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

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Re: Resident Evil: Progeny (Last Update: 12/07/2011)

Postby Z-Fied » Tue Jul 19, 2011 9:21 pm

Okay, since two of the team members have posted here, might as well confirm the response and stuff.

What Thaedael has said is the entire truth. There are 3 people other than me, all working on this game. I have dropped NoPen since I have not had a reply for a hell of a long time, and rooie because Thaedael is back, this time as our background artist. Therefore, enemy sprites will be re-done by ANoob, however I'm sure he can stick in Pens style, which you all seem to love. Oh, and ANoob also did the two game over pics. (Yes, two. Try dying to leeches, but not by infection. and no, the picture isn't finished, it's been edited since and it's going to recolored)

In response to the other questions:

dantathedevil Wrote:1) Be able to skip the 3 logos at the beginning?
2) Will there be more double team sex attacks like a Cerberus and a zombie or 2 cerberus?
3) Will the leeches will have a sex attack?


1) No. If you've played any Resident Evil game before this, all of them have the long intros everytime you load it up/died. I'll add the ability to push a button to skip them, but not skip them automatically when game reloads after dying or something.

2) As Thaedael put, order is like this:

Rebecca - All Outfits
Backgrounds - Main Menu, Bar, Save room, etc.
Enemies - Zombie, Leech, first boss. There will be quite a number of other enemies planned, don't worry. You'll get your damn Hunters people.
Animations - for Rebecca stuff like jumping, aiming, and that crouching that you've all been dying for. And for zombies stuff like dying (They're not actually meant to disappear, in case you were wondering.)
Other stuff I've probably forgotten
SEX

However, to answer the question of will there be more double team attacks? Yes, and for zombies there's going to be a maximum of 3 at a time.

3) Yes, leeches will have sex, and to answer a future question that I know you're going to ask, maximum of 5 leeches at a time... Use your imagination. Oh, and they're removed on the next update, they're going to be in Chapter 2.


Progress:

INVENTORY 2.0 IS FINISHED! WOOOO! - After 500 lines of coding, lots of Pepsi Max, 3 (almost) all-nighters, working on it all day every day, and constant testing, it's finally finished! However, the one that'll be in the next update will still be temporary, while we sort out some much more detailed graphics for it.
More checking and examining
Moving Virus Gauge onto Inventory screen, along with Whore/Innocent status (this is kind of a part of Inventory 2.0)
Herbs temporarily stop virus increase, and combined ones can reduce infection! (Herbs will be RARE, and they won't reduce it by that much.)
Removed no infection rise if at 0% infection (it's in the air!)
Infection rises faster as you hit certain points (The rate of infection is TRIPLED when above 70%!)
More and more composition (New Intro music, Epic Pre-Game Music, 2 Boss themes, another Tense Music and a Credit Theme)
Got ANoobs side-on sprite, which scales up perfectly, and Catgirl will begin animation soon...
Small flash on start screen

What I plan on working on next:

Finishing up new area
Pause Menu
Skills & Skill Menu (Wondering where to put it, probably with the inventory page)
Seeing how easy it would be to implement better zooming

Here's the news that might piss off a few of you: I'm going to be delaying the next update a bit though, but the update will be quite larger.

Oh, and I've also reduced the file size quite a bit by removing resources that are no longer in use. I'll also have to start loading more sounds from out of game, since I noticed that loading (at least, for me) started to mess up after quitting game and loading it back after.

And lastly, I'll be putting up a new poll in a couple of minutes, because I got into a debate about (poll topic) with one of the team members.
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Re: Resident Evil: Progeny (Last Update: 12/07/2011)

Postby Z-Fied » Wed Jul 20, 2011 5:12 pm

@ FAPCOM (lol nice name)

Check your inbox.
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Re: Resident Evil: Progeny (Last Update: 12/07/2011)

Postby Mechanios » Wed Jul 20, 2011 6:02 pm

I'm not sure if everyone gets this, but each time I start up and play the game something different happens. Either: no sprites, or no background and sometimes the text is incredibly garbled. And sometimes half way through it switches. Any idea whats causing that?
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Re: Resident Evil: Progeny (Last Update: 12/07/2011)

Postby NoPenNameGirl » Thu Jul 21, 2011 9:10 am

Hi!

