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

The place to post non-Flash projects such as RPG maker games.
Forum rules
This forum is for posting and collaborating upon third party work. Please do not post request-threads, and avoid posting artwork that is not your own unless it is being used as a reference.
When posting content, please consider including a screenshot to help users to see what a game is like.

Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby Kuragari » Wed Feb 08, 2012 1:09 am

someonenoone11 Wrote:When I tried the Sept. 30 version, the sprites were all mixed up. When standing fully clothed it shows the nude sprite but clothed walking and shooting sprites. When nude it shows the nude walking and shooting sprites but shows the clothed standing sprite. Could you release a fixed version of this seeing how the improved version is gonna take a year?

Also, I only like this game because you can have sex to avoid the fight. Having said that... is there a possibility of censoring the zombies? XD. Like... an option to recolor of the blood (which is how most arcade fighting games censored their violence) or change the zombies to human colors with no blood. Combat/submission sex is yay! Blood is blehhhh. Rotting corpses is more blehhhhhh.


Err...forgive me for saying this, but if the rotting corpses bit isn't your thing, perhaps your playing the wrong game?

Its a RE Hentai game. what do you expect?
User avatar
Kuragari
 
Joined: Mon Jul 25, 2011 9:27 pm
Location: Indiana, USA

Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby Il Dottore » Thu Feb 09, 2012 9:04 am

Lucky777 Wrote:I wish I knew more about shooting, so I could say if coinmaster's pose was more legit or not. All I can add is my ignorant belief that it certainly LOOKS more legit.


Its a weaver stance. Though the head tilt to the side is really bad form (a bad habit new handgun shooters sometimes have if they are too used to rifles). Only correction I can give is for her to be looking straight ahead. That head tilt would be better shelved for if and when a long arms are added.

On topic I honestly wish you guys luck with this. I have a little experience in animation and have flash, illustrator, and such, so if you guys need any help, I can try to do what I can. Overall, its an amazingly amusing little game and hope to see it stay alive! (or if it dies, injected with T virus or something)
Il Dottore
Newly Registered
 
Joined: Thu Feb 09, 2012 8:57 am

Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby Azalan » Thu Feb 09, 2012 1:44 pm

hey guys! Im new to the forum but i've been looking at stuff on here for a long time. decided to create an account. :) Quick question though. What do I do after I get the key card from the guy who you save from the zombies? Im stuck after that part! T-T
Azalan
Newly Registered
 
Joined: Thu Feb 09, 2012 1:38 pm

Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby Azalan » Fri Feb 10, 2012 12:36 am

Ok a few questions. First off this game is awesome! But im a bit stuck on one part and can't go further. :( what do i do after i get the keycard from the guy you have to save?
Azalan
Newly Registered
 
Joined: Thu Feb 09, 2012 1:38 pm

Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby BlueBody » Fri Feb 10, 2012 4:47 am

T_T wish I could play this game. But I'm a scaredy-cat and can't play/watch horror-genre stuff without wincing.
Fav. games on LoK Forums!
Image Image
Image Image
Image Image
Image
User avatar
BlueBody
 
Joined: Sun Jan 22, 2012 12:10 am

Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby Lucky777 » Fri Feb 10, 2012 12:33 pm

Azalan Wrote:Ok a few questions. First off this game is awesome! But im a bit stuck on one part and can't go further. :( what do i do after i get the keycard from the guy you have to save?


You use it on a door you couldn't go through before, outside of that room and to the right. You might have to use it from your inventory, though.

Also, I think you have to talk to him after he's dead, once again, to actually get a hold of it, because he doesn't just give it to you while dying, for some reason.
User avatar
Lucky777
 
Joined: Sat Dec 18, 2010 12:44 am
Location: Chambers: Bandit Division

Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby Azalan » Sat Feb 11, 2012 1:49 pm

thanks! that helped alot! But now im stuck at the generator to open the door what is the correct combo? I've died like 10 times! XD you know the part where u adjust the power? if you fail it electrocutes you? XD
Azalan
Newly Registered
 
Joined: Thu Feb 09, 2012 1:38 pm

Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby Lucky777 » Tue Feb 14, 2012 1:33 am

I don't recall, but there's totally a guide lying around in-game. I'd check it out and tell you, but I'm bone tired at the moment, sorry.
User avatar
Lucky777
 
Joined: Sat Dec 18, 2010 12:44 am
Location: Chambers: Bandit Division

Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby FAPCOM » Sat Feb 18, 2012 9:38 am

Sorry for the lack of updates. I didn't manage to get things done last month after my last update due to factors beyond my control and even managed to neglect my communications with ZFied.
I got started again earlier this month.

