Rayman ReDesigner
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Re: Rayman ReDesigner
Nice work with the GBA levels!
I'm currently working on a mod for Redesigner that will replace the following characters with their skins from the true boss rush in Redemption :
Mister Dark, Mister Stone, Mister Sax, Mister Skops, Moskito, red monster and the tentacle flower. Dark Rayman will also be replaced with his GBC skin.
You may remember I shared some screenshots a few pages before, I haven't made any progress since because Undertale Mod Tool wasn't compatible anymore with the latest version of Redesigner, but it has been fixed recently, so I can get back to work on it.
I'm currently working on a mod for Redesigner that will replace the following characters with their skins from the true boss rush in Redemption :
Mister Dark, Mister Stone, Mister Sax, Mister Skops, Moskito, red monster and the tentacle flower. Dark Rayman will also be replaced with his GBC skin.
You may remember I shared some screenshots a few pages before, I haven't made any progress since because Undertale Mod Tool wasn't compatible anymore with the latest version of Redesigner, but it has been fixed recently, so I can get back to work on it.
Re: Rayman ReDesigner
Moving custom background test
Based on this custom background made by RaveyDavey1993
https://raydistributor.com/content/RAY-X8SZ-AT
https://raydistributor.com/content/RAY-X8SZ-AT
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hoodlumsworld

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Re: Rayman ReDesigner
Good job mixing the pink clouds with the Space Mama background, it looks really nice.
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Mortamon Saturn

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Re: Rayman ReDesigner
Well, Fiery Depths is postponed to August! Due to lack of time and to a certain helpful surprise (which will make a lot of things easier and allow me to replace some bonus screens and to improve some visuals as well to remake skins from the other versions of Rayman GBC, and so it gives me a bit more work right now), it wasn’t possible for July!
But it should be completed very soon in less than a week if everything goes according to plan. So far, the first three levels are complete and all the tiles have been placed. I just need to complete the fourth one, the two bonuses and the PPC/PalmOS versions, and it should be ready! The hardest part is to place all the objects properly!
As expected, it’s extremely hard to remake that one correctly due to how insanely different it is compared to ReDesigner (only level 3 with the rising lava can really be accurate), but it does work. This is what I had to replace:
-The flame traps were replaced by different obstacles depending on their location and on the original direction they pointed towards. So you have Yellow Prickly Crushers which replace most of the ceiling ones, Yellow Pricklies moving in diagonal directions, and Fire Boys bouncing in place vertically.
-The Bats were replaced by two flying Antitoons merged into one (which replicates their two health points and which can use their flight paths unlike the Magic Minions I wanted to add).
-The normal platforms have been replaced by the Dark Stones from Mr Dark’s castle.
-The falling ones have been replaced again by the Stalactites going down.
-The lava boulders have been replaced by Lava Rocks or Snow Ball Generators (with a few new Gendoors for some of them) depending on whether the original respawned or not (at least the snow obstacles from this game look more like grey stone than actual snow so it doesn’t look too out of place). Sadly, they all spawn much faster than their GBC counterparts and so it can be hard to avoid them at first.
-The Ring Bats have been replaced by two Pink Rings. The first one is the lowest of the two and will only go up when grappling to it and will stop on block, while the other will do the same but keep moving. I had to do that because these Bats’ behaviour can’t be replicated at all (especially their "attack") and just having a Ring mimicking their ascent would softlock you (or force you to jump from some spikes to proceed). It may be confusing, but I couldn’t think of a better way... I also tried to set their speed to 1 to match the one of the Bats, but there are a few moments where I had to set it back to 2 due to Rayman’s bigger grappling hitbox being hit by the spikes when moving at that speed.
-A few tiles had to be changed to reduce some issues related to ReDesigner, but some will be restored again in the Palm OS versions (thus making the level harder).
Hope this isn’t too confusing, but everything has been tested out to work and to still allow you to beat the levels without taking damage (which is harder in this version, however).
In the meanwhile, more screenshots!

Currently, I think a first release in October or November will be more likely due to the first project being late, but September still isn’t impossible.
I laughed very hard when I saw it again after all this time! I love it, it’s like it’s calling Rayman a complete loser for failing the bonus stage!
And well spotted! I didn’t even think about that possible connection between the two! It’s weird how they brought it back in the second GBC Rayman and not the first one where it was just a generic stopwatch.
It’s also funny how they bothered to make these very detailed and completely new bonus screens, but the one used for the New Record is still the same from Rayman 1 GBC and so it looks kinda out of place!
Well, thanks!
Glad to hear again about that mod! This sounds very promising!
I had that problem too when I tried to open the new version with UndertaleModTool, so I had to update the latter to view the game with it again (which helped me to find the game’s easter egg). I feared it could have stopped the creation of such mods for ReDesigner, so it’s great that it’s been solved.

