-Chase bosses caused Rayman to start floating in the air
-Bongo hills midboss softlock
-Picture City pencil related softlocks
-Mr Dark crash
-Other minor visual glitches[/code]
1.0.2 - Multiple bug fixes. (21/06/2020)
[code]Fixed:
-Collisions in some maps
-Falling pencil softlock
-Shop consumables not activating in a certain level
-A cheat related crash
-Can't jump when landing in a pan while helicoptering[/code]
1.0.3 - Multiple bug fixes. (23/06/2020)
[code]Fixed:
-Collision fixes in some maps
-Checkpoint saving instantly after respawn
-A cheat related crash
-Bossrush timer not resetting correctly
-Infinite arcade spin
-Custom keyboard inputs getting in the way when writing codes or savefile names
-Menu navigation not working with custom directional inputs
-Crash when loading some savefile names
-Dark Rayman would track you even when frozen during dialogue[/code]
1.0.4 - Multiple bug fixes. (24/06/2020)
[code]Fixed:
-Minor level design fixes here and there
-Edge animation appearing in some slopes
-Bzzit buttonmashing replaced with autofire
-Bzzit skin appearing in boss rush
-Boss rush powerups being too low
-Changes to some codes
-Dark Rayman not properly reacting to small Rayman[/code]
1.0.5 - Multiple bug fixes. (29/06/2020)
[code]Fixes:
-Optional timer wouldn't appear correctly in some boss stages
-Various visual animation errors
-Rare chance that Mr Dark would stop attacking after the game is paused
-Level layout related softlock in playtopia level 2
-Classic camera wouldn't follow the player properly when jumping off of rings
-Dark Rayman cheat related crash
-Flood stone ledge zip
-Default windows cursor being visible[/code]
1.1.0 - Additional content and bug fixes. (13/07/2020)
[code]New:
-New difficulty mode called 'Demise'
-Added an option to turn off the skid sound effect
-Bzzit medallions will also turn golden when all collectibles have been found
-Level best time is now saved and displayed on the map
Fixed:
-Delay after helipunching
-True boss rush icons represent the true boss colours
-Altered Darker Mr. Dark's true boss rush colours
-Altered the cabin boys' sprites
-More bosses having a chance to softlock when pause spamming
-Decreased the volume of loud music tracks
-Added some hint sparkles to obscure gendoors
-Cheat related crash
-Small Rayman related softlock in Brain Games
-Super heli related clip
-Removed invisible wall from the lonely cliffs
-Helicoptering to the run curse would disable jump
-Timers now display minutes
-Bossrush pause taking you back to the map
[/code]
1.1.1 - Additional content and bug fixes. (14/11/2020)
[code]New:
-Added an important new message to the startup disclaimer
-A link to main menu which takes you to ReDesigner's Gamejolt page
-Bzzit's shot is now golden if you have the goldfist
-The binoculars now disappear once you've beat the game
Fixed:
-Saving the skid sfx option
-The Menace would spawn another health bar after splitting in half
-A couple of spots which were impossible with Dark Rayman
-Dark Rayman not spawning correctly in some cases
-In the Romama fight the hoplite would keep walking during the fireball attack
-In the Mr Stone fight the fist would grab the rings when returning
-In the Mr Stone fight the stonepile didn't react to Rayman's direction when punched
-Classic camera wouldn't follow Rayman's position when hanging on a ring
[/code]
1.1.2 - Changes and bug fixes. (15/11/2020)
[code]-Fixed two sfx which were too high pitched
-Fixed the tight gap added in 1.1.1
-Fixed Mr Dark fight's ball phase to sometimes not rebound correctly
-Fixed the breakable boulders to have 4 hp instead of 5
-Changed the Dark Chimera glass paintings to have different colours in True Boss Rush
-Removed Globox
[/code]
1.1.3 - Additional content and bug fixes. (16/11/2020)
[code]-Fixed collision types being visible in Eat At Joe's
-Fixed glass paintings not flashing correctly in True Boss Rush
-Fixed powerups bought from the shop not activating in all Bzzit levels
-Fixed one more sfx with the wrong pitch
-Dead piranhas now splash in water
-Added the missing sfx for scared Livingstones
-Removed Globox
[/code]
1.1.4 - Bug fixes. (18/11/2020)
[code]-Fixed some Bzzit levels restarting the game
-Removed Globox
[/code]
Great work as always Raymanni! Can't wait to see progress on this new project of yours.
One thing to perhaps keep in mind: someone in the comments section on YouTube noted the quickness of the camera movement when Rayman is turning around. You might wanna slow down the speed of the camera moving a bit.
Wow, interesting! Stuff's even more deviously hidden than the original! It's kind of weird to have Betilla and a mini-boss together, though I guess there's nothing really wrong with it. Keep it up!
someone in the comments section on YouTube noted the quickness of the camera movement when Rayman is turning around. You might wanna slow down the speed of the camera moving a bit.
Don't worry, that will be an option so people can change it themselves.
This is pretty rad! I like how you've twisted the Betilla encounters since Rayman will already start with all of his abilities, the sprite quality is also pretty great and fitting to the style of the original game, so kudos on that!
The only thing I would maybe suggest is maybe using sprites from the 2d prototype of Rayman 2, since animations there seem to have some improvements in comparison to the original, however it's understandable if you'd prefer to keep how it is currently.
Also, you'd probably want to slow down the flower at 2:52.
saw the video pop up like a week ago but for some reason it did not registered in my brain that it was you who made it. Only today, when I actually checked who made the gamejolt page I realized that it was you. Personally not too much fan of the smooth camera movement that the atari version had but that's a pretty minor thing. It looks great. Good luck on the project.
Mind if I ask a question or two? like if you are using an engine or home built from OpenGL or DirectX if yes what language?
And how are the animation built up, like a frame made out of pieces or all of them are pre-made?
Thanks Multimagyar.
The game is made with Game Maker Studio 2 from the ground up. All animations are pre-made, which makes some pretty hefty animation strips. This might cause some issues in the long run, but I'll see how it goes. Luckily all graphics are not loaded into the memory at the same time.
it will mostly cause issues when you need larger texture pages to handle. Something like Mr stone, Mr skops and such could cause issues.
I'm glad to hear you're using external files with Game maker, not a common behaviour really besides some potential 3dish games using models with the engine. Hardly found any level file formats to dig into lately.
Will levels from Mr Dark's Dare from the Atari Jaguar version be recreated?
Will some of the objects and textures be added from Rayman Junior and Rayman Designer eg, Swiss knives, forks, bouncing jello etc.?
Will there also be some backgrounds used from the Saturn version and Rayman Designer? They are slightly different. Might add variety.
Will levels from Mr Dark's Dare from the Atari Jaguar version be recreated?
I always found the atari jaguar version of candy château a bit dull, so I'm not sure if I'll add it's levels yet. What I can say is that candy château will feature more levels overall and not just Mr Dark's Dare. Candy château will also include cages like every other world.
Will some of the objects and textures be added from Rayman Junior and Rayman Designer eg, Swiss knives, forks, bouncing jello etc.?
Yes.
Will there also be some backgrounds used from the Saturn version and Rayman Designer? They are slightly different. Might add variety.
That is indeed really nice! The additions are great, and the stuff from the original looks like it's functioning exactly as it should, but more smoothly!