Rayman - AFG [ALPHA #3]

Show off your arty creativity here! Post fanfics, paintings, drawings, and anything Rayman that you have made!
Forum rules
Please keep the forum rules and guidelines in mind when creating or replying to a topic.
Haruka
Ly
Posts: 26748
Joined: Sun Aug 10, 2008 9:19 pm
Contact:
Tings: 200115

Re: Rayman - AFG

Post by Haruka »

I like the rib texture you gave to the Livingstone. Looking forward for more things! ;)
boomboleros7
Space Mama
Posts: 6805
Joined: Sat Oct 22, 2011 10:43 am
Location: France
Tings: 73935

Re: Rayman - AFG

Post by boomboleros7 »

Again, congrats for that impressive work! :up:
I can't wait to fight your Hunters and your Lividstones in the next demo. :)
lucky3
Green Teensy
Posts: 119
Joined: Mon Aug 10, 2015 8:52 pm
Tings: 1300

Re: Rayman - AFG

Post by lucky3 »

Hey,

Just some good fun with antitoons!
Don't know why :fou2:
And Rayman can now walk! (running may be so exhausting...)
Sorry for the poor quality. My first record using OBS... hope i'll make it better next time.

Last edited by lucky3 on Mon Oct 19, 2015 7:37 pm, edited 1 time in total.
Raymanni
Carnivora (good)
Posts: 1083
Joined: Wed Apr 03, 2013 5:11 pm
Tings: 12835

Re: Rayman - AFG

Post by Raymanni »

lucky3 wrote:Hey,

Just some good fun with antitoons!
Don't know why :fou2:
And Rayman can now walk! (running may be so exhausting...)
Sorry for the poor quality. My first record using OBS... hope i'll make it better next time.

https://youtu.be/X-LXX4UUeiw
This is the best thing ever.
Haruka
Ly
Posts: 26748
Joined: Sun Aug 10, 2008 9:19 pm
Contact:
Tings: 200115

Re: Rayman - AFG

Post by Haruka »

Love both the Antitoons and the walking animation. I only am finding the Antitoons a little big, unless that's intentional.
boomboleros7
Space Mama
Posts: 6805
Joined: Sat Oct 22, 2011 10:43 am
Location: France
Tings: 73935

Re: Rayman - AFG

Post by boomboleros7 »

So many Antitoons :shock:
I wonder if the other types of Antitoons (jumping, charging...) will return in your fan game.
Well, I don't know if it's possible to create a 3D model for them... After all, there were only walking Antitoons in Rayman 2 on PS1.
lucky3
Green Teensy
Posts: 119
Joined: Mon Aug 10, 2015 8:52 pm
Tings: 1300

Re: Rayman - AFG

Post by lucky3 »

Thanks guys,
I only am finding the Antitoons a little big, unless that's intentional.
Well I had the feeling they looked too inoffensive in 3d, small and easy no to walk on them by jumping or walking aside. It works better in Rayman1 because they completely block the 2 dimensional Rayman way. That's why I scaled them, but then they look too big now :)
One solution would be to make them bite rayman like in Rayman 1, and moving toward Rayman when he gets closer. I'll certainly give it a try.
After all, there were only walking Antitoons in Rayman 2 on PS1.
Wow looks great, didn't even know about it. I've just googled it and saw pictures but can't find videos.
OCG
The Captain
Posts: 18569
Joined: Sat May 11, 2013 9:24 am
Location: RPC Pirate Ship
Contact:
Tings: 9905

Re: Rayman - AFG

Post by OCG »

I think Haruka did a Walkthrough of R2 PS1 version and I am sure they are seen there ;)
Master
Rayman 1
Posts: 53542
Joined: Sun Aug 21, 2011 10:14 am
Location: Somewhere specific, I'd assume.
Tings: 468310

Re: Rayman - AFG

Post by Master »

They only appear in two levels, look at videos on the Fairy Glade and Sanctuary of Stone and Fire. If memory serves, they appear in two levels of the Fairy Glade, and only in one in the Sanctuary:

https://youtu.be/zLjdlu7080w?t=4m20s
https://youtu.be/zLjdlu7080w?t=16m10s
https://youtu.be/hMFCrayeC4U?t=2m37s
https://youtu.be/hMFCrayeC4U?t=5m15s
lucky3
Green Teensy
Posts: 119
Joined: Mon Aug 10, 2015 8:52 pm
Tings: 1300

Re: Rayman - AFG

Post by lucky3 »