But it should be completed very soon in less than a week if everything goes according to plan. So far, the first three levels are complete and all the tiles have been placed. I just need to complete the fourth one, the two bonuses and the PPC/PalmOS versions, and it should be ready! The hardest part is to place all the objects properly!
As expected, it’s extremely hard to remake that one correctly due to how insanely different it is compared to ReDesigner (only level 3 with the rising lava can really be accurate), but it does work. This is what I had to replace:
-The flame traps were replaced by different obstacles depending on their location and on the original direction they pointed towards. So you have Yellow Prickly Crushers which replace most of the ceiling ones, Yellow Pricklies moving in diagonal directions, and Fire Boys bouncing in place vertically.
-The Bats were replaced by two flying Antitoons merged into one (which replicates their two health points and which can use their flight paths unlike the Magic Minions I wanted to add).
-The normal platforms have been replaced by the Dark Stones from Mr Dark’s castle.
-The falling ones have been replaced again by the Stalactites going down.
-The lava boulders have been replaced by Lava Rocks or Snow Ball Generators (with a few new Gendoors for some of them) depending on whether the original respawned or not (at least the snow obstacles from this game look more like grey stone than actual snow so it doesn’t look too out of place). Sadly, they all spawn much faster than their GBC counterparts and so it can be hard to avoid them at first.
-The Ring Bats have been replaced by two Pink Rings. The first one is the lowest of the two and will only go up when grappling to it and will stop on block, while the other will do the same but keep moving. I had to do that because these Bats’ behaviour can’t be replicated at all (especially their "attack") and just having a Ring mimicking their ascent would softlock you (or force you to jump from some spikes to proceed). It may be confusing, but I couldn’t think of a better way... I also tried to set their speed to 1 to match the one of the Bats, but there are a few moments where I had to set it back to 2 due to Rayman’s bigger grappling hitbox being hit by the spikes when moving at that speed.
-A few tiles had to be changed to reduce some issues related to ReDesigner, but some will be restored again in the Palm OS versions (thus making the level harder).
Hope this isn’t too confusing, but everything has been tested out to work and to still allow you to beat the levels without taking damage (which is harder in this version, however).
In the meanwhile, more screenshots!
Don’t worry, as long as I don’t "Rayman Rush" it, it’ll be fine!CosmicStrider wrote: Tue Jul 12, 2022 9:51 pm Well don't rush yourself, I won't mind if you take forever!![]()
Also I almost forgot about the laughing stopwatch, it's been a handful of years since I beat that game. I wonder if it has anything to do with the clock from Rayman's continue/game over screen...
Currently, I think a first release in October or November will be more likely due to the first project being late, but September still isn’t impossible.
I laughed very hard when I saw it again after all this time! I love it, it’s like it’s calling Rayman a complete loser for failing the bonus stage!
And well spotted! I didn’t even think about that possible connection between the two! It’s weird how they brought it back in the second GBC Rayman and not the first one where it was just a generic stopwatch.
It’s also funny how they bothered to make these very detailed and completely new bonus screens, but the one used for the New Record is still the same from Rayman 1 GBC and so it looks kinda out of place!
GBA?Squiz wrote: Wed Jul 20, 2022 11:38 pm Nice work with the GBA levels!
I'm currently working on a mod for Redesigner that will replace the following characters with their skins from the true boss rush in Redemption :
Mister Dark, Mister Stone, Mister Sax, Mister Skops, Moskito, red monster and the tentacle flower. Dark Rayman will also be replaced with his GBC skin.
You may remember I shared some screenshots a few pages before, I haven't made any progress since because Undertale Mod Tool wasn't compatible anymore with the latest version of Redesigner, but it has been fixed recently, so I can get back to work on it.
Glad to hear again about that mod! This sounds very promising!
I had that problem too when I tried to open the new version with UndertaleModTool, so I had to update the latter to view the game with it again (which helped me to find the game’s easter egg). I feared it could have stopped the creation of such mods for ReDesigner, so it’s great that it’s been solved.
And very nice work on that moving background! RaveyDavey1993’s creations look even better this way!Squiz wrote: Fri Jul 29, 2022 10:22 pm Moving custom background test
Based on this custom background made by RaveyDavey1993
https://raydistributor.com/content/RAY-X8SZ-AT
Re: Rayman ReDesigner
Here it is, the True Boss Rush skins Mod 
https://raydistributor.com/content/RAY-X0XG-31
Dark Moskito and GBC Dark Rayman will be added in a later update
https://raydistributor.com/content/RAY-X0XG-31
Dark Moskito and GBC Dark Rayman will be added in a later update
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Mortamon Saturn

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Re: Rayman ReDesigner
Fantastic work, Squiz! 
That makes me hope Ryemanni could officially implement it later on for the game’s second anniversary just like what he did with FroztySeven’s Brain Games Edition mod! That way we could have both the originals and the True Boss Rush variations!
I’ve just added a mods section to the original post! Tell me if it can be improved!
----------------------------------------------------------------------------
Now, I have some other good news! Fiery Depths is F I N A L L Y here!
I’ve managed to improve quite a few things that were pretty confusing such as the "Ring Bats" replacements (now the "worse" second ring which will keep moving after activation is right beside the first one which stops on block, so you’ll only grab it if you missed your first chance with the other ring).

