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Skeik
Matthew @Skeik

Age 32, Male

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University of Toledo

Ohio

Joined on 6/19/05

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Skeik's News

Posted by Skeik - March 14th, 2009


Yeah, Gradium is done and has been done for the longest time. I'm looking for a sponsor as of now. All the graphics you've seen in the past versions I've posted have been beefed up by http://frozenfire.newgrounds.com/

So yeah.


Posted by Skeik - December 21st, 2008


I really dont feel like saying anything so here is my crap

12/21/08

12/14/08

Okay, completely disregard the talking and the faces. They're placeholders until I get my voice actors to do their lines. I know the faces are ugly and they don't fit, but the first faces were even uglier and fit even less.

I don't feel like typing out everything I've done this week because there's just so much. I've been working on this baby in every second of my free time, cause the money this game generates would be great to have around Christmas. I want to have it done, in complete beta stage by the end of next week.

How do you guys like the menu and the little bird logo thing? Since this game is somewhat of a remake of my old game, Gradium:Enemies Inbound, I took the logo and the menu music from that game and worked it up. I even tried to replicate the menu font Proxer used.

There are health pick ups, if you don't find any tell me though. I'm going to move the bosses health bar to the bottom of the screen and his death is going to be more spectacular later on.

Not much else to say.

12/6/2008, Flamethrower
12/6/2008, Slicer

The two ships in action, with a bit more particle effects. I've changed the way the flame appears because it was too processor heavy before. The sounds are balanced, pretty good in my own opinion. I've added a few aesthetic things, and a few things I need to change visually.

The blade ship was a design my friend game up with. The ships blades spin quickly but it has no primary weapon, so this ship is more about dodging bullets rather then destroying ships. The challenge comes in when you have to get close to boss enemies to destroy them.

I think the concept of having each ship bring different gameplay to the table is going good. I will probably add a ship that acts like this ship in this game, but just have it control with arrows. That would bring me to a total of 5 ship designs, along with 1 unlockable.

Another thing I want to touch on is level design. I don't want the levels to feel too crowded or too easy, you know. So I want to know how much challenge everyone gets out of the game right now.

I'm taking the logo for my old Gradium game, and revamping it for this game. When you load up the swf, the logo will sit there for a while, and it now overlay the health bar.

Do you guys believe the health bar would work top left or bottom left?

11/28/2008
I think it's smarter to add the new stuff to the top so people don't have to scroll down.

This new update shows one of the few Ships I've been working on, along with almost all the enemies so far. I need to work on my level design, and getting the ships that come out to be well placed and shiz, but that can come after all the game mechanics are worked out.

The new ship is a Flamethrower, and it's very powerful up close. The further away you are the less damage it does, and when bullets eventually start flying every where, you won't be able to get into the enemies faces like you can in the demo as of now. As you get further away it does less damage too. How do you guys like this ship? Next week, I'll show you the other one I'm working on at this moment in time.

I really want to spice up the enemy designs, and have a constant stream of new enemies coming. There's a lot of shit you can do with enemies in a space shooter, and I'm going to try to get as many enemies in there as I can, as unique as I can.

So yeah

11/21/2008

This is what I've got so far. I have the basic movement engine done, and a lot of stuff going on that you can't see. I'm not very good at drawing, but I think I'm making the whole thing work. 3 enemy ship designs are done, and the enemy ships are going to be made of the colors Blue and Grey while you're ship is Red and Grey. In the end I want to have about 4-6 ships for the player to choose from, and each choice should really change how you play the game.

Like right now, you're using the ship that has the most average gameplay. Dodge bullets, shoot, etc. In the end this ship will be one of the only ships that can level up based on how many enemies you kill. That's how this ship is going to work.

Another ship, called the duck, will have no leveling up, but will have some seriously epic weaponry. But the ship will be huge and clunky. To combat the clunkiness, the ship will have a rechargeable shield. The ship will absorb all bullets, but if another ship hits you you'll take damage.

Also, all ships will possibly have places where you can equip items into them, items that increase speed, damage, shooting speed and such, but I'm not exactly TOO sure about that.

My friend and I came up with quite a bit of ideas for the game, but I don't want to talk about everything. I would really to have this game out before the 5th of December, so that's the deadline I'm shooting for. This is also going to be my first game in AS3.


