Rayman Redemption

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Mortamon Saturn
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Re: Rayman Redemption

Post by Mortamon Saturn »

Not to brag, but I realize I've beaten the Demise Dark Chimera in just one go, and I only lost two health points and none them were against the infamous Sax/Stone hybrid! :lol:
Though, Mr Dark still took more than one try and the End of the World is probably the worst level by far in Demise when you got neither health points or checkpoints... :sad:
...And I'll have to make sure to somehow lose even less health if I attempt the Demise True Boss Rush where I'll only have 5 HP and 1 power-up! Thank you for the free torture, Ryemanni! :hap:
I even attempted the first Demise Boss Rush... and I could have done it in one go if the Menace didn't instakill me by making me fall into the water! :pascontent:
The Jonster wrote: Sat Oct 14, 2023 9:52 pm I was able to do Mr. Stone's Peaks no-hit achievement without the code, but it took hours and numerous reattempts.
The funny thing is that I nearly did it on my first try during my Demise playthrough, but sadly I messed up during the Mr Stone fight and I just felt so sad! :oops2:
...But then I successfully did it in just one try later on, but man it asks so much focus to get this achievment you better not blink a single time! :confus:

By the way, a thing I find even worse about this specific challenge is that it's also featured in the only level where you have no choice but to get damaged if you want the Fight the Virus easter egg... meaning you're forced to do this level more than once if you want that as a "true completion" regardless of how good you are at the game! :mefiant:
(Well, you still gotta do it twice for the Magician Token anyway, but that's even more attempts if you didn't get the achievement first, and I think the Token's path makes it impossible to backtrack to the easter egg. :evil: )

One thing is sure: I'll never bother with 100% achievements ever again in this game, and same probably goes for Demise mode. Neither of that felt worth it in the slightest, mostly because I absolutely despise "no damage" or "restart from the beginning again and again" stuff! :x
dr_st
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Re: Rayman Redemption

Post by dr_st »

Rayman Saturn wrote: Sun Oct 15, 2023 8:44 pm Not to brag, but I realize I've beaten the Demise Dark Chimera in just one go, and I only lost two health points and none them were against the infamous Sax/Stone hybrid! :lol:
Very nice! The Chimera is not so bad if you've practiced it enough. The preceding castle level is much harder. The End of the World is annoying.
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Re: Rayman Redemption

Post by Mortamon Saturn »

dr_st wrote: Sun Oct 15, 2023 10:05 pm Very nice! The Chimera is not so bad if you've practiced it enough. The preceding castle level is much harder. The End of the World is annoying.
I guess that muscle memory from all the attempts in the two True Boss Rush I had to do before really helped out! :oops2:
Though, a thing that still bugs me about this fight is that I still can't figure out a consistent way to reflect the Moskito/Skops hybrid's projectiles consistently (even lost one of my health points by experimenting again). It's not mandatory as it's one of the easiest ones by far, but that would really speed things up...

At least the good thing about the castle in Demise is that it isn't really worse since the whole point is still to not touch Dark Rayman. Once you figure out some efficient tricks for the "elevator" bit, it's not that bad in my opinion, but it's still extremely tough the first times around...
Demise End of the World and Dark Legacy are just even worse, though the latter was kind of okay. So far, nothing angered me more than End of the World in this mode, it's just the ultimate nightmare with all the enemies/obstacles and the fact pretty much 90% of the health power-ups are rigged there. :sad:
dr_st wrote: Sat Feb 25, 2023 9:20 pm Two bugs that exist in the latest version of Redemption:
  1. In the first part of "Brain Games" (Playtopia) you can get soft-locked if you shrink yourself and then go all the way back to the start of the level and fall to the bottom. There is no reason for you to do so, but if you do - I at least could not find a way to escape or to die. I wonder how many such places exist in other levels.
Also now that I think about it, I remember seeing Caddicarus getting stuck that way in a livestream, though I'm pretty sure it was actually in The Playhouse in his case.
Shame that the game will stay with these little imperfections forever as no more updates are planned, even despite some of the slight improvements and additions over Redemption in Rayman ReDesigner and some forgotten things that even Ryemanni acknowledged himself in the Post-mortem livestream... If only we had the source code. :mefiant:
hardback247
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Re: Rayman Redemption

Post by hardback247 »

Why was this part of Bongo Hills removed in Rayman Redemption?

