Cally’s Caves 4 Trailer and Release Date!

We are excited to announce that Cally’s Caves 4 is going to be coming out on iOS in November!  Here is the official trailer:

Cally’s Caves 4 picks up three years after the end of Cally’s Caves 3, with Cally and her friends searching for a cure for Rupert’s Curse.  Cally will set out on a worldwide journey to find “The Amulet of Valerius,” an artifact that she believes can cure Rupert and give him a normal life.  As the story unfolds, Team Cally will uncover the origins of a secret society that controls the world, and meet a new nemesis that threatens to destroy everything that Cally loves.

Features:

  • 320 levels packed with enemies, collectibles and secrets.

  • 11 huge bosses to fight, reason with, and maybe even become friends with.

  • 24 enemy types spanning Regular Game, New Game + and Survival Modes.

  • Costume choices for Cally.

  • The return of Cally’s ninja bear cub friend Bera as a playable character.

  • An in-game wiki to collect information about the story, characters, and enemy behaviors and weaknesses.

  • All-new engine runs at 60fps for better control and visual fidelity

  • New Weapon Mod system that allows you to customize your weapon’s effects.

  • 11 weapon classes, with 88 unique weapon forms (not including modded weapons).  Level your weapons up by using them and experience new, powerful effects!

  • MFi controller is fully supported.

  • A bigger story with new and returning characters.

  • Cally can now strafe and autofire.

  • A new hubworld area with shops to buy Power-ups, Consumables, and Weapon mods with in-game currency.

Cally’s Caves 3 Free Expansion “Melvin’s Prototype Factory” Coming Next Week!

After a busy couple of months, we’ve just submitted a huge new content update for Cally’s Caves 3, “Melvin’s Prototype Factory.”  The update should be out for iOS and Android next week.

Screenshot 2015-09-28 18.32.27

This is the biggest update we’ve ever done for a game, and will include a bunch of new features:
Screenshot 2015-09-26 16.46.53

Massive New Zone:
We’ve added a whole new 34-level zone, with all-new art, a fully functional map and lots of Checkpoints.

Screenshot 2015-10-05 14.52.33(2)

New Weapons: 3 new weapons and their final forms can be found in the new Levels!  Try using the power of the Slimes for your own benefit with the Slimegun, trap enemies and prevent them from hurting you with the Web Shooters, or use the Bow and Arrow from Cally’s Caves 2 to pepper enemies with arrows.  All of the new weapons have 4 evolution tiers, and can be used throughout all of the other game modes.

Screenshot 2015-10-02 12.23.41

New Enemies: Melvin has been creating bosses in his prototype lab for years, and to destroy him, you’ll have to defeat them all!  5 new enemy classes with unique behaviors mix up the combat and test your skills.

Screenshot 2015-10-01 13.52.25

Beyond all of the new content, we will have a ton of bug fixes and optimizations including the following:

iOS

  • fixed issue where Final Bladegun isn’t being awarded for beating Survival Mode
  • fixed issue where Bera would sometimes transform into Cally in “Bera: the Long Way Home”

Android

  • greatly reduced frequency of video ads
  • fixed missing Sniper Rifle issue – find it in level 101
  • fixed rating message in pause menu
  • fixed several small resolution bugs
  • several new tracks on the soundtrack

We are also happy to announce that the expansion is totally free and is not an in-app purchase or anything like that.  We wanted to find a way to thank all the people that have downloaded and supported Cally’s Caves 3.  We will have at least one more free expansion out before Christmas, and an announcement of our next project shortly after.

melvinszone

Development Diary #17: Tile Systems for 2D Games

When we started working on Cally’s Caves 3, it was clear that we needed to improve our tile system to give the game a better, more detailed look.  In our previous two games, we used a really simple tile system consisting of 3 tile types; a “path” block, a “fill” block and a “boulder” block.  We used the boulders as our “walls,” and flipped the path block for our ceilings.

Screenshot 2014-06-21 13.25.15

It was a very simple system, and it worked for us at the time.  A couple of months into Cally’s Caves 3 development, however, our artist 0HK0 suggested using a much more complex system to give our game some more visual flair.  The suggested tile system would have two types of walls: environment walls and background walls.  The environment walls tile set consists of 16 block types, and the background walls have 9.  This dev diary will outline exactly how our tile system works, in the hopes that others may find it useful.

Continue reading

Dev Diary #16: Dealing with iOS Resolutions in GameMaker: Studio

If someone who has never made a game before decides to try to create one, it seems like it’s going to be pretty simple.  Then that person will have a day – deep into the dev cycle – where they discover a technical requirement they didn’t think about, pull their hair out, and have a nervous breakdown.  When we were working on the original Cally’s Caves, there was a certain day when it dawned on us that we were going to have to account for all the different resolutions that iOS devices use.  It had never occurred to us in the planning phase that we were going to have to make the game work on anything more than one resolution, and it set us back quite a bit while we implemented our strategy.  Thinking back on those days, it seems like it could be a useful exercise to document how we handle the resolutions in specific detail.  We do this in the hopes that some others may come across the article and find it useful when they are dealing with the same issue.

Image Credit: Carst.Me
Image Credit: Carst.Me

Schools of Thought

There are a number of different ways you could handle scaling to different resolutions while developing a game.  Looking at GameMaker: Studio specifically, if you look at the tutorial on resolution scaling, it shows you a method of scaling that allows landscape and portrait mode.  It’s an adaptable scaling method that is run during every single frame of the game.  This is the first school of thought when it comes to resolution scaling on mobile devices: Continue reading