Download: https://raydistributor.com/content/RAY-UPTZ-FG
A pretty tough volcanic world made of four levels and which includes two bonuses! As we’ve already said, don’t expect it to be as good as the others as it was much harder to recreate for many reasons and due to the original level being probably the least well thought out from all of Rayman GBC! It becomes fun when you get used to it, but the first time, it’s confusing and pretty frustrating with quite a few unfair deaths and hits (especially here with the Lava Rocks which spawn *instantly*, but can be dodged if you know what to expect with their Gendoors)!
But all of the pain aside, it’s a very impressive world with its fiery theme (which greatly expands on what was seen in the original Rayman through Skops’s boss battle), and its original creative ideas such as the Ring Bats or the lava rising segment (which is the best improvement in this version since you’re no longer limited by the sloooow scrolling which made the original pretty boring)! It even features another full section with the Super Helicopter!
Again, the assigned number of the bonus levels is incorrect (as it’s revealed on Ray1Map), but it doesn’t change anything in the game itself due to how I linked everything.
This time, there was no fitting description I could make for the level (aside from the pitifully small description from the GBC manual) so instead I’ve used variations of the game’s introductions from the GBC manual and PPC/Palm OS website as a reminder of your quest! And yeah, the website’s introduction is almost the same from these versions’ intro, but you have to work with what you have. ¯\_(ツ)_/¯
As for the version differences, it got a lot of variation this time, including some new changes I’ve made in the GBC/PPC versions to make them easier and which were reverted for some of them in the other versions! Besides the original few improvements in the two usual superior versions which I don’t even need to name, I had to replace a few solid tiles by passthrough equivalents or to add a few in some places to replicate some behaviours from the original game (like Rayman’s hitbox being bigger while swinging with a Ring). Despite the many liberties I had to take, I’m quite satisfied with the end result which is quite consistent with how the original played (aside from the fire traps and the Ring Bats, that is...)!
But as you would expect, the Greyscale variation is the worst and the one with the most differences! It certainly doesn’t look as horrifyingly ugly as its take on Rocky Peaks and it plays much better than it (despite tons of altered tiles in the walls and especially the spikes), but it just looks so bare-bones... Sometimes, it feels like you’re just moving through a white and grey background, especially in the bonus stages! Also, it had white lava... and since there’s (thankfully
) no white liquid and the ink would have been unfitting, I’ve used the Hot Chocolate from Redemption since it’s just lava with a different colour that’s close enough to the white and black standards of this port!
Regarding the visuals, the other versions are very pretty, especially the PPC and Palm OS Color variations which have heavy colour changes even between each other (and they both look great)! I especially like the "prism" gems decorations in these versions, it’s just a shame many of them are cut in half... Even the GBC/PPC music is alright as it’s a pretty good rendition of the Caves of Bad Dreams, which is very fitting for Fiery Depths’ purple colours and nightmarish dangers! Definitely one of the best ones in the game, even with some of its painful high-pitched bits!
Fiery Depths also comes with new improvements for Rayman GBC ReDesigned: more bonus screens!
-Now, if you play with the original graphics, the Pocket PC version will use its true bonus screens which were improved versions of the GBC ones! But you can still play with the previous "on-line challenge" screens if you stick to the standard new graphics (and this time, no awful oil-painted filter which only messed up their quality)!
-The Palm OS Color version will now have its own bonus screens (which are a lot smaller due to the originals having a very low quality and being tinier than their PPC counterparts). It will work just like the PPC ReDesigned version with the bonus and challenges pictures depending on which graphics you use (except the new graphics will use the unique "improved" versions I had made for the last updates, but you can still use the original pictures thanks to the new "Extra graphics" folder)!
-The Palm OS Greyscale version will use its true bonus screens for the original graphics, while the new ones replace my black and white GBC screens with new Palm OS Color ones (guess it can’t be called "Color" any more in this case
).
-You have a new folder named "Extra graphics" located among the original graphics which features the challenge screens the PPC and Palm OS screens but with barely any stretching aside from resizing them a bit (so they’ll look like as if you’re playing in 4:3 aspect ratio due to them not being large enough for ReDesigner’s minimal size).
I’ll also update the previous levels with the new bonus screens and some tiny improvements! Better and more accurate versions of all the screens will also be made for the project’s complete release. You can get rid of the old challenge files or replace them as they’re now unused by the game due to their old names which doesn’t match the current linked files.
This was pretty complicated to handle due to the text for the timer and number of Tings needing to be moved between versions in the Time Attack picture as they have different shapes and sizes (so that also means it will be positioned incorrectly if you use some special or older pictures).
I’ve also greatly expanded the read.me to give more explanations on the playable variations and the World Maps’ features!
So... for the skins... I wanted to remake the PPC sprite as well as some others now I can take a good look at what it looks like, but it took too much time and that level had been delayed quite enough, so I’ve pushed it back for the next releases!
There’s hardly anything new here besides the Beta Dark Rayman and old greenish Game Boy skins I had shared last time in the extras’ bundle! I’ve only had the time to fix a few mistakes and correct the colours of all skins to truly match Rayman GBC, which made Dark Rayman look a lot better in particular! GBC Rayman became a bit brighter, Blue Rayman got a brighter scarf and a darker torso, and the other skins have been improved a bit. If you pay close attention to Beta Dark Rayman’s death animation on spikes, you may possibly recognise a tiny detail I’ve added and which is related to his master...
Now, what I really need to do is figure out how to fix Rayman’s hair getting detached from his head in some animations, especially when he’s spinning in the air...
The skin made by ShinyRaichu94 is still recommended if you prefer something more accurate to the original! Eventually, I’ll also remake the original sprites if I can come up with something better.
And of course, here are the good old terrible lite versions with graphics you need to edit yourself!
I’ve also included a few tiny changes this time and I’ve inverted some of the new differences between the versions.
Have fun!
And hopefully the temperature can finally get better!
I don’t know when Arcane Forest will be done... Probably next month... everything has been delayed too much... It shouldn’t be too hard to recreate aside from its big level design, but there’s just a tiny little... very difficult step which is unique to it... The final boss... I have no idea how I am going to replicate that and I hate it already.
See you next year!