Cool, thanks for the highlights Master :P
I thought Rayman AFG would be the first with 3D antitoons... i was wrong :tssk:
Eren
El Stomacho (good)
Posts: 2500
Joined: Sat Jul 25, 2015 2:46 pm
Location: Italy
Tings: 24283

Re: Rayman - AFG

Post by Eren »

lucky3 wrote:Cool, thanks for the highlights Master :P
I thought Rayman AFG would be the first with 3D antitoons... i was wrong :tssk:
Well your game is still going to be the first with 3d livingstones :P (they were actually intended to appear in rayman 4 with the robo pirates but since it got scrapped...)
lucky3
Green Teensy
Posts: 119
Joined: Mon Aug 10, 2015 8:52 pm
Tings: 1300

Re: Rayman - AFG

Post by lucky3 »

Hi there!

Time for a quick video update! In high definition this time 8)
New red lums for the life gauge, grass rendering (i'm quite new to realtime grass rendering, this is just a first test, the density is rather low...), antitoons new attacks and hunters.



And some cool new things have been done recently such as checkpoint lums not to restart at the beginning of the level, rayman can jump at multiple heights depending on the key press duration, vegations/ foliages are animated with a soft motion...
Last edited by lucky3 on Mon Oct 19, 2015 7:38 pm, edited 1 time in total.
Harpic fraîcheur
Betilla
Posts: 26130
Joined: Sat Jan 18, 2014 7:57 pm
Location: Au pays des prouts
Tings: 375180

Re: Rayman - AFG

Post by Harpic fraîcheur »

Great job !
GOT4N
Photographer
Posts: 3425
Joined: Tue Aug 24, 2010 7:10 pm
Tings: 400

Re: Rayman - AFG

Post by GOT4N »

Tested it, it looks really good! :O
Haruka
Ly
Posts: 26748
Joined: Sun Aug 10, 2008 9:19 pm
Contact:
Tings: 200115

Re: Rayman - AFG

Post by Haruka »

Wonderful. I'm getting excited about your game. :D
Raymanni
Carnivora (good)
Posts: 1083
Joined: Wed Apr 03, 2013 5:11 pm
Tings: 12835

Re: Rayman - AFG

Post by Raymanni »

Oh dear god! I love the Rayman 1 elements in 3D! Keep up the very great work! :bigup:
lucky3
Green Teensy
Posts: 119
Joined: Mon Aug 10, 2015 8:52 pm
Tings: 1300

Re: Rayman - AFG

Post by lucky3 »

Thanks for your comments guys :)

Now a milestone in Rayman AFG development : when Rayman hangs on a platform border, his hands are located a the actual slope height. Yes. :hehe:

Image


By the way it's quite strange: this feature is in Rayman 2, but not Rayman 3. Did they change the game engine, had to recode everything and forget this? Dunno. In rayman 3 the even lost the jump height feature based on the button press duration :pfff:

Well apart from that, here is a brief sight of what has been worked on lately:

-New butterfly map colored by Ambi
Image

-Better floor detection system: Rayman now detects if he's grounded more accurately, several bugs are now fixed (Rayman was floating in the air on the border of a platform...). Most of bugs are gone, but there may be a few ones still though they shoudn't be a big deal.
-Fancy star when life gauge gets up
Image
-Particles improvements (lums, punch ball)
-Better vegetation animation system, at the root = no animation, at the tip of the stem = full motion. But still no dynamic collision with Rayman yet.
-Work on hunter FX, thanks Lazysquirrel
-New camera mode: "Free" to let the player moves it as he likes. "Auto" sometimes forces the camera to follow a specific target, it's meant to help the player but it may be annoying for some users.

And soon:

-A mouse/joystick free camera mode to let the player orient the camera (a few beta testers requested that)
-Livingstone animations
-New hunter bullet concept to be done in 3d
Image
-map in progress

:)
Last edited by lucky3 on Tue Oct 04, 2016 1:28 pm, edited 1 time in total.
Raymanni
Carnivora (good)
Posts: 1083
Joined: Wed Apr 03, 2013 5:11 pm
Tings: 12835

Re: Rayman - AFG

Post by Raymanni »

>eyegasm
lucky3
Green Teensy
Posts: 119
Joined: Mon Aug 10, 2015 8:52 pm
Tings: 1300

Re: Rayman - AFG

Post by lucky3 »

Full Mouse/joystick camera mode and game preferences saving into a file on the hard drive: Done !

Image
saintrayman
Electoon
Posts: 4
Joined: Thu Aug 27, 2015 4:19 pm
Location: russian federation ekaterinburg
Tings: 20

Re: Rayman - AFG

Post by saintrayman »

lucky когда премьера игры? на какой стадии работа?
Post Reply