Resident Evil: Progeny (Last Update: 18/5/2013)

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Re: Resident Evil: Progeny (Last Update: 1/1/2013)

Postby ZeroEXE.ZX17 » Tue Jan 22, 2013 9:08 am

Kuragari Wrote:How in hells name did you hide, the hide function isn't even been added yet o_0


i think the zombies just ignores you when you go into it
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Re: Resident Evil: Progeny (Last Update: 1/1/2013)

Postby cereburn » Tue Jan 22, 2013 12:48 pm

Kuragari Wrote:oy bey

After consideration - I take back my stick figure comment. I would really like to see her running around in her prostitute costume(and other things related to that profession).
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Re: Resident Evil: Progeny (Last Update: 1/1/2013)

Postby Kurushimi » Wed Jan 23, 2013 8:52 am

Kriff Wrote:Or you could just keep the model as is, with the justification that Rebecca keeps the gun out so she can pistol whip someone in a hurry if need be.

Well, why would she "pistol whip" someone if she could stab them instead? It's a pretty commonly understood thing that blunt force needs mass and momentum to beat sharp force in damage potential.
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Re: Resident Evil: Progeny (Last Update: 1/1/2013)

Postby Kriff » Thu Jan 24, 2013 6:31 am

Kurushimi Wrote:
Kriff Wrote:Or you could just keep the model as is, with the justification that Rebecca keeps the gun out so she can pistol whip someone in a hurry if need be.

Well, why would she "pistol whip" someone if she could stab them instead? It's a pretty commonly understood thing that blunt force needs mass and momentum to beat sharp force in damage potential.


Simple: if failing to find another knife to wield, Rebecca can dual wield both her pistol and her combat knife in CQC. Essentially allowing her to be able to both impale a target through the head with a blade or to momentarily stun it with the hard smash of pistol against the skull. Wouldn't surprise me to see BSAA agents being trained in similar weapons handling methods as Solid Snake (gun and knife at the same time).

The choice comes down to whether she has the appropriate avenue to stab someone, or a good amount of time to strike out with her blade, stab them in the skull or body, and then attempt to draw out the knife from the aggressor's body; something that can be time consuming if the knife isn't built for quickly withdrawing from a target. The pistol would also allow her the opportunity to bash a zombie in the head and stun it; something that can be preferable if surrounded by enemies and you need to stun the zombie in front of you. You don't have time to be pulling your knife out of something in that situation; you need the target out of the way, fast.

Damage potential isn't the issue but rather, cause and effect. I know that this will never see implementation in the game but it makes sense in the situation; even undead, the aggressor's brain will still reel from the heavy blow of a pistol grip against their skull. And remember you're dealing with the undead here; stabbing them won't do jack unless you hit them in the brain, and even then it's iffy (chance the target could still be alive after the knife blow, given that the only functions it seems to be relying on are loco-motive and instinct; no organ functions to worry about, no pumping of blood, etc). A heavy blow to the head, while not as damaging, can still stun a target, disorient it, or knock it off balance. Preferable if the situation calls for it.
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Re: Resident Evil: Progeny (Last Update: 1/1/2013)

Postby cereburn » Fri Jan 25, 2013 2:45 am

Before we go off into CQC 102, the thing that started the conversation is that there is a mismatch between the equipped weapon and the avatar on the screen.
I think that the pistol whip option should be a secondary attack when the pistol is actually equipped, because the idea of using it in melee combat to save bullets is a good one.
That being said, when the knife is equipped, I want to see the character appropriately holding it through all her animations, not having it magically disappear when she runs.
As a side note, despite Lorena Bobbit''s adventures, I think that naked chicks with knives are still sexy.
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Re: Resident Evil: Progeny (Last Update: 1/1/2013)

Postby Kuragari » Thu Jan 31, 2013 3:17 am

Hey Fap, any word on status update? It'd be awesome if we got one before the 3rd :D
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Re: Resident Evil: Progeny (Last Update: 1/1/2013)

