Happy New Year !!! (ver. 2009)

Happy New Year everybody. Once again thank You for your undying support. For this upcoming year I wish you all cf3, sub6 and dmt3. On a side note - that picture above is kind of ubergeek. Sure, some fireworks, nothing fancy on this occasion, but they’re over the first 10Gnomes location!! Woot! Pew pew pew!!!

10 Gnomes 12: the tank

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This is it. Game over. I had a real problem finding another decent location worth showing. But then I remembered - the tank! It’s a landmark of my district and it looks like a gnome hideout allright. So we end this series on a historical note, with last months episode aboud war remains and now this one - it’s a WW2 reminiscence once again.

~~~~

I can’t believe that entire year just passed by. It feels like I had this idea for gnome-finding game just few days ago and making pictures for the first one just yesterday. Yet, it was in january. Now, 12 games, 1000 pictures, 12 trolls and 141 gnomes later - here we are.

I really enjoyed making those games and watching the series evolve - if you remember, there were some birds to find in first games, one scary hand,and then in the middle of year the trolls stepped in and stayed with us for good.

Thank You for playing this series, for commenting and staying with the gnomes till the end.

the gnome herder

p.s. - wait, 141 gnomes in 12 10-gnome games? Go figure ;)

Mission to Jupiter

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The green alien is back! Now going to explore the rings of Jupiter. Seems like those green gems that are in every game since the Mars adventure are kindof important to those alien guys. So go get them.

Where is 2009?

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the holiday season just came out of nowhere and kicked me in the face shouting - I’m here!! Time flies too quickly for me these days (years). Here’s a little game and it doesn’t really involve Christmas - as not all of you celebrate it. Help little santa find new year because that damn kid got lost again. Version 2009. Allrighty then, back to Christmas madness…

10 Gnomes 11: the remains

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This month’s episode has a little substory as well, but it’s not about me or what I did, but about the location itself. So there’s this street. Mariacka Street. After our city was destroyed during World War 2, there was not much left of it and its structure. Ruins mostly. So what they did was collecting all undamaged (or lightly damaged) ornament entrances to the now non-existent houses of the city centre and put them all on one street so it would look like before the war. That’s the place. One of the must-sees in our city on every tourist’s route. That’s why I had to wait until late November and be there early in the morning to catch that place human-less. Kind of a graveyard you say? I can’t say that I disapprove.

That’s how the city looked in 1945:

Freaky Fun

Freaky Fun

genre: platform
release date: March 2006 - tweaked in nov 2008
screen size: 500px/300px

play this game

game description:

Have tonnes of freaky fun with this wacky squirrel. Our squirrel is stuck in a wooden block maze with all kinds of freaky creatures. In this addicting, 25 fun-filled level game you have to help our cute little squirrel get out of the maze and collect coins and stars to earn himself some bonus points. The bottom line: Avoid the Freaks! Enjoy this crazy game and dont forget to save your highscores. Keep track of your competition!

2008 addition - changed sounds, backgrounds and improved engine.

Your opinions:

Croftstorm at NewGrounds.com:
I thought it was excellent. I get bored very quickly, but I played (and enjoyed) this right till the end. The gameplay was simple but varied enough, and ran exceptionally smoothly. Your graphics are fantastic, I love how you drew the freaks, some great designs. I especially liked the floaty thing with two heads and the big walking one. I can’t really think of any negative points, so this gets a straight 10. Nice work.

Half-Breed at NewGrounds.com:
I must say this game was pretty good, I say this because I usually don’t play a platformer for more than 5 min. You have to remember I grew up in the 80s when almost every game was a platform hopping adventure. So the fact I played it for as long as I did is a complment to you. Those monsters were kick-ass. I like the bouncing moons and that big blue guy that burps out flying luggie monsters.

HyperYoshi at NewGrounds.com:
That was a pretty good game! It was too long for me, but it was still a good game. The monsters were kool, and I was happy that when you died you lost points rather than lives (lives drive me crazy) It should have been more fast-paced - I lost interest pretty quickly. Keep up the good work!

One small step for mankind, a giant leap for a man

I tend not to write personal stuff about myself on my site, but this time it’s different and it actually concerns you, the players. Today was my last day at work. After six years I quit. They weren’t specifically happy about it, but I quit anyways. From now on I’m commiting my full work-time to developing games. And that’s the news you’re probably glad to hear. What does that mean to you - the player? Well, more games. Or maybe the same amount of games, only better ones. The advantage of this in the nearest future is of course quicker release of Covert Front 3 (hopefully in November or December), and in a bigger view - more Submachines, Daymare Towns, Covert Fronts and the other genre - silly games as well (mothballs, missions to…, pastel bunch games like Castle Run - pastel bunch is the ancestor of the Squirrel Family as that series is closed as of now). I also have ideas for new games series, which will emerge in upcoming 2009, staying a secret for now. All that will also mean my more frequent presence on Pastel Forum, in case you’d like to speak to me in person.
Answering your recurrent questions that pop up from time to time in your comments:

  • is there going to be another Submachine?

