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

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

Postby FAPCOM » Fri Apr 13, 2012 10:53 pm

Sorry for the lack of updates, guys. I just sent ZFied another batch of sprites and hopefully the one after that will be the last before a game update. Zombies only I'm afraid; haven't had much time to work on the licker and Cerberus.

Also, with the sheer volume of animated base sprites, there's only, what, two to three sex sprites by the next sprite batch I send him.

Mostly I've been working/studying for work, so there's been little time to do spriting. The fact that the sketches don't line up with the finished product because it's "pixel art" isn't helping much, and so far taking shortcuts has been a lifeline for me.
Unfortunately, I don't take shortcuts enough; I still draw things that quite frankly no one will ever see during the animations, and that's because I'm just wired like that.

Anyhoo, on the subject of taking shortcuts, I've been getting practice using rudimentary movements (translations) and only retexturing small parts of a sprite in order to fake complex movements.

Again, sorry for the slow progress, but on the up side it looks like ZFied's still fired up about the project so there'll be a release if he can help it. Until then, have a sandwich (just a quickie I did while bored!).
JillSandwich.png
JillSandwich.png (25.97 KiB) Viewed 6941 times



I wonder how that'd look animated... (Maaaan, I seriously need to experiment with that bigger cup size; been on Rebecca waaaaaay too long).
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby whatdontlookaatme » Fri Apr 13, 2012 11:25 pm

Kuragari Wrote:
whatdontlookaatme Wrote:How do you get to the boss?


Okay, starting from the bar, go all the way to the right, you'll enter a facility. Kill or dodge the zombies that show up as you go. You'll have an elevator, go down it and go left, making sure to jump over the pit of death (I think its a pit of death) go down another elevator and on your right should be some doors. Go through the doors, one of them should have a power generator. Activate the generator and you'll restore power to the facility or whatnot. At some point, I can't recall where exactly, you'll find a room with two zombies and a guy that's sitting on the floor. Kill the zombies and then talk to him, getting a key thingy to unlock a door.

Basically, for the most part, its head towards the right side of the screen, kill anything in your path, and go through any doors your able to and you'll eventually get to the boss. Be careful, as to my recollection it can only hurt you if your standing up, so crouch and shoot and you should be fine.

Thanks, and how do i get the boss to have sex with Reb? And those sprites look awesome Fapcom!
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby Lucky777 » Sat Apr 14, 2012 12:11 am

Lose to the boss for its scene, but it's like ... a flower or something.

I'd say "don't get your hopes up", but there was one guy who loved the SHIT out of that scene.

I GUESS REACTIONS MAY VARY.
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby whatdontlookaatme » Sat Apr 14, 2012 1:30 am

Lucky777 Wrote:Lose to the boss for its scene, but it's like ... a flower or something.

I'd say "don't get your hopes up", but there was one guy who loved the SHIT out of that scene.

I GUESS REACTIONS MAY VARY.

Thanks! And yeah, could of been better, but could have been a lot worse as well. And if you make her a whore, when shes standing, she wouldnt be trying to hold her boobs with a frown, shed be smiling and showing off!
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby Lucky777 » Sat Apr 14, 2012 3:46 am

...Damn good point.
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby Spectre » Sat Apr 14, 2012 8:25 am

Oh, a Jill sandwich! Ah, FAPCOM, you didn't have to!

...ok, maybe you had. Ah, Resident Evil, how your voice acting was great. Also, there should totally have a part in the game where Rebecca has to play the Moonlight Sonata. Just saying. Old fans will get it. or people who played Lost in Nightmares on RE5...
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby BlueLight » Sat Apr 14, 2012 8:21 pm

Spectre Wrote:Oh, a Jill sandwich! Ah, FAPCOM, you didn't have to!

...ok, maybe you had. Ah, Resident Evil, how your voice acting was great. Also, there should totally have a part in the game where Rebecca has to play the Moonlight Sonata. Just saying. Old fans will get it. or people who played Lost in Nightmares on RE5...