Posted by Skeik - December 14th, 2008


Plenty to say this week. Got a lot of stuff done and crap. At some points it seems a lot more rewarding to do a game yourself. Just because I control all the elements, and the fact that if I find something wrong with the game I can touch it up without consulting someone I'm working with :P I still like working with artists though. Hopefully I get at least one meaningful response this time.

12/14/08

Okay, completely disregard the talking and the faces. They're placeholders until I get my voice actors to do their lines. I know the faces are ugly and they don't fit, but the first faces were even uglier and fit even less.

I don't feel like typing out everything I've done this week because there's just so much. I've been working on this baby in every second of my free time, cause the money this game generates would be great to have around Christmas. I want to have it done, in complete beta stage by the end of next week.

How do you guys like the menu and the little bird logo thing? Since this game is somewhat of a remake of my old game, Gradium:Enemies Inbound, I took the logo and the menu music from that game and worked it up. I even tried to replicate the menu font Proxer used.

There are health pick ups, if you don't find any tell me though. I'm going to move the bosses health bar to the bottom of the screen and his death is going to be more spectacular later on.

Not much else to say.

12/6/2008, Flamethrower
12/6/2008, Slicer

The two ships in action, with a bit more particle effects. I've changed the way the flame appears because it was too processor heavy before. The sounds are balanced, pretty good in my own opinion. I've added a few aesthetic things, and a few things I need to change visually.

The blade ship was a design my friend game up with. The ships blades spin quickly but it has no primary weapon, so this ship is more about dodging bullets rather then destroying ships. The challenge comes in when you have to get close to boss enemies to destroy them.

I think the concept of having each ship bring different gameplay to the table is going good. I will probably add a ship that acts like this ship in this game, but just have it control with arrows. That would bring me to a total of 5 ship designs, along with 1 unlockable.

Another thing I want to touch on is level design. I don't want the levels to feel too crowded or too easy, you know. So I want to know how much challenge everyone gets out of the game right now.

I'm taking the logo for my old Gradium game, and revamping it for this game. When you load up the swf, the logo will sit there for a while, and it now overlay the health bar.

Do you guys believe the health bar would work top left or bottom left?

11/28/2008
I think it's smarter to add the new stuff to the top so people don't have to scroll down.

This new update shows one of the few Ships I've been working on, along with almost all the enemies so far. I need to work on my level design, and getting the ships that come out to be well placed and shiz, but that can come after all the game mechanics are worked out.

The new ship is a Flamethrower, and it's very powerful up close. The further away you are the less damage it does, and when bullets eventually start flying every where, you won't be able to get into the enemies faces like you can in the demo as of now. As you get further away it does less damage too. How do you guys like this ship? Next week, I'll show you the other one I'm working on at this moment in time.

I really want to spice up the enemy designs, and have a constant stream of new enemies coming. There's a lot of shit you can do with enemies in a space shooter, and I'm going to try to get as many enemies in there as I can, as unique as I can.

So yeah

11/21/2008

This is what I've got so far. I have the basic movement engine done, and a lot of stuff going on that you can't see. I'm not very good at drawing, but I think I'm making the whole thing work. 3 enemy ship designs are done, and the enemy ships are going to be made of the colors Blue and Grey while you're ship is Red and Grey. In the end I want to have about 4-6 ships for the player to choose from, and each choice should really change how you play the game.

Like right now, you're using the ship that has the most average gameplay. Dodge bullets, shoot, etc. In the end this ship will be one of the only ships that can level up based on how many enemies you kill. That's how this ship is going to work.

Another ship, called the duck, will have no leveling up, but will have some seriously epic weaponry. But the ship will be huge and clunky. To combat the clunkiness, the ship will have a rechargeable shield. The ship will absorb all bullets, but if another ship hits you you'll take damage.

Also, all ships will possibly have places where you can equip items into them, items that increase speed, damage, shooting speed and such, but I'm not exactly TOO sure about that.

My friend and I came up with quite a bit of ideas for the game, but I don't want to talk about everything. I would really to have this game out before the 5th of December, so that's the deadline I'm shooting for. This is also going to be my first game in AS3.


Posted by Skeik - December 7th, 2008


Not much to say this week.

12/6/2008, Flamethrower
12/6/2008, Slicer

The two ships in action, with a bit more particle effects. I've changed the way the flame appears because it was too processor heavy before. The sounds are balanced, pretty good in my own opinion. I've added a few aesthetic things, and a few things I need to change visually.

