Renzii
D-Rank Member
Ex Lead Developer of Project Progeny
Posts: 24
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Post by Renzii on Jun 21, 2015 5:20:47 GMT
Hey guys. than he will fuck her? ;D I don't really understand what you mean... If you're asking if the Licker will be in Project Progeny, probably not. We're going for RE4 style enemies, and RE4 didn't have any Lickers. I'm not saying Zero shouldn't draw what he wants to though, it's all practice after all, and I'm sure Z-Fied would want some Licker characters once Zero starts refining them.
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Post by Guest on Jun 29, 2015 7:04:44 GMT
Maybe the pause could be code as a fixed black screenshot for couple cycle/frame/second and then play the door sound then fade back into the gameplay again?
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Renzii
D-Rank Member
Ex Lead Developer of Project Progeny
Posts: 24
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Post by Renzii on Jun 29, 2015 14:26:03 GMT
Maybe the pause could be code as a fixed black screenshot for couple cycle/frame/second and then play the door sound then fade back into the gameplay again? That's similar to how I'm doing it right now, but the issue with it is GameMaker works on rooms. Let's say A and B. If you touch the door in A, it darkens the screen, plays the sound then the screen fades in with the player in the other room. The same is true the other way around. However, while the screen is dark, the game is still running. This could be a problem if an enemy is in the next room, because it can move and attack the player before they can see. The idea I've got is to pause either room A or B for a short period, then have the game take the player to the next room. OR to pause in the next room while still going with the transition. I didn't do anything last night because I didn't have time, but I'll give it another go tonight. I'm sure I could work something out with the alarm system, I'm just a little bit baffled by some of it despite reading the documentation.
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Post by Guest on Jul 1, 2015 6:38:31 GMT
How about a switch on locking NPC movement? If there is a worldwide switch coded on NPC/enemy then they could be stop between switch on and off without doing with the alarm system.
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Renzii
D-Rank Member
Ex Lead Developer of Project Progeny
Posts: 24
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Post by Renzii on Jul 1, 2015 12:53:16 GMT
How about a switch on locking NPC movement? If there is a worldwide switch coded on NPC/enemy then they could be stop between switch on and off without doing with the alarm system. I think that setup would be a lot more elaborate than is really necessary. The way I've done it right now is by using a function called "instance_deactivate_all()", the way this function works is by deactivating all other instances in the game except itself. This means nothing but the transition object instance runs while the transition is playing, and resumes playing as normal once the function "instance_activate_all()" is used. I've got the transition roughly where I want it now though, it'll probably require a bit of tweaking at a later stage but it's fine for now.
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shamy
D-Rank Member
Posts: 6
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Post by shamy on Jul 1, 2015 13:59:15 GMT
Hey guys. than he will fuck her? ;D I don't really understand what you mean... If you're asking if the Licker will be in Project Progeny, probably not. We're going for RE4 style enemies, and RE4 didn't have any Lickers. I'm not saying Zero shouldn't draw what he wants to though, it's all practice after all, and I'm sure Z-Fied would want some Licker characters once Zero starts refining them. Relax renzii I am just joke Well I glad wins Ashley First time iam chose ada, but later change my vote Ada no weak for whore She kills faster and smarter Sorry my bad English
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Renzii
D-Rank Member
Ex Lead Developer of Project Progeny
Posts: 24
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Post by Renzii on Jul 1, 2015 23:00:02 GMT
I don't really understand what you mean... If you're asking if the Licker will be in Project Progeny, probably not. We're going for RE4 style enemies, and RE4 didn't have any Lickers. I'm not saying Zero shouldn't draw what he wants to though, it's all practice after all, and I'm sure Z-Fied would want some Licker characters once Zero starts refining them. Relax renzii I am just joke Well I glad wins Ashley First time iam chose ada, but later change my vote Ada no weak for whore She kills faster and smarter Sorry my bad English I'm kind of glad Ashley won in a way as well. While I still like Ada, I just don't think her character was very good in RE4. Ashley and Ada will both appear in our game, but more of a spotlight will probably be given to Ashley.
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Post by Z-Fied on Jul 2, 2015 1:36:04 GMT
Yep, I can testify that I hadn't sent him a message yet, I planned to send him where I'm up to atm, and the game's GMK file for reference in his own project. (and also for help with some current AI issues)
In terms of helping with your door conundrum, I have a player local variable that sets her invincible (the same one which happens after getting grappled). When the door is activated (creation event of the door parent object), it sets the player as invincible for 5 seconds via an alarm (which is timed to roughly be the amount of time fading in and out), with the difference being when the screen is fully faded out, the door parent object deactivates all other instances in the room. My current issue is getting door assets (large door animations and sounds), otherwise these would all be implemented already into mine.
