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ACT [ Z-Fied ] Resident Evil Progeny


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vinnyninny

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Re: Resident Evil Progeny

I just wanna see yawn constricting bitches while simultaneously fucking them. I really wish i saw more of that in hentai, its soooo rare.
 

UnexpectedTwist

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Re: Resident Evil Progeny

Yeah, I did manage to beat the boss. I did it a while ago, but the method I used was the same as what you said. Thanks, though.
 

wazzup

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Re: Resident Evil Progeny

I like the knotting idea. But I think 5% is a bit too low for the occurrence rate? Then again you said 5% per thrust, so it might occur more than it sounds.
 

MajorKagami

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Re: Resident Evil Progeny

oh yeah this is still getting worked on I thought it was starting to think it was another lost cause... its good to see there is still hope for a game.
 

herakleides

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Re: Resident Evil Progeny

yeah glad to hear about that Z-Fied :)

it´s good that your still on it.. resi hentai games are too rare.. that´s a shame.
Loving your game man.! :D
 

Tyke

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Re: Resident Evil Progeny

NO NEW UPDATE

sorry if i raised hopes but i got a life sign for all who thought this project was dropped:

 

Kyrieru

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Re: Resident Evil Progeny

Those sprites are a bit...needlessly large. I don't know what kind of method the artist uses for animating, but that's going to be a massive timesink.

Hell, they're nearly twice as tall as street fighter 3rd strike sprites. Seems like a waste of space and processing power, to me.
 

Lucky777

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Re: Resident Evil Progeny

Yeah well not everybody makes games with tiny pixel porn.
 

liount

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Re: Resident Evil Progeny

I think they are doing that for editing and stuff, small detailing you can't do with small pixels and besides could be a close up.
 

Kyrieru

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Re: Resident Evil Progeny

Yeah well not everybody makes games with tiny pixel porn.
You're missing the point. This is a matter of how practical the game's development is, not a matter of style.



The Kurovadis sprite is too small, but fast to animate, the next sprite is three times it size, three times the detail, and STILL small and fast to animate, and the third strike sprite is even larger with plenty of detail. I don't think you realize it, but even a sprite of that size takes a lot of time.

And the RES sprite is twice that size.

The RES sprite is excessive, plain and simple. It will take longer to do a single frame, and more frames to animate smoothly. Everything else will also have to be the same resolution including backgrounds and other sprites. It will take more processing power, and if they're going to scale it down, that's wasting even more time in the long run. Especially if they're animating at that size.

Too many people make the mistake of trying to work on larger sprites when they can't get enough detail into smaller ones. It's a beginner's mistake, and it's something that can easily kill the project altogether if it it causes the project to be drawn out for too long.
 
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???

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Re: Resident Evil Progeny

Well, I'd say that it would most likely depend on what they're working in. In some cases, making sprites big and then shrinking them down to an appropriate size takes no time at all....in other cases, maybe not. Also, just because a sprite is big, does not mean that it will be harder to animate. It depends on the methods of animation being used....

Granted, smaller sprites will take less time to animate. I mean to say that you can make the time difference almost negligible; depending on the method, with somewhat enhanced quality.
 
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Kyrieru

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Re: Resident Evil Progeny

Even if the animation takes the same amount of time (like if they're doing bone based animation), If they're going to shrink them, they'll lose details like facial features, which will just turn into a blurry mess, defeating the purpose entirely.
 
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???

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Re: Resident Evil Progeny

Or, they could just shrink it down to a point where it is in fact smaller, though they keep a noticeable amount of detail. I guess at that point it would be based on how they go about doing their detail, which is another topic. :p
 

Sithri

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Re: Resident Evil Progeny

actually scale shrinking often times results in really bad side effects of blurring things no matter how little you shrink it

the point of a smaller sprite is it takes less work, less detail, and better presentation overall

with tinier sprites, small amount of detail but good choices of how to animate the sprites can speak a lot and less mistakes will be made known

with bigger sprites the mistakes will be a lot more transparent and not only that but the frames will take bloody forever if done frame by frame (unless you want it done shoddy)

however on the contrary, if done right the bigger sprites can look leagues better as in the case of blazblue, but keep in mind big sprites still take fucking forever to finish, practically, they should opt for smaller sprites
 
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blackraven1425

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Re: Resident Evil Progeny

actually scale shrinking often times results in really bad side effects of blurring things no matter how little you shrink it
It basically depends on whether you're halving the dimensions (i.e. merging every 4 pixels into 1) and the sizes of the details. Without both of those being proper, scaling just doesn't work well. Either way, he's not considering lowering the size of the sprites.
 

SethK

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Re: Resident Evil Progeny

I hate to be a doomsayer, but i'm thinking this decision is going to kill this project.
Think about it. Project X usually goes anywhere from 6-10 months between updates, and even longer for stage updates, and their sprites are roughly the resolution of Kyrieru's second example. It will take a much longer time to put out updates with sich large sprites, and as it is they don't even give progress updates very often.

It feels like a bad omen to me.
 

Kyrieru

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Re: Resident Evil Progeny

Hmmm.. I guess he should be fine with the sprites as long as the majority of the work is taken care of by bone animation and moving parts, rather than pixel art. I guess we'll see how it turns out.
 

Kirshz

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Re: Resident Evil Progeny

No update yet, but it's close.


Fapcom also posted some more sprites over at LoK's forums, for the curious.


Looking forward to see how this will all turn out.
 

DarkWarpalg6

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Re: Resident Evil Progeny

Mmmmm. Jill sandwich. Nice to see that the size and detail has increased.
 

Cptwolfgang

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Re: Resident Evil Progeny

Awesome, thought this game was dead. Glad to see that progress is being made.
 
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