Rayman: Revenge of the Dark

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Adsolution
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Re: Rayman 1.5: Revenge of the Dark

Post by Adsolution »

Sabertooth1000000000 wrote:Anyone who wants to download Rayfan9876's 3D models can get them at my site [check sig].
Yup. :P
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Re: Rayman 1.5: Revenge of the Dark

Post by PluMGMK »

RayFan9876 wrote:
PluMGMK wrote:Oh thank God!
Let us have a tissue tape parade.
What does that mean?
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Re: Rayman 1.5: Revenge of the Dark

Post by Adsolution »

PluMGMK wrote:
RayFan9876 wrote:
PluMGMK wrote:Oh thank God!
Let us have a tissue tape parade.
What does that mean?
Iyunno.

Please post something more reasonable next time - Acarr
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Rayman 1.5: Revenge of the Dark

Post by Rayman9930 »

The lums didn't exist in Rayman 1. So Dark Rayman, being that he isn't possibly strong enough to break the world's core, what caused the heart of the world to break? Maybe all the power he got from Mr. Dark's defeat!? And how many are going to be in this game? The usual 1000? Are there going to be purple, blue, super yellow, and green lums in this game? Just curious.


When do you think you are going to release the game?
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Re: Rayman 1.5: Revenge of the Dark

Post by Adsolution »

Rayman123 wrote:The lums didn't exist in Rayman 1. So Dark Rayman, being that he isn't possibly strong enough to break the world's core, what caused the heart of the world to break? Maybe all the power he got from Mr. Dark's defeat!? And how many are going to be in this game? The usual 1000? Are there going to be purple, blue, super yellow, and green lums in this game? Just curious.


When do you think you are going to release the game?
For lumz, (in this game the plural for "lum" is "lumz", as that's what my R2 manual said) there's going to be Red, blue, and purple. No yellow ones, because those are the only ones that actually make up the Protoon/Heart
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Re: Rayman 1.5: Revenge of the Dark

Post by spiraldoor »

I think that the red health pickups in R1 are Red Lums. They have the same colour and the same function. The mini-health pickups also resemble atoms, just like the Red Lums in R3. I think the flying rings in R1 are Purple Lums (for obvious reasons; they look the same, they work the same, they're the same colour both have a pair of wings and a pair of eyes...). Blue Lums weren't in R1 because Rayman never swam in that game. I think that the Yellow Lums appeared in R1, in the form of the Protoon. I also think those silvery things Betilla shoots into Rayman's 'O' to give him new powers are Silver Lums (both are silver, both are made of energy, both are created by fairies, both grant Rayman new powers, both are absorbed through Rayman's 'O').
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Re: Rayman 1.5: Revenge of the Dark

Post by PluMGMK »

I think that anyone who is informed enough to post in this topic has already figured that out. :roll:
However, I would like to venture a new theory: The grabs in R3 are Purple Lums which have been exposed to Laser Washing Powder.
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Re: Rayman 1.5: Revenge of the Dark

Post by Rayman9930 »

Are there going to be any cages? Are there going to be 3D graphics of Rayman Revolution, combined the high frame rate of the Dreamcast, also combined with the high res in the PC version? Are there any main objectives in the game besides defeating Dark Rayman, like picking up the lums and cages for Rayman 2?
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Re: Rayman 1.5: Revenge of the Dark

Post by PluMGMK »

GFX level 1 will be better than Revolution, as far as I know.
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Re: Rayman 1.5: Revenge of the Dark

Post by Rayman9930 »

Yeah, but what's the objective, besides defeating Dark Rayman?
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Re: Rayman 1.5: Revenge of the Dark

Post by Sabertooth »

Rayman123 wrote:Are there going to be any cages? Are there going to be 3D graphics of Rayman Revolution, combined the high frame rate of the Dreamcast, also combined with the high res in the PC version? Are there any main objectives in the game besides defeating Dark Rayman, like picking up the lums and cages for Rayman 2?
Yeah, there should definitely be cages in this game. And since 1.5 is kind of a link between R1 and R2, you've got a lot to choose from: Electoons, Lums, Greenbottles, Ludivs, Minisuaruses, Glutes, Teensies, etc.
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Re: Rayman 1.5: Revenge of the Dark

Post by Adsolution »