That makes me hope Ryemanni could officially implement it later on for the game’s second anniversary just like what he did with FroztySeven’s Brain Games Edition mod! That way we could have both the originals and the True Boss Rush variations!
I’ve just added a mods section to the original post! Tell me if it can be improved!
----------------------------------------------------------------------------
Now, I have some other good news! Fiery Depths is F I N A L L Y here!
I’ve managed to improve quite a few things that were pretty confusing such as the "Ring Bats" replacements (now the "worse" second ring which will keep moving after activation is right beside the first one which stops on block, so you’ll only grab it if you missed your first chance with the other ring).
Download: https://raydistributor.com/content/RAY-UPTZ-FG
A pretty tough volcanic world made of four levels and which includes two bonuses! As we’ve already said, don’t expect it to be as good as the others as it was much harder to recreate for many reasons and due to the original level being probably the least well thought out from all of Rayman GBC! It becomes fun when you get used to it, but the first time, it’s confusing and pretty frustrating with quite a few unfair deaths and hits (especially here with the Lava Rocks which spawn *instantly*, but can be dodged if you know what to expect with their Gendoors)!
But all of the pain aside, it’s a very impressive world with its fiery theme (which greatly expands on what was seen in the original Rayman through Skops’s boss battle), and its original creative ideas such as the Ring Bats or the lava rising segment (which is the best improvement in this version since you’re no longer limited by the sloooow scrolling which made the original pretty boring)! It even features another full section with the Super Helicopter!
Again, the assigned number of the bonus levels is incorrect (as it’s revealed on Ray1Map), but it doesn’t change anything in the game itself due to how I linked everything.
This time, there was no fitting description I could make for the level (aside from the pitifully small description from the GBC manual) so instead I’ve used variations of the game’s introductions from the GBC manual and PPC/Palm OS website as a reminder of your quest! And yeah, the website’s introduction is almost the same from these versions’ intro, but you have to work with what you have. ¯\_(ツ)_/¯
As for the version differences, it got a lot of variation this time, including some new changes I’ve made in the GBC/PPC versions to make them easier and which were reverted for some of them in the other versions! Besides the original few improvements in the two usual superior versions which I don’t even need to name, I had to replace a few solid tiles by passthrough equivalents or to add a few in some places to replicate some behaviours from the original game (like Rayman’s hitbox being bigger while swinging with a Ring). Despite the many liberties I had to take, I’m quite satisfied with the end result which is quite consistent with how the original played (aside from the fire traps and the Ring Bats, that is...)!
But as you would expect, the Greyscale variation is the worst and the one with the most differences! It certainly doesn’t look as horrifyingly ugly as its take on Rocky Peaks and it plays much better than it (despite tons of altered tiles in the walls and especially the spikes), but it just looks so bare-bones... Sometimes, it feels like you’re just moving through a white and grey background, especially in the bonus stages! Also, it had white lava... and since there’s (thankfully
Regarding the visuals, the other versions are very pretty, especially the PPC and Palm OS Color variations which have heavy colour changes even between each other (and they both look great)! I especially like the "prism" gems decorations in these versions, it’s just a shame many of them are cut in half... Even the GBC/PPC music is alright as it’s a pretty good rendition of the Caves of Bad Dreams, which is very fitting for Fiery Depths’ purple colours and nightmarish dangers! Definitely one of the best ones in the game, even with some of its painful high-pitched bits!
Fiery Depths also comes with new improvements for Rayman GBC ReDesigned: more bonus screens!
-Now, if you play with the original graphics, the Pocket PC version will use its true bonus screens which were improved versions of the GBC ones! But you can still play with the previous "on-line challenge" screens if you stick to the standard new graphics (and this time, no awful oil-painted filter which only messed up their quality)!
-The Palm OS Color version will now have its own bonus screens (which are a lot smaller due to the originals having a very low quality and being tinier than their PPC counterparts). It will work just like the PPC ReDesigned version with the bonus and challenges pictures depending on which graphics you use (except the new graphics will use the unique "improved" versions I had made for the last updates, but you can still use the original pictures thanks to the new "Extra graphics" folder)!
-The Palm OS Greyscale version will use its true bonus screens for the original graphics, while the new ones replace my black and white GBC screens with new Palm OS Color ones (guess it can’t be called "Color" any more in this case
-You have a new folder named "Extra graphics" located among the original graphics which features the challenge screens the PPC and Palm OS screens but with barely any stretching aside from resizing them a bit (so they’ll look like as if you’re playing in 4:3 aspect ratio due to them not being large enough for ReDesigner’s minimal size).
I’ll also update the previous levels with the new bonus screens and some tiny improvements! Better and more accurate versions of all the screens will also be made for the project’s complete release. You can get rid of the old challenge files or replace them as they’re now unused by the game due to their old names which doesn’t match the current linked files.
This was pretty complicated to handle due to the text for the timer and number of Tings needing to be moved between versions in the Time Attack picture as they have different shapes and sizes (so that also means it will be positioned incorrectly if you use some special or older pictures).
I’ve also greatly expanded the read.me to give more explanations on the playable variations and the World Maps’ features!
So... for the skins... I wanted to remake the PPC sprite as well as some others now I can take a good look at what it looks like, but it took too much time and that level had been delayed quite enough, so I’ve pushed it back for the next releases!
There’s hardly anything new here besides the Beta Dark Rayman and old greenish Game Boy skins I had shared last time in the extras’ bundle! I’ve only had the time to fix a few mistakes and correct the colours of all skins to truly match Rayman GBC, which made Dark Rayman look a lot better in particular! GBC Rayman became a bit brighter, Blue Rayman got a brighter scarf and a darker torso, and the other skins have been improved a bit. If you pay close attention to Beta Dark Rayman’s death animation on spikes, you may possibly recognise a tiny detail I’ve added and which is related to his master...
Now, what I really need to do is figure out how to fix Rayman’s hair getting detached from his head in some animations, especially when he’s spinning in the air...
The skin made by ShinyRaichu94 is still recommended if you prefer something more accurate to the original! Eventually, I’ll also remake the original sprites if I can come up with something better.
And of course, here are the good old terrible lite versions with graphics you need to edit yourself!
I’ve also included a few tiny changes this time and I’ve inverted some of the new differences between the versions.
Have fun!
And hopefully the temperature can finally get better!
I don’t know when Arcane Forest will be done... Probably next month... everything has been delayed too much... It shouldn’t be too hard to recreate aside from its big level design, but there’s just a tiny little... very difficult step which is unique to it... The final boss... I have no idea how I am going to replicate that and I hate it already.
See you next year!
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ChronicTraitor

