank you Marcin, I like it very much. It fits well into game theme =dark | scary | horror like.
Since the last post ie. form GRIMIND alpha release, I got huge feedback from people. Not only from my close friends and academic community, but also from people I don’t know personally. That’s good, I like it. The most noteworthy is the video created by the user Pandara from tigsource.com. He’s hardcore tester, I really enjoyed watching his video review. Generally, many people gave me lots of helpful tips (I am waiting for more) that will take into account when creating the next levels of GRIMIND. Here is the Pandara’s play-test:
First. The game wasn’t running at all on some computers that have had graphics card with OpenGL support less than version 2.0. This was a failing from my side because I forgot to delete some lines from source code which I put some time ago when I was playing with GLSL shaders. Only OpenGL 2.0 and higher supports basic GLSL
Second bug was not my fault. Some group of people which uses Windows 7 was saying that game has a bug and crashes when they change something in game menu or at the beginning of play. On the other hand there was group of people who have no error occurred (naturally also Windows 7 users). To solve problem and force game to run correctly they have to set program compatibility with Windows XP service pack 3 (operating system which I’m developing on) or run it with administrator rights. I was very confused about this. How is that? some people have bug, some not, and operating system is the same. Cause of the problem was Windows 7 itself and its data protection. I read that Windows 7 doesn’t allow to modify files on partition where operating system is located ( most cases “c:” drive). So now I know, that the people who said that game is broken have installed it on drive “C”. Finally, I solved this issue by forcing application to be run with administrator rights. Fortunately, Visual Studio has such possibility included, and enabling this feature is pretty simple:
Project Properties -> Configuration Properties -> Linker -> Manifest File -> set UAC Execution Level to requireAdministrator
That’s all, now after building project our executable file will by always forced to run as administrator
To sum up, the new version contains following changes:
now game runs with OpenGL support less than version 2.0
solved issues with runtime errors on win7
removed light border on screens that have display ratio different than 16:10
simplified game part when the “…” – that was actually to hard as for first level 🙂
game resolution can be changed without game restart
If you have runtime crashes then set compatibility with windows xp (service pack 3) changed to upgraded version, bug not exist
Two words about game and gameplay:
Game contains only first level / episode which is rather easy (i think). Gameplay is maximally linear, the puzzles are also not really complicated. Next chapters of game will give more freedom to player, also scenario will expose more details about player and his amnesia.
Actually tiny group of people have already played that game. I have noticed that most difficulty is to get used to player dynamics and his inertia. After about 5 minutes of playing you should start to feel player
You should really play in dark as welcome text suggests. This is because 2 reasons: first- game is more climatic, second- game is really dark, in some moments you wont be able to see your main character if your room in full of light
Level contains nearly 1 000 objects mostly rectangles, and about 20 hard coded scripts which are really comfortable to use
As I said before: this is teaser i have used only couple mechanics that are possible in current state of engine, there are many other things I want include in game.
I also love to see your feedback about the game, especially if it was fun to play? what you dislike? how long took you to pass level?