Rayman123 wrote:Are there going to be any cages? Are there going to be 3D graphics of Rayman Revolution, combined the high frame rate of the Dreamcast, also combined with the high res in the PC version? Are there any main objectives in the game besides defeating Dark Rayman, like picking up the lums and cages for Rayman 2?
I have no control of your framerates. :P That all depends on your PC, and how much I optimize the maps individually. Yes the graphics will be much better that revolution. GFX lvl 1 will probably look about revolution level, lvl a bit better, and lvl 6 quite a bit better than a 360/PS3 game. The res of the game in this will be totally optional, and it automatically has every available resolution your monitor can display in the graphics options menu. The game HAS a console (I don't mean "gaming console", I mean the literal meaning of console). For those of you who don't know what consoles inside games are, they're activated by pressing a button, usually "~" and it opens a window (in this case an automatic overlay on the top of your screen) and you can view everything the game is computing and you can enter command lines for the game in there. For example, if you type "sys_AI=0", the AI totally disables and just stands there. Another example is "kill" which kills the player. I'll list a few cool ones:


i_giveitem=[ITEM NAME] - gives the defined weapon

e_time_of_day=[0-23.99] - dynamically sets the time of day

time_scale=[1=normal speed, can choose any number, even decimals] - Change the speed of the game (sound fx not affected)

g_godmode=[0,1] - Rayman becomes invincible if set to 1.

e_shadows=[0,1] - Enables/disables dynamic shadows.

r_motionblur=[0-4] - enables motion blur. 1 = screen movement motion blur, 2 = object movement motion blur, 3 = Screen + object motion blur, 4 = object + screen + special effect motion blur. 0 disables

e_water_fft=[0,1] - Toggles dynamic water rendering using the fft method (ocean is not Physicalized, it uses cell & tessellation to generate ocean movement and is NOT animated.

r_beams=[0,1] - Toggles volumetric/space/matter effects such as light beams (if it's foggy or something, you can see the 3D light that comes from light sources and hits the ground), 3D cloud puff (not geometry, has volume), and fog.


Oh and if anyone's curious, here's the code I used for Rayman's uncharged ray-shot you see in the video (I have made it look better though since then):

Code: Select all

   <Particles Name="Small1">
    <Params ParticleLifeTime="6" BlendType="ColorBased" Texture="textures/sprites/big_glow_mono.dds" SoftParticle="true" Alpha=",,,(,1;0.8348214,1;1)" ReceiveShadows="true" CastShadows="true" LightSourceIntensity="2" LightHDRDynamic="3" LightSourceRadius="3" Size="0.5,,,(;0.01339286,1;0.5892857,1;1)" TailLength="0.125" TailSteps="8" SecondGeneration="true" Speed="28" PhysicsType="SimpleCollision" CollideTerrain="true" CollideStaticObjects="true" CollideDynamicObjects="true" Bounciness="1" ForceGeneration="Wind" MotionBlurScale="35"/>
   </Particles>
   <Particles Name="Small2">
    <Params SecondGeneration="true" SpawnOnParentCollision="true" Sound="Sounds/physics:destructibles:alien_shatter"/>
   </Particles>
   <Particles Name="hit">
    <Params Count="2" Texture="textures/sprites/glow1.dds" SoftParticle="true" Alpha=",,,(;0.07142857,1;0.5803571,1;1)" Color="(,0.8392158,0.06666667)" DiffuseLighting="2" ReceiveShadows="true" CastShadows="true" LightSourceIntensity="1" LightHDRDynamic="1" LightSourceRadius="2" Size="0.25" Stretch="0.05" SecondGeneration="true" SpawnOnParentCollision="true" Speed="10" GravityScale="0.5" EmitAngle="65" PhysicsType="SimpleCollision" CollideTerrain="true" CollideStaticObjects="true" CollideDynamicObjects="true" Bounciness="0.5" VisibleUnderwater="If_False" ConfigMin="Medium"/>
    <Childs>
     <Particles Name="Medium4">
      <Params Continuous="true" Count="32" EmitterLifeTime="0.5" Texture="textures/sprites/glow1.dds" SoftParticle="true" Alpha=",,(,1;1,,64),(;0.25,1;0.5803571,1;1)" Color="(0.8745099,0.5921569,0)" DiffuseLighting="2" ReceiveShadows="true" CastShadows="true" LightSourceIntensity="0.5" LightHDRDynamic="1" LightSourceRadius="2" Size="0.2,,,(;0.08035714,1;0.4375,1;1)" Stretch="0.3" SecondGeneration="true" Speed="0" GravityScale="0.1" EmitAngle="25" PhysicsType="SimpleCollision" CollideTerrain="true" CollideStaticObjects="true" CollideDynamicObjects="true" SurfaceType="mat_spreading_fire" Bounciness="0.2" VisibleIndoors="If_False" VisibleUnderwater="If_False" ConfigMin="Medium"/>
     </Particles>
    </Childs>
   </Particles>
  </Childs>
 </Particles>
Here's the code I used for the Red Lum + their moving and healing powers:

