Rayman 1
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Re: Rayman 1
Jang Hee Won you are still alive 
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TeensieKing

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Re: Rayman 1
xDHaruka wrote:I thought this dude was dead.
Re: Rayman 1
And I still wonder why there isnt any official topic about RD
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Adsolution

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Re: Rayman 1
Plausible question.Danone wrote:And I still wonder why there isnt any official topic about RD
Re: Rayman 1
What's RD?Danone wrote:And I still wonder why there isnt any official topic about RD
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Master

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Re: Rayman 1
I think they're talking about Rayman Designer
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Terminator2900FTW

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Re: Rayman 1
Rayman Designer please explain, is it that sort of engine that allows you to create levels like Rayman Origins or have i got it completely wrong?Master4lyf1 wrote:I think they're talking about Rayman Designer
Re: Rayman 1
Rayman Designer is a old game that allows you to create levels that are Rayman 1 based. You can buy it for a low price at GOG.com and it comes with Rayman 1, Rayman By His Fans, Soundtrack, Artwork, Wallpapers and Computer Icons. I do have to warn you that it contains some bugs.Terminator2900FTW wrote:Rayman Designer please explain, is it that sort of engine that allows you to create levels like Rayman Origins or have i got it completely wrong?Master4lyf1 wrote:I think they're talking about Rayman Designer
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TeensieKing

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Re: Rayman 1
Yes,it is,but I just have to ask: what does it have to do with Rayman Origins?Terminator2900FTW wrote:Rayman Designer please explain, is it that sort of engine that allows you to create levels like Rayman Origins or have i got it completely wrong?Master4lyf1 wrote:I think they're talking about Rayman Designer
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Master

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Re: Rayman 1
I think Terminator is thinking of the UbiArt Framework used to make Origins.
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TeensieKing

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Re: Rayman 1
Maybe he is.And is the UbiArt like RD so they could release it so we can make our own levels?Master4lyf1 wrote:I think Terminator is thinking of the UbiArt Framework used to make Origins.
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stan423321

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Re: Rayman 1
From what we know right know, we may deduce it is way lower level. It may be anything from some code transforming drawings to whole game engine based on this idea.
Re: Rayman 1
I'm quite curious what else UbiArt can create. I hope to quickly see another game making use of this, and would it be able to make 3D games, or is it simply old school?
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Master

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Re: Rayman 1
Michel did say they were making it open source eventually...TeensieKing wrote:Maybe he is.And is the UbiArt like RD so they could release it so we can make our own levels?Master4lyf1 wrote:I think Terminator is thinking of the UbiArt Framework used to make Origins.
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TeensieKing

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Re: Rayman 1
Master4lyf1 wrote:Michel did say they were making it open source eventually...TeensieKing wrote:Maybe he is.And is the UbiArt like RD so they could release it so we can make our own levels?Master4lyf1 wrote:I think Terminator is thinking of the UbiArt Framework used to make Origins.
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stan423321

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Re: Rayman 1
I assume something a'la Doom could be done with it.RayTunes wrote:I'm quite curious what else UbiArt can create. I hope to quickly see another game making use of this, and would it be able to make 3D games, or is it simply old school?
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TeensieKing

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Re: Rayman 1
stan423321 wrote: I assume something a'la Doom could be done with it.
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stan423321

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Re: Rayman 1
Doom is a FPS shooter popular in 90s. While it had innovative algorithms and stuff in it, it looked like your typical 3D DOS game, however I selected it because it's most known one.
Doom, while using quite polygonal walls, ceilings and floors, rendered almost everything else as scaled sprites. So your average torch was just old-school animation. Monsters and some other stuff however had 8 sets of sprites depending on vertical direction they looked at (this was not bad, Sonic games used 16 rotations and typical 3D DOS game had 4; also, I neglect symmetry here).
I can imagine UbiArt rendering sprites (although with presumably more sets) in cel-shaded 3D environment. However I have no idea is that possible with whatever algorithms used in it.
Doom, while using quite polygonal walls, ceilings and floors, rendered almost everything else as scaled sprites. So your average torch was just old-school animation. Monsters and some other stuff however had 8 sets of sprites depending on vertical direction they looked at (this was not bad, Sonic games used 16 rotations and typical 3D DOS game had 4; also, I neglect symmetry here).
I can imagine UbiArt rendering sprites (although with presumably more sets) in cel-shaded 3D environment. However I have no idea is that possible with whatever algorithms used in it.
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TeensieKing

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Re: Rayman 1
Ok thanks.Yeah,I think that would be possible,maybe in a later game using UbiArt.And could UbiArt look less cartoony and more with models instead of sprites?stan423321 wrote:Doom is a FPS shooter popular in 90s. While it had innovative algorithms and stuff in it, it looked like your typical 3D DOS game, however I selected it because it's most known one.
Doom, while using quite polygonal walls, ceilings and floors, rendered almost everything else as scaled sprites. So your average torch was just old-school animation. Monsters and some other stuff however had 8 sets of sprites depending on vertical direction they looked at (this was not bad, Sonic games used 16 rotations and typical 3D DOS game had 4; also, I neglect symmetry here).
I can imagine UbiArt rendering sprites (although with presumably more sets) in cel-shaded 3D environment. However I have no idea is that possible with whatever algorithms used in it.
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Master

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Re: Rayman 1
You mean like Donkey Kong Country on the SNES?TeensieKing wrote:Ok thanks.Yeah,I think that would be possible,maybe in a later game using UbiArt.And could UbiArt look less cartoony and more with models instead of sprites?stan423321 wrote:Doom is a FPS shooter popular in 90s. While it had innovative algorithms and stuff in it, it looked like your typical 3D DOS game, however I selected it because it's most known one.
Doom, while using quite polygonal walls, ceilings and floors, rendered almost everything else as scaled sprites. So your average torch was just old-school animation. Monsters and some other stuff however had 8 sets of sprites depending on vertical direction they looked at (this was not bad, Sonic games used 16 rotations and typical 3D DOS game had 4; also, I neglect symmetry here).
I can imagine UbiArt rendering sprites (although with presumably more sets) in cel-shaded 3D environment. However I have no idea is that possible with whatever algorithms used in it.

