Recently a few people along with myself have been working on a fangame. We've decided to name it Rayman Polokurse. It's still early production as of now, but so far, I've been working on the coding, while planning to work on some music and SFX, .Hayabusa has been working on music and SFX too, while Geigergast has been making sprites and other assets for it. KajiBojki has been working on concepts also.
Here's one of the sprites Geigergast made for an idle animation:
raybounce.gif (40.22 KiB) Viewed 425 times
Here's a composition that .Hayabusa worked on for the main menu on the NES:
I'm sure people don't want to look at boring code, so I won't share any examples of that as of now.
There'll be more to come soon, including a video of some gameplay for example, and eventually a demo.
Well I just spent like the past two days trying to narrow down silly glitches, and wondering why he clips into walls on one side, but not the other. I'll censor this with a spoiler since it's likely boring to people.
Turns out Game Maker is stupid with collision masks and you have to actually do it with an odd number due to it flipping the collision mask along with the sprites. The idea is that instead of having a 40 pixel wide collision mask with 20 being the centre, I have to do a 39 pixel one and use 19 as the centre (it's actually 20, but 0 counts), so this way, there's always 19 pixels on one side. The reason being that it counts the top left corner of the origin pixel when flipping it, so it needs to be an odd number. It's just a pain that it took so long to figure this out, but other than that, things are going fine.
Here's a very basic video of some demo stuff in a very messy level just to show an example of how gameplay will look:
As of now, some sprites are placeholders, and this level layout is extremely random, but it was only to test that things were working properly as of now. Enemies still need to be added and Rayman still needs to punch them, but most of the basic platforming physics seem to be working as of now.
Thanks. I'm basically just looking at all of my messy code and trying to make workarounds for any little issues while Geigergast is having fun drawing sprites.
A couple of others have offered to contribute towards the soundtrack which will be chiptune, so that's kind of nice too. It's going to mean more credited names on the RayWiki article.
I don't believe I've ever given my input on this even in the Discord server, but this seriously looks so awesome! I love the art style and everything! Definitely one of my most anticipated fan-games in a while, and I predict it will be one of the best Rayman fan-games too!!
Also, despite my username, I'm ironically not too experienced in coding or else I'd gladly help out if I could lol
CurlyBrace wrote: ↑Thu Apr 08, 2021 6:19 am
I don't believe I've ever given my input on this even in the Discord server, but this seriously looks so awesome! I love the art style and everything! Definitely one of my most anticipated fan-games in a while, and I predict it will be one of the best Rayman fan-games too!!
Also, despite my username, I'm ironically not too experienced in coding or else I'd gladly help out if I could lol
I'm glad you like it, and if you've ever seen my unorganised code or my Python, you'd realise I'm not so great at coding either, but I try.
Elite Piranha wrote: ↑Thu Apr 08, 2021 6:55 am
I wonder who is the villain for this game and what is the explanation behind Rayman's appearance.
The main villain will basically be a concept, and it's basically a Polokus nightmare. Not everything has been fully decided yet though, so more will be explained later.
Thankfully, some engines make it really easy for people with basic programming skills to come up with decent games, and GameMaker is a prime example of that.
Yeah it makes it extremely easy by having drag & drop too for people who don't know coding, but that would be very limited compared to using code. This just happens to be a copy I got in 2012 on a Humble Bundle deal. It's not version 2, but it can more or less do the same thing.
I've seen people using free alternatives such as Godot, but since I already have this, it made sense to just use it, and it's what I'm used to anyway.
Yeah the idea is that it's supposed to be a Polokus nightmare, which is why things are going to be pretty odd. The entire plot isn't fully decided but we're trying to come up with ideas as to how it will go, though the name does relate to the planned plot of course.
Also, the idea of that crazy high speed out of control run is intended to be able to break certain blocks, even though it may be annoying crashing into walls at high speed and falling accidentally.