Image
Mortamon Saturn
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Re: Rayman Redemption

Post by Mortamon Saturn »

hardback247 wrote: Fri Nov 03, 2023 7:06 am Why was this part of Bongo Hills removed in Rayman Redemption?
It hasn't been removed.
It has been moved to another level (Mr Sax's Hullaballoo) to rebalance the length of Rayman 1's levels as Bongo Hills was way too big (and it still is even with that change). So you'll be able to find it later.
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Re: Rayman Redemption

Post by aqsa11 »

Multimagyar wrote: Mon May 28, 2018 11:10 am 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?
What game engine or graphics library are you using to develop Rayman Redemption, and how are you handling the animations? I would be very happy if you could let me know, thanks. I know this is an old discussion but the answer to my question is very important I am appealing to the admin. Please approve my post,Thanks
dr_st
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Re: Rayman Redemption

Post by dr_st »

aqsa11 wrote: Sat Nov 04, 2023 9:49 am What game engine or graphics library are you using to develop Rayman Redemption, and how are you handling the animations? I would be very happy if you could let me know, thanks. I know this is an old discussion but the answer to my question is very important I am appealing to the admin. Please approve my post,Thanks
I approved your post, but it seems like you quoted the post below the one you intended. Anyways, the original developer, Ryemanni, known on the forums as Raymanni, no longer seems to visit the forums. However, you can probably find lots of information in this thread, although it's a pretty long read! Good luck.
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Re: Rayman Redemption

Post by PluMGMK »

I believe it was made using Game Maker!
Mortamon Saturn
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Re: Rayman Redemption

Post by Mortamon Saturn »

aqsa11 wrote: Sat Nov 04, 2023 9:49 am What game engine or graphics library are you using to develop Rayman Redemption, and how are you handling the animations? I would be very happy if you could let me know, thanks. I know this is an old discussion but the answer to my question is very important I am appealing to the admin. Please approve my post,Thanks
If you want to contact Ryemanni, you should try to do so from the email on his website, or try his Tumblr or Mastodon. He hasn't returned to the Rayman Pirate-Community in years.
I can confirm the game runs under Game Maker, and while I don't know a single thing about the intricacies of programming, the game uses tons of sprite frames for the animations (which you can see by running a Game Maker data.win unpacker such as UndertaleModTool to look at the files).
Mortamon Saturn
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Re: Rayman Redemption

Post by Mortamon Saturn »

A fun little detail I've noticed about the Menace's sprites:
If you look at the second red Menace, you'll notice it has a smaller different tongue than its green twin... However, in True Boss Rush, both got the same bigger tongue even despite the color change. Probably a minor oversight by Ryemanni! :mryellow:
Rayman Redemption - The Menace.png
Rayman Redemption - The Menace.png (2.27 KiB) Viewed 1360 times
Rayman Redemption - True Boss Rush The Menace Sprite.png
Rayman Redemption - True Boss Rush The Menace Sprite.png (2.28 KiB) Viewed 1360 times
I had to accurately recompose the sprites myself due to them being separated into many parts in the files, so that's how I noticed such a small thing! :mrgreen:
This also made me realize the reason why the hard versions might be blue and yellow is to represent the four normal color keys you can find and the main colors in Playtopia's environment (green, red, blue and yellow).

I'm also trying to find every possible reference/symbolic for the True Boss Rush color changes, so if you have any ideas/theories for any boss, feel free to share! :idea:
I'm especially wondering what Skops' colors may represent in that challenge. :paranormal:
I was wondering the same for Mr Sax, but at least I can assume it may a reference to the Bad Notes or to synthwave aesthetics.
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Re: Rayman Redemption

Post by Hunchman801 »

The Jonster wrote: Sat Oct 14, 2023 9:52 pm I was able to do Mr. Stone's Peaks no-hit achievement without the code, but it took hours and numerous reattempts.
Given the weird physics of the super helicopter in this game, I would totally lose what little sanity I have left if I attempted it. :fou2:
dr_st wrote: Sun Oct 15, 2023 10:05 pm
Rayman Saturn wrote: Sun Oct 15, 2023 8:44 pm Not to brag, but I realize I've beaten the Demise Dark Chimera in just one go, and I only lost two health points and none them were against the infamous Sax/Stone hybrid! :lol:
Very nice! The Chimera is not so bad if you've practiced it enough.
I was just never able to find the right pattern to beat that one hybrid. :oops2:
metalflygon08
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Re: Rayman Redemption

Post by metalflygon08 »

Saxastone and Zzkops really grind my gears.