Fuck that! Have Chris play Moonlight Sonata.
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby jimmy2011 » Mon Apr 16, 2012 5:05 am

I'll ask you some questions here ... that might have nothing to do with the game but ...

that resident evil goes on between or after a game?

you will put more characters to play the story mode?

and if you know roughly the date that may come out the next update?

I loved the game and congratulations = D
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby FAPCOM » Wed Apr 18, 2012 8:37 pm

whatdontlookaatme Wrote:Thanks, and how do i get the boss to have sex with Reb? And those sprites look awesome Fapcom!

Thanks! :D but I'm still a novice sprite artist with very little spare time so quite a few of them have been rushed :(

Lucky777 Wrote:Lose to the boss for its scene, but it's like ... a flower or something.

I'd say "don't get your hopes up", but there was one guy who loved the SHIT out of that scene.

I GUESS REACTIONS MAY VARY.

Ah, yeah, I think the guy who liked it was trying to give me a pat on the back and some support; all the small-scale sprites I made pretty much sucked, and the boss animation had like, 72 frames or something. :(

Spectre Wrote:Oh, a Jill sandwich! Ah, FAPCOM, you didn't have to!

...ok, maybe you had.

Thanks Spectre, I hope it was appetizing ;)

BlueLight Wrote:Fuck that! Have Chris play Moonlight Sonata.
Not a bad idea... so long as I don't have to draw Chris because in RE5, his biceps were monstrously huge. :roll:

Right now there might be a delay in this last batch of sprites, but it's still going to be the last batch, since it essentially covers all the core zombie/Rebecca sprites. The delay is coming from the following:
ZomSmxFrontal.png
Frontal non-transparent
ZomSmxFrontal.png (21.33 KiB) Viewed 5878 times

ZomSmxFrontal(Transparent).png
Frontal transparent
ZomSmxFrontal(Transparent).png (19.66 KiB) Viewed 5878 times


The two sprites up there are basically variants of the first frame from the frontal sex position. To avoid the headbanging fiasco and complicated side-on animation from the old frontal animation in the small sprites, I decided to draw and animate from this angle.

Now I'm not sure about one thing: Should I make the zombie transparent, to show the penis and vagina during the thrusts, as well as breast animation?
Or will a transparent zombie look weird, and should I just let it have the simple up-down animation and bobbing hair, and forget animating the breasts, penis and vagina since they wouldn't be visible?
Some feedback on this would be really nice!

I'd rather do this right than rush it so I'd rather not go for "opaque zombie just because it's quicker to draw and animate".

While that's being figured out, I'll just stick to touching up the zombie lunge/attack, as well as the knifing sprites and the climax for the two sex sprites already on.

When I get some idea of where I wanna go with the frontal animation, I'll probably play around with Rebecca's expression; she's grimacing up there but I could have her mouth gape open to moan and such.
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby FlashOfSonic » Wed Apr 18, 2012 9:07 pm

What you should do is put an option in the game to make the zombie transparent or not.
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby Meep Meepersons » Wed Apr 18, 2012 11:54 pm

Agreed with above statement, options make games better and more interesting -^^-
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby Lucky777 » Wed Apr 18, 2012 11:58 pm

While I don't OPPOSE the "option" Idea, I see nothing at all to recommend the opaque zombie, so if you have to choose one or the other, I say go with transparent.
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby ZeroEXE.ZX17 » Thu Apr 19, 2012 8:14 am

i would like to see a option to turn it on and off oh and i would love to see alot more positions *_* (as long as it isn't punishing to you dood) oh and FAP? damn you XD seeing all of tho's jill pics makes me want to see all of this happening to her (not that i don't like reb but i like jill more) lol
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby SD_Man » Thu Apr 19, 2012 7:50 pm

I think a semi-transparent version would be good.
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby FAPCOM » Sat Apr 21, 2012 11:16 am

... I feel like such an idiot. I accidentally forgot to draw Rebecca's gloves and choker in some (most!) sprites for two of the sex animations. Normally this wouldn't be a problem, since they're so easy to draw and insert, but there's just a ton of sprites to go through.

