The engine only uses normal midi tracks. If it would somehow be possible to extract midis from those games, it would be totally awesome. But I have no idea how ripping midis from games works.spiraldoor wrote:Do tracks need to be in a specific MIDI format in order for them to be used in a Doom mod? It might be possible to extract the music in some MIDI format from the Jaguar version of Rayman 1, or the N64 version of Rayman 2, or the dozen or so handheld Rayman games.
Rayman DOOM (new video showing 4 levels)
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Re: Rayman DOOM (now with video + new screensots)
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spiraldoor

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Re: Rayman DOOM (now with video + new screensots)
I’ve definitely heard something about ripping music from N64 games. There’s a special Project64 plugin or something. I’ll have to check it out.
Re: Rayman DOOM (now with video + new screensots)
Level 2 is finished!!!
In that one you visit a pirate building for the first time, in which all the teensies are transported to the prison ship via conveyor-belts. You see globox there too.
And I tell you, making it seem like there is a little storyline going on during the levels is harder than I thought with the limited functions of the engine. I am not able to do cutscenes or anything like this, so I try to put everything storyline related across inside the levels. In the original game, all you really do is run trough the levels to the exit. The most advanced thing that the levels were supposed to do were making ceilings or floors lower, raise or move at certain points. So you REALLY have to be creative if you want to do something different than the originals levels... with only these limited functions.
For example, I wanted to let the player know that rayman is looking for Globox in that building (aside from calling the level "Looking for Globox"). So my first thought was to let rayman shout "GLOOOOBOOOOOX!!" when he first enters the building. But the engine doesn`t support any scripts to make something like this happen, so I made it like this:
I used an enemy from the game that I won`t use in my mod, gave him an empty sprite (so that the player won`t see the enemy), made him harmless and replaced the sound that the enemy makes when he sees you for the first time with the sound file of rayman calling for globox. After that, I placed that enemy behind the door of the building and made him look towards the place the player stands when he opens the door. The result is that the invisible enemy starts seeing you when you open the door and plays the sound of rayman calling for globox.
I do complicated stuff like this all the time.
But whatever, here are some screenies:

Outside of the building.

Here is the main room with the conveyor belt that transports all the teensies to the prison ship. The pirate back there is glowing red for a second because I just hit him with my pistol.

Pirates appeared behind a lowering wall while globox is being transported across the conveyor belt at the left for a short time.

Some random place.

I add little jumpnrun-like challenges here and there. In this case, you have to use these conveyor belts to land on the next platform.
And a midi version of this song is playing in the background. To be honest, it doesn`t really sound as good as the original song, but it does set the right mood.
I plan to keep these songs in the game. They give the game that dark, gritty feel that I wanted. I like the contrast to the happy style of other rayman games.
In that one you visit a pirate building for the first time, in which all the teensies are transported to the prison ship via conveyor-belts. You see globox there too.
And I tell you, making it seem like there is a little storyline going on during the levels is harder than I thought with the limited functions of the engine. I am not able to do cutscenes or anything like this, so I try to put everything storyline related across inside the levels. In the original game, all you really do is run trough the levels to the exit. The most advanced thing that the levels were supposed to do were making ceilings or floors lower, raise or move at certain points. So you REALLY have to be creative if you want to do something different than the originals levels... with only these limited functions.
For example, I wanted to let the player know that rayman is looking for Globox in that building (aside from calling the level "Looking for Globox"). So my first thought was to let rayman shout "GLOOOOBOOOOOX!!" when he first enters the building. But the engine doesn`t support any scripts to make something like this happen, so I made it like this:
I used an enemy from the game that I won`t use in my mod, gave him an empty sprite (so that the player won`t see the enemy), made him harmless and replaced the sound that the enemy makes when he sees you for the first time with the sound file of rayman calling for globox. After that, I placed that enemy behind the door of the building and made him look towards the place the player stands when he opens the door. The result is that the invisible enemy starts seeing you when you open the door and plays the sound of rayman calling for globox.
I do complicated stuff like this all the time.
But whatever, here are some screenies:

Outside of the building.

Here is the main room with the conveyor belt that transports all the teensies to the prison ship. The pirate back there is glowing red for a second because I just hit him with my pistol.

Pirates appeared behind a lowering wall while globox is being transported across the conveyor belt at the left for a short time.

Some random place.

I add little jumpnrun-like challenges here and there. In this case, you have to use these conveyor belts to land on the next platform.
And a midi version of this song is playing in the background. To be honest, it doesn`t really sound as good as the original song, but it does set the right mood.
I plan to keep these songs in the game. They give the game that dark, gritty feel that I wanted. I like the contrast to the happy style of other rayman games.
Re: Rayman DOOM (now with video + new screensots)
The teensie conveyor belt is an interesting touch. I like it!
And if can find a decent midi version of it, I think Kill Ratio would be a good choice if you're going to use more Q2 tracks.
And if can find a decent midi version of it, I think Kill Ratio would be a good choice if you're going to use more Q2 tracks.
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metalflygon08

