Rayman - AFG [ALPHA #3]

lucky3 you're best.I can't wait to play you're further progresses of your rayman fangame.You can even make Adsolution's fangame faster than her.
 
gamerz31w said:
lucky3 you're best.I can't wait to play you're further progresses of your rayman fangame.You can even make Adsolution's fangame faster than her.
I think you meant "it", gamerz. :wink:

By the way, your game looks nice lucky3! I will try the demo today.
 
Thanks!

You can even make Adsolution's fangame faster than her.
I'm not trying to compete, I have a deep respect for Adsolution fan game! She's really talented and she focuses on high quality graphics. It's superb but time consuming, i'm more into making Rayman AFG playable on high and low performance computers. I really hope she'll get it finished one day. But I admit i'm quite surprised she doesn't even release a short demo of it, since the game was originally planned to be realeased in 2009 according to the wiki.

[edit] well i've just seen the new female icon on adsolution profile... now confirmed. had to replace the "he" by she".
 
Alright, I tried Rayman AFG!

Everything seems fine, only one thing actually disturbed me : the Lividstones running after Rayman when he hits them. The problem is they run a bit too fast.
 
Come on, patience is a virtue. In a couple month or so. If i release new versions too frequently, I'm sure you'll get tired of it because of the small changes between versions. It's a bit lilke watching dozen of trailer before watching the entire movie.
 
I love the asset placement in the main menu! :D I'm only wondering about the water, since it's flat, have you considered downloading a suitable shader from the asset store?

lucky3 said:
since the game was originally planned to be realeased in 2009 according to the wiki.
I think it was started in 2009, because that was when the first video got uploaded.
 
Thanks!
I've been striving to write a proper water shader but I can't get anything good enough. Writing shaders is painful to me. There are some nice mirrored reflective shader ready to use in the standard asset packages of unity, but they are too much realistic for the Rayman art style. And it turns out to really slow down the FPS. I have to dig into the shader code but I lack skills for this.
The asset store is pricey, i have no budget for it :roll:
 
Well ok I finally managed to write a reflective water shader, with normal bump and fresnel effect. Was not that hard but I had to learn the tech behind it and find the cool scripts and help online. It's not perfect but better than the previous water. For performance sake, there will be an option in the menu screen to turn it on/off.

new_water.jpg
 
lucky3 said:
Well ok I finally managed to write a reflective water shader, with normal bump and fresnel effect. Was not that hard but I had to learn the tech behind it and find the cool scripts and help online. It's not perfect but better than the previous water. For performance sake, there will be an option in the menu screen to turn it on/off.

new_water.jpg

It looks really nice, quite the improvement from the last time I play the demo of this game.
 
Lysol said:
gamerz31w said:
lucky3 you're best.I can't wait to play you're further progresses of your rayman fangame.You can even make Adsolution's fangame faster than her.
I think you meant "it", gamerz. :wink:

By the way, your game looks nice lucky3! I will try the demo today.
It gonna take a time for a while when we play further game progressive update.
 
Hi guys,

It's a been a while since the last update! I've been working on and off during the last weeks, more off than on. These times were professionally quite overwhelming for me and sometime it's good to disconnect a little. You feel like taking a break with what you do because you can't set your mind on it.

But the project is still going, even slowly, here is a pic of the aerial water lilies to show some progress. This first level map is reaching its end!

water_lilies.jpg
 
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