Well, Z, I can't awnser you Private Message sense I can't send PM to people xD.

Well, I see, the sprite base I did is more a base design than anything, so, fell free to ask me a more simple sprite design to work on , I don't mind at all.

I can animate as well, if you need one more animator reither than a spriter, feel free to ask, I really don't mind which post I can be ^^.

Besides, PM me if you have a Job for me to do, I have some free time now, so, I can work in something with no problem
Zeta's Project X: Love Potion Disaster spriter/ Mitsuko X helper

Sonic, Cream, New Zeta and Tails spriter.

Visit our forum ^v^http://projectx.zetar02.org/index.php
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Re: Resident Evil: Progeny (Last Update: 12/07/2011)

Postby catgirl64 » Fri Jul 22, 2011 1:33 am

hey guys! most of the team have gotten a live stream channal so if you want to see what we have been doing go to the link and watch us do our things! heres the links iv gotten so far form members! :D http://www.livestream.com/thekittykatshow?t=9412 mine! :3 http://www.livestream.com/zfied?t=646855 Z's and others will be added later! :D feel free to chat in the livestream chat but no griefers or spamming you will be banned from the chat :twisted: ! :3 thanks! <3 BTW when were live streaming we have a BIG RED BUTTEN that says LIVE!! on the window, if you dont see it that means were not live streaming we just have something to keep you guys entertined till we start again P.S. i lost all my videos but im going to have to be makeing ALOT more again, of video game gameplay and my work, so sorry if your like "wtf she has no videos"
Last edited by catgirl64 on Fri Aug 05, 2011 8:38 pm, edited 2 times in total.
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Re: Resident Evil: Progeny (Last Update: 12/07/2011)

Postby Z-Fied » Fri Jul 22, 2011 2:28 am

Bah, ash beat me to it. I'm going to rephrase it in a more sane way.

I've created a live-stream channel where you can view test plays, and all the work I've been doing. The most recent one is the Work Video 1 - Menu. It's not an amazingly fun video, me adding in a new menu to the inventory screen, but you get to see inventory 2.0 in action, as well as the new rebecca sprite, and other stuff as well. Plus you get to see the monsterous amounts of coding I have to see on a daily basis.

Here's the link: http://www.livestream.com/zfied?t=841133

Happy viewing!

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Re: Resident Evil: Progeny (Last Update: 12/07/2011)

Postby catgirl64 » Fri Jul 22, 2011 3:11 am

Z!! i already posted your link! dont double post you nub! D:
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Progress Report (25/07/2011)

Postby Z-Fied » Mon Jul 25, 2011 5:24 pm

Okay, since I haven't given any of you a progress report (the ones that haven't been watching the video streams), might as well do that now... and shush Cat -.-

Progress made:

Finished up File menu
Finished up Skills menu (Will need some suggestions on skills though!)
All menus have a cool scrolling effect etc. etc. and you can get to file and skills menu through the inventory

Completed a couple of sections of the new area (needs better looking cutscene though)
Started on boss AI (it'll be easy, being the first boss and everything.)
Re-worked zombie AI to add in lunging.
Added in knife attacks... will need to re-work this however
Saw how easy it would be to add in dynamic zooming (like in cortasplatformer)... it's not.

... and played a whole lot of Resident Evil 0 on Hard.

What I'm doing next:

Working on Boss AI
Completely re-working save system to stop those damn errors (this one might make me smash my head against a wall... repeatedly)
Might attempt to use data structures (haven't tried this before :cry: )
Fixing a stupid door bug that's recently appeared.


Other Team Members progress:

Thaedael: Almost finished title screen (I know I keep saying that, but it does take a long time)
ANoob: Finished off the base sprite (yay!) and working on a side-on face for animation
Catgirl: Done 3-6 frames of jogging animation

FAPCOM: Joined the team, and started on D-Zombie (First boss, it'll be explained in the plot.) and Hunter Alpha
Pen: Got back in contact with, and will be discussing where we're at.


