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Rotten Mage | Games

We are a tiny group of developers joined by the desire to make fun and stylish games. Also, we're mages.

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Rotten Mage | Games | rottenmage.com Reviews

https://rottenmage.com

We are a tiny group of developers joined by the desire to make fun and stylish games. Also, we're mages.

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rottenmage.com rottenmage.com
1

Rotten Mage | Games

http://www.rottenmage.com/index.html

Build Shoot. Survive! Can YOU, Space Technician ace Dave Paprovsky, defend your spaceship against a horde of aliens? Is not a conventional game. In fact, it may not even be a game at all. Is a highscore-based game that pits the player against an endless number of mobsters in surprisingly calm and collected gun fights. Outwit the enemy to survive! A man plagued by guilt and self-hatred goes about his daily life. An experimental interactive experience inspired by "Don't Look Back".

2

Rotten Mage | Blog

http://www.rottenmage.com/blog.html

Tue 01 March 2016. Spacejacked, OUT NOW on Steam! Frenetic Arcade Tower Defense game Spacejacked is finally OUT NOW on Steam. For Windows, Mac and Linux! Let's list out the available features we have at launch! Spacejacked features a joy-packed and challenging Story Mode that spans over 2 major story arcs. Fight aliens, save scientists and watch hilarity unfold with the quirky cast of characters! We also have in the works new content to add to the game after launch! Additional challenges in Challenge Mode.

3

Rotten Mage | About Us

http://www.rottenmage.com/pages/about-us.html

Rotten Mage is an independent game development studio located on a sunny island set in the sea. We grew up playing video games from the late '80s and '90s, and hope to bring that experience to new generations. We specialize in web and desktop games, using technologies such as HTML5 and JavaScript, Haxe, Adobe Flash, and .NET. We develop original IP, but if you have an idea and are looking for developers, contact us. For more information, view our presskit. Code, art, game design. Art, game design.

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jon-the-mage.blogspot.com jon-the-mage.blogspot.com

What Could Possibly Go Wrong?: April 2014

http://jon-the-mage.blogspot.com/2014_04_01_archive.html

What Could Possibly Go Wrong? The (mis-)adventures of an inexperienced game developer. Tuesday, April 29, 2014. Sidequest: Geometry Wars Rez. What happens when you mix Geometry Wars with Rez? Chiny suggested this: combining the gameplay of Geometry Wars with the musical elements of my musical toy, HTML5 Harmonium. Essentially, whenever an enemy gets destroyed, it colours the cell it was on. We then play through the cells as in Harmonium and see/hear what happens next. I'll be using EaselJS.

jon-the-mage.blogspot.com jon-the-mage.blogspot.com

What Could Possibly Go Wrong?: Getting Euterpea's MIDI output to work on OS X

http://jon-the-mage.blogspot.com/2015/05/getting-euterpeas-midi-output-to-work.html

What Could Possibly Go Wrong? The (mis-)adventures of an inexperienced game developer. Sunday, May 3, 2015. Getting Euterpea's MIDI output to work on OS X. I've been getting back into learning Haskell again. One of the textbooks I'm using is The Haskell School of Music. A Haskell textbook with a focus on computer music. The book uses Euterpea. A computer music library developed in Haskell. Euterpea has been well-tested on Windows and Linux, but I've been having a hard time getting its play.

jon-the-mage.blogspot.com jon-the-mage.blogspot.com

What Could Possibly Go Wrong?: June 2014

http://jon-the-mage.blogspot.com/2014_06_01_archive.html

What Could Possibly Go Wrong? The (mis-)adventures of an inexperienced game developer. Friday, June 13, 2014. Weird Fullscreen Behaviour in OpenFL HaxeFlixel. In OpenFL projects, the initial fullscreen status of the application can be specified in the project's application.xml file via the fullscreen. Boolean attribute of the window. Tag, as given in the specification. On a side note, the fullscreen. Attribute behaves well in the mobile profile. My solution to that is to set fullscreen.

jon-the-mage.blogspot.com jon-the-mage.blogspot.com

What Could Possibly Go Wrong?: Weird Fullscreen Behaviour in OpenFL + HaxeFlixel

http://jon-the-mage.blogspot.com/2014/06/weird-fullscreen-behaviour-in-openfl.html