(edit) In terms of a pause menu, I have all instances deactivated when the pause menu object is created (hence why the lighting looks weird for a second, as the lighting object is disabled). I try to make it less noticeable by making the fade in much faster for the pause menu
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Renzii
D-Rank Member
Ex Lead Developer of Project Progeny
Posts: 24
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Post by Renzii on Jul 2, 2015 21:45:07 GMT
Yep, I can testify that I hadn't sent him a message yet, I planned to send him where I'm up to atm, and the game's GMK file for reference in his own project. (and also for help with some current AI issues) In terms of helping with your door conundrum, I have a player local variable that sets her invincible (the same one which happens after getting grappled). When the door is activated (creation event of the door parent object), it sets the player as invincible for 5 seconds via an alarm (which is timed to roughly be the amount of time fading in and out), with the difference being when the screen is fully faded out, the door parent object deactivates all other instances in the room. My current issue is getting door assets (large door animations and sounds), otherwise these would all be implemented already into mine. (edit) In terms of a pause menu, I have all instances deactivated when the pause menu object is created (hence why the lighting looks weird for a second, as the lighting object is disabled). I try to make it less noticeable by making the fade in much faster for the pause menu I've pretty much done what you did for the pause menu, but for the door instead. It seems to work fine, and it means enemies won't be walking around when I'm switching the rooms while the transition is going on. The pause menu in my game works the exact same way, except we haven't got any kind of lighting system yet because we don't have any art in the game besides placeholder stuff. P.S: I was thinking you'd completely forgotten about me, it's been a month or so worth of Sundays Z-Fied. =P
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Post by darkshadow on Jul 4, 2015 11:16:58 GMT
Hmm, me and my artist haven't talked too much about fetishes yet besides some idle chit chat. There will be corruption/mind break elements in the sense of the purity of Rebecca of course, we're thinking of some yuri/lesbian stuff as well. There will probably be pregnancy in some form and perhaps some cum/bukkake stuff. There are certain things we're probably going to deem off limits, like scat and beastiality, but we're always open to suggestions since these are early days. If there's something you'd really like to see, or anyone else who reads this thread, just ask away about my opinion on having it in the game and we can talk about it. Seriously? What is the point of having a Resident Evil H-game if you don't have the women getting nailed by monsters/beasts/creatures/tentacles/animals? I'm also not too sure I really like the idea that you chose Resident Evil 4 on account of most of the enemies in that game being Human in appearance. I mean come on, the whole appeal of Resident Evil H-games is to see women get sexed up by monsters/beasts/creatures/tentacles/animals.
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Renzii
D-Rank Member
Ex Lead Developer of Project Progeny
Posts: 24
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Post by Renzii on Jul 4, 2015 15:06:23 GMT
Hmm, me and my artist haven't talked too much about fetishes yet besides some idle chit chat. There will be corruption/mind break elements in the sense of the purity of Rebecca of course, we're thinking of some yuri/lesbian stuff as well. There will probably be pregnancy in some form and perhaps some cum/bukkake stuff. There are certain things we're probably going to deem off limits, like scat and beastiality, but we're always open to suggestions since these are early days. If there's something you'd really like to see, or anyone else who reads this thread, just ask away about my opinion on having it in the game and we can talk about it. Seriously? What is the point of having a Resident Evil H-game if you don't have the women getting nailed by monsters/beasts/creatures/tentacles/animals? I'm also not too sure I really like the idea that you chose Resident Evil 4 on account of most of the enemies in that game being Human in appearance. I mean come on, the whole appeal of Resident Evil H-games is to see women get sexed up by monsters/beasts/creatures/tentacles/animals. It's nice to hear some feedback on the premise from the other side of the argument, so I'm just going to give a couple of reasons as to why we've chosen what we did and why it'll continue the way we're currently envisioning it for the foreseeable future of the project. 1) Limits and bounds
Myself and the artist aren't incredibly fond of the idea of monsters and animals running around and sexually attacking Rebecca. This is personal preference, and as the only two working on the game right now it's completely acceptable that we'd only really want to make what we'd both want to see and not what we're both uncomfortable with. That's not to say tentacles or some of the RE4 parasite stuff won't make an appearance at all, but it is to say we aren't including dogs and traditional zombies. If other people were directly working on the project with us and really wanted to see this kind of thing, we would probably make a compromise, but until more people want to work with us and contribute to our project we'll just keep working with what we're comfortable with. 2) The source and inspiration
We mostly chose RE4 as an inspiration because we didn't want to go down the exact same road that Z-Fied went down. Why would we spend all our time and effort making ANOTHER complete h-game which followed the exact same premise, had similar environments, enemies and gameplay as one that was already being made? Me and the artist both really liked RE4, so we decided to go for something different because we didn't want to end up making a really similar game. (Both from a gameplay standpoint and visual standpoint) RE4 is perfect for this, because for the series as a whole it was a huge departure. It's also a really untapped market when it comes to RE inspired h-media, quite a bit of it focuses on zombies and monsters, not so much on the RE4 style stuff. 3) Exploring other things
The walling off of certain fetishes might not be to a few people's tastes, but it's not like we're going to go purely vanilla with this project. I've already mentioned things like pregnancy and bondage style stuff that we hope to include in the game, and also some other ideas which aren't completely set in stone as of yet. Resident Evil: Progeny will more than likely explore things similar or beyond what we've already seen in the demo, therefore we want to try and offer different scenes and whatnot to players of this game. This also means that people who have more specific tastes can choose between which game they'd prefer to play, instead of being uncomfortable with both. I hope this clears a few things up for you and anyone else who was really sceptical about the overall theme.
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shamy
D-Rank Member
Posts: 6
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Post by shamy on Jul 4, 2015 21:50:28 GMT
Renzi
It is the correct and clever approach. He completely suits me. Still to see the first screenshots
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Post by essif2239 on Feb 11, 2016 6:56:22 GMT
Is this or RE:P still being developed?
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Renzii
D-Rank Member
Ex Lead Developer of Project Progeny
Posts: 24
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Post by Renzii on Mar 19, 2016 9:15:55 GMT
Hello everyone, just giving this post a quick reply to the tread to bump/raise awareness of the post I've made.
The post detailing everything which has been going on has now replaced the general message in the first post of the tread.
-Renzii
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Post by Person on Mar 19, 2016 21:29:54 GMT
Yeah i'm still here, waiting for it to happen since 2014
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