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Re: Rayman ReDesigner
I was waiting for this post the other day, I'd already torn through Fiery Depths before you posted here! 
Wasn't nearly as difficult as I remembered it being, actually. Aside from Bonus 2, I had a lot of trouble jumping up from the rings correctly. I got through it eventually, finding that I'd jump higher if I didn't try to move Rayman before he jumps. Might be timing/physics related too?...
Still died a bunch because of all the damaging tiles all over the place though, and missed 1 cage somewhere. Probably from just trying to get outta there! I'll have to try again and find what I might've missed.
I will say one thing, Fiery Depths is really pretty, especially the fire-colored wall spikes in the Pocket PC version! I liked the little wall crystals in the background too. In contrast the greyscale one looks kinda scary with how utterly undefined everything is. It looked like a mess of bones and eyes if I looked at it too long in some places.
All in all it was good fun, looking forward to Arcane Forest and however the (only) boss will go! I'll give the new skins you posted a try as well, I wanna see how different they are to the old ones!
Wasn't nearly as difficult as I remembered it being, actually. Aside from Bonus 2, I had a lot of trouble jumping up from the rings correctly. I got through it eventually, finding that I'd jump higher if I didn't try to move Rayman before he jumps. Might be timing/physics related too?...
Still died a bunch because of all the damaging tiles all over the place though, and missed 1 cage somewhere. Probably from just trying to get outta there! I'll have to try again and find what I might've missed.
I will say one thing, Fiery Depths is really pretty, especially the fire-colored wall spikes in the Pocket PC version! I liked the little wall crystals in the background too. In contrast the greyscale one looks kinda scary with how utterly undefined everything is. It looked like a mess of bones and eyes if I looked at it too long in some places.
All in all it was good fun, looking forward to Arcane Forest and however the (only) boss will go! I'll give the new skins you posted a try as well, I wanna see how different they are to the old ones!
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Hunchman801

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Re: Rayman ReDesigner
I think it looks great, you really kept the spirit of the original level. 
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Mortamon Saturn