What Could Possibly Go Wrong? The (mis-)adventures of an inexperienced game developer. Friday, June 13, 2014. Weird Fullscreen Behaviour in OpenFL HaxeFlixel. In OpenFL projects, the initial fullscreen status of the application can be specified in the project's application.xml file via the fullscreen. Boolean attribute of the window. Tag, as given in the specification. On a side note, the fullscreen. Attribute behaves well in the mobile profile. My solution to that is to set fullscreen.

jon-the-mage.blogspot.com jon-the-mage.blogspot.com

What Could Possibly Go Wrong?: May 2015

http://jon-the-mage.blogspot.com/2015_05_01_archive.html

What Could Possibly Go Wrong? The (mis-)adventures of an inexperienced game developer. Sunday, May 3, 2015. Getting Euterpea's MIDI output to work on OS X. I've been getting back into learning Haskell again. One of the textbooks I'm using is The Haskell School of Music. A Haskell textbook with a focus on computer music. The book uses Euterpea. A computer music library developed in Haskell. Euterpea has been well-tested on Windows and Linux, but I've been having a hard time getting its play.

jon-the-mage.blogspot.com jon-the-mage.blogspot.com

What Could Possibly Go Wrong?: Sidequest Updated: Blast

http://jon-the-mage.blogspot.com/2014/05/sidequest-updated-blast.html

What Could Possibly Go Wrong? The (mis-)adventures of an inexperienced game developer. Sunday, May 25, 2014. I talked about creating a mash-up of Geometry Wars and Rez. I present to you Blast. In hindsight, coding everything with EaselJS was probably a bad idea, as I had to write out a lot of stuff on my own; stuff like motion and collision detection which could have been done easily with a framework like Phaser. Subscribe to: Post Comments ( Atom ). View my complete profile.

jon-the-mage.blogspot.com jon-the-mage.blogspot.com

What Could Possibly Go Wrong?: October 2014

http://jon-the-mage.blogspot.com/2014_10_01_archive.html

What Could Possibly Go Wrong? The (mis-)adventures of an inexperienced game developer. Wednesday, October 15, 2014. Using Adobe AIR Tools to Turn an SWF into a Native Executable. Here's a post to remind myself how to do this. We have a strange bug in the Windows build of Spacejacked: the game hangs for long periods (usually more than a minute) at random intervals. I suspect it has to do with the audio code in the game, but haven't figured out a way to track it down. Xml version="1.0" encoding="utf-8"?

jon-the-mage.blogspot.com jon-the-mage.blogspot.com

What Could Possibly Go Wrong?: Quick and Dirty Checkerboard Spritesheet

http://jon-the-mage.blogspot.com/2014/05/quick-and-dirty-checkerboard-spritesheet.html

What Could Possibly Go Wrong? The (mis-)adventures of an inexperienced game developer. Thursday, May 15, 2014. Quick and Dirty Checkerboard Spritesheet. Need a checkerboard transition but don't want to code it out? Want to use a spritesheet for it instead? Don't want to have to do it by hand? Then this script is for you! Subscribe to: Post Comments ( Atom ). View my complete profile. Visualizing Profiling Data with Google Chrome. Quick and Dirty Checkerboard Spritesheet.

jon-the-mage.blogspot.com jon-the-mage.blogspot.com

What Could Possibly Go Wrong?: December 2014

http://jon-the-mage.blogspot.com/2014_12_01_archive.html

What Could Possibly Go Wrong? The (mis-)adventures of an inexperienced game developer. Friday, December 19, 2014. Using OpenFL Templates to Modify Functionality in Haxe Libraries. I recently had to modify some functionality in the FlxAnimationController class in HaxeFlixel 3.3.6 for our game Spacejacked. FlxAnimationController is located under the flixel/animation. Directory of the Flixel project source folder. To replace the functionality, I copied FlxAnimationController.hx. Subscribe to: Posts ( Atom ).

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Rotten Mage | Games

Build Shoot. Survive! Can YOU, Space Technician ace Dave Paprovsky, defend your spaceship against a horde of aliens? Is not a conventional game. In fact, it may not even be a game at all. Is a highscore-based game that pits the player against an endless number of mobsters in surprisingly calm and collected gun fights. Outwit the enemy to survive! A man plagued by guilt and self-hatred goes about his daily life. An experimental interactive experience inspired by "Don't Look Back".

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