Rayman 1

For discussions about the Rayman series.
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Which version is your favourite?

Jaguar
10
4%
PC
56
23%
PlayStation
143
59%
Saturn
15
6%
Game Boy Colour
4
2%
Game Boy Advance
6
2%
DSi
9
4%
 
Total votes: 243

Danone
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Re: Rayman 1

Post by Danone »

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

Post by TeensieKing »

Haruka wrote:I thought this dude was dead. :lol:
xD
Danone
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Re: Rayman 1

Post by Danone »

And I still wonder why there isnt any official topic about RD
Adsolution
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Re: Rayman 1

Post by Adsolution »

Danone wrote:And I still wonder why there isnt any official topic about RD
Plausible question.
Keane
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Re: Rayman 1

Post by Keane »

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

Post by Master »

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

Post by Terminator2900FTW »

Master4lyf1 wrote:I think they're talking about Rayman Designer
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?
Keane
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Re: Rayman 1

Post by Keane »

Terminator2900FTW wrote:
Master4lyf1 wrote:I think they're talking about Rayman Designer
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?
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.
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Re: Rayman 1

Post by TeensieKing »

Terminator2900FTW wrote:
Master4lyf1 wrote:I think they're talking about Rayman Designer
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?
Yes,it is,but I just have to ask: what does it have to do with Rayman Origins?
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Re: Rayman 1

Post by Master »

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

Post by TeensieKing »

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

Post by stan423321 »

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.
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Re: Rayman 1

Post by Keane »

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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Re: Rayman 1

Post by Master »

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

Post by TeensieKing »

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

Post by stan423321 »

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

Post by TeensieKing »

stan423321 wrote: I assume something a'la Doom could be done with it.
:pardon3:
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Re: Rayman 1

Post by stan423321 »

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.
TeensieKing
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Re: Rayman 1

Post by TeensieKing »

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.
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?
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Re: Rayman 1

Post by Master »

TeensieKing wrote:
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.
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?
You mean like Donkey Kong Country on the SNES?
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