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?
*_* (she is my fav female char XD) that would be just 100% win
- Quick mash up!
- ClaireIdle.gif (17.09 KiB) Viewed 4557 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 (60.3 KiB) Viewed 4557 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 (65.49 KiB) Viewed 4557 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:
- First frame only
- BeccaDown.png (8.97 KiB) Viewed 4557 times
And just to put things in perspective, the grapple sprite is this:
- One frame only
- ZomBeccaDying-frame1.png (14.94 KiB) Viewed 4557 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 (14.62 KiB) Viewed 4557 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.