Done:
- Finished running sprite after tweaks to arms and legs. Fully clothed and nude sprites ready.
- Finished nude Rebecca pistol shooting sprite.
- Finished stage one of the threesome sprite.

Todo:
- Zombie animated idle sprite.
- Zombie walking sprite.
- Rebecca crouching pistol shooting sprite.
- Rebecca knifing sprite.
- Rebecca crouching knifing sprite.
- Threesome stage two, transition to stage two, and climax sprites.

I said I wouldn't put up sex loop gifs here, but I'll make an exception for this one because after the wait, it's probably fitting for me to put up more than just text:
ZomSmx3someBG.gif
First stage of threeway
ZomSmx3someBG.gif (41.48 KiB) Viewed 5832 times


I never made a sprite for the threesome position even in the old downscaled releases, namely because there's a lot going on. Three actors, and quite a few points of interaction that need to be sync'd between actors.
I'll look over kudos/criticisms later.

Till next time, guys
User avatar
FAPCOM
 
Joined: Tue Jul 19, 2011 8:05 pm

Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby ANooB » Sat Feb 18, 2012 9:11 pm

Looks Awesome!! 'cept the one in the vag needs a bit more definition on the face. But the animation is smooth and not awkward. Are You gonna do an outline for it? Lemme know cuz I want the inventory to match ur style.
Spruce your games up using free vector content: viewtopic.php?f=45&t=7109

There're no such things as mistakes, just happy little accidents. ~Bob Ross
User avatar
ANooB
 
Joined: Mon Aug 09, 2010 12:58 am

Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby ByHisBillowingBeard » Sun Feb 19, 2012 12:57 am

Noice
ByHisBillowingBeard
 
Joined: Sat Jan 29, 2011 3:33 am

Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby FAPCOM » Sun Feb 19, 2012 6:32 am

I was wondering about whether or not I should use outlines as well, since I'd left them on the old sprites just as a sort of sketching guide but ended up liking them.

I'd say do whatever feels comfortable for you; for now I won't be using outlines as I go through the sprites.
User avatar
FAPCOM
 
Joined: Tue Jul 19, 2011 8:05 pm

Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby Spectre » Wed Feb 22, 2012 5:50 am

Nice update, keep up the good work. :)
Frankly, at least this game is still going. Most would have been abandoned several updates ago. Kudos for the team's persistance.

Well... outlines or no outlines? I prefer with them. Just my opinion of course. I think it gives the sprites more... definition.
User avatar
Spectre
 
Joined: Sun Nov 06, 2011 5:33 am

Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby FAPCOM » Fri Feb 24, 2012 2:48 pm

Thanks Spectre, and I totally agree, the outlined zombie looked a lot more defined. Something tells me that I'll need to tinker with non-outlined sprites though. I'm not sure what it is but there's something at the back of my mind that says "NOOO! Outlines are crutches for weak artists!", even though I've seen quite a fair amount of outlined sprites done by fantastic artists.

... I totally have insecurity issues xD

I've put in some more definition on the rear zombie's face for that sex loop, thanks for catching that Anoob!

Anyway, I've been getting lazy the last two days (Sorry! :S ). I did, however, have time to really look at what I've been doing upto this point.

The old sprites were pretty static:
Rebecca_OldUnscaled.gif
Old unscaled Rebecca
Rebecca_OldUnscaled.gif (7.65 KiB) Viewed 4632 times


The newer ones are dynamic, with multiple frames even for the idle sprite. Hope this change goes down well:
BeccaIdlePistol-Nudity7.gif
New scaled idle sprite
BeccaIdlePistol-Nudity7.gif (18.53 KiB) Viewed 4632 times


Also, the old sprites that were animated had animation that was so off (what was I thinking?!). Like the "frontal head-banger" (=.="), and even the grapple sprite I did:
Rebecca_grapple_OldUnscaled.gif
Old unscaled grapple
Rebecca_grapple_OldUnscaled.gif (36.61 KiB) Viewed 4632 times


This time around I'm hoping for much smoother, solid animations:
BeccaRun-Nudity7.gif
New scaled running sprite
BeccaRun-Nudity7.gif (17.13 KiB) Viewed 4632 times


Granted there's still some work to do (textured trousers for one), but this will do for a scaled-sprite release while I work on other core sprites. Also I haven't put in her gloves, belt and medkit.