Code: Select all

   <Particles Name="Small1">
    <Params ParticleLifeTime="6" BlendType="ColorBased" Texture="textures/sprites/big_glow_mono.dds" SoftParticle="true" Alpha=",,,(,1;0.8348214,1;1)" ReceiveShadows="true" CastShadows="true" LightSourceIntensity="2" LightHDRDynamic="3" LightSourceRadius="3" Size="0.5,,,(;0.01339286,1;0.5892857,1;1)" TailLength="0.125" TailSteps="8" SecondGeneration="true" Speed="28" PhysicsType="SimpleCollision" CollideTerrain="true" CollideStaticObjects="true" CollideDynamicObjects="true" Bounciness="1" ForceGeneration="Wind" MotionBlurScale="35"/>
   </Particles>
   <Particles Name="Small2">
    <Params SecondGeneration="true" SpawnOnParentCollision="true" Sound="Sounds/physics:destructibles:alien_shatter"/>
   </Particles>
   <Particles Name="hit">
    <Params Count="2" Texture="textures/sprites/glow1.dds" SoftParticle="true" Alpha=",,,(;0.07142857,1;0.5803571,1;1)" Color="(,0.8392158,0.06666667)" DiffuseLighting="2" ReceiveShadows="true" CastShadows="true" LightSourceIntensity="1" LightHDRDynamic="1" LightSourceRadius="2" Size="0.25" Stretch="0.05" SecondGeneration="true" SpawnOnParentCollision="true" Speed="10" GravityScale="0.5" EmitAngle="65" PhysicsType="SimpleCollision" CollideTerrain="true" CollideStaticObjects="true" CollideDynamicObjects="true" Bounciness="0.5" VisibleUnderwater="If_False" ConfigMin="Medium"/>
    <Childs>
     <Particles Name="Medium4">
      <Params Continuous="true" Count="32" EmitterLifeTime="0.5" Texture="textures/sprites/glow1.dds" SoftParticle="true" Alpha=",,(,1;1,,64),(;0.25,1;0.5803571,1;1)" Color="(0.8745099,0.5921569,0)" DiffuseLighting="2" ReceiveShadows="true" CastShadows="true" LightSourceIntensity="0.5" LightHDRDynamic="1" LightSourceRadius="2" Size="0.2,,,(;0.08035714,1;0.4375,1;1)" Stretch="0.3" SecondGeneration="true" Speed="0" GravityScale="0.1" EmitAngle="25" PhysicsType="SimpleCollision" CollideTerrain="true" CollideStaticObjects="true" CollideDynamicObjects="true" SurfaceType="mat_spreading_fire" Bounciness="0.2" VisibleIndoors="If_False" VisibleUnderwater="If_False" ConfigMin="Medium"/>
     </Particles>
    </Childs>
   </Particles>
  </Childs>
 </Particles>

Catch:

 <Particles Name="Lumz.RedCatch" Id="{79F64E62-B2C2-4527-B599-6BBE7E711C7F}">
  <Params Count="9" ParticleLifeTime="3" BlendType="ColorBased" Texture="textures/sprites/big_glow_mono.dds" SoftParticle="true" Alpha=",,,(;0.1875,1;0.7678571,1;1)" Color="(0.9490197,0,0),,,(0.004385965,0.9490197;0.8508772,(0.9490197,,0.4509804);0.9824561,(0.1098039,,0.0509804))" Size="0.5,,,(,0.5;1,1)" Speed="2" GravityScale="0.125" EmitAngle="180,1" PhysicsType="SimplePhysics" CollideTerrain="true" CollideStaticObjects="true" CollideDynamicObjects="true"/>
  <Childs>
   <Particles Name="RedCatch1">
    <Params BlendType="ColorBased" Texture="textures/sprites/glare.dds" SoftParticle="true" Alpha=",,,(;0.3482143,1;0.6651786,1;1)" Color="(,0.05882353,0.05882353)" DiffuseBacklighting="0.35" ReceiveShadows="true" CastShadows="true" LightSourceIntensity="1" LightHDRDynamic="2" LightSourceRadius="6,,,(,0.2272727;0.5,1;1)" Size="1.8,,,(,0.4318182;0.5044643,1;1,0.4318182)" Speed="0" RotationRate=",,-110" MoveRelEmitter="true"/>
   </Particles>
  </Childs>
 </Particles>
 <Particles Name="Lumz.Green" Id="{07D7343D-15FD-49EE-AB8B-C895D597CBB4}">
  <Params Continuous="true" Count="48" ParticleLifeTime="0.5" BlendType="Additive" Texture="textures/sprites/glow_tiled.dds" TextureTiling="2,2,,4" SoftParticle="true" Alpha="0.2,,,(;0.4285714,1;0.5803571,1;1)" Color="(0.1098039,0.8666667,0)" DiffuseBacklighting="1" Size=",,,(,,64;1,1)" Speed="0" MoveRelEmitter="true"/>
  <Childs>
   <Particles Name="Wings">
    <Params Continuous="true" Texture="textures/sprites/moth1.dds" TextureTiling=",2,,,2,15,true" SoftParticle="true" Size="1.25" BindToEmitter="true"/>
   </Particles>
  </Childs>
 </Particles>

