Rayman PSP Homebrew

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PluMGMK
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Re: Rayman PSP Homebrew

Post by PluMGMK »

http://www.raymanpc.com/forum/viewtopic ... 60#p441761

Furthermore, I made two mistakes in that post:
:arrow: He only ripped one object, ie Rayman, which you already have.
:arrow: He's called MasterHero here.
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Re: Rayman PSP Homebrew

Post by Equilibrium369 »

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Last edited by Equilibrium369 on Mon Aug 16, 2010 7:14 pm, edited 1 time in total.
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Re: Rayman PSP Homebrew

Post by Chilly Willy »

Equilibrium369 wrote:I'm using the C programming language with the PSP SDK. I've got the jumping almost finished now and the start of the collision is coming along nicely. The jumping animation is split into 2 parts, jumping up and landing. I haven't converted the landing one yet but the jumping up gif is below. It doesn't look quite right when repeated because it's not supposed to be :P

Image
You're doing great. It's good to see a new 2D game in C for a change. :mryellow:

If you run into any issues, I could probably give some help. I've done a number of things on the PSP, including Doom and Basilisk II. I've helped on a bunch of PSP game ports, including Duke3D, RoTT, and Wolf3D.
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Re: Rayman PSP Homebrew

Post by Equilibrium369 »

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Last edited by Equilibrium369 on Mon Aug 16, 2010 7:14 pm, edited 1 time in total.
Hunchman801
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Re: Rayman PSP Homebrew

Post by Hunchman801 »

PluMGMK wrote:http://www.raymanpc.com/forum/viewtopic ... 60#p441761

Furthermore, I made two mistakes in that post:
:arrow: He only ripped one object, ie Rayman, which you already have.
:arrow: He's called MasterHero here.
Yeah, and unfortunately, those sprites aren't suitable for use because of their bad quality.

As concerns the project in general, I'll be ready to help whenever I can. Also, as the webmaster of this place, I'm ready to promote it by posting related news and why not hosting a dedicated website :)
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Re: Rayman PSP Homebrew

Post by Equilibrium369 »

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Last edited by Equilibrium369 on Mon Aug 16, 2010 7:14 pm, edited 1 time in total.
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Re: Rayman PSP Homebrew

Post by Acarr »

So, have you put together a story line to base your game around yet?
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Re: Rayman PSP Homebrew

Post by Equilibrium369 »

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Last edited by Equilibrium369 on Mon Aug 16, 2010 7:15 pm, edited 1 time in total.
alfman
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Re: Rayman PSP Homebrew

Post by alfman »

will this game be playable on PC aswell?
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Re: Rayman PSP Homebrew

Post by Equilibrium369 »

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Last edited by Equilibrium369 on Mon Aug 16, 2010 7:15 pm, edited 1 time in total.
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Re: Rayman PSP Homebrew

Post by Chilly Willy »

Equilibrium369 wrote:Cool, thanks. It would be nice to make this into a community thing where people can help and suggest things if they want. When I've finished the collision and level object engine (hopefully soon) I'll post the eboot of what I've done so far seeing as you're likely to have custom firmware on your PSP ;)
Great! Yes, I do have custom firmware... currently 5.00 M33 on my Slim. I've been hoping DA would make a nice 6.xx M33, but it's looking more like he retired. :sad:

As to the game, how about a few strategically placed tings that are "supercharged" to boost your abilities momentarily. You would do this for something like a stronger punch to break through a wall to get to a hidden part of a level. Maybe a higher jump to reach a platform that allows you to get an extra life. Things like that. The ting could be animated twice as fast as a regular ting, or maybe have a pulsing glow.
With sufficient thrust, pigs fly just fine.
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Re: Rayman PSP Homebrew

Post by Equilibrium369 »

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Last edited by Equilibrium369 on Mon Aug 16, 2010 7:15 pm, edited 1 time in total.
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Re: Rayman PSP Homebrew

Post by Hunchman801 »

Equilibrium369 wrote:This game is going to have built in levels as well as custom ones which can be placed in a "Maps" folder and they will be just plain text files so very simple to edit, maybe even a mapper sometime in the future. I also managed to figure out the repeating process needed to have different sizes of the platform I posted on the previous page.
The parameters in the map file for this particular piece of land would be something like: "MusicLand1: X, Y, SizeX, SizeY". Below are some screenshots with their code for examples:

"MusicLand1: 150, 170, 2, 1" would give: http://img521.imageshack.us/img521/5108/snap000.png
"MusicLand1: 150, 170, 2, 0" would give: http://img193.imageshack.us/img193/1250/snap001n.png
"MusicLand1: 150, 170, 1, 1" would give: http://img503.imageshack.us/img503/6835/snap002.png
"MusicLand1: 150, 170, 0, 1" would give: http://img521.imageshack.us/img521/1051/snap003.png
"MusicLand1: 150, 170, 0, 0" would give: http://img683.imageshack.us/img683/1006/snap004vx.png
You've already gone much further than the developers of the original game, in which the levels were simply coded as matrices containing the identifiers of the chosen tiles. Your idea sounds great, but will probably allow less freedom in level designing.
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Re: Rayman PSP Homebrew

Post by Equilibrium369 »

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Last edited by Equilibrium369 on Mon Aug 16, 2010 7:15 pm, edited 1 time in total.
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Re: Rayman PSP Homebrew

Post by Chilly Willy »

Equilibrium369 wrote:Yea I have 5.00 M33 too :P
I like the idea about the different tings. Maybe the special ones could have different colours depending on what special ability they give you. Apart from that I think the game is going to need something that you can permanently collect which affects your progress. The original rayman had the electoon cages which I could do but it would be better to think of something new.
How about allowing the player to collect the special tings, not use them immediately. They'd be single use, but more useful if you don't have to use them immediately. That way you could do permanent changes by having the player collect X of one special ting, Y of another, and Z of another. So let's say one red ting used would boost your punch for a short time. Five red tings would boost it permanently. Five red tings + five blue tings would give you a new punch. Something like that.

So it would be up to the player to know when to use tings, and in what combinations.
With sufficient thrust, pigs fly just fine.
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Re: Rayman PSP Homebrew

Post by Hunchman801 »

Sounds good, but it shouldn't break the gameplay. I don't know if any of you have played the GBA version of RRR, but something really annoying in that game is the way using Rayman's power suits breaks the action. The more simple, the better ;)
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Re: Rayman PSP Homebrew

Post by Equilibrium369 »

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Last edited by Equilibrium369 on Mon Aug 16, 2010 7:15 pm, edited 1 time in total.
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Re: Rayman PSP Homebrew

Post by Hunchman801 »

Something like the power suits in Rayman 3 would be perfect: there are no specific controls to trigger them, all you have to do is run into the power-up and it will run out of its own.
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Re: Rayman PSP Homebrew

Post by spiraldoor »

Hunchman801 wrote:Something like the power suits in Rayman 3 would be perfect: there are no specific controls to trigger them, all you have to do is run into the power-up and it will run out of its own.
That system wasn't perfect; it encouraged hurrying through levels (before the power-up ran out; not fun) and repeated backtracking (to repeatedly refill the power-up). This could be even worse in a 2D game. I would like to see a more R1-style 'power-up' system, with the levels themselves tailored to the power-ups they contained. The flying levels, the seed level and the firefly level are good examples.
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Re: Rayman PSP Homebrew

Post by Equilibrium369 »

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Last edited by Equilibrium369 on Mon Aug 16, 2010 7:15 pm, edited 1 time in total.
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