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Intrapath
Practicing in five core creative mediums (games, animation/film, music, writing, and illustration), and discovering how the digital world can be used to build them. Have also gone by LDAF (Layering Designed Abstract Forms).

Age 29, Male

Animator/Illustrator

Northern Vermont University

Seattle

Joined on 3/8/09

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Intrapath's News

Posted by Intrapath - December 17th, 2012


Hey you! Yeah, you! Golly gee whillickers, you just love video games, dontcha? Of course you do! How about flash games, them too? Even ones that have cursed development cycles? Well then, how about helping to finish up the code for a near complete game? Details and such are here , but in a nutshell, it's a game from Pico Day that still has the "out to lunch" sign for the boss, along with a few other things that could be fixed. There's an ambitious version of the design doc as well as a required one; all that needs to be done is the required one. Anyone interested in helping me get a patch for this out the door for Pico Day 2013?!


Posted by Intrapath - September 23rd, 2012


So how was everybody's Madness Day? Hope it was good for you! I really enjoyed some of the submissions yesterday! All in all, it feels really great to finally have submitted something for each NG Day after trying to for years. Anyhow, I'm making this post to just provide some updates (and to be brutally honest, make a little checklist for myself). By pure chance, I have a little something for each Portal, so I guess I'll split it up that way!

Movies:
- o3o action movie trailer parody: Some of you like them, some of you hate them, and most of you don't know they exist. The little o3o emotes! To the dismay of many, I tend to use them a lot. I just think their cute, strange little appearances would be fun to base around an action movie trailer parody. Nothing too major, just something short and fun to do after breaking my back on my past few submissions.

Games:
- beat up Flash CS5/CS6: Burn, cut, maim, ruin, KILL! Another one to blow some steam off, especially after the Madness movie. Not gonna lie, I'm happy with the final result, but it was absolute HELL during development; it didn't help that I was stuck with the glitch-tastic Flash CS5. I had to download the CS6 demo just to finish the movie, and THAT glitched up in a weird way: it could never save over a file, but could create a new one; if I wanted to save one little change, I'd have to save as. This left me with about 2 GB of spare files by the time Madness Day came! All in all, this is just gonna be a little gadget where I'm aiming to have about 25-30 (hopefully 30) kill animations for...Flash CS5/CS6's icon (aiming to have the user be able to choose either).

Audio:
- Orchestra of the Zodiac: Detailed a bit in my last post. I'll aim to have a piece of music for each zodiac symbol (each month of the year), based upon that symbol's usual traits (for example, Leo, which is August, would have a proud, dominant orchestral sound, but a Virgo would have something more on the quiet, studious side).

Art:
- Still a Prisoner in His Home: Just a graphite piece done in Corel Painter to get me back into the swing of drawing. The title is a line of the lyrics from The Infection . I think it fits very well with the piece, and the song really hit home when I first heard it back in August 2010.

That's all, folks!


Posted by Intrapath - August 8th, 2012


I know nobody reads these, but it's fun to pretend. :3

Clock Day movie is 100% done! All ready to submit on Clock Day, August 15.

Madness movie is in progress, pouring everything I've got into it to get it finished. That should be ready for September 22.

I'm gonna spread future projects out a bit more...probably just some silly stuff for a while. I need to get some good quality stuff in the Art Portal too. I'm thinking of having a new audio submission each month for 2013. Each one would be based upon the zodiac symbol of that month (such as a sound reflecting what tends to be the matching personality). I'll try to go through with it, should be interesting. I'd probably wrap it all up in one big .zip by the end of the year and name it something stupid like "Orchestra of the Zodiac."

EDIT- If you were a REAL man, you'd follow me!

Clock Day, Madness Day, 2013?


Posted by Intrapath - June 23rd, 2012


1) Anyone have any spare Club Nintendo coins that they want for a Counter Strike: GO beta? Amount doesn't matter that much, I'm just saving up for that there Game and Watch. :3
2) Lots of projects! Currently working on a movie for Clockday. Its script was written a few years ago, and is called "SBC: A King's True Journey". I know I uploaded "A King's Journey" way back when, and that was basically the result of my extremely poor time management. I also hope to have a REAL Madness movie done for Madness Day, and that'll fulfill my _____ Day obsessions that started years back. I also sent SycneX some very quick concept art for a dungeon crawler he started.

Aaaaaaaaaand that's it. A quick little teaser I guess here?