To put things in prespective, the frontal down sex sprite has 2 sprites for grapple and penis insertion, 2 sprites for the sex loop and 4 sprites for Rebecca climaxing. And each sprite has about 15 frames on average -.-

If you're okay with there being an inconsistency with Rebecca's choker and gloves, then it's fine. As it is there's two more sex sprites on the way, and frankly I don't think I can finish both in time for an April release.


I hope you guys are aware there's multiple positions depending on how Rebecca gets grappled. ZFied would probably want you guys to figure out how to get into each on your own, but basically the frontal animation is halfway done, but the anal one isn't yet (Sorry for the spoiler!).

So question time: Do you guys want me to send the sprites as they are now (With only two sex animations, which quite frankly aren't too different from each other), so ZFied can start working quickly on an update, or do you want me to try and cram in two additional sex sprites, which are going to take me some time, depending on how free I am?

As far as I'm aware, all core sprites are ready. At least I think they are (The zombie walking sprite is beyond silly though). I have to admit, ZFied might have a lot of trouble rumaging through all of them. To give you guys an idea of how many there are, I've actually had to organize them and put type out a readme file for ZFied. :S

Also, I have to ask, is 2.5ish MB pretty big for a sprite set? :P There are no backgrounds though.


FlashOfSonic Wrote:What you should do is put an option in the game to make the zombie transparent or not.

Mmm, as it stands now, there's only one sprite which actually requires the zombie to be transparent. I'm not sure if ZFied taking the time to code that feature in will be a productive use of his time; notwithstanding, it's a good idea, thanks for putting it out there. Maybe later on when more enemies come, and if the there's more transparent sprites popping up, we'll have a look back at it.

Lucky777 makes a fair point (I bet you've been inundated with comments about your post count :P ), so I guess I'll compromise and let the animation start off opaque, and then go transparent for the grapple, insertion, sex and climax phase, then return to opaque.


ZeroEXE.ZX17 Wrote:oh and FAP? damn you XD seeing all of tho's jill pics makes me want to see all of this happening to her (not that i don't like reb but i like jill more) lol

I know right? I'm absolutely dying to get to Jill, even though I've yet to draw Cerberus and Lickers to go with Rebecca.

On that note, can we please get a background/npc sprite artist? These are crucial for story mode, and I've only done some miscellaneous props to go with the game so far. NPC's can be like the dying guy from the initial demo of the game.

Lastly:
BeccaCrouchSwipeKnife-Nudity7.gif
Crouch knife swipe
BeccaCrouchSwipeKnife-Nudity7.gif (9.43 KiB) Viewed 5151 times

I'd make the animation slower, except then I'd need a ton more frames in between. Plus slower started to look weird. And the sound effect for knife swipe isn't long either.
It's just a simple knife swipe. I'm thinking of reserving the more spectacular knife attacks to the more seasoned characters, like Jill and Ada.

Jill and Ada...

... We are seriously going to need another sprite artist for npc's and backgrounds.
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby Lucky777 » Sat Apr 21, 2012 11:47 am

In my own personal opinion, the gloves and choker are minor and can always be added in later. However, real Resident Evil fanatics might have something else to say...

I'd also say go ahead and finish the animations, as long as you can have them done by the end of April.

But are "finishing the anal animation" and "Sending the current sprites so Zfied can get a start" really inconsistent with each other?
Why not send him the current stuff, and tell him that the anal animation isn't finished yet, so he shouldn't actually release the demo until you get that bit done?
Should still enable him to get a good start on things, I'd hope, though I don't pretend to know jack shit about programming or spriting.
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby Thaedael » Sat Apr 21, 2012 6:51 pm

Fuck rebs, fuck jill, whars mah ada. Also, to piss off Z-fied, whars mah sherry >:3. Either way, come a long way, its looking great in terms of pixel art, a few complaints I have, but mostly stylistic, fundamentally you are better than me =P
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby FAPCOM » Sun Apr 22, 2012 9:36 pm

Okay guys, I've sent the sprites to ZFied, and whoa, Thad, it's been a while!