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Re: Rayman DOOM (now with video + new screensots)
Not that it matters much, but if there are going to be some not so dark and gloomy areas (like a temple or somthing) Textures from the first 3 Spyro series should be very helpful.
Re: Rayman DOOM (now with video + new screensots)
The concept is really nice, I would love to do a Raymangame such way if I would have such skills, except it wouldn't be a shooter or if it would be then the main character would be Razoff.
Anyway mesmerising screens.
Anyway mesmerising screens.
Re: Rayman DOOM (now with video + new screensots)
whats the video?
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El Dango

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Re: Rayman DOOM (now with video + new screensots)
Since you use red lums for health, how about silver lums for ammo?
Also, great progress so far.
Also, great progress so far.
Re: Rayman DOOM (now with video + new screensots)
I think I will reuse the doom graphics for ammo. This way, you can keep the different kinds of ammos apart (rocket ammo, shotgun ammo and so on).El Dango wrote:Since you use red lums for health, how about silver lums for ammo?
Also, great progress so far.
By the way, I am now working on level 5 (level 3 and 4 are finished) and I also added new graphics for several powerups. Screenshots will follow when I finished level 5.
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El Dango

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Re: Rayman DOOM (now with video + new screensots)
I see what you mean, however, wouldn't it clash with the energy sphere idea? Or aren't you going with that?MMMorshew wrote: This way, you can keep the different kinds of ammos apart (rocket ammo, shotgun ammo and so on).![]()
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Chilly Willy

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Re: Rayman DOOM (now with video + new screensots)
Thanks for the update.MMMorshew wrote:By the way, I am now working on level 5 (level 3 and 4 are finished) and I also added new graphics for several powerups. Screenshots will follow when I finished level 5.
Re: Rayman DOOM (now with video + new screensots)
I made a video, showing me play the first four levels before I die because of a ninjaw that shot me with his homing rockets.
It is played at the hardest difficulty.
You can see unfinished stuff everywhere.
It is played at the hardest difficulty.
You can see unfinished stuff everywhere.
Re: Rayman DOOM (new video showing 4 levels)
AWESOME!!!!
and the graphics too
and the graphics too
Re: Rayman DOOM (new video showing 4 levels)
It looks fantastic! 
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spiraldoor

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Re: Rayman DOOM (new video showing 4 levels)
It’s looking great. Have you considered replacing some of the guns with Robo-Pirate arm-cannons and Hoodlum muskets? Unlike the magic fist, this would actually maintain the Doom feel while making the game more Raymanesque. I also think you should try and include a few more links to Rayman 1, because right now it feels like ‘DOOM: Rayman 2&3 Edition’. Are you still planning to use the Livingstone enemy?
Since you can only use three backgrounds, I expect all three of them will have to be fairly versatile (that cloud/mountains background you’re using now could fit just about anywhere). How about a Dream Forest background?

Some references to Rayman M and the various handheld games might be appropriate as well.
Since you can only use three backgrounds, I expect all three of them will have to be fairly versatile (that cloud/mountains background you’re using now could fit just about anywhere). How about a Dream Forest background?
Some references to Rayman M and the various handheld games might be appropriate as well.
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El Dango

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Re: Rayman DOOM (new video showing 4 levels)
I love the sound effects! The red lums needs some too.
When it comes to background, I think there should either be a lava one or a "space" one for the final levels.
When it comes to background, I think there should either be a lava one or a "space" one for the final levels.
Re: Rayman DOOM (new video showing 4 levels)
Oh my god, I love the sounds you managed to use.
I was really impressed with the "GLOBOX!" sound trigger for some reason. Haha Really, this is looking great. This is keeping it simple and fun.
BTW, edit,
If you even think about changing those gun models, I will hurt you. lol
I was really impressed with the "GLOBOX!" sound trigger for some reason. Haha Really, this is looking great. This is keeping it simple and fun.
BTW, edit,
If you even think about changing those gun models, I will hurt you. lol
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PowerPatrick

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Re: Rayman DOOM (new video showing 4 levels)
What about making them as tweakable options then?Phoenixan wrote:If you even think about changing those gun models, I will hurt you. lol
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El Dango

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Re: Rayman DOOM (new video showing 4 levels)
I don't see what's wrong with Spiral's idea. The shotgun could be a hoodlum-style musket and the rocket could be an arm cannon. Not sure about stuff like the regular gun and the minigun though.
Re: Rayman DOOM (new video showing 4 levels)
Thanks a lot for the comments. It really keeps me motivated.
As much as I would love to implement every idea here (connection to other rayman games, new enemies, different weapons...), I have to set myself limits. The project is already a huge undertaking that I REALLY underestimated. I am very glad that I have finished all the enemies (which was a LOT of work, even if they look simple), and I want to concentrate on finishing the levels now, which also takes a lot of time.
However, I already planned the other skies, so that won`t be a problem.
The idea that the dropped weapons are demolished arms of the robots is a great idea that I will most likely use when I have finished the most important stuff.
As much as I would love to implement every idea here (connection to other rayman games, new enemies, different weapons...), I have to set myself limits. The project is already a huge undertaking that I REALLY underestimated. I am very glad that I have finished all the enemies (which was a LOT of work, even if they look simple), and I want to concentrate on finishing the levels now, which also takes a lot of time.
However, I already planned the other skies, so that won`t be a problem.
The idea that the dropped weapons are demolished arms of the robots is a great idea that I will most likely use when I have finished the most important stuff.