Postby xzxw » Thu Feb 07, 2013 12:46 am

I have to say...
I enjoy the project immensely. I can't wait for the next update. That being said....I'd rather see one medium to large update a month rather than smaller updates. Take your time, definitely go for quality with this. Keep up the work! But with all that being said: do give some updates on how the project is going!
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Re: Resident Evil: Progeny (Last Update: 1/1/2013)

Postby Kuragari » Thu Feb 07, 2013 10:28 pm

Posting it here so Z-Fied doesn't have to copy it from his blog.

http://resigame.blogspot.com/2013/02/an ... ation.html

I am aware that everyone has been worried/pissed off/frustrated at the lack of updates, especially since I broke my word of updating a week after the January update.

Reasons why you ask?

The first one has to be that I've been finding it extremely frustrating to do the "invisibility when examining items" feature that you wanted included. I've searched up on GML forums thoroughly, none of them have the answer. I've experimented with creating a sprite from the view and then layering that over the screen itself, but only the HUD seems to be copied over. The only way I could think of doing it is to actually leave all objects running, but that would mean I'd have to go through every object and make sure it cannot move, run paths or any of its 1000+ line of code, which doesn't seem worth it just to make the objects appear while examining.

The second one is that I've also been getting frustrated at the merchant screen. It's frustrating because it has to do completely separate checks to the inventory, and while it should easily cross over (since I made the inventory as easy to use as possible) it's not. Plus I'm not even onto selling yet. I've been playing with it for the last week and just when I thought I had it, it seems a bug appears.

These first two have gotten me to that "open, attempt, fail, quit" stage, which I know is a bad place to be, and I'm trying to allocate an hour every couple of days where I can just sit down and power through it.

The third reason is that I started work a couple of weeks ago. The hours aren't long (about 7 hours a day, Mon - Fri) but it does take away half of the day.

The fourth reason is probably the most important, and that's my music. I'm at what I consider to be one of the most important times of my life, where I decide my career path, and actually work to make sure I get there. The last year was a struggle for me financially, and while it still is, I'm not as bothered by it (I may be used to it at this point). I'd much rather focus on what I want to be doing in say 5-10 years time. Funnily enough, working on this was not one of those things.

The fifth reason is that FAPCOM has not been in touch with me. He spoke to me two days ago telling me that he has something that is very VERY important for him, so he has not been able to do spriting work. I can completely understand that.

The sixth and final reason is that I don't want to disappoint you guys. It's quite a lose-lose situation I find. If I respond saying that I don't have anything to show, you could respond with hate, people may lose interest, etc. If I don't respond at all, people can call me lazy, send more hate comments, and lose interest as well.


Thanks to the first reason, I will not be trying to make the stuff visible while examining. Sorry, but I'm sure after reading that you can understand why.

Personally, I'd still really like to have a CG artist working with me. If I'm not doing much for coding, then you can imagine how little I'm doing for the art. SOMEBODY GET IN CONTACT.

On that note, I'm also still looking for a new voice actor for Rebecca. Please suggest & refer some people.


Last note: Please do not ask me when the next update will be. I will say "it's out when it's out.", and I will do my best to make it happen sooner rather than later.

Z
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Re: Resident Evil: Progeny (Last Update: 1/1/2013)

Postby NoContest » Fri Feb 08, 2013 11:50 pm

Love the game so far, easy to figure out and easy to play. I might recommend slightly easier difficulty for people just starting or who want to just get through the story. Another thing i really recommend is perhaps a sexual take-down for zombies that are knocked over, in this "take down" she would draw the virus out of the body leaving it lifeless and absorbing some virus.( you can do whatever you want though just giving ideas. I would only say this is available to either the prostitute background or one that has already lost her virginity. those are my thoughts, great work! :D
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Re: Resident Evil: Progeny (Last Update: 1/1/2013)