Thaedael Wrote:Fuck rebs, fuck jill, whars mah ada. Also, to piss off Z-fied, whars mah sherry >:3. Either way, come a long way, its looking great in terms of pixel art, a few complaints I have, but mostly stylistic, fundamentally you are better than me =P

Thanks, that's mighty high praise! I'd rather not make excuses, but I've got a slight time management problem here, with the problem being that I don't have enough time! DDDx

From the looks of the trailers for RE6, Sherry looks to be all grown up(ish) now. RE2 was set in, what, 1998ish? I guess Capcom's take makes sense.

I really, really want to get to Jill and Ada. I'm thinking of proposing the idea to ZFied that for now we'll just work on mercenaries mode where playing, surviving and scoring high as Rebecca unlocks the other characters which unlocks more difficult enemies.

That way I can just draw the licker and zombies for Jill, and the Hunters and plant 43s for Ada, without having to worry about drawing the same monsters for Rebecca, at least not for a while. There are plans to implement lickers and Cerberus' for Rebecca (since there's already an unfinished licker sex sprite).

This might be the way to go, since story mode requires backgrounds and npc's that we really need another artist to draw. Story mode also requires bosses. I'm making a concept for one, and I'll pitch it to ZFied in an email.


Lucky777 Wrote:But are "finishing the anal animation" and "Sending the current sprites so Zfied can get a start" really inconsistent with each other?
Why not send him the current stuff, and tell him that the anal animation isn't finished yet, so he shouldn't actually release the demo until you get that bit done?
Should still enable him to get a good start on things, I'd hope, though I don't pretend to know jack shit about programming or spriting.

You're right, they're not mutually exclusive, but there might be an organizational problem. ZFied needs to keep track of exactly which sprites I've sent or not, so he'd rather I send them all in one go, rather than in batches like we've done so far. Believe it or not we've actually already started losing track of whether certain sprites were in fact made.

As it stands, I think I've almost passed the 100 mark in terms of how many sprites there are. There's about 7-8 sprites for each sex sequence, 8 sprites for Rebecca's idle animations because of dress damage, and 2 sprites for each of Rebecca's running, crouching and attack animation since I haven't implemented clothing damage for those.

Don't worry about not knowing the technical details about this sort of stuff; I'd rather hear input from everyone because there's some really good suggestions floating around.

Right now the frontal animation is done, but given how many sprites there are, I don't think it's a good idea to finish the anal animation and then inundate ZFied with this many sprites. I've followed Lucky77's suggestion to send the sprite batch as they are now with only 3 sexual positions available and keep working on the anal while hoping I don't end up in some logistical disaster if we fail to keep track of sprites.


Also, funny story: the frontal sex animation was a bit delayed again before I finished it, because quite frankly, I didn't know how to make Rebecca climax.
lol_TrueStory.png
lol_TrueStory.png (107.6 KiB) Viewed 4731 times



Okay, okay, that was uncalled for, but anyway, that's mostly done now, so I'm hoping I've given ZFied enough days left in the month for an April release.
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby ZeroEXE.ZX17 » Mon Apr 23, 2012 1:50 am

maybe some claire redfield action as well huh fap? :D *_* (she is my fav female char XD) that would be just 100% win
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby RaVeN420 » Mon Apr 23, 2012 9:32 pm

Out of curiosity, will there be a new voice actor for Rebecca? I enjoyed some of her voice acting (and her voice as well) but some of the dialogue felt just off ("Grrrr...") or delivered with an unconvincing tone, for instance, during a zombie grapple or rape ("Get off" / "Stop it"). In my opinion, the most convincing dialogue is heard in the "submit" phase, and by that I mean it doesn't sound scripted or forced. Also, will there be higher quality recordings (i.e. better mic, use of a pop-filter?). Just wondering. I'm kind of an audio production and voice acting snob so I couldn't help but ask these questions. The girl who's been voicing Rebecca seems to have a great deal of potential, but a bit of voice direction and multiple takes would significantly improve the quality of her dialogue and its delivery as well as the auditory experience of this game. Then again, the Resident Evil series wasn't known for it's voice acting, and as it stands this game already has better acting than the actual RE games. Anyways, phenomenal work so far! I'm really looking forward to seeing what the upcoming demo will have in store for us! Resident Evil: Progeny is by far my favorite project in the Creative Corner right now!
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