The blade ship was a design my friend game up with. The ships blades spin quickly but it has no primary weapon, so this ship is more about dodging bullets rather then destroying ships. The challenge comes in when you have to get close to boss enemies to destroy them.

I think the concept of having each ship bring different gameplay to the table is going good. I will probably add a ship that acts like this ship in this game, but just have it control with arrows. That would bring me to a total of 5 ship designs, along with 1 unlockable.

Another thing I want to touch on is level design. I don't want the levels to feel too crowded or too easy, you know. So I want to know how much challenge everyone gets out of the game right now.

I'm taking the logo for my old Gradium game, and revamping it for this game. When you load up the swf, the logo will sit there for a while, and it now overlay the health bar.

Do you guys believe the health bar would work top left or bottom left?

11/28/2008
I think it's smarter to add the new stuff to the top so people don't have to scroll down.

This new update shows one of the few Ships I've been working on, along with almost all the enemies so far. I need to work on my level design, and getting the ships that come out to be well placed and shiz, but that can come after all the game mechanics are worked out.

The new ship is a Flamethrower, and it's very powerful up close. The further away you are the less damage it does, and when bullets eventually start flying every where, you won't be able to get into the enemies faces like you can in the demo as of now. As you get further away it does less damage too. How do you guys like this ship? Next week, I'll show you the other one I'm working on at this moment in time.

I really want to spice up the enemy designs, and have a constant stream of new enemies coming. There's a lot of shit you can do with enemies in a space shooter, and I'm going to try to get as many enemies in there as I can, as unique as I can.

So yeah

11/21/2008

This is what I've got so far. I have the basic movement engine done, and a lot of stuff going on that you can't see. I'm not very good at drawing, but I think I'm making the whole thing work. 3 enemy ship designs are done, and the enemy ships are going to be made of the colors Blue and Grey while you're ship is Red and Grey. In the end I want to have about 4-6 ships for the player to choose from, and each choice should really change how you play the game.

Like right now, you're using the ship that has the most average gameplay. Dodge bullets, shoot, etc. In the end this ship will be one of the only ships that can level up based on how many enemies you kill. That's how this ship is going to work.

Another ship, called the duck, will have no leveling up, but will have some seriously epic weaponry. But the ship will be huge and clunky. To combat the clunkiness, the ship will have a rechargeable shield. The ship will absorb all bullets, but if another ship hits you you'll take damage.

Also, all ships will possibly have places where you can equip items into them, items that increase speed, damage, shooting speed and such, but I'm not exactly TOO sure about that.

My friend and I came up with quite a bit of ideas for the game, but I don't want to talk about everything. I would really to have this game out before the 5th of December, so that's the deadline I'm shooting for. This is also going to be my first game in AS3.


Posted by Skeik - November 28th, 2008


So yeah, I came out with Adventure Al with my partner Decade today, and I must say I am ashamed, lol. The AS in that game is atrocious, and I could've done a lot better, but I guess I didn't really have enough time or enough passion to do it. For the past few games I've done, BFF2, BFF1, and adventure al, there have always been some huge scripting errors, and I'm getting sick of myself because of it. I'm no longer going to release my stuff half finished, and I'm going to put the polish into my games needed for them to come out right. If someone gives me a suggestion on how to make a game better, I'm not going to pass it up because it's too difficult to do, or simply because I can get by not finishing it.

So yeah, expect some great things from me in the next few months >:(. here goes the update.

11/28/2008
I think it's smarter to add the new stuff to the top so people don't have to scroll down.

This new update shows one of the few Ships I've been working on, along with almost all the enemies so far. I need to work on my level design, and getting the ships that come out to be well placed and shiz, but that can come after all the game mechanics are worked out.

The new ship is a Flamethrower, and it's very powerful up close. The further away you are the less damage it does, and when bullets eventually start flying every where, you won't be able to get into the enemies faces like you can in the demo as of now. As you get further away it does less damage too. How do you guys like this ship? Next week, I'll show you the other one I'm working on at this moment in time.

I really want to spice up the enemy designs, and have a constant stream of new enemies coming. There's a lot of shit you can do with enemies in a space shooter, and I'm going to try to get as many enemies in there as I can, as unique as I can.

