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

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

Postby Spectre » Tue Apr 24, 2012 4:40 am

ZeroEXE.ZX17 Wrote:maybe some claire redfield action as well huh fap? :D *_* (she is my fav female char XD) that would be just 100% win


Agreed. Though Jill is my favorite, Claire is a close second.

FAPCOM Wrote: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.


...that gets funnier as i think about it, for some reason. :)
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby Kuragari » Wed Apr 25, 2012 9:02 pm

I'd take a try at doing some BG's, but to be honest I'd basically be canibalizing 8-bit background sprites and seeing if I can shade them in a way that makes them fit in with the bittage of the game.

What I'd suggest is looking around on Background HQ and Spriters Resource for some BG's that both fit the setting, enviroment, and bittage and either use those as place holders until you get a BG artist, or just use them as the actual backgrounds.
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby Kriff » Wed Apr 25, 2012 11:42 pm

RaVeN420 Wrote: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!


That was one of my vocal concerns back in September, but the voice acting was meant to be a placeholder. Man did I stir up a shitstorm,,,,

I've been wondering where Cat has been; I heard the team was on hiatus, and dunno if she is still doing the voice acting or not.
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby FAPCOM » Fri Apr 27, 2012 9:35 pm

Kriff Wrote:Man did I stir up a shitstorm,,,,

I've been wondering where Cat has been; I heard the team was on hiatus, and dunno if she is still doing the voice acting or not.
Oooh, yes! Good times! Just kidding. Honestly that episode's left me in a state of "I've seriously got to watch what words I use" whenever I post, although I somehow manage to botch a post every now and again. I don't hold any ill feelings towards you personally, Kriff, and I don't think anyone else on the Progeny team does either, although I've been out of touch completely with Kat.

RaVeN420 Wrote:Out of curiosity, will there be a new voice actor for Rebecca?
Hmm, as I mentioned I'm not sure what's happening on Kat's end. It's a decision I'll leave to ZFied.

ZeroEXE.ZX17 Wrote:maybe some claire redfield action as well huh fap? :D *_* (she is my fav female char XD) that would be just 100% win
ClaireIdle.gif
Quick mash up!
ClaireIdle.gif (17.09 KiB) Viewed 4556 times
Wish granted. Now drop to your knees. (I'll do a sex anim of her when I've polished the idle sprite, which won't be for a while :( )

Spectre Wrote:Though Jill is my favorite, Claire is a close second.
Pfffft, who cares about Claire, Jill or Ada; my favorite is Claire on a Chocobo!
ClaireAndChocobo.gif
ClaireAndChocobo.gif (60.3 KiB) Viewed 4556 times
Try looking at that while listening to "Mods de Chocobo". Be forewarned though; at one point I was trying to remember what Claire's Limit Break was.

Kuragari Wrote:I'd take a try at doing some BG's, but to be honest I'd basically be canibalizing 8-bit background sprites and seeing if I can shade them in a way that makes them fit in with the bittage of the game.

What I'd suggest is looking around on Background HQ and Spriters Resource for some BG's that both fit the setting, enviroment, and bittage and either use those as place holders until you get a BG artist, or just use them as the actual backgrounds.
Thanks! You don't have to if you don't want to, and finding backgrounds that fit to the scale of the sprites here is going to be hard.


Anyway, I just lurked for the first time in ages on the ulmf site, and I was really, I mean REALLY surprised to find the RE:Progeny thread still going strong there.

Then I read Kyrieru's posts. He's really good; I've seen his sketches on his blogsite (He's even kind enough to link to other dev's blogs, including ZFied's). Although I appreciate you having my back, Lucky777, Kyrieru IS spot on; the new sprites are monstrously huge.

The nearest thing that I've ever come across that's even remotely this size is this:
Benchmark.gif
Benchmark.gif (65.49 KiB) Viewed 4556 times

I take no credit for that, but I'm unsure who exactly drew it.

Point is, the new sprites are GARGANTUAN. Kyrieru's point comes across rightly, but he's slightly off about one thing: I didn't work on enlarged sprites because I couldn't work details into the smaller ones; I moved to this scale because I wanted the details to come about in a very specific way.

If you guys have played Valkyrie profile, you'll see that expressions can work on a small scale perfectly. Big eyes and a medium-ish mouth down the centre-bottom, almost anime-like. And then there's the Street Fighter way of going about things, and still on a scale much smaller than the ones here. However Resident Evil: Progeny's style wasn't going to be like that- I wanted the facial expression's and details in RE:Progeny to be in a style that was entirely its own.