Both mainly due to them having long periods of invulnerability before you can damage them.

If more sour notes were fired (to reward you for being quick with a punch knocking one back during a barrage) Saxastone would be a bit better (or if it also used the jumping attack both bosses that make it up used).

Zzkops just needs to be a smidge lower so its a bit less pixel perfect to get a fire ball to hit it.
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Re: Rayman Redemption

Post by dr_st »

Interestingly, while I had the same difficulty with "Saxastone", I found "Zzkops" to be the easiest overall. You don't actually need to damage it with its fireballs. Just throw your punch to avoid them hitting you.
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Re: Rayman Redemption

Post by metalflygon08 »

Yeah it's more tedious than difficult on Zzkops.
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Re: Rayman Redemption

Post by Mortamon Saturn »

Not fully Rayman Redemption-related, but Ryemanni has revealed his new original video game called "Connie and the Essence of Chaos", which is a Rayman 1-like platformer!
https://store.steampowered.com/app/2958 ... _of_Chaos/
It takes place in a colorful food-themed world (like Scoop Kick did), and features limbless characters as well as more inspirations from the Rayman universe, such as a floating buddy called... "Plum" :noel: (I smell more confusion for a certain someone on this forum :lol: )

You can tell there are many equivalents to Rayman (and some other retro platformers), both in the gameplay and the universe! For example, there's the Telescopic Fist, a similar grappling ability, cages with electoon-like creatures, Hunter-like enemies, temporary transformations extremely similar to laser-washing powders from Rayman 3/ReDesigner, and the kind of shops you usually see in Ryemanni's major fangames!
And of course, that moment Connie sits in a deckchair with sunglasses, which I assume will be the checkpoint system in this game!
The website also promises features such as unlockable powers! :hehe:
https://www.ryemanni.com/connie.html



Something tells me the words "reign of terror" at 1:51 and the Steam description were picked on purpose! Dark Magician 2 confirmed!!?? :fou:
It also gives me a lot vibes from his cancelled Rayman GBC-like project!




Guess it'll be worth its own topic here as a Rayman-like project! :)
hoodlumsworld
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Re: Rayman Redemption

Post by hoodlumsworld »

This looks pretty cool, I will follow the development for sure. ☺️
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Re: Rayman Redemption

Post by CosmicStrider »

...If you're borrowing so much from Rayman, why not just make a Rayman game?
Master
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Re: Rayman Redemption

Post by Master »

S'pose copyright and IP starts coming into play. Games aren't something that can just be conjured up, and as much passion and fun that might go into making them, I don't see anything wrong with trying to put that energy into something that you can get something back from for the effort being put in.

And taking inspiration from existing series and making your own "spiritual successors" is far from an unknown practice. From the top of my head - "Spark the Electric Jester," "Freedom Planet," "A Hat in Time," "Yooka-Laylee" are all games that very heavily take inspiration from existing franchises like Sonic, Mario, Banjo-Kazooie and heck I suspect even some things from Rayman. Hell I'd say this path Ryemanni's taken reminds me very much of the developer of Spark, considering they started out making Sonic fan games.

At the end of the day, Ryemanni's done a lot in their work on Rayman fan games, while there's definitely still a Rayman flavour in this new game, I suspect it will diverge as Ryemanni has the freedom to go beyond established norms. But even if it's fairly similar I think Ryemanni's in their rights to try and make something of their own and see some recompense for it.
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Re: Rayman Redemption

Post by CosmicStrider »

Oh joy...A list of games I all highly dislike for how dry and boring they are. Can't stand spiritual successors, most of them feel like a bunch of ripoffs/cashgrabs.
Master
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Re: Rayman Redemption

Post by Master »

That's perfectly valid, you're not under any obligation to like them, however nor are the people who made those nor Ryemanni are obliged to cater to any one given perspective or taste. At the end of the day, they've done what's made them hopefully happy and have been allowed a new means to express themselves both as fans of existing properties and with their own ideas and stories, something that they could be limited by if they stuck to the series they grew with, god knows fans can be very persnickety.

I guess ultimately what I'm saying is fair enough, but why the sour grapes exactly? It sounds like you believe that these games came not from people who had a love for these franchises, having started off making fan games and trying to then branch out, but instead a cynical ploy to extract money from fans who aren't getting what they want.
Last edited by Master on Sat May 11, 2024 10:20 pm, edited 1 time in total.
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