<Graph Description="" Group="" enabled="1" MultiPlayer="ServerOnly">
 <Nodes>
  <Node Id="2" Class="entity:ProximityTrigger" pos="-110,-90,0" flags="0" GraphEntity="0">
   <Inputs entityId="0" Disable="0" Enable="0" Enter="0" Leave="0"/>
  </Node>
  <Node Id="6" Class="entity:ParticleEffect" pos="110,-90,0" flags="0" EntityGUID="{ED767AC5-5B68-4F86-A61B-834369DD2F8A}" EntityGUID_64="4F865B68ED767AC5">
   <Inputs entityId="0" Disable="0" Enable="0" Restart="0" Spawn="0"/>
  </Node>
  <Node Id="8" Class="Game:LocalPlayer" pos="130,-120,0" flags="0"/>
  <Node Id="10" Class="Sound:PlaySound" pos="390,-270,0" flags="0">
   <Inputs entityId="0" Enable="1" sound_SoundName="levels/rayman_-_dream_forest/sounds/sfx/lumz/redcatch.mp2" Loop="0" Once="0" Volume="0.2" InnerRadius="2" OuterRadius="10" Voice="1" Play="0"/>
  </Node>
  <Node Id="11" Class="Sound:PlaySound" pos="390,-80,0" flags="0">
   <Inputs entityId="0" Enable="1" sound_SoundName="Sounds/interface:menu:difficulty" Loop="0" Once="0" Volume="1" InnerRadius="2" OuterRadius="10" Voice="0" Play="0"/>
  </Node>
  <Node Id="14" Class="Effects:SpawnParticleEffect" pos="390,-350,0" flags="0">
   <Inputs t_Activate="0" Position="0,0,0" Effect="Rayman.Lumz.RedCatch"/>
  </Node>
  <Node Id="17" Class="Entity:EntityPos" pos="130,-320,0" flags="0" GraphEntity="0">
   <Inputs entityId="0" pos="0,0,0" rotate="0,0,0" scale="0,0,0"/>
  </Node>
  <Node Id="18" Class="Game:DamageActor" pos="110,10,0" flags="0">
   <Inputs entityId="0" damage="-15" Position="0,0,0"/>
  </Node>
 </Nodes>
 <Edges>
  <Edge nodeIn="6" nodeOut="2" portIn="Disable" portOut="Enter" enabled="1"/>
  <Edge nodeIn="18" nodeOut="2" portIn="Trigger" portOut="Enter" enabled="1"/>
  <Edge nodeIn="10" nodeOut="6" portIn="PlayTrigger" portOut="Disable" enabled="1"/>
  <Edge nodeIn="11" nodeOut="6" portIn="PlayTrigger" portOut="Disable" enabled="1"/>
  <Edge nodeIn="14" nodeOut="6" portIn="t_Activate" portOut="Disable" enabled="1"/>
  <Edge nodeIn="10" nodeOut="8" portIn="entityId" portOut="entityId" enabled="1"/>
  <Edge nodeIn="11" nodeOut="8" portIn="entityId" portOut="entityId" enabled="1"/>
  <Edge nodeIn="18" nodeOut="8" portIn="entityId" portOut="entityId" enabled="1"/>
  <Edge nodeIn="14" nodeOut="17" portIn="Position" portOut="pos" enabled="1"/>
 </Edges>
</Graph>

Just FYI, this is all XML. Now it'd be really nice if there was a decent lua coder out there who could help me program Rayman himself better. :P
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Re: Rayman 1.5: Revenge of the Dark

Post by Adsolution »

^Updated Post above^

I need a lua coder if there is one anywhere. :)
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Re: Rayman 1.5: Revenge of the Dark

Post by Rayman9930 »

You really told me on this one!
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Re: Rayman 1.5: Revenge of the Dark

Post by Adsolution »

Rayman123 wrote:You really told me on this one!
Lol. :P I'm almost ready to post new pics.
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Re: Rayman 1.5: Revenge of the Dark

Post by Adsolution »

Here's a little peak here at a big piece of the story...