And for you guys who are wondering when the next demo is going to be... I'm hoping for in a week or two, and it will include the finished Prologue.
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Re: Resident Evil: Progeny (Last Update: 12/07/2011)

Postby Kuragari » Mon Jul 25, 2011 10:13 pm

Been playing it...noticed the sprite differences :p Defintively hope the sex scenes get improved upon.

Btw...few things. First, how do you aim to shoot at the creatures that are shorter than the zombies?

2nd thing is any idea when the next update is?

3rd, not sure if it's been asked, but whats the chances of adding lickers to this? If they aren't already in it anyways.
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Re: Resident Evil: Progeny (Last Update: 12/07/2011)

Postby Z-Fied » Tue Jul 26, 2011 12:49 am

Kuragari Wrote:
1) How do you aim to shoot at the creatures that are shorter than the zombies?

2) any idea when the next update is?

3) What's the chances of adding lickers to this? If they aren't already in it anyways.


Here's responses:

1) You don't don't at the moment. It's already been asked a thousand times, but I'm sure you didn't know that. Crouching will be implemented when we complete the new sprites.

2) Read my above post, I'm aiming for a new demo in a week or two, I want to get this boss finished up first.

3) What's the chances? I'd say... around... 100%. I've already planned for them to be in the game :P The only problem is, fitting it in with the plotline. :/ Same with the hunters, they're going to be in there just "for the sake of it". I mean, I could make it so they used this new virus on old B.O.W.s in an attempt to reduce hostility, due to the fact that they saw everything as food, but now they just see everything as a breeding tool (which is basically the plot of this game anyway.)
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Re: Resident Evil: Progeny (Last Update: 12/07/2011)

Postby Kuragari » Tue Jul 26, 2011 1:25 am

1)Kay. Yeah, didn't know that.

2)Sorry, was too busy playing the game and then typing my questions.

3)Thats not a good enough reason anyways :p Actually, the last bit settles it plot wise.

I was wondering, on a scale of 1-10, how much better will the sex scenes be when you guys get through with the sprite changes and such.

Also, two more questions. I'm full of them :p

2)Any possibility of zooming things in? It was kinda hard to see some things. Maybe a 200% zoom in optional thing, or just resizing everything to make it look zoomed in?

3)Out of sheer curiosity, have you considered making a port of this over to the LoK engine? Or giving someone else permission to? (not me, I don't even know how to program, though am interested in learning.)
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Re: Resident Evil: Progeny (Last Update: 12/07/2011)

Postby Z-Fied » Tue Jul 26, 2011 2:08 am

Okay, in response to those questions:

1) On a scale of 1-10... I couldn't tell you. We're hoping to include different animations depending on how dirty she is, and (obviously) how many enemies there are. Note there is also going to be scenes with humans, not just undead horrorish creatures that no-one would think of having sex with. I think it'll be a big improvement (not as if the graphics that I did could've gotten any worse... oh wait, yeah they could.)

2) I looked at it, I'm not going to be doing dynamic zooming like I hoped (see cortasplatformer for what I mean) and I don't like the current picture in picture view that there is currently. Expect an improvement on the zooming (I'll probably do a Nanocrisis thing, where it zooms in during sex scenes, and you can change level of zoom in options.

3) If anyone would like to even attempt to try and port this over to flash, be my guest. I doubt you'll have much luck, and I haven't even touched flash yet, so it's a big no on my end. I honestly prefer it being in Game Maker format, because there are the upsides of:

Funnygames can't take your stuff, because it's not in a run-from-browser format
It's a lot easier to create saving systems (although, this game has been having trouble with it because there's so many variables. SO MANY.)
There's some functions that really help out in occasions, and people actually release DLLs which can be added with the game. You can even create online games with Game Maker!

