RayTwol ~ Rayman 2 level editor (1.0 release)

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RobotHenchman
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Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Post by RobotHenchman » Mon Feb 06, 2017 12:11 am

rollin around at the speed of RAY
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Yeah keep on dancing Rayman. :pascontent:

Master
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Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Post by Master » Mon Feb 06, 2017 12:19 am

Adsolution wrote:Edited on top. Also:
Interesting, so you can make other surfaces slippery. Wonder what gameplay potential that could unlock? I'd imagine stuff like the flood level in Swamps of Forgetfulness would be even more tense with slipperiness.
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RobotHenchman
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Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Post by RobotHenchman » Mon Feb 06, 2017 12:37 am

i know i really love raytwol but im starting to get exited for the rayman 1 editor :popcorn:
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Yeah keep on dancing Rayman. :pascontent:

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Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Post by Carrot-master » Mon Feb 06, 2017 10:42 am

So the Rayman 1 maps in the PS1 version are basically built like Designer maps with these blocks which determine the properties of that spot? Would it then in the future be possible importing and exporting maps between the PS1 and PC/Designer versions? For example, someone built a level in Designer and was then able to play it in the PS1 version (since that versions and superior sound and graphics)?

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Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Post by RibShark » Mon Feb 06, 2017 11:44 am

A lot of the events in Designer do not exist on PS1, so that would probably not be possible to port the events over, but in terms of porting the tiles and collision from a Designer map, yes, that would theoretically be possible.

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Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Post by Carrot-master » Mon Feb 06, 2017 12:57 pm

Most of the events in Designer also exist in Rayman Junior which was also released on the PS1. Perhaps the events from the PS1 version of Junior could be ported over to the normal PS1 version?

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Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Post by RibShark » Mon Feb 06, 2017 1:03 pm

Carrot-master wrote:Most of the events in Designer also exist in Rayman Junior which was also released on the PS1. Perhaps the events from the PS1 version of Junior could be ported over to the normal PS1 version?
Not likely, the programming for such events is a part of the main executable, and not some sort of bytecode in the event, which makes porting them a lot harder.

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Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Post by PluMGMK » Mon Feb 06, 2017 2:09 pm

Isn't the PS1 version of RJ closer to the PC version anyway?

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Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Post by Adsolution » Tue Feb 07, 2017 2:29 am

check this ooout:
If you get bored of watching me edit the level, go to 7:00.

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Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Post by Droolie » Tue Feb 07, 2017 3:45 am

That's very cool and all but why did you reach 27 unnamed new folders on your desktop and what are you hiding in them? :mefiant:

Also, do you think it's possible in this version of the game to use another world's tileset and/or background? It would be pretty cool to use a jungle tileset in the Blue Mountains, for example - you would be able to have Mr Stone chase you in the jungle at nighttime (blue mountains background).

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Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Post by Adsolution » Tue Feb 07, 2017 4:04 am

Actually - and this may sound crazy - it should theoretically be possible to combine the full tileset of every single world into one. The indexing is unnecessary (they probably just did it to conserve space), because there are multiple palettes being used across a single tilset, and, for some reason, the Japanese version doesn't even use palettes, the pixels are directly stored as BGR 1555 pixels.

Additionally, the offsets for the tiles, palettes, and the list of which tiles receive which palette are simply written at 0x18, 0x1C and 0x20 in the world XXX file respectively.

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Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Post by Raymanni » Tue Feb 07, 2017 3:06 pm

omgyes indeed

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Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Post by Droolie » Tue Feb 07, 2017 8:18 pm

Sounds great, looks like custom tilesets shouldn't be too hard to implement as well, then. Cannot wait for the RotD PS1 port!

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Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Post by Raymanni » Tue Feb 07, 2017 9:27 pm

Does the PS1 version of R1 have the two unlisted types that Rayman Designer has? I mean the "instant victory"- and the "water without a splash" -types.

RobotHenchman
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Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Post by RobotHenchman » Tue Feb 07, 2017 9:42 pm

Adsolution wrote:check this ooout:
If you get bored of watching me edit the level, go to 7:00.
no way, its still 5pm?

oh its 8pm

i dont think thats my clock
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Yeah keep on dancing Rayman. :pascontent:

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Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Post by Master » Tue Feb 07, 2017 10:24 pm

That's quite extensive, will you be able to edit ting placements as well?
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Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Post by Ray502 » Tue Feb 07, 2017 11:14 pm

Is it possible to adjust the level's width and height like you can in the RD mapper?
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Adsolution
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Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Post by Adsolution » Tue Feb 07, 2017 11:22 pm

Master wrote:That's quite extensive, will you be able to edit ting placements as well?
Events should be doable, yes, though I haven't taken a look at them yet.
Ray502 wrote:Is it possible to adjust the level's width and height like you can in the RD mapper?
Yes.

Adsolution
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Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Post by Adsolution » Thu Feb 09, 2017 3:29 am

Here we go, all events are now visible... as white pixels!

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Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Post by Shrooblord » Fri Feb 10, 2017 1:14 am

Very cool work! Eventually I assume we'll have a RayThwreel too, no? Gonna stage that Reflux fight in the Summit Beyond the Clous, yo. :mryellow:
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