So yeah

11/21/2008

This is what I've got so far. I have the basic movement engine done, and a lot of stuff going on that you can't see. I'm not very good at drawing, but I think I'm making the whole thing work. 3 enemy ship designs are done, and the enemy ships are going to be made of the colors Blue and Grey while you're ship is Red and Grey. In the end I want to have about 4-6 ships for the player to choose from, and each choice should really change how you play the game.

Like right now, you're using the ship that has the most average gameplay. Dodge bullets, shoot, etc. In the end this ship will be one of the only ships that can level up based on how many enemies you kill. That's how this ship is going to work.

Another ship, called the duck, will have no leveling up, but will have some seriously epic weaponry. But the ship will be huge and clunky. To combat the clunkiness, the ship will have a rechargeable shield. The ship will absorb all bullets, but if another ship hits you you'll take damage.

Also, all ships will possibly have places where you can equip items into them, items that increase speed, damage, shooting speed and such, but I'm not exactly TOO sure about that.

My friend and I came up with quite a bit of ideas for the game, but I don't want to talk about everything. I would really to have this game out before the 5th of December, so that's the deadline I'm shooting for. This is also going to be my first game in AS3.


Posted by Skeik - November 21st, 2008


Let me go ahead and steal i-smel's idea. I'm gonna write a dev blog, lol. I'm making a side scroller, it's going to be a total revamp of the old game I made, Gradium. In this game I'm doing all artwork and coding by myself, and so far it's going good. I usually get coded out when just going code by myself, and when the artist isn't there I have to make do with place marking stuff. But doing it all by myself is kind of exhilarating, because I have full control over everything.

Use the Arrow Keys, and Z to shoot (sorry for those with those Euro keyboards, there WILL be easy button change in the game, I'm programming it that way)

11/21/2008

This is what I've got so far. I have the basic movement engine done, and a lot of stuff going on that you can't see. I'm not very good at drawing, but I think I'm making the whole thing work. 3 enemy ship designs are done, and the enemy ships are going to be made of the colors Blue and Grey while you're ship is Red and Grey. In the end I want to have about 4-6 ships for the player to choose from, and each choice should really change how you play the game.

Like right now, you're using the ship that has the most average gameplay. Dodge bullets, shoot, etc. In the end this ship will be one of the only ships that can level up based on how many enemies you kill. That's how this ship is going to work.

Another ship, called the duck, will have no leveling up, but will have some seriously epic weaponry. But the ship will be huge and clunky. To combat the clunkiness, the ship will have a rechargeable shield. The ship will absorb all bullets, but if another ship hits you you'll take damage.

Also, all ships will possibly have places where you can equip items into them, items that increase speed, damage, shooting speed and such, but I'm not exactly TOO sure about that.

My friend and I came up with quite a bit of ideas for the game, but I don't want to talk about everything. I would really to have this game out before the 5th of December, so that's the deadline I'm shooting for. This is also going to be my first game in AS3.


Posted by Skeik - November 4th, 2008


;;;;;;;


Posted by Skeik - October 20th, 2008


You know what really pisses me off? People down voting my flash cause I'm black.

That was a joke.

But all joking aside, I wanted to post something on the issue of racism. This is really a stream of my thoughts.

I've been visiting the Website of Stormfront.org, and it's really been wracking my mind. I'm black, and the people on SF blatantly hate me and everyone else of African descent. If you ask why, they'll flaunt statistics in your face. They'll bring up history. They'll say Africans haven't contributed to the world in any way. It makes me feel mad and sad at the same time. Why can't I just dig up some great African contribution to the world from the back of my head. Why can't they accept everyone in the world as individuals? I've done nothing to harm them but once I told people on the website I was black I was shunned out.

I mean, I can't deny it. Black people do have a tendency to crime more then other races. Very few communities in America have a black majority and are not excessively into gang culture. Could I say that the white man keeps up down? I could, but that wouldn't mean anything. Facts are facts, and that's all that people from SF flaunt in your face. (I'm using Stormfront as generalization for all White Supremacists)

Is it fair that just because I was born black certain people hate me. No, and I accept that as the way things are, but still. I spoke to a Neo-Nazi a while ago, and the first thing he told me to do was get a job, not knowing anything about what I do or who I am. I actually came to him looking for him to do sprite work for one of my sponsored games. He told me he was a neo nazi and I told him I was black and he went into a rage.