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Re: Rayman ReDesigner
Updated all the previous GBC levels! This is what has been changed:
For all levels:
-Added the new bonus screens introduced in Fiery Depths.
-Expanded every read.me file to be in line with the standards of Fiery Depths.
For Time Attack in most levels of the Greyscale version:
-Fixed some incorrect collisions which were placed based on the GBC version. For some reason, when working on new remakes, my brain remembered incorrectly a few times that Time Attack had these tiles when it actually didn’t...
For Rocky Peaks:
-Linked the Super Helicopter potion near the Magician to a Killdoor already present in the third level so it can reduce your chances of seeing the item if you’re going for the bonus level (since you only need it when you return from it and you get the power-up instantly before you can even notice it), as no such object existed in Rayman GBC. The same trick was done in Fiery Depths’ final part.
For the extra bundle:
-Updated the preview screenshots on Rayman Redistributor.
-Added more bonus screens (including my Greyscale versions of the GBC and PPC screens) and updated a few names.
Arcane Forest in the works! It’s going pretty well so far despite some inconsistencies related to collisions in ReDesigner and the lack of perfect equivalents for the platforms. I quite like how it looks already!
It’s one of the most challenging worlds, but it’s not as unfair as Fiery Depths at least! Well, aside from the tons of instakill spikes, I guess...
As for Mr Dark’s boss battle... I can say there’s an attempt for now... There’s no equivalent in projectiles and I can’t really implement a Mr Dark you can attack (the ball form is completely out of the question already), so everything has to be improvised... And yes, this level is also not large enough to fit Rayman ReDesigner and- OHMAHGOWD I FREAKING HATE IT!
I can’t even come up with some good borders that would fit this screen... so for now, I think we’re going to stick with these "magic blue walls"! Just use the power of your imagination and think it’s some giant lightning barriers placed down by Mr Dark to trap Rayman! 
Yeah, I could just ditch the boss altogether like so many other recreations in this game, but I simply refuse to give it up and not at least attempt it in some way, otherwise it won’t feel complete for me.
That aside, I’ll highly recommend using the True Boss Rush mod Squiz has just released at it’ll give Mr Dark his purple GBC colours!
Same goes for Dark Rayman who will use his GBC skin once the mod is updated (if we can’t replace him with his GBC sprite, at least we can get the Redemption version of it)!
Also, I’ve made a funny little discovery! If you get subjected to the Dark Rayman Curse multiple times, multiple Dark Rayman will actually spawn, but they will be perfectly stacked on each other so you can’t visibly see that there’s more than one! However, if you die by touching this Dark Rayman, not only the dark particles that appear afterwards will be multiplied, but even the sound effect will be amplified (just like what you can do with Whoopee Cushions)! So, if you want, you can make the Dark Rayman death effect look more intense or subject your players to absolute earrape.
(Or you can just use GBC music for the latter!
)
On a similar note, if Mr Dark throws the curse at you while you’re inside a Curse Cleaner, Dark Rayman’s "spawning projectile" will be thrown as usual, but no doppelganger will appear. So you can make a big Curse Cleaner area and use this to give the illusion of Mr Dark attacking you with some evil magic projectiles!
It could probably be the one in the final section since you need to backtrack even further back than the life statue to get it when you trigger a Gendoor after the second chase with the Pricklies. Since there’s no "Pirate Cage" music feature here, there’s no clue that the Cage actually spawned.
If it’s not that one, it’s probably in some of the hidden areas found when falling in some of the chasms of levels 1 and 2. It’s probably the most cryptic world in Rayman GBC when it comes to finding the cages.
Pretty funny that you say that about the greyscale version because Rayman 2 Forever has a world that’s almost all of what you described: the Cave of Bad Dreams which is filled with giant bones and creepy animated eyes and which is the Rayman 2 level from which Fiery Depths took its music!