On that note I am using some of the older sprites as guides, looking for what went wrong and what went well. Right now I'm using the zombie walking animation as a guide for the new one, although proportions are different so I'm watching out for that one as well:
Zombie_walk_OldUnscaled.gif
Old unscaled zombie walk
Zombie_walk_OldUnscaled.gif (25.41 KiB) Viewed 4632 times



I'm currently working on the next stages for the zombie sex sprite, the zombie core sprites and the clothing damage sprites.

The clothing damage sprites are having me tinkering with some new poses, and I'm pretty awful with poses, so in my next post I'm hoping to upload what I've got on Rebecca's clothing damage and maybe get some much needed feedback on them.
What's interesting is that so far in the clothing damage sprites, I've got a lot more freedom (well, more pixels so duh right? :P ) and I like it a lot; makes things interesting!

Sorry for the lack of work being done recently, but I'll have more done in the next post.
Till next time, guys
User avatar
FAPCOM
 
Joined: Tue Jul 19, 2011 8:05 pm

Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby ByHisBillowingBeard » Sat Feb 25, 2012 12:34 am

That zombie is walking like a Sir.

These are aLL fantastic.
ByHisBillowingBeard
 
Joined: Sat Jan 29, 2011 3:33 am

Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby Spectre » Tue Feb 28, 2012 4:56 am

ByHisBillowingBeard Wrote:That zombie is walking like a Sir.


...spilled water all over the screen, and lol'd. The zombie is completely thinking "haters gonna hate" xD
FAPCOM Wrote:Thanks Spectre, and I totally agree, the outlined zombie looked a lot more defined. Something tells me that I'll need to tinker with non-outlined sprites though. I'm not sure what it is but there's something at the back of my mind that says "NOOO! Outlines are crutches for weak artists!", even though I've seen quite a fair amount of outlined sprites done by fantastic artists.


Well, if it's really that much of a important decision, why not make a quick poll at the blog? ;)
User avatar
Spectre
 
Joined: Sun Nov 06, 2011 5:33 am

Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby ByHisBillowingBeard » Wed Feb 29, 2012 12:57 am

Spectre Wrote:
ByHisBillowingBeard Wrote:That zombie is walking like a Sir.


...spilled water all over the screen, and lol'd. The zombie is completely thinking "haters gonna hate" xD


I try.
ByHisBillowingBeard
 
Joined: Sat Jan 29, 2011 3:33 am

Re: Project - Resident Evil Game

Postby bot714 » Wed Feb 29, 2012 10:37 am

BlueLight Wrote:So the only thing that really bugged me about this is the fact that there is no real way to kill the dog.

actually there is a way to kill the dog you have to kill it with the knife idn if anyone stated this fact yet but w/e if it helps..it helps if it dosent well guss your fucked lol :no Pun intended:
Image
bot714
 
Joined: Mon Jul 25, 2011 9:17 am

Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby Red.Sheer » Thu Mar 01, 2012 2:59 pm

(...)
Last edited by Red.Sheer on Wed Nov 06, 2013 11:25 am, edited 1 time in total.
ImageImage

Staff member ---- Loyal follower of the Lolsheep
User avatar
Red.Sheer
 
Joined: Fri Jan 20, 2012 3:59 pm

Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby KBridget » Thu Mar 01, 2012 6:00 pm

love the sprite work! it looks great and I love the one where the zombie is walking forward with this just giant erection!
Assume makes an ass out of you and me. So unless you want to get fucked, don't assume.
KBridget
 
Joined: Fri Dec 23, 2011 2:11 am

PreviousNext

Return to Non-Flash Projects



Who is online

Users browsing this forum: Google [Bot], Majestic-12 [Bot]