![]() Today’s Dev Diary is written by Yal, who is one of the two artists working on Cally’s Caves 2 (along with OHKO). #2D PIXEL PUZZLE STRATEGY GAME 2014 PLUS#Instead of just making new game plus be like the campaign again but harder, we are adding new enemies and weapon types into new game plus, and the one “true” story ending to the game will be at the end of the new game plus playthrough.Ĭontinue reading → Cally’s Caves 2: Releasing July 1st on the Appstore! Another tier of weapon upgrades will open up, leading towards a god-tier final form for each weapon. After finishing the campaign (124 levels or so), new game plus mode will open up. The biggest change is that we are adding a new game plus mode, which will give players a lot more reasons to come back and keep playing. We’ve taken a lot of the feedback we received from the first two games and are putting it to use while developing Cally’s Caves 3. So, what’s in store for Cally on her next adventure?Ĭally’s Caves 3 is another chance for us to aspire to make the best platformer on iOS. After the wonderful time we had with Cally’s Caves 2, we decided to put the puzzle game we were working on to the side and try to keep the ball rolling with the Cally franchise. If you finished the bonus levels in Cally’s Caves 2, or follow us on Twitter or Soundcloud, you probably know that we have been working on Cally’s Caves 3 for some time now. This shouldn’t come as a shock to anyone reading this. This is the first school of thought when it comes to resolution scaling on mobile devices: Continue reading → It’s an adaptable scaling method that is run during every single frame of the 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. There are a number of different ways you could handle scaling to different resolutions while developing a game. ![]() 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. Thinking back on those days, it seems like it could be a useful exercise to document how we handle the resolutions in specific detail. ![]() 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. 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. 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. 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. ![]()
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