Hey everyone, heres a quick video showing some of our composition process for the music in CC3. Hopefully the sound is ok!
With the recent release of new iPhones and iOS 8, we found ourselves in the position where we had to update our iOS games. If we didn’t, our apps would crash on boot, and even if they did run, we wanted to make sure we custom laid everything out for the new iPhone screen sizes. We had wanted to release updates for Cally’s Caves and Cally’s Caves 2 for a long time, but held off because we weren’t 100% sure how to do it, and updating player save data was intimidating. Faced with the prospect of having our apps pulled, we buckled down and got our updates done. Our process was probably unconventional, but we thought we would share how we did our updates for iOS without losing players’ save games in the process. So, let’s begin.
The way we handled saving variables across play sessions in Cally’s Caves and Cally’s Caves 2 was the most basic way you can save things using Gamemaker: Studio. We created an .ini file and had the game save variables that we wanted to keep saved in the file. For example, say the player levels Cally up and increases her max hitpoints to four. We don’t want that player to come back for their next play session and have their max hitpoints be three, right? So after they level up, we open the .ini document in a line of code, save that variable (global.maxhp = 4), and then close the .ini document. The next time the player starts the game, the global.maxhp value is read from the .ini document, so they will start with 4 max HP. It’s a really simple system that you can find in the GM:S help.
Happy Halloween! To celebrate the GMC Jam 16 – Halloween Jam, Cally’s Caves 2 artist 0HK0 has released “Razor Treat.” Razor Treat is a horizontal schmup with 0HK0’s signature art style and an awesome soundtrack from his brother, Facefuzz. It was made in a single day, using Gamemaker 8.1 and FL Studio. You can check out Razor Treat in this thread.
Hey everyone, you can download Cally’s Caves 2 for free now 🙂 Enjoy!! Let us know what you think.
We just released our first trailer for Cally’s Caves 2… Here it is!
Since we had wrapped up our soundtrack work on Cally’s Caves 2, we figured we might as well put it up on Bandcamp and see what happens! We will be linking to the Bandcamp in a “support the developers” tip in the game. It’s pretty much our “donate” button for Cally’s Caves 2, since the game will be totally free. Enjoy the tunes, and if you like them, there’s 21 full tracks for only 3 dollars. Also, if you don’t want to pay, there’s always our Soundcloud, which has a decent number of the tracks available for free.
Putting something you crafted into someone else’s hands is a harrowing experience. When that person’s gaze locks onto the object you created, a shift happens. What was once your private project is no longer your own, and a singular experience becomes shared one. It can be amazing or terrifying, but either way you will walk away from that shared experience with an idea of how you could have approached your creation differently. The beauty of game development is you can choose to incorporate the feedback you gain from sharing your creation with others before your product is finalized. This is why we have dedicated a two-month period to beta testing Cally’s Caves 2. In today’s Dev Diary we will discuss how we have approached the 8-week beta test period of our game’s development, and what we hope to gain from putting Cally’s Caves 2 in the hands of playtesters.