And everything must be kept to a proportion that was.. uh, quasi-Western? Not really Western, but definitely not anime or chibi or even Street-Fighter. Not sure if ZFied gave those instructions long ago or not.

And so the facial expressions came out like this. And the style I adopted saw me scaling up every other limb accordingly. Even then, drawing the first frame of the very first core sprite, I knew these sprites were huge, and it would be time-consuming.

I still went ahead with it; it is extremely reckless, considering this is ZFied's project, not mine, and we're in trouble if I somehow can't keep up any more. The only real explanation I can give for drawing at this scale, is that I wanted a challenge. Like I said, I was reckless, and preeeetty stubborn! Having said that though, the majority of the sprites are really easy to animate after the first frame is done, so long as the perspective is never changed.

The technique I use is pretty basic:
Spoiler (click to show/hide):

The first frame is the kicker; it can take an hour, or half that, or even hours to draw, depending on how complex it is (Is the main actor dressed? Is there more than one actor? etc.) and basically the body is split into different body parts.

These base parts are untextured. Then, for each base part, a texture layer is "clipped" on, with the base layer acting as a mask. So long as the perspective of each body part remains unchanged, all I'd need to do is transform each base (using the hard edge-preserving transformation) and the subsequent texture layer (using bicubic).

That way, I could easily animate from just the first frame alone, keeping redraws to a minimum. If you look at the frontal down sex animation (when the update is released), you'll see that whenever Rebecca turns her head, there's a redraw of her head. It's very easy for me to redraw just a few separate individual parts rather than the whole sprite during a new frame.
There are certain times when I redrew when it wasn't really necessary. Because basically I was all "Oh yeah, I've got this" and didn't really care.

Also, sex animations are really fun and easy to do. It's because they're rhythmic; I can recycle past frames into new ones, while redrawing only a few things, like the hair. This you'll find really obvious in the transparent frontal sex animation.


However, there is a downside; it will animate easily, yes, but if I have to do things in a way where a redraw is absolutely necessary on each frame, then it will be a nightmare on this scale. For example if Rebecca's body twists and it's orientation is drastically changed, that's a redraw.

I try to avoid these situations as much as possible. Unfortunately, like an idiot I've walked right into one such situation:
The Resident Evil style has a certain death animation with the player character collapsing backwards from a zombie grapple. Simple enough, right? Unfortunately, I drew the incapacitated Rebecca like this:
BeccaDown.png
First frame only
BeccaDown.png (8.97 KiB) Viewed 4556 times

And just to put things in perspective, the grapple sprite is this:
ZomBeccaDying-frame1.png
One frame only
ZomBeccaDying-frame1.png (14.94 KiB) Viewed 4556 times


So from the first sprite to the last, this will be a nightmare, which I could have avoided if I wasn't so stupidly fancy with the Rebecca downed sprite. I could draw another downed sprite, but this is the sprite I gave ZFied, and quite frankly I like it, but that means I've just made my life harder. Anyway, 5 redraws.
ZomBeccaDying-frame2.png
ZomBeccaDying-frame2.png (14.62 KiB) Viewed 4556 times

I am sooooo going to avoid drawing the incapacitated sprite like that when I get to Claire.


About an update:
As it stands, the only thing holding back the update isn't that sprites aren't ready; however it IS kind of my fault. Recently I planted the idea in ZFied's mind (Why do I think about Inception when I write that?) that we ought to change the game mechanics. And he actually agreed. So yeah, sorry about that guys. Although, to be frank, you might be pleasantly surprised with the change.
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby Lucky777 » Sat Apr 28, 2012 12:16 am

>Claire on Chocobo

>Changed Game Mechanics

If we don't get to cast Ultima on Zombies I'mma sadface.
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby Kuragari » Sat Apr 28, 2012 12:20 am

Claire's right foot looks a little long...the left one might be a bit big too.
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby Lucky777 » Sat Apr 28, 2012 12:34 am

You mean the foot itself, as opposed to the whole leg, right? Now that I look at them more closely, they DO seem a little clown-shoes-ish, don't they? XD.
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby ZeroEXE.ZX17 » Sat Apr 28, 2012 8:56 am

*sees the claire sprite* XD man fap you must be bored but yay win :D oh and now the chocobo theme is stuck in my head, thanks XD
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby Kuragari » Sat Apr 28, 2012 1:27 pm

Lucky777 Wrote:You mean the foot itself, as opposed to the whole leg, right? Now that I look at them more closely, they DO seem a little clown-shoes-ish, don't they? XD.