Postby Uchiha wolf » Tue Feb 12, 2013 6:51 am

whats the spisol things for and how do u ues them cuz i have killd all the enamies and can go out the bck door but were do u go after that and cant wat to it is fines and are they going to be any yuri or futa seens in it any one help me pleas and thank u
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Re: Resident Evil: Progeny (Last Update: 1/1/2013)

Postby FlashOfSonic » Wed Feb 13, 2013 1:14 am

Uchiha wolf Wrote:whats the spisol things for and how do u ues them cuz i have killd all the enamies and can go out the bck door but were do u go after that and cant wat to it is fines and are they going to be any yuri or futa seens in it any one help me pleas and thank u


This is a forum, not an instant messaging client. Please take the time to articulate your posts properly, it makes them much easier to read and you more likely to be taken seriously.
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Re: Resident Evil: Progeny (Last Update: 1/1/2013)

Postby Uchiha wolf » Wed Feb 13, 2013 3:03 am

Sorry about that I will just ues my account to chuck for updates ps sorry for the spilling and lay outgot dyslixera but it is a gd game sorry
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Re: Resident Evil: Progeny (Last Update: 1/1/2013)

Postby Lucky777 » Wed Feb 13, 2013 11:58 am

It's not so much that you need to APOLOGISE as that you need to do your best to make yourself understandable.

For example, "and cant wat to it is fines" gave me the most trouble out of all your "sentences"; after actually not knowing what it meant for a day or so, I eventually realised that you probably meant "can't wait 'til it's finished."

Nobody's said that you have to keep silent and just use your account to check for updates, but if you take your time over what you write - and use the dictionary to help you out, if necessary - you'll probably be better understood, and thus get better responses.

In response to your actual questions, it sounds like you might have done everything available in this demo so far.

As to futa and yuri, I THINK Fapcom and crew were talking about female zombies a while back, but I don't know what has become of those plans now.
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Re: Resident Evil: Progeny (Last Update: 1/1/2013)

Postby Uchiha wolf » Wed Feb 13, 2013 7:05 pm

Thanks Lucky777 and I will try
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Re: Resident Evil: Progeny (Last Update: 1/1/2013)

Postby Lucky777 » Wed Feb 13, 2013 7:22 pm

Ain't no thang.
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Re: Resident Evil: Progeny (Last Update: 1/1/2013)

Postby Z-Fied » Sat Feb 16, 2013 2:03 pm

Hey guys!

Just to let you know, I've started updating the blog more often now.

There's also a poll running, if you're still interested in the game I'd suggest voting on it!

I don't have time to respond to updates, but I'll get to it later!

Z
Composer, Songwriter, Guitarist, Singer, Programmer, Gamer, and Zombie Expert!

My Project: Resident Evil: Progeny - Blog

"Our limits are only created by our mind, our dreams, our desires."
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Re: Resident Evil: Progeny (Last Update: 1/1/2013)

Postby misterzim » Fri Mar 01, 2013 12:45 am

Z-Fied!! I actually registered on this forum to tell you what a GREAT job you did on this game, I am hooked!
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Re: Resident Evil: Progeny (Last Update: 1/1/2013)

Postby Thaedael » Fri Mar 01, 2013 4:07 am

*Pssst* needs more Ada.
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Re: Resident Evil: Progeny (Last Update: 1/1/2013)

Postby catgirl64 » Wed Mar 06, 2013 6:50 pm

uh, hi guys :D i just wanted to poke back in and say im back and such :D
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Re: Resident Evil: Progeny (Last Update: 1/1/2013)

Postby Kuragari » Wed Mar 06, 2013 9:11 pm

catgirl64 Wrote:uh, hi guys :D i just wanted to poke back in and say im back and such :D

Impressive. You'll want to send Fapcom or Z-Fied (both would be a good idea) a message informing them of such, if your still willing to do voices (thats what you provided if I recall correctly...)
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