It’ll be most likely for September, or the end of this month if I’m very fast and if I can figure out a miracle way to recreate the final boss!
Afterwards, I’ll only have to make the extras and Dark Legacy, as well as a full release of everything with some new stuff like the cutscenes (don’t know yet if I can find a way to implement them in-game using custom graphics or if I should make separate bonus video files... or both)! Then, we’ll move on to Rayman 2 Forever!
For all levels:
-Added the new bonus screens introduced in Fiery Depths.
-Expanded every read.me file to be in line with the standards of Fiery Depths.
For Time Attack in most levels of the Greyscale version:
-Fixed some incorrect collisions which were placed based on the GBC version. For some reason, when working on new remakes, my brain remembered incorrectly a few times that Time Attack had these tiles when it actually didn’t...
For Rocky Peaks:
-Linked the Super Helicopter potion near the Magician to a Killdoor already present in the third level so it can reduce your chances of seeing the item if you’re going for the bonus level (since you only need it when you return from it and you get the power-up instantly before you can even notice it), as no such object existed in Rayman GBC. The same trick was done in Fiery Depths’ final part.
For the extra bundle:
-Updated the preview screenshots on Rayman Redistributor.
-Added more bonus screens (including my Greyscale versions of the GBC and PPC screens) and updated a few names.
Arcane Forest in the works! It’s going pretty well so far despite some inconsistencies related to collisions in ReDesigner and the lack of perfect equivalents for the platforms. I quite like how it looks already!
It’s one of the most challenging worlds, but it’s not as unfair as Fiery Depths at least! Well, aside from the tons of instakill spikes, I guess...
As for Mr Dark’s boss battle... I can say there’s an attempt for now... There’s no equivalent in projectiles and I can’t really implement a Mr Dark you can attack (the ball form is completely out of the question already), so everything has to be improvised... And yes, this level is also not large enough to fit Rayman ReDesigner and- OHMAHGOWD I FREAKING HATE IT!
Yeah, I could just ditch the boss altogether like so many other recreations in this game, but I simply refuse to give it up and not at least attempt it in some way, otherwise it won’t feel complete for me.
That aside, I’ll highly recommend using the True Boss Rush mod Squiz has just released at it’ll give Mr Dark his purple GBC colours!
Same goes for Dark Rayman who will use his GBC skin once the mod is updated (if we can’t replace him with his GBC sprite, at least we can get the Redemption version of it)!
Also, I’ve made a funny little discovery! If you get subjected to the Dark Rayman Curse multiple times, multiple Dark Rayman will actually spawn, but they will be perfectly stacked on each other so you can’t visibly see that there’s more than one! However, if you die by touching this Dark Rayman, not only the dark particles that appear afterwards will be multiplied, but even the sound effect will be amplified (just like what you can do with Whoopee Cushions)! So, if you want, you can make the Dark Rayman death effect look more intense or subject your players to absolute earrape.
On a similar note, if Mr Dark throws the curse at you while you’re inside a Curse Cleaner, Dark Rayman’s "spawning projectile" will be thrown as usual, but no doppelganger will appear. So you can make a big Curse Cleaner area and use this to give the illusion of Mr Dark attacking you with some evil magic projectiles!
Yeah, the rings can be a bit wonky in Redemption/ReDesigner, there’s really a specific timing that needs to be learned in order to jump high enough from them. Seems like Rayman jumps higher just a bit before he actually reaches the maximum visible height while swinging.ChronicTraitor wrote: Thu Aug 11, 2022 9:57 pm Wasn't nearly as difficult as I remembered it being, actually. Aside from Bonus 2, I had a lot of trouble jumping up from the rings correctly. I got through it eventually, finding that I'd jump higher if I didn't try to move Rayman before he jumps. Might be timing/physics related too?...
Still died a bunch because of all the damaging tiles all over the place though, and missed 1 cage somewhere. Probably from just trying to get outta there! I'll have to try again and find what I might've missed.
I will say one thing, Fiery Depths is really pretty, especially the fire-colored wall spikes in the Pocket PC version! I liked the little wall crystals in the background too. In contrast the greyscale one looks kinda scary with how utterly undefined everything is. It looked like a mess of bones and eyes if I looked at it too long in some places.
It could probably be the one in the final section since you need to backtrack even further back than the life statue to get it when you trigger a Gendoor after the second chase with the Pricklies. Since there’s no "Pirate Cage" music feature here, there’s no clue that the Cage actually spawned.
If it’s not that one, it’s probably in some of the hidden areas found when falling in some of the chasms of levels 1 and 2. It’s probably the most cryptic world in Rayman GBC when it comes to finding the cages.
Pretty funny that you say that about the greyscale version because Rayman 2 Forever has a world that’s almost all of what you described: the Cave of Bad Dreams which is filled with giant bones and creepy animated eyes and which is the Rayman 2 level from which Fiery Depths took its music!
ChronicTraitor wrote: Thu Aug 11, 2022 9:57 pm All in all it was good fun, looking forward to Arcane Forest and however the (only) boss will go! I'll give the new skins you posted a try as well, I wanna see how different they are to the old ones!
Glad it was good! I feared it could have felt a bit too different or confusing! I’ll try my best to make Arcane Forest ReDesigned even better!Hunchman801 wrote: Thu Aug 18, 2022 5:14 am I think it looks great, you really kept the spirit of the original level.![]()
It’ll be most likely for September, or the end of this month if I’m very fast and if I can figure out a miracle way to recreate the final boss!
Afterwards, I’ll only have to make the extras and Dark Legacy, as well as a full release of everything with some new stuff like the cutscenes (don’t know yet if I can find a way to implement them in-game using custom graphics or if I should make separate bonus video files... or both)! Then, we’ll move on to Rayman 2 Forever!
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ChronicTraitor

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Re: Rayman ReDesigner
Arcane Forest is looking good, just like I remember it! The ground always looked so strange and melted there...Maybe that's because it's above a bunch of lava? I recall Arcane Forest being kinda short feeling but in fairness one's a chase level and the other three aren't exactly too difficult...It's been a while since I'd played that world though, so maybe I've forgotten if it's tricky to get through!
I knew it reminded me of something! The music really sells it too.
Also that's a lot of fireballs to dodge.
Mr. Dark always gave me a lot of trouble as a kid. So much damage in a single screen! They had enough mercy to give a heal but it hardly lasts...It also just so happens his boss music is the one track I'm not very immune to. Ironically I just can't handle those obscenely high notes repeating in such a short time!
No matter how long it might take, I'll be ready for it when it gets released!
Yeah, I'll have to try those spots out then! It's just one single cage, and it very well may be the one in the spiky tunnel part. I'd hear something spawn but maybe I didn't look hard enough because I never found what spawned. I did get the chasm ones and the lava one...I think. I'll have to give it another look! Also the flying rings are a bit wonky but I think I've gotten it down to where I can control Rayman's jump height/direction now.Rayman Saturn wrote: Sat Aug 20, 2022 10:57 pm It could probably be the one in the final section since you need to backtrack even further back than the life statue to get it when you trigger a Gendoor after the second chase with the Pricklies. Since there’s no "Pirate Cage" music feature here, there’s no clue that the Cage actually spawned.
If it’s not that one, it’s probably in some of the hidden areas found when falling in some of the chasms of levels 1 and 2. It’s probably the most cryptic world in Rayman GBC when it comes to finding the cages.
Figures, doesn't it?Rayman Saturn wrote: Sat Aug 20, 2022 10:57 pm Pretty funny that you say that about the greyscale version because Rayman 2 Forever has a world that’s almost all of what you described: the Cave of Bad Dreams which is filled with giant bones and creepy animated eyes and which is the Rayman 2 level from which Fiery Depths took its music!![]()
Also that's a lot of fireballs to dodge.
Mr. Dark always gave me a lot of trouble as a kid. So much damage in a single screen! They had enough mercy to give a heal but it hardly lasts...It also just so happens his boss music is the one track I'm not very immune to. Ironically I just can't handle those obscenely high notes repeating in such a short time!
No matter how long it might take, I'll be ready for it when it gets released!
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Hunchman801

