Rayman - AFG [ALPHA #3]
Forum rules
Please keep the forum rules and guidelines in mind when creating or replying to a topic.
Please keep the forum rules and guidelines in mind when creating or replying to a topic.
-
Harpic fraîcheur

- Posts: 26130
- Joined: Sat Jan 18, 2014 7:57 pm
- Location: Au pays des prouts
- Tings: 375180
Re: Rayman - AFG [BETA #2]
Mhm I didn't noticed the shadows stuff. Anyway the Christmas stuff is really cool ! 
Re: Rayman - AFG [BETA #2]
I just played the 2nd beta and WOW! It's looking great! I seemed to have some problems with the controls though, there was a slight delay in moving, jumping, and attacking. Though that might just be a problem on my end, since my computer is very laggy.
Re: Rayman - AFG [BETA #2]
EarthBound 64 and Jazz Jackrabbit 3D I was talking seriously.It's not joke.There are two obsacles making video games by me.My akward 3D modelling skills(maths and physics are my Achilles' heel) and copyright infridgement.I hope Lucky33 you will keep working on your curious and amazing game project.I love your Rayman Fan Game.
-
Harpic fraîcheur

- Posts: 26130
- Joined: Sat Jan 18, 2014 7:57 pm
- Location: Au pays des prouts
- Tings: 375180
Re: Rayman - AFG [BETA #2]
I didn't had the prob. It was from you.THEdragon wrote:I just played the 2nd beta and WOW! It's looking great! I seemed to have some problems with the controls though, there was a slight delay in moving, jumping, and attacking. Though that might just be a problem on my end, since my computer is very laggy.
Re: Rayman - AFG [BETA #2]
>My akward 3D modelling skillsgamerz31w wrote:EarthBound 64 and Jazz Jackrabbit 3D I was talking seriously.It's not joke.There are two obsacles making video games by me.My akward 3D modelling skills(maths and physics are my Achilles' heel) and copyright infridgement.I hope Lucky33 you will keep working on your curious and amazing game project.I love your Rayman Fan Game.
You will improve in time. I'm still working on the Half-Life model and Jazz-jack Rabbit model for you. When I'm finished you can have both. I advise you to look at the wire-frame and see what way the polygons "flow"
>and copyright infridgement
Just as long as its free. There should be no copyright infringement.
Also, Great job on your game Lucky, your making rapid progress
Re: Rayman - AFG [BETA #2]
Indeed, I know my 3D modelling skills have really shot up in the past couple of years. Even working on Rayman AFG has helped me learn a few new things, particularly in regards to adding textures to my models. If I had my current skills a couple of years back, I probably would've pitched in to help with ROTD, heh.
Re: Rayman - AFG [BETA #2]
Lack of finish line and one lum is hard to get because Rayman can't land or jump on stone objects in this particular fangame.
Re: Rayman - AFG [BETA #2]
Yep seems to depend on the hardware though... Thanks, I had much fun making these goodiesMhm I didn't noticed the shadows stuff. Anyway the Christmas stuff is really cool !
Weird, I've tested on 1 laptop and 2 desktop computers, haven't experienced this. What are your OS, graphic card, processor?I just played the 2nd beta and WOW! It's looking great! I seemed to have some problems with the controls though, there was a slight delay in moving, jumping, and attacking. Though that might just be a problem on my end, since my computer is very laggy.
Glad you like it gamerz 331. Don't know these games. Yeah maths and physics can be quite tricky when making a game, but it's nice to find plenty of helpful forums on the internet. Only with my own skills i don't know if i could have made half of this fan game code.EarthBound 64 and Jazz Jackrabbit 3D I was talking seriously.It's not joke.There are two obsacles making video games by me.My akward 3D modelling skills(maths and physics are my Achilles' heel) and copyright infridgement.I hope Lucky33 you will keep working on your curious and amazing game project.I love your Rayman Fan Game.
Mmmh! Sounds like you haven't found the secret path to it yet! No finish line because as it has already been said ten times, this level is not finished eheh!Lack of finish line and one lum is hard to get because Rayman can't land or jump on stone objects in this particular fangame.
Re: Rayman - AFG [BETA #2]
I still can find in Beta that secret passage?Even if it's unfinished beta.I'm said CoridDude from Sonic Retro refused fan game projects request of these game:
-EarthBound 64/MOTHER 3:The Fall of Pig King,
-Jazz Jackrabbit 3 from year of 1999.
Probably he was afraid of copyrights infridgement(100 yeard to expire for patants).That's very sad fact.
-EarthBound 64/MOTHER 3:The Fall of Pig King,
-Jazz Jackrabbit 3 from year of 1999.
Probably he was afraid of copyrights infridgement(100 yeard to expire for patants).That's very sad fact.
Re: Rayman - AFG [BETA #2]
I run Windows 8.1, Intel HD Graphics, Intel Celeron CPU N2830 @ 2.16 GHz.lucky3 wrote:Weird, I've tested on 1 laptop and 2 desktop computers, haven't experienced this. What are your OS, graphic card, processor?I just played the 2nd beta and WOW! It's looking great! I seemed to have some problems with the controls though, there was a slight delay in moving, jumping, and attacking. Though that might just be a problem on my end, since my computer is very laggy.
gamerz31w, why do you keep bringing up Jazz Jackrabbit and Earthbound?
Re: Rayman - AFG [BETA #2]
sorry i won't talk about that anymore.
Intel(R)Core(TM)i5-3340 [email protected] 3.30GHz 4GB RAM
Nvidia GeForce GTX 550Ti
Intel(R)Core(TM)i5-3340 [email protected] 3.30GHz 4GB RAM
Nvidia GeForce GTX 550Ti
Re: Rayman - AFG [BETA #2]
Ah, a new update huh? I'm downloading it now 
Even If I am really sad about the fact that EarthBound 64 was cancelled, It's still rather hard to remake the ENTIRE game, especially if it's only you making it.gamerz31w wrote:EarthBound 64
Re: Rayman - AFG [BETA #2]
i tried to present earthbound 64(revival) on starmen.net and blenderartists.org,but they hate my modelling skills.So on starmen.net i always had banishments.
Re: Rayman - AFG [BETA #2]
I believe your banishments were for being off topic (according to the posts I read), not bad modeling skills. Although one person trying to revive a 20 year old game does seem far fetched. Since you would need to be a skilled at,
Modeling
Rigging
Texturing
Programming &
Music & sound effects
The only person I've ever encountered who was skilled at all of that was Adsolution. Looking back on his posts it took years to accomplish (2009-2015) I recommend start watching YouTube or DigitalTutors tutorials to improve before starting a huge project like that. Just remember to stay on topic
Modeling
Rigging
Texturing
Programming &
Music & sound effects
The only person I've ever encountered who was skilled at all of that was Adsolution. Looking back on his posts it took years to accomplish (2009-2015) I recommend start watching YouTube or DigitalTutors tutorials to improve before starting a huge project like that. Just remember to stay on topic
Re: Rayman - AFG [BETA #2]
Back to the topic shall we?
The demo was amazing. I cannot describe in words how great it is! It's like a proper Rayman 3D game and it just keeps getting better.
The demo was amazing. I cannot describe in words how great it is! It's like a proper Rayman 3D game and it just keeps getting better.
Re: Rayman - AFG [BETA #2]
Of course.I found a secret passage of first demo level.Still one lum left.
-
Master

