EGGNOGG

I made a little NIDHOGG-like for the Toronto Game Jam. It’s a local 2-player head-to-head game called EGGNOGG, and is a bit stabby.

Grab it free for Windows and Mac: http://madgarden.net/junkz/files/eggnogg/

EGGNOGG

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Punch Quest is up for some Awards!

 

Punch Quest is nominated for several awards on http://arcadesushi.com/2012-arcade-sushi-awards/

Best Game 2012
Best Action Game 2012
Best Endless Runner 2012

 

It’s also been nominated for 2012′s Best Mobile Platform/Endless runner at IGN.com:

http://ca.ign.com/wikis/best-of-2012…ss_Runner_Game

And the last one is again over at IGN.com where we’ve been nominated for Best Mobile game 2012. You can vote for that here: http://ca.ign.com/wikis/best-of-2012/Best_Mobile_Game

Awesome eh! Please take a minute to skip on over there and vote for us. Thanks so much! Christmas update coming SOON!

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Fargoal 2 Kickstarter AND Punch Quest submission

Madgarden has been busy and it doesn’t look like that’s going to change anytime soon!

Punch Quest has been submitted to Apple and is waiting for review. Madgarden is busy adding some additional features that will go in shortly after (or before if he gets them finished up). We are really excited about this game and can’t wait to have people playing and punching stuff!

In other news, Sword of Fargoal 2 Kickstarter Campaign was funded! It was a real nail biter right down to the last minute but thanks to generous backers who upped their pledges and new backers alike, it broke the $50K mark with just seconds to spare. Have a look if you’re interested at http://kickathon.net/ part “E” and catch a glimpse of our very own Madgarden (Paul Pridham), also with  Kevin Hill of ChronoSoft, Jeff McCord and Randy Nargi. All sweating it out while the last seconds ticked down.
As soon as the details are settled from the campaign, Madgarden will get back to work on Sword of Fargoal 2!

Lots of good stuff coming up from Madgarden so stay tuned!

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Glitch Machine iOS 6 update

There’s a bug in Glitch Machine under iOS 6… if you press the home button from within Glitch Machine and then return to the app, it will resume playing sounds but hang up on the bughead image and then exit after about 10 seconds. This is related to TWITTER of all things.

I’ve fixed the problem already in the core, and will submit an update at the first available opportunity. Along with that update I will also include in the iPhone 5 widescreen support.

Expect this around mid October or so, after PUNCH QUEST is wrapped up.

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Sword of Fargoal 2 Kickstarter is a GO!

This is the game that Madgarden has put hundreds of hours into already but had to quit because we were running out of money. We’d like to finish it, but we need help, and this is our last shot at getting it done. Which means raising money, and we’re doing a Kickstarter campaign to do it! Consider contributing to our fund raising if you can. You get some awesome rewards for doing this, so WIN/WIN!
If you have any questions, please let us know and I can get you the answers or put you in touch with Jeff who’s running this thing. -Rachel a.k.a Mrs. Madgarden.

Thanks a million!

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Barrel Godz of PUNCHING

PUNCH QUEST

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Went to Niagara Falls. Punched stuff.

Punchin’ google

Punchin’ kiss

Punchin’ shirt

Punchin’ roots

Punchin’ bear

Punchin’ soldier

Three hit combo

It’s over dino

Just stay down

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Punch Quest coming soon!

Madgarden and Rocketcat Games have been working on a collaboration project over the last few months and here’s the preview trailer.

Punch Quest is an arcade fighter (like Final Fight or Double Dragon) about pummeling hordes of enemies. Simply tap with your left and right thumbs to jab, uppercut, and midair-slam monsters in a varied, randomized dungeon with branching paths.

Customize your character with unlockable special moves and abilities. Get huge combos and unleash devastating Supermoves. Punch an egg that explodes, while you explode, and inside the egg is a gnome, then YOU ARE THE GNOME, and the gnome explodes after a bee sting.

 http://www.rocketcatgames.com/punchquest/

 

 

 

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Glitch Machine 1.1

Wow, talk about boring blog post titles. Yes, I have just submitted Glitch Machine 1.1. And I really ought to post on here more. So, I’ll try. I do have other projects on the go, such as PUNCH QUEST with Rocketcat Games.

Anyway, here’s what’s new in 1.1:

- Interactive controls in the form of two XY pads/sliders, and eight code preset trigger pads. Along with these comes new input variables (x, y, u and v).
- FAST FORWARD and REWIND controls, so you can scrub through your glitchtune in forward and reverse at various speeds.
- PAUSE control for the expression, and combined with the FF and RW buttons, you can now single-step through your expression’s wave output in both forward and reverse.
- Fullscreen visualizations, and transparent overlay modes for all screens, so you never have to be apart from the funky waves.
- Multiple named session saving, so you can set it up just how you like for performance
- Extra MUTATE button so you can mutate code and numbers separately.
- New screen navigation methods for

Here’s a nice lil’ screenshot demonstrating the pads:

Those pads/sliders are configurable, you can set them to be all pads, all sliders, or any combination. Once you include their respective variables in your expression, SH*T GETS REAL. The numbered pads are code presets, so when you touch one it insta-loads an expression without resetting state. You can do some pretty funky switchups with that.

I suspect it will take about a week to be approved… stay tuned. And make sure to send me any future feature requests. I still have a few outstanding requests, but intend to cover them next time.

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Submitted GM 1.03

Finally got Intua audio copy added to Glitch Machine, hopefully some of you guys can make use of that. Submitted earlier this evening, so should show up in the store sometime next week I surmise.

Also fixed a few bugs including the “black boot” that some have reported… basically the custom colours just got all wonked out and everything is black but still working. If you know where the buttons are, you can navigate to the settings screen and reset it, heh. But, this update will fix that issue. You also get some more colours to pick from as an added bonus. The other main bug is one nobody would likely have noticed as it has to do with the update speed of the stack values. However, if you’ve got some tunes that make heavy use of the stack for feedback effects, i.e. lots of PICK and mixing, then your tune is going to sound different now… for better or worse. Well, for better in the long run, because it was a bug. :)

Finally. Added a few confirmation dialogs, since I’m pretty sure people don’t like to delete or overwrite things by accident. You can also delete exported WAVs from the app, it’s part of the new audio copy feature.

I’ve already got some cool features planned for the next update. You request ‘em, and if it makes sense and I am able, I add ‘em. So fire away!

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