Skylands Released for #GBjam

31638_9Hey everyone, one of our team members (Jordan) participated in the Gameboy Game Jam #3 in the last week, and the game he contributed music for is now available!  “Skylands” is a top-down SHMUP that combines exploration with dogfighting combat.  If you feel like it, check it out here and give it a rating! The soundtrack will be posted on Soundcloud shortly 😀

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Original Cally’s Caves 2 Design Document

We were just going through our archives, and we found the original design document we made back in October 2013.  How much did we stick to the original design? The text of the document is as follows:

Cally’s Caves 2

General Plot Synopsis

Intro – told in a series of slide animations

After saving her parents, life returns to normal for young Cally.  One day, as she is browsing Facebook on her phone, she gets a Snapchat from Dr. Herbert showing her parents have been kidnapped AGAIN.  Knowing what she has to do, Cally sets out into her backyard, ready to journey into the caves once more.

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Cally’s Caves 2 Media and Discussion Roundup

So our game has been available for 9 days now, and things are going pretty well. We thought we’d post a bunch of links to the various videos and articles that have popped up since release (and hopefully we will do a blog post on how we approached marketing shortly).

We got talked about on the Toucharcade Podcast.

And mentioned in their weekly release article:

We got talked about on Neogaf 😀

And an awesome review from Appadvice!

Here is a sweet review from SentralGamer.
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Development Diary #12: Testing an iOS Application Using Gamemaker

Sorry about the lack of posts lately. We have finally submitted Cally’s Caves 2 to Apple for review, so we are going to try and get back to posting regularly!

Testing a game on an iOS device seems like it should be a simple process, but we learned the hard way that minor details can complicate things at any time. In this dev diary, we will outline the steps of our testing process using Gamemaker: Studio, in the hopes that it may help some people overcome the same complications that we faced.  This entry will be a bit technical and specific.

Note: We are using Gamemaker: Studio version 1.3.1344, and you will need access to a Mac.

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1) Get your code ready for mobile.

We were developing a game that uses touch controls, but convenience necessitated being able to test on PC as well. This led to us having 2 control methods, and needing to switch between them. When we needed to export an .ipa file (the file type for iOS applications), we would need to disable the pc controls. We also based our resolution coding for iOS based off of the “display_get_size()” function, but when testing on windows we would use “window_get_size()” for everything to work properly. So, before you export your .ipa file, make sure you have everything ready for the mobile version. Continue reading