- Posts: 53542
- Joined: Sun Aug 21, 2011 10:14 am
- Location: Somewhere specific, I'd assume.
- Tings: 468310
Re: Rayman - AFG [BETA #2]
Finally gave this a shot, very well done!
Some personal notes:
- Rayman feels a little odd to control, I'm not the best at describing these things, but he feels a little loose on the ground, yet stiff when airborne. I was controlling with a keyboard, I'll try using a controller next.
- Being unable to attack when in an invincibility frame. It makes it very difficult to counteract an enemy attack, and I've been demolished by antitoons at close range
- Lock-on, I'm guessing this'll be something you're working on anyways, but I feel I should mention it just in case.
- The game initially was using the IGP, some textures looked rather weird when using it, when I switched to the GeForce, it looked right.
All in all, I think you've made a tremendous start, I love the combination between the differing eras of Rayman, from the original all the way to the UbiArt era. I hope you make great progress, and I'll be keeping a close eye on this.
Some personal notes:
- Rayman feels a little odd to control, I'm not the best at describing these things, but he feels a little loose on the ground, yet stiff when airborne. I was controlling with a keyboard, I'll try using a controller next.
- Being unable to attack when in an invincibility frame. It makes it very difficult to counteract an enemy attack, and I've been demolished by antitoons at close range
- Lock-on, I'm guessing this'll be something you're working on anyways, but I feel I should mention it just in case.
- The game initially was using the IGP, some textures looked rather weird when using it, when I switched to the GeForce, it looked right.
All in all, I think you've made a tremendous start, I love the combination between the differing eras of Rayman, from the original all the way to the UbiArt era. I hope you make great progress, and I'll be keeping a close eye on this.
Re: Rayman - AFG [BETA #2]
Raymanni, master: thanks for your feedback!
-the slope speed effect? The more slope, the less speed when going up forward.
-the little progressive speed up when starting to move, and progressive slow down when stopping
But you can escape antitoons by running in the opposite direction.
Hmm, I have no idea... Could this come from:- Rayman feels a little odd to control, I'm not the best at describing these things, but he feels a little loose on the ground, yet stiff when airborne. I was controlling with a keyboard, I'll try using a controller next.
-the slope speed effect? The more slope, the less speed when going up forward.
-the little progressive speed up when starting to move, and progressive slow down when stopping
Yup, this makes things harder- Being unable to attack when in an invincibility frame. It makes it very difficult to counteract an enemy attack, and I've been demolished by antitoons at close range
Straffing? Maybe i'll work on it, but it's not a priority at the moment.- Lock-on, I'm guessing this'll be something you're working on anyways, but I feel I should mention it just in case.
It's a pity Unity doesn't handle this well. I thought it was bullet proof enough, but no ^^- The game initially was using the IGP, some textures looked rather weird when using it, when I switched to the GeForce, it looked right.
Re: Rayman - AFG [BETA #2]
awesome fangame
Re: Rayman - AFG [BETA #2]
amazing fan game mah boy, keep doing it! 





