Rayman 3

Rayman 3’s tone reminds me of cartoons like Dave The Barbarian and The Emperor’s New Groove: An old timey looking location the incorporates cartoonish contemporary elements for humour.
 
Theres an issue with those lives and continues though

It takes you back to the beginning of the stage a lot
And the stages arent short

You know, if it really was the rayman 2 system, i would have actualy liked the game

Doesn’t Rayman 2 also send you back to the start of a phase if you lose the entire health bar? There’s not much of a difference there.
 
Yeah Rayman 3 also has a lot more combat going on too. Red Lums do respawn when you get hurt though.
 
Well rayman 2 has the advantage of, short segemnts, a LOT of Red lums and you dont get insta killed by a lot of things

I think the definition of "insta kill" between the 2 games can be seen differently, mainly because of their health systems. Yes, there are obstacles in R3 GBA that can cause you to instantly lose a life and respawn in the beginning/green lum, but if we put it in that sense, R2 also would have such obstacles (lava, the abyss, being struck with a hook by a pirate, etc), the only difference being you'd lose a bit of life on the health bar.

Really in my opinion, I just don't know if the lives system in R3 gba would really make much of a difference if it was replaced with the R2 health system.
 
I think what i mean with insta kill in rayman 3 and 2 isnt clear

With rayman 2 i mean ik as in IK, like you loose all live and get an instant game over
Which, i think doesnt exist? (Correct me if wrong)

Compared to rayman 3s tons of insta kill resulting in a live loss and eventualy, game over
 
There is only one scenario where an instant game over can be done in R2, but you'd have to be unfortunate enough to be under the drilling Robo-Pirate.

I think for me it's confusing to compare the two when it comes to the subject of IK bc of the different health systems.
 
Well in Rayman 3, it's very different indeed. I think it's actually easier to not get killed compared to Rayman 2. The way Rayman 3D does it is odd, since the entire health bar drains when you die, then just refills and spawns you at the last green Lum.
 
Huh, now that's quite interesting for 3D to do that. Although yeah it's much easier to not get killed in the main R3 bc of the sometimes respawning red lums whenever you get hurt.
 
Here I am back with yet another huge post :P
Awesome finds as usual, Carrot! Truly impressed to see how much progress you've done with this engine.

As for that scrapped enemy with the metal claw, it appears to pop from the same drums you can use to bounce to higher platforms, though I'm not sure how the player was supposed to know which ones were rigged.
 
I had somehow missed RayCarrot's post since it was unfortunately the last post on page 403. That's some incredible stuff that was unused in the game. :o
 
I had somehow missed RayCarrot's post since it was unfortunately the last post on page 403. That's some incredible stuff that was unused in the game. :o
I mean, it's a Forbidden status code, I understand why you didn't read it. :mrgreen:
 
I had somehow missed RayCarrot's post since it was unfortunately the last post on page 403. That's some incredible stuff that was unused in the game. :o
I mean, it's a Forbidden status code, I understand why you didn't read it. :mrgreen:
My thoughts exactly! :mrgreen:
I guess it wouldn't have been any better if it was on 404 then, since it wouldn't be found anyway. :mrgreen:
 
"I tried to recreate the lighting of this level but Source has its limits" – Oh-kayyy… :fou:

Of course I'm not doubting what this person said, but it does feel a bit funny to be calling Source "limited" wrt OpenSpace, when it's newer, more modular, and still sometimes used for impressive-looking new games.
 
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