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Re: Rayman ReDesigner
Regarding the Mr Dark boss battle, could it be an idea to extend the arena with similar tiles outside the original map, all while blocking access to these new zones with obstacles high enough that Rayman can't jump over them? Higher ledges on each side might do the trick. I understand it deviates slightly more from the original, but maybe it's closer in spirit than the magical blue walls. 
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ChronicTraitor

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Re: Rayman ReDesigner
That's what I thought to suggest, I just couldn't find the words to fit it in anywhere in my last post. Using pre-existing tiles to wall the player off into a small area sounds like a good idea to me. 
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Mortamon Saturn

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Re: Rayman ReDesigner
Alright, very quick post! Ryemanni might make a final FINAL update! The game’s oldest save glitch should be fixed, a placeholder for missing graphics will be added, and a few last things might be implemented or improved.
Even if nothing substantial is planned to be added, you can still give your final thoughts to Ryemanni (but keep in mind you won’t get anything big)! So, if you want to see at least one final little feature added or changed, go suggest it ASAP! https://twitter.com/Ryemanni/status/1564257281134452737

Funnily enough, "the inevitability of milk water" has been suggested under that tweet, so my recent terrifying concerns about a possible "white liquid" in Rayman ReDesigner when talking about the greyscale lava might become a reality after all just like "Black Rayman" in Rayman GBC

For the quick Arcane Forest update, I’m done with most of the levels! Now the boss is the real deal! I’ll make a proper bigger response later!
Even if nothing substantial is planned to be added, you can still give your final thoughts to Ryemanni (but keep in mind you won’t get anything big)! So, if you want to see at least one final little feature added or changed, go suggest it ASAP! https://twitter.com/Ryemanni/status/1564257281134452737
Funnily enough, "the inevitability of milk water" has been suggested under that tweet, so my recent terrifying concerns about a possible "white liquid" in Rayman ReDesigner when talking about the greyscale lava might become a reality after all just like "Black Rayman" in Rayman GBC
For the quick Arcane Forest update, I’m done with most of the levels! Now the boss is the real deal! I’ll make a proper bigger response later!
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hoodlumsworld

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Re: Rayman ReDesigner
I didn't realize that some of the monks were missing. Anyways, I feel like saying "release the source code so that the project doesn't die along with your interest for it".Rayman Saturn wrote: Mon Aug 29, 2022 4:35 pm Alright, very quick post! Ryemanni might make a final FINAL update! The game’s oldest save glitch should be fixed, a placeholder for missing graphics will be added, and a few last things might be implemented or improved.
Even if nothing substantial is planned to be added, you can still give your final thoughts to Ryemanni (but keep in mind you won’t get anything big)! So, if you want to see at least one final little feature added or changed, go suggest it ASAP! https://twitter.com/Ryemanni/status/1564257281134452737
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PluMGMK

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Re: Rayman ReDesigner
QFT...hoodlumsworld wrote: Tue Aug 30, 2022 10:10 amAnyways, I feel like saying "release the source code so that the project doesn't die along with your interest for it".![]()
Re: Rayman ReDesigner
These levels look good keep up the good work
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raymandesigner

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Re: Rayman ReDesigner
Showcase level 3 picture city bosses tested worked
https://mega.nz/file/hgkQWagB#BoOoq31Q_ ... rO3lks0U50
https://mega.nz/file/hgkQWagB#BoOoq31Q_ ... rO3lks0U50
Last edited by raymandesigner on Sun Sep 22, 2024 9:51 am, edited 28 times in total.
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hoodlumsworld

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Re: Rayman ReDesigner
Very nice, raymandesigner. 
Re: Rayman ReDesigner
Hiya folks!
I'm running into an issue with collision and reactionary tiles.
I have here two Prickly Square Left and two Prickly Square Right with the same speed (3) and contained in a box of equal size. Yet after a couple seconds, the two squares seem to unsync. Compare the distance between red and green in the above vs the below image.
Is there anything I can do about this? The same issue happens with a speed of five but not a speed of four.
I'm running into an issue with collision and reactionary tiles.
I have here two Prickly Square Left and two Prickly Square Right with the same speed (3) and contained in a box of equal size. Yet after a couple seconds, the two squares seem to unsync. Compare the distance between red and green in the above vs the below image.
Is there anything I can do about this? The same issue happens with a speed of five but not a speed of four.
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PluMGMK

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Re: Rayman ReDesigner
Sounds like a rounding error somewhere in the game code. Come on Ryemanni, release it already so we can debug these things!Makopje wrote: Wed Sep 21, 2022 5:38 pm Is there anything I can do about this? The same issue happens with a speed of five but not a speed of four.


