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heyufool1
heyufool1 Jun 5 2012, 8:43pm says:

Looks pretty interesting! Two things I noticed:
1. The animations were too slow, and the feet didn't match up the movement. Try making the animations fit the speed of the player so the feet aren't sliding on the floor as you are walking.
2. Didn't like the chiller font. It's way to overused on anything horror related these days and it just screams unprofessional.

Aside from that it all looks unique and well put together. Great job on the trailer! Looking forward to the final product!

+1 vote     article: A Short Tale of Solitude - trailer
heyufool1
heyufool1 Jun 3 2012, 12:24am replied:

There is no flashlight. What you are seeing is the eyesight of the character, it's like a side scrolling FPS. I did enlarge the view a bit for the next version to make it easier, but one of the main aspects of this game is realism. If you were to run and jump off something you would look down at the ledge at some point to know how far away it is, right? Try the same thing here. Either stare at the ledge the whole time when running to it, or look once and run until you feel you are close enough to jump. What I'm really trying to accomplish with this game is to get the player to think and act like they are really there. Thanks for the comment and I hope you give it another try :)

+1 vote     article: Playable Demo!
heyufool1
heyufool1 Jun 1 2012, 7:58pm replied:

Found the problem, forgot to include wrap_oal.dll with the exe. Uploaded a new archive with the dll added, just waiting for authorization.

As for the floating, when did it happen? I have noticed it occasionally happen when jumping, mostly jumping into a ledge. Thanks for the report!

+1 vote     article: Playable Demo!
heyufool1
heyufool1 Jun 1 2012, 7:57pm replied:

Found the problem, forgot to include wrap_oal.dll with the exe. Uploaded a new archive with the dll added, just waiting for authorization.

+2 votes     article: Playable Demo!
heyufool1
heyufool1 May 31 2012, 8:05am replied:

Hmmmm, never saw that before. My first thought is that it's a driver issue, so try updating your sound drivers. What are your computer specs and OS?

I'll take a.look when I'm home later today, thanks for the report!

+1 vote     article: Playable Demo!
heyufool1
heyufool1 May 9 2012, 1:57pm replied:

Sorry, but is that sarcasm?

+1 vote     article: Death - May Update
heyufool1
heyufool1 Apr 19 2012, 10:23pm says:

The art is fantastic! However, something about the planks, specifically in the carpenter building, bugs me. I think it may be the direction they are going. Personally, I always envisioned a wooden building where the planks go horizontally. However, it's late so maybe I'm just talking nonsense, but it definitely looks great as-is.

+3 votes     article: Designing the villages #5
heyufool1
heyufool1 Feb 26 2012, 10:25am replied:

Never heard of a cinematic platformer before, so going by the Wiki description then it will be cinematic. Hopefully I will be able to make some cool cutscenes too, but that might be out of my artistic ability. Thanks for the interest!

+2 votes     game: Death
heyufool1
heyufool1 Nov 30 2011, 5:48pm says:

Thanks for tracking Death! :)

+1 vote     member: fishhead
heyufool1
heyufool1 Nov 30 2011, 5:48pm says:

Thanks for tracking Death, I appreciate it!

+1 vote     member: m0nster
heyufool1
heyufool1 Nov 30 2011, 2:38pm replied:

There are definitely similarities. However, unlike Limbo (I think), there will be combat involved. The player will be able to use guns, melee objects (hopefully), and will also have to make use of the environment to kill enemies. The player's health will also be very realistic. You can't fall more than 30 or so feet or get shot in the head and survive.

The story is still a bit in development, I've been focused on the engine, but I recently changed the progression of the game. Originally I was going to have various trials that the player had to pass, each progressively getting harder. Now I plan on making it more story based and less of a level setup. I want to include an in depth character aspect to the game so it's more than a boy running trying to find his sister. In addition I want to implement an Elder Scrolls decision engine. This way the player will have to make decisions based on things/people/creatures they find along the way and that will contribute to how the game plays out. The setting is also different. It will be more medieval feeling to it with stone towers, castles, that sort of thing instead of the city feeling from Limbo. This game will also by VERY gruesome. I really want to make it something that shocks the player in terms of decisions you have to make and the combat.

Basically, I want to take the in depth characters and horror from Silent Hill and combine it with the dark atmosphere of Limbo, even though Limbo isn't the first example of this style.

One last note, the majority of what is done right now is the engine and the introductory area. I am not 100% committed to anything story/level related so there is still time and room for change. I am afraid of falling into a trap where I'm just making a Limbo clone, so if you have any ideas that could differentiate this from Limbo (besides changing from the black and gray color scheme) I'm all ears.

Thanks for the question!

+2 votes     game: Death
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