I dunno, I just think it's so stupid for people to look into race like that. I mean, people on SF seem to let race rule everything they do in life. One guy said that he wasn't happy with his life because he had a child with a woman of a different race. Then he turned around and agreed with someone who said that anyone who isn't 99% white is a "mud". I mean, hypocrisy at it's finest. But then he goes back and says that he loves his daughter and that he's showing "White traits'

I was born in a majority black town, and I never got into Hip Hop culture, into gangs or anything like that. It's like it all just floated over my head, I still don't listen to much Hip Hop today. But just going back there feels so much different then where I live now. I don't want to say it's dirtier, but it is. And I just can't deny it, that the place where I grew up isn't as good as I want it to be.

Letting the comments of people on SF get to me is really just what they want, but I can't help it. I don't feel inferiority, cause I know that I, as an individual, am no better or worse then most people. But African American's as a whole could do better on crime statistics. I wish I could just go and tell people to shape up, and they would.

I was watching a show of the boondocks the other day about Martin Luther King coming back to life and guiding black people in the right direction, and I wish I could just make some smart comment to get people on track, but I can't. And it's fustrating. The most I can do to show these people that the black race doesn't spawn crime is to do well myself, and live my life to the best of my ability.

www.Stormfront.org

Go there if you want to read more. I hope no one gets converted to their way of thinking by this post.


Posted by Skeik - October 7th, 2008


My train of thought.

Why don't people review as they vote? Or at least review and vote better. A lot of people vote either 0 or 5 based on if it was decent or not, and that really seems ridiculous. Why only use the top and the bottom choices for voting. I think it's because people are too lazy to actually review a submission fully.

Like on reviews, when people give a movie a review score of below 4, do you REALLY think that the flash you reviewed deserves a score of 4? I can understand if it's not your type of movie, but when you give a movie a 0 is basically saying that you feel that it shouldn't even be on the site. If a movie isn't your cup of tea, you should still review apathetically (did I use that word right?)

At least that's what I think. A review is always going to be your opinion but I think you should try to take some of the personal feelings out of reviewing and voting and look at work from a neutral standpoint. Like, every so often I'll go to one of the top 50 submissions and look for people who 0 it. I mean, do these people really feel that those movies deserved to be blammed?

Look at these reviews for Waterlollies. I can't really say it makes me mad, but damn.

http://www.newgrounds.com/portal/revie ws/408967/469/score

Good animation, but who wants to see something hopping around for 8 minutes? Waterlollies didn't even have much hopping in it from what I remember, seeing as how he was incapacitated. Like, people are giving Waterlollies a 4 because they think that the story sucked. Does that submission really deserve a 2.00 because the story wasn't up to par with you?

Look at this guy. http://nosoupforu.newgrounds.com/revie ws/

I mean, if your going to try to review things, at least try to be consistent. He gave Waterlollies a 4, Awesome Racer a 6 and Awesome Center Redux a 9. IMO there are so many contradictions in that kind of reviewing.

I dunno. Just something I was thinking about, I had to put it somewhere. I'm not complaining about the site or how it's going downhill blah blah blah, I'm just saying that reviews don't really seem to correlate to what people think the movie should be rated anymore.


Posted by Skeik - September 10th, 2008


I'm looking for an artist for this game.

http://spamtheweb.com/ul/upload/160808 /49134_Ship_Wars.php

Someone who can do overhead pretty well, and draw overhead cities, islands and some cutscenes.

Before I go any further, let me say this. I most likely won't give you 50% for doing any art on this game. Expect like 25-35%, unless you completely blow your ass off on doing art for this game. I know this may not seem like much, but my last game I made 4k$ from, at 25% that would be 1000$. I'm looking to make 5k+ from this.

really feel as though my job of programming and writing the story on this game is much more work. I understand how an artist contributes to a game, but seriously, in most cases when I work with an artist I do like 80% of the work. You can call me greedy, but yeah.

If I get a good artist I could expect this game to be done by Mid-late October. I'm found myself having to stop development quite a bit because I suck too much to even make decent placeholder graphics, and I'm just getting frustrated at myself for having such bad graphics in this game.

I am completely devoted to getting this project done.

EDIT
I think I found someone who would want to work with me.