Yes, of course. This series is open. I don’t know how many more I will make, but at least 10. Just see how it looks: Subamchine X. :D

  • when will you create another Covert Front?

I’m making it right now. Along with other games, but still. This is my priority project. Hopefully I will finish it this year. And more Covert Fronts will follow, quicker than this one. :/

  • How about DaymareTown?

Yes, that too. Those above are my three main game series, and I’m making them in this order: Covert Front, Submachine, DMT.  One after another. And I’m not stopping them for now. However - Covert Front finishes after fifth episode, but until we get to that point - I’m sure that many other games will emerge, or if not, I’ll stick to making Submachines and DMT one after another. I’m sure this outcome wouldn’t be so bad after all ;).

That’s it for now.
The bottom line is - as of now I’m all games (and comics occasionally) - so if I ever needed your strong support - it’s right now.

And I’d like to leave you with this video, as it suits the situation perfectly (well, not really, I didn’t win Lotto - but still, happy and free as a bird).



Blaki: paski. Recenzja w Gazecie Wyborczej

“Blaki. Paski” Mateusza Skutnika
Przemysław Gulda
2008-11-04

Gdański rysownik komiksowy, Mateusz Skutnik, przygotował właśnie najnowszy album swoich prac, album “Blaki. Paski”, który ukazał się nakładem oficyny Kultura Gniewu.
Zobacz powiekszenie
Do czego doprowadza Blakiego niepohamowana wyobraźnia, jak wygląda jego życie rodzinne i o co chodzi nerwowemu, włoskiemu pająkowi, dowiedzieć się można z najnowszego albumu komiksowego Mateusza Skutnika

Blaki, często milczący i zamyślony, choć czasami bardzo nerwowy, niewysoki człowiek w długim czarnym płaszczu, staje się jednym z najbardziej wyrazistych bohaterów polskiego komiksu. Narodził się kilka lat temu w głowie gdańskiego rysownika Mateusza Skutnika. Do tej pory ukazało się już kilka albumów z jego przygodami - najpopularniejszy był ten, w którym Skutnik oparł się na tekstach Leszka Kołakowskiego, tworząc jedyną w swoim rodzaju komiksową wersję dzieła filozoficznego.

Właśnie ukazał się album z kolejnymi, nowymi przygodami Blakiego. Nowymi, choć nie do końca premierowymi - część z nich była wcześniej dostępna w internecie. To składające się z trzech albo czterech kadrów paski komiksowe, ułożone w trzy osobne cykle: o samym Blakim, o jego wyjeździe na urlop do Sopotu i o jego życiu rodzinnym.

- Wszystko zaczęło się od zwykłej zabawy - opowiada Skutnik. - A właściwie: od konkursu internetowego. Na jednej ze stron poświęconych komiksowi co tydzień padała propozycja tematu i kilku rysowników próbowało zilustrować go paskiem komiksowym. Ja oczywiście wciągnąłem do tej akcji Blakiego. W tym samym czasie inny portal internetowy zaproponował mi rysowanie cyklu wakacyjnego, w ten sposób powstała w zasadzie cała środkowa część albumu. Dzięki temu jest ona najbardziej spójna z wszystkich trzech i opowiada najbardziej linearną historię. Potem wystarczyło już tylko zebrać cały ten materiał, dorysować jeszcze kilka historii, żeby każda z trzech części miała podobną objętość i album był gotowy.

Jego wydania podjęła się warszawska oficyna Kultura Gniewu, specjalizująca się w ambitnych komiksach undergroundowych, jako jedna z nielicznych przybliżająca polskim czytelnikom najciekawsze przykłady amerykańskich i europejskich “graphic novels”. Album Skutnika, dopasowany do formatu jego prac, ma kształt kwadratu. Po ostatnich filozoficznych przygodach, w najnowszym albumie Blaki wraca do domu. Paski Skutnika zdają się mieć bardziej intymny, a przy okazji - mocno autobiograficzny charakter.

- Nie ma co ukrywać, że ta postać od zawsze nosiła w sobie pierwiastek wzięty z życia swych twórców - opowiada Skutnik. - Dużą część starszych scenariuszy pisał Karol Konwerski, tamten Blaki był bardziej podobny do niego, teraz, kiedy sam wymyślam scenariusze, ta postać staje się coraz wyraźniej podobna do mnie.

Rysownik w swym najnowszym albumie trzyma się bardzo konsekwentnie kilku fundamentalnych założeń formalnych: wszystkie paski są czarno białe, w znacznej większości przypadków składają się z czterech równych kadrów.

- Im krócej, tym trudniej - mówi Skutnik. - Forma paska komiksowego jest z jednej strony bardzo wymagająca, ale z drugiej jest dla mnie prawdziwą esencją komiksu. Tu nie ma miejsca na żadne “opisy przyrody”, na żadne lanie wody. Trzeba opowiedzieć całą historię w czterech rysunkach, czasem nie używając nawet słów. To spore wyzwanie i może właśnie dlatego bardzo mnie kręci.
Źródło: Gazeta Wyborcza Trójmiasto

10 Gnomes 10: seashore

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That particular location has been on my mind since few months now. Unpossible in summertime - now it’s kind of abandoned, but not fully. I had to go there early in the morning to shoot those pics and even then there were some locals with their dogs or jogging or just on a walk. Damn the locals. I had to wake up at 6:30, go out at 7:00 to be there at 8:00. And it was sunday… Hope you appreciate all the pain I’m going through to bring you desolated and attractive lcoations for gnomes ;). Special thanks goes to my wife who kicked me out of the bed on that cold sunday morning. And actually went there with me.

Anyway - enjoy. Go get them gnomes.

Automobil

automobil

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Now this one is different story than yesterdays’s game (Aviator). In this one I didn’t change graphics, but the gameplay. To a dull game of collecting acorns via driving your car I added four power-ups, which change the gameplay into something a bit more entertaining. Still a classic 2005 way of thinking though. Don’t expect any fantastic gameplay that will blow your mind.

Another thing - this one is significant, it’s THE LAST squirrel game that waited for revision (until today). That’s it. The remaking process is done. Finished. Only new stuff from now on. Expect mind-blowing gameplays next year :D. I counted 30 games alltogether, some of them are retouched, others completely redone - you can play’em all on pastelgames.com naturally. Ok then, onto 10 Gnomes 10…

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