After Rayman defeats "Megmont", a lava monster thing at the top of an ice-volcano, it liquefies and spreads down the mountain as Rayman has to escape. Eventually the lava freezes after being on the exterior too long (think of it as the Freezeflame galaxy in Super Marion Galaxy where it's cold winter on the outside and hot lava on the inside), and it becomes really really foggy and windy and you can barley see where you're controlling. You walk onto a frozen lake, and just as you walk on, a few seconds later you fall through the ice and the screen turns white, then comes a cutscene:

Code: Select all

   Rayman felt a grab on his hand as he struggled sightlessly against the cold freezing water. Suddenly he was pulled up out of the freezing water and back onto the ice with a splash and crack. His vision was dazed and the first thing he saw was a red foot. As he lay on his front coughing and sneezing, he looked up and saw something incredible.

   The hand holding his was nearly identical to his except in colour, and the creature that had saved him was... she was nearly identical to him! The hand he was holding onto since he was pulled up from the water was violet, and she wore hues of red, pink, and purple, and she had kind of like the Magician's but brown.

   She stared at him wide-eyed and awed, and he realized he was doing the same, then shook his head. "Y... y-you saved me!"

   "My name's Raygirl... wh... I thought I was the only one like this! Until... this..."

   "H-hi... and I'm Rayman." Rayman let go of her hand and stood up and rubbed his neck.

   "Are there more? Are there more of us where you come from... Rayman?" Raygirl said in a very curious voice.

   "Um... I mean no, I thought I was the only one too!"

   "Oh, well I'm still stunned, I never thought this would happen!" Raygirl blushed shyly which made Rayman grin.

   "Nice to meat you too... Raygirl." He cocked his head to the side for a second and smiled. Raygirl made a strange motion with her hands trying to think of something to say.

   "I... guess this means... we'll be travelling together for now." Raygirl said hopefully. There was a pause. "How did you get all the way out here? I heard a loud rumble and boom from the mountain and I saw lava rushing and steaming and freezing as I saw you running. I thought you were just another victim, but you outran that so fast, I knew it meant something, so I ran to help as soon as I could and knew it was safe!"

   "Wow, thanks a lot, I guess it's a deal!" He held out his hand, and Raygirl joined his hand, then they let go. "The reason I'm here, is because... well... I'll tell you at a better time so we're all felling good for now, for now-"

   "Please let me come with you Rayman, It's so lonely here, the only people I ever see are the rare travelers, and I'm too scared to show my face!"

   "Okay, I could really use the help, and the company of course! Sure you can come, but I'll warn you, this is not your everyday adventure!"
Okay, that's the cutscene that happens in that portion of the game. FYI, the music that goes along with this cutscene when Rayman sees Raygirl for the first time is this remix of the Fairy Counsel music that I edited a fair amount. There's a cool harmony I stuck in at 1:40 and it keeps occurring til about 4:30. The download is only 8-bit, because I don't want you using it anywhere else without asking me, so to ensure that, just post here or PM me if you want the full quality version of this. :)
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Re: Rayman 1.5: Revenge of the Dark

Post by Rayman9930 »

I don't like it, but I think it's a good idea. So we will see how it turns out! Do you think you have a slight estimate that you may know when you're going to release this?
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Re: Rayman 1.5: Revenge of the Dark

Post by Adsolution »

Rayman123 wrote:I don't like it, but I think it's a good idea. So we will see how it turns out! Do you think you have a slight estimate that you may know when you're going to release this?
If a lua coder would, for peat sake, show up some where, it's probably get done within a year, but if there's really no lua coders in this world, then I have not lcue when it's gonna happen.
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Re: Rayman 1.5: Revenge of the Dark

Post by PluMGMK »

It seems that there are no lua coders here or BG. :( Have you tried anywhere else?
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Re: Rayman 1.5: Revenge of the Dark

Post by Adsolution »

PluMGMK wrote:It seems that there are no lua coders here or BG. :( Have you tried anywhere else?
I need to find a place where someone wouldn't lol for Rayman.... :|
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