Thanks for your interest in the game kuragari, and we will have the new graphics in there soon, we're getting there slowly :P
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Re: Resident Evil: Progeny (Last Update: 12/07/2011)

Postby dantathedevil » Tue Jul 26, 2011 6:14 am

thank you for the info and i can't wait too see this game is what i always wanted in a Resident evil :D
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Re: Resident Evil: Progeny (Last Update: 12/07/2011)

Postby jikkplo » Tue Jul 26, 2011 7:13 am

this game has an insane amount of potential, can't wait till the next update
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Re: Resident Evil: Progeny (Last Update: 12/07/2011)

Postby Sector27 » Tue Jul 26, 2011 9:44 pm

this game is quite good..good story and plot btw will you add more multiple rape gangbang like 2 zomie 1 dog 3 or 4 zombie and leecher or dogs? Thanks and good luck on your fantastic game.
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Re: Resident Evil: Progeny (Last Update: 12/07/2011)

Postby Gfrag2766 » Wed Jul 27, 2011 2:46 am

really looking forward to this game's next update
and hope you keep working on it because as people are saying its got a crap ton of potencial
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Re: Resident Evil: Progeny (Last Update: 12/07/2011)

Postby catgirl64 » Wed Jul 27, 2011 11:19 am

well first off guys, all of you are wanting like a shit ton of things on rebecca at once, that just causes more pain for the spriters and mainly on me! D: more animations and more hours i have to put in just for 1 pose for say 1 zombie on rebecca, that takes tons of time adding 2 zombies and 1 dog, or 4 zombies and a leacher or a dog like sector27 is wanting, thats crazy shit loads of working for me and for Z the coder...who has to code all that shit -_- the first thing were trying to get done is the base for this damn game, then we'll add tons of stuff you guys want XD of course were going to add sex poses here and there through our progress, but right now its just the game were worrying about >.<
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Re: Resident Evil: Progeny (Last Update: 12/07/2011)

Postby UserN4meTak3n » Wed Jul 27, 2011 11:25 am

How bout posting extracted sex animations for the people that just want to see those and lots of them, instead of incorporating new animation setups into your base game. Would take a lot less work to just make one sex scene with a dog/zombie gangbang, right?
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Re: Resident Evil: Progeny (Last Update: 12/07/2011)

Postby Z-Fied » Wed Jul 27, 2011 11:55 am

Okay, cat did a very good job of explaining why we're not just throwing in tons of sex animations first, but I'll add onto it with what I posted before, which was the order in which we're working:

Rebecca - All Outfits
Backgrounds - Main Menu, Bar, Save room, etc.
Enemies - Zombie, Leech, first boss. There will be quite a number of other enemies planned, don't worry. You'll get your damn Hunters people.
Animations - for Rebecca stuff like jumping, aiming, and that crouching that you've all been dying for. And for zombies stuff like dying (They're not actually meant to disappear, in case you were wondering.)
Other stuff I've probably forgotten
SEX

The thing that'll make it different now is that we have several people working on different things, so it currently looks like:

Rebecca - All Outfits ... Being done by ANoob

Backgrounds - Main Menu, Bar, Save room, etc. ... Being done by Thaedael

Enemies - Zombie, Leech, first boss, etc. ... Being done by FAPCOM

Bosses - Nemesis, Queen Leech, etc. (not ruining too much) ... Being done by NoPenNameGirl
Game over Pics - for each enemy (maybe even 2 for some) ... Being done by NoPenNameGirl & ANoob

Animations - for Rebecca stuff like jumping, aiming, etc. ... Being done by catgirl
Animations - for enemies, zombie shuffle, dog run, zombie lunge,etc ... being done by catgirl
Sex animations ... will be done by catgirl AFTER SHE FINISHES THE ANIMATIONS.

So, once we've got the animations for Rebecca done, which means you can actually play the game. Then we work on sex animations. Since we have so many people working on this part it should speed up the amount we get done considerably... However, we're working on it in a specific order. I'm updating the game itself as much as I can, but there's only so far I can go without the graphics. E.G. I've coded the boss' AI completely, done all of its random moves, etc. etc. but I can't see what the moves look like without the graphics, which is what I need to make adjustments to hit boxes. For another example I can bring in that crouching. I'm going to add crouching and shooting in the game, but if I don't have the crouching & aiming sprite, I can't see the co-ordinates that I have to set the bullet to come out of.

Oh, and ash, there's no trouble for me coding the grapples... just a nightmare for you graphics people :P
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Re: Resident Evil: Progeny (Last Update: 12/07/2011)

Postby Kuragari » Wed Jul 27, 2011 1:05 pm

I wasn't requesting things, merely asking.

Besides, I can request and request and request, but they don't have to listen :p
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