RayTwol ~ Rayman 2 level editor (1.0 release)

Discuss tools to aid in the modification and running of Rayman games.

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

Post by Adsolution » Thu May 04, 2017 12:27 am

I'm not sure, because events are still being very tricky to work out. At the very least you'd be able to fully edit the tiles/collision and move events that are already there around.

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

Post by Adsolution » Mon May 22, 2017 12:52 am

Just quoting this because I'm curious for more peoples' input on the visual style:

Adsolution wrote:Yesterday and today I've been cleaning up the interface (the style is now borderless with rounded edges) and incorporating some handy new features, including a proper open level window, settings (with axis flipping as per Ambi's request) and an object search bar. Upon opening a level, the camera now also teleports to a convenient place so you don't have to hunt it down through space. Hold and Fetch have been moved to the File menu, allowing you to save and load as many different versions of a level as you like.

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I hope to have the hot-update syncing and project management features complete for the 1.1 release.

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

Post by Hunchman801 » Mon May 22, 2017 2:02 am

I think it looks pretty cool, good work.
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Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Post by abood » Sun May 28, 2017 9:53 pm

tremendously awesome it's really good to see people making these tools for rayman I always wanted to know how these third party level editors are made! sadly I'm not good enough with scripting yet to do these things i only worked with unity3D c# and abit of c++ if I had the needed skills I would've helped

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

Post by Adsolution » Sun May 28, 2017 10:15 pm

abood wrote:I always wanted to know how these third party level editors are made!
It's pretty straightforward as a concept: the level geometry is extracted and re-loaded into the editor, then objects and their names/coordinates are scanned for in the level files using an algorithm, represented in the editor as boxes (for now). It keeps track of where in the level file each of the objects were stored, and then simply overwrites their coordinate values with the new ones when you save.
abood wrote:sadly I'm not good enough with scripting yet to do these things i only worked with unity3D c# and abit of c++ if I had the needed skills I would've helped
It's being written in C#, which I started learning from working with Unity at first as well. However, the issue isn't so much programming as it is just figuring out how the level files are structured!

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

Post by Dstrap » Wed Aug 16, 2017 2:58 pm

Adsolution wrote:Just quoting this because I'm curious for more peoples' input on the visual style:

Adsolution wrote:Yesterday and today I've been cleaning up the interface (the style is now borderless with rounded edges) and incorporating some handy new features, including a proper open level window, settings (with axis flipping as per Ambi's request) and an object search bar. Upon opening a level, the camera now also teleports to a convenient place so you don't have to hunt it down through space. Hold and Fetch have been moved to the File menu, allowing you to save and load as many different versions of a level as you like.

Image

Image


I hope to have the hot-update syncing and project management features complete for the 1.1 release.
Looking tight!
Any idea when the next update's done?

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

Post by Moonlighter » Wed Dec 06, 2017 7:57 pm

This is really awesome! I hope you continue to develop this amazing tool, I myself downloaded the Visual Studio solution to see if I can understand it and help somehow, although I have no previous experience in reverse engineering something so deeply...anyways, real nice job, probably on the way to make my biggest dreams as a child come true hahah

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

Post by Master » Wed Dec 06, 2017 8:34 pm

I wasn't aware that Ad had released the source code for the project?
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Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Post by Carrot-master » Wed Dec 06, 2017 9:26 pm

I believe it's up on GitHub

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

Post by Master » Wed Dec 06, 2017 9:39 pm

Huh, neat. I'll be sure to check it out!
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Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Post by Adsolution » Wed Dec 06, 2017 10:06 pm

Moonlighter wrote:This is really awesome! I hope you continue to develop this amazing tool, I myself downloaded the Visual Studio solution to see if I can understand it and help somehow, although I have no previous experience in reverse engineering something so deeply...anyways, real nice job, probably on the way to make my biggest dreams as a child come true hahah
Thanks. The source code isn't supposed to be public though, I just don't have a paid GitHub account and therefore can't create private repositories :roll:

The version on there is also severely out of date in pretty much every way; I've made many core structural changes to it.

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

Post by Snagglebee » Thu Dec 07, 2017 4:56 pm

Adsolution wrote:The source code isn't supposed to be public though,
says the person that put effort in obfuscating the source code / making the application harder to decompile
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Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Post by Adsolution » Thu Dec 07, 2017 6:15 pm

I'm not actively trying to hide anything though, so I can only interpret that as "look guys, I'm dope"

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

Post by Moonlighter » Fri Dec 08, 2017 2:41 am

Adsolution wrote:
Moonlighter wrote:This is really awesome! I hope you continue to develop this amazing tool, I myself downloaded the Visual Studio solution to see if I can understand it and help somehow, although I have no previous experience in reverse engineering something so deeply...anyways, real nice job, probably on the way to make my biggest dreams as a child come true hahah
Thanks. The source code isn't supposed to be public though, I just don't have a paid GitHub account and therefore can't create private repositories :roll:

The version on there is also severely out of date in pretty much every way; I've made many core structural changes to it.
Oh....I'm sorry then? :roll:

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

Post by Adsolution » Fri Dec 08, 2017 4:25 pm

I'm not mad or anything, I was just voicing my irritation with GitHub itself. Go ham with the code... if you want to. I was just making it clear it's not up to date. :P

I'll update it once I get the 1.1 release out, which will have new features.

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

Post by Rulez » Fri Dec 08, 2017 4:34 pm

Adsolution wrote:I'll update it once I get the 1.1 release out, which will have new features.
HUGE features, I bet, haha. No arms, no legs. HUGE features! :)

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

Post by Ray502 » Sat Dec 09, 2017 4:18 am

Adsolution wrote:I'll update it once I get the 1.1 release out, which will have new features.
New features like being able to edit Rayman 1 levels perhaps? :winkgrin:
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Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Post by Snagglebee » Sun Dec 10, 2017 8:19 pm

Ray502 wrote:New features like being able to edit Rayman 1 levels perhaps? :winkgrin:
How about a new Rayman Designer Mapper if we're at it? :noel:
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Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Post by Adsolution » Sun Dec 10, 2017 8:23 pm

A new mapper for Designer (including the ability to place events) would be easy as piss. The PS1 mapper I'm doing can fully edit tiles (graphics and collision), but events are proving to be incredibly tricky.

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

Post by Snagglebee » Sun Dec 10, 2017 8:26 pm

Adsolution wrote:A new mapper for Designer (including the ability to place events) would be easy as piss. The PS1 mapper I'm doing can fully edit tiles (graphics and collision), but events are proving to be incredibly tricky.
Good, add that to the list.
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