Club Nintendo coins for CO:GO beta + news


Posted by Intrapath - April 27th, 2012


the headaches-

After Andy70707 jumped on board, and got to work, it was soon evident how many holes my project had in it. How come some areas have shooting with a button and others with the mouse? How come this walkthrough literally has 20-30 dead ends? In short, I had planned VERY poorly. Communication is key to making any game, and to make matters worst, it was a tough time to communicate due to several problems in life at that time. Not only that, but there were just programming headaches in general where Andy tried his very best to put together my half-assed project; I just wanted to say that he's been very dedicated the whole time, and I'm truly humbled by it. The project quickly fell apart at that point, and Pico Day came and went. After looking back, I took a hard look at what I did, which led to...

the reboot-

this is about where Flashstorm jumped on board, as far as I remember. This is the build that took about 2 years to fully put together (although there were extended periods without development). A reboot needed to be put together; one that was fun, and took more creativity than "Pico's School but bigger". I decided that Pico worked best for the team as a shooter. The idea here is basically what the game is today, give or take some changes. This was meant for last Pico Day, but schedule coordination once again thwarted us. In all, we spent the extra time (first taking a break), but then we jumped right back in in about December, and threw everything we had in!

finally here-

Although it's not here just yet, I'd be very surprised if it isn't by the end of TOMORROW. Keep an eye out! Happy Pico Day 2012!

Pico's Mission dev log- Pts. 3, 4, 5


Posted by Intrapath - April 24th, 2012


Hi! Andy70707, FlashStorm, and I are going to release a game for Pico Day called "Pico's Mission"! It's been in the works for years, and has gone through many different phases until we decided on one that works for all of us. Throughout the course of this week, to celebrate it's release, I'll be doing a dev log explaining it's long development. It'll go up until friday in 5 phases:
1 - The idea
2 - the search
3 - the headaches
4 - the reboot
5 - finally here

Now, Tuesday, the search. I had all my (horrid) animations and art together. I had a (vague and full of holes) idea of the game. All I needed was...a coder! Interestingly enough, finding a coder for this was much tougher than finding a coder for a platformer. I basically begged and pleaded in the (then) new collaboration forum, where I searched for a coder for about 2 or so months, until Andy70707 came forward. We chatted, discussed things, and got to work from there! Things were already gonna be rough, considering I found him in about Feb/Mar, a few months before Pico Day...


Posted by Intrapath - April 23rd, 2012


Hi! Andy70707, FlashStorm, and I are going to release a game for Pico Day called "Pico's Mission"! It's been in the works for years, and has gone through many different phases until we decided on one that works for all of us. Throughout the course of this week, to celebrate it's release, I'll be doing a dev log explaining it's long development. It'll go up until friday in 5 phases:

1 - The idea
2 - the search
3 - the headaches
4 - the reboot
5 - finally here

So, to begin, I'm gonna briefly discuss the inception of the project. To be completely truthful, I wanted a big ole' grand Pico 2-esque type of game, a sequel to Pico's School but without the name. I pieced together snippets of what Pico 2 was going to be like from Tom's old dev log, and had a general vision together. I wanted the game to pertain both to nostalgia and have new things. It definitely needed new enemies, so I looked at what made the spirit of the old enemies in Pico's School, and decided that a bunch of blind (literally) terrorists fit like a glove. I got to work on (crappy) backgrounds, animations, plans, etc.

Here's a screenshot from the very original idea.

Pico's Mission dev log- Pt. 1


Posted by Intrapath - February 7th, 2012


whoaaa....everything is so shiny and amazing and sparkly and stuff...I love it! Except the new aura and icon system, I wish it was more like the old one. Like the ideas but not the way they came out.

THOUGHTS-

- love how the levels you've made for various games appear on the userpage
- revenue system is still glitchy in that I can't see my total earnings for all time, minor problem
- love the art by various artists on the sides
- hate the new level and aura system :c again, like the ideas but not the way they came out. I like the art style (pixels!) of the new levels but wish there were more and they weren't so random. I think you should have a list of the auras and be able to put in a custom one if you choose.
- are secrets gone?
- FUCK YES :3 EMOTE

Overall, old Newgrounds felt like home. Cozy, familiar. Knew where everything is. This Newgrounds is like going to the big city. Flashing lights, everything's bright and in your face. Everything wants your attention, and I love that city feel. Overall, very happy.


Posted by Intrapath - February 6th, 2012


In with the new, out with the old! I have a lot of nostalgia for this design though, and I've had a lot of ups and downs with NG. I've been pretty inactive the past year or so but I'm wedging my way back in slowly but surely. I love this design, and I hope I love the new one too!


Posted by Intrapath - January 30th, 2012


(should be studying...)

does anyone have a decent, simple 3D level editor? One where I can place objects in a 3D space, then just move a character around through it? I can't believe how hard it is to find something so simple. Everything is either so bare bones it doesn't work or is extremely complicated. Roblox would be perfect if it was working on my computer, but alas, it does not. So does anyone know a 3d level editor that...

- place 3d objects in a 3d space (duh)
- be able to run around through said objects
BONUS- be able to place moving objects on said 3d plane

simple enough, no?

I'll post extra details as needed.

- Doesn't need to be able to be exported to any program or coding; it's just for the sake of having the level laid out for WHEN I do that sort of thing