Thats what I was speaking of, yes.

A though on backgrounds. For some of the simpler ones, you could probably just use textures and gradients and that would work for now.
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby FAPCOM » Mon Apr 30, 2012 11:25 am

Well, I wasn't really going to send ZFied the anal animation during this month, but I've somehow managed to finish them off so I've sent them anyway.
As far as I can tell he's polishing enemy AI. We can't have an H-game update if there's no enemies prowling about, can we?

ZeroEXE.ZX17 Wrote:*sees the claire sprite* XD man fap you must be bored but yay win :D oh and now the chocobo theme is stuck in my head, thanks XD

Welcome, and hey, I did warn you :P

Kuragari Wrote:
Lucky777 Wrote:You mean the foot itself, as opposed to the whole leg, right? Now that I look at them more closely, they DO seem a little clown-shoes-ish, don't they? XD.


Thats what I was speaking of, yes.

A though on backgrounds. For some of the simpler ones, you could probably just use textures and gradients and that would work for now.

... Why do I keep doing that! It's like my subconscious has a big foot fetish or something.

Mm, right now we're doing backgrounds like this... I send ZFied some "tiles". Some of these tiles aren't really tiles at all, but things like, lane indicators on a road. That way, they can be repeated and superimposed over a blank black box (or texture like you suggested) and they'll do nicely. Basically the background artist doesn't need to draw some colossal background, just small elements that make up a simple texture look more the whole thing.

Also
ZomSmxSingleCorrupt.png
ZomSmxSingleCorrupt.png (20.96 KiB) Viewed 3926 times


Since the story mode's put on hold until we roll out more enemies and buildings, the corrupt/whore Rebecca sprites are also on hold.
Can't be helped guys :P I'll polish them up later and hopefully not forget them in the clutter.
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby agentmax » Mon Apr 30, 2012 1:16 pm

Not bad FAPCOM! Hope you don't mind another corrupt sprite of Rebecca from behind while standing. Plus do you also need someone else in the team such as a background artist is 1 thing.
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby xblurp » Tue May 01, 2012 7:01 am

Forest background slightly fogged and blurred...yes.Well done...no.lol. Couldn't help myself.I would have put the shadowed trees in the background, but I had already messed up the pic so I just left em among other wrong doings.
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sad attempt at foggy tree background.
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby agentmax » Fri May 04, 2012 10:53 am

Zfied has updated his blog. it seems he is close to releasing an update. If he does then he'll be working on a non-platform version for a while
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby montesat » Sat May 05, 2012 5:36 am

Great! Let's continues cheering for him! :D :D :D :D :D :D
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby ZeroEXE.ZX17 » Sat May 05, 2012 5:37 am

can't wait as well :3
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby Kuragari » Sat May 05, 2012 1:20 pm

So what does he mean by going non-platformer?
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby agentmax » Sat May 05, 2012 5:11 pm

Kuragari Wrote:So what does he mean by going non-platformer?

My guess is like the original Resident Evil survival horror style where you view from fixed camera angles.
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby Kuragari » Sat May 05, 2012 10:55 pm

How the hell is he going to do that with 2d sprites? To my knowledge, unless he's moving this into 3d, that isn't going to be readily possible. The only way I could see that happening is if he made a decision to start doing this in flash instead, which might be able to pull that off.
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby agentmax » Sun May 06, 2012 10:05 am

Well my other guess is a beat'em up style which is a non-platformer and can be done with sprites like Streets of Rage. 1 more idea which hit my mind regarding 3D is when catgirl said she can only do 3D animations than 2D so probably either she or FAPCOM could design 3D model chars with proper textures then get the animations done. On second thought, why not give Kinect a shot :-P. I also wonder who is gonna design the 3D background with structures and everything. You might wanna discuss this with Zfied when he comes back and see what he has in mind.
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Re: Project - Resident Evil Game

Postby omotodraco » Thu May 10, 2012 12:27 pm

BlueLight Wrote:
paint-the-seconds Wrote:can someone post the game here i dont like downloading things

As stated it's not made in flash. the download is virus free. I have kaspersky and i didn't pick up any viruses and a mod also scanned it before giving it the thread a pass.

but if it's virus free, then how come my laptop's hard drive went kaput? a friend of mine downloaded it too to see if it was the cause, and she said it was a virus. is there a single resident evil-themed sex game that doesn't have a virus?
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