Hey everyone,
We’ve got some dev diaries coming up, but we’ve been busy working on the Android version of Cally’s Caves 3. It’s finally out now, and available to download here: Cally’s Caves 3 on Google Play.
Hey everyone,
We’ve got some dev diaries coming up, but we’ve been busy working on the Android version of Cally’s Caves 3. It’s finally out now, and available to download here: Cally’s Caves 3 on Google Play.
Wow, we didn’t ever think this could happen to a couple dudes who make games in their bedroom offices. We got a 4/5 star review from Toucharcade.com, the biggest mobile gaming site in the world! We are feeling pretty lucky right now, you can read the review here: Toucharcade Review
Well, it’s been a pretty crazy week, ending up with Cally’s Caves 2 being talked about on our favorite podcast. It’s pretty surreal to tune into something we listen to every week, only to hear our game talked about!
Here is the link to the Toucharcade article, where you will find the links for whatever you use to listen to podcasts!
Hey everyone, you can download Cally’s Caves 2 for free now 🙂 Enjoy!! Let us know what you think.
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.
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