Rayman PSP Homebrew
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Re: Rayman PSP Homebrew
Every Rayman game has cages; they're a staple of the series, both thematically and in terms of gameplay, so I think you should definitely include cages of some sort. It just wouldn't feel like a Rayman game without them.
They wouldn't necessarily need to contain Electoons, though.
They wouldn't necessarily need to contain Electoons, though.
Re: Rayman PSP Homebrew
I agree, things like cages and plums are common throughout the series. You could always put in other prisoners in the cages from other Rayman games, like Familiar Spirits for example. You can check the wiki for ideas: http://www.raymanpc.com/wiki/en/Cage
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Re: Rayman PSP Homebrew
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Last edited by Equilibrium369 on Mon Aug 16, 2010 7:16 pm, edited 1 time in total.
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Re: Rayman PSP Homebrew
Familiar Spirits are kind of lame; I like the way it was handled in R2 PS1, with cages containing various creatures such as Denys, Ludivs and Greenbottles.
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Re: Rayman PSP Homebrew
The cages could contain any living creature - it doesn't have to be the same for every cage.
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Re: Rayman PSP Homebrew
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Last edited by Equilibrium369 on Mon Aug 16, 2010 7:16 pm, edited 2 times in total.
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Re: Rayman PSP Homebrew
I like the idea of using tings of different colors in groups or combinations. Perhaps instead of being permanent, maybe it lasts only as long as you keep the groups of tings. You can go back into the manager and break up a group - the powerup is then gone, but then you can do something different with the tings.
If you want to look at TV support with the graphics.c code, here's a test I did quite some time back shortly after DAX released his dve code.
http://forums.ps2dev.org/viewtopic.php?p=66568#66568
Looks good to me so far. The LCD display on the PSP can have some motion blur on fast games. The higher the contrast, the more noticeable it will be.Equilibrium369 wrote:I've uploaded what I've done so far for anyone that has a PSP with CFW: http://uploaded.to/file/v6cond
The level area is currently only the size of the screen and I haven't done the jump landing and falling animations yet. Also, it might just be me but it looks like there's some sort of motion blur.
Swizzling the textures can make a BIG difference, but I don't think it will be quite as noticeable in a simple 2D game like this. Maybe when you reach the point that you've got lots of animated stuff on the display, then you might want it. I wouldn't worry about it for now. It's easy to add in later if you need it.Chilly Willy: I'm using the original graphics.c/h files that were in some tutorial at psp-programming.com. I know they don't have swizzling support, do you know if that would make a difference?
If you want to look at TV support with the graphics.c code, here's a test I did quite some time back shortly after DAX released his dve code.
http://forums.ps2dev.org/viewtopic.php?p=66568#66568
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Re: Rayman PSP Homebrew
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Last edited by Equilibrium369 on Mon Aug 16, 2010 7:16 pm, edited 1 time in total.
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Re: Rayman PSP Homebrew
Can we play this with an emulator or something?Equilibrium369 wrote:I've uploaded what I've done so far for anyone that has a PSP with CFW: http://uploaded.to/file/v6cond
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Re: Rayman PSP Homebrew
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Last edited by Equilibrium369 on Mon Aug 16, 2010 7:16 pm, edited 1 time in total.
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Re: Rayman PSP Homebrew
I think power-ups that last until you lose health (like the ones in the 2D Mario games, or the fist power-ups in R1 Jaguar) might be a good idea.
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Re: Rayman PSP Homebrew
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Last edited by Equilibrium369 on Mon Aug 16, 2010 7:16 pm, edited 1 time in total.
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Re: Rayman PSP Homebrew
This is really nice! Keep up the good work. When do you think you'll be done of pre-production?
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Re: Rayman PSP Homebrew
Good luck on the exams! We'll still be here when you're done.
With sufficient thrust, pigs fly just fine.
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Re: Rayman PSP Homebrew
Exams! Hate them I'm getting ready for the TAKS tests. Make that four of them.
Texas Assessment of Knowledge and Skills!
Texas Assessment of Knowledge and Skills!
I have a new status: Guardian Status!
Rank: A new battle team that consists of Rayman's old enemies Mr. Dark, the Admiral Razerbeard, Andre the Dark Lum, and maybe a few Rabbids. (Not seen on the sig.)
Now we need to crush Rayman!
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Re: Rayman PSP Homebrew
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Last edited by Equilibrium369 on Mon Aug 16, 2010 7:16 pm, edited 1 time in total.
Re: Rayman PSP Homebrew
When you're done with the mapper, you should have a contest on this forum, with its own thread of course, in which people can make maps to be in your game. I'm sure you will need extra creativity from several people to make this game exciting ;D
It would be a reward in itself to have on of my maps in your game, and i think i'm speaking for alot of us
Also, can you port this to be able to play on PC? even DOS would be awesome, cuz dosbox is pwnage ;D
It would be a reward in itself to have on of my maps in your game, and i think i'm speaking for alot of us
Also, can you port this to be able to play on PC? even DOS would be awesome, cuz dosbox is pwnage ;D
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Re: Rayman PSP Homebrew
Way to go, I like the picture! I hope this will be a great game.
I have a new status: Guardian Status!
Rank: A new battle team that consists of Rayman's old enemies Mr. Dark, the Admiral Razerbeard, Andre the Dark Lum, and maybe a few Rabbids. (Not seen on the sig.)
Now we need to crush Rayman!
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Re: Rayman PSP Homebrew
Yeah, definitely. I don't have a PSP and since emulators don't seem to work properly for this game...alfman wrote:Also, can you port this to be able to play on PC? even DOS would be awesome, cuz dosbox is pwnage ;D
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Re: Rayman PSP Homebrew
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Last edited by Equilibrium369 on Mon Aug 16, 2010 7:17 pm, edited 1 time in total.