Rayman 2

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Which version is your favourite?

PC
116
37%
Nintendo 64
20
6%
Dreamcast
50
16%
PlayStation 1
22
7%
Revolution (PlayStation 2)
94
30%
Forever (GBC)
3
1%
DS
2
1%
iOS
1
0%
3DS
4
1%
 
Total votes: 312

Shrooblord
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Re: Rayman 2

Post by Shrooblord »

It appears you are right. I just tested it in-game.

Something fun I discovered while playing: you know those pillars next to the slide in Axel's place? Those are actually slippery surfaces. However, because they are not slanted, Rayman will not be propelled by them automatically. They will ever so slightly slide him along, but he will have his normal idle animation. If he then walks a bit to accelerate, he will slide while walking, but only once he's gained sufficient speed, will the sliding animation and its accompanying physics kick in. This is different than I'd expected from the sliding programming; apparently the player's speed is an important factor in determining whether Rayman is actually sliding (e.g. unable to use the Helicopter power) or just 'being pushed by the slippery surface'.
PluMGMK
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Re: Rayman 2

Post by PluMGMK »

Evidence that they planned to include Band Land in the game at some point? :mefiant:
Adsolution
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Re: Rayman 2

Post by Adsolution »

Shrooblord wrote:It appears you are right. I just tested it in-game.

Something fun I discovered while playing: you know those pillars next to the slide in Axel's place? Those are actually slippery surfaces. However, because they are not slanted, Rayman will not be propelled by them automatically. They will ever so slightly slide him along, but he will have his normal idle animation. If he then walks a bit to accelerate, he will slide while walking, but only once he's gained sufficient speed, will the sliding animation and its accompanying physics kick in. This is different than I'd expected from the sliding programming; apparently the player's speed is an important factor in determining whether Rayman is actually sliding (e.g. unable to use the Helicopter power) or just 'being pushed by the slippery surface'.
Interesting! As a designer, I obviously find it like so. I'll have to take that into account.
stan423321
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Re: Rayman 2

Post by stan423321 »

PluMGMK wrote:Evidence that they planned to include Band Land in the game at some point? :mefiant:
Not really, they could have planned running of some sorts or they were just fond of the effect. There are some other places where this behaviour is at least partially noticable, I think - or is it my memory messing with me again? Maybe it was the spot just before Jano battle?
LKPettin2
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Re: Rayman 2

Post by LKPettin2 »

Shrooblord wrote:It appears you are right. I just tested it in-game.

Something fun I discovered while playing: you know those pillars next to the slide in Axel's place? Those are actually slippery surfaces. However, because they are not slanted, Rayman will not be propelled by them automatically. They will ever so slightly slide him along, but he will have his normal idle animation. If he then walks a bit to accelerate, he will slide while walking, but only once he's gained sufficient speed, will the sliding animation and its accompanying physics kick in. This is different than I'd expected from the sliding programming; apparently the player's speed is an important factor in determining whether Rayman is actually sliding (e.g. unable to use the Helicopter power) or just 'being pushed by the slippery surface'.
I also discovered another thingie in the same place. That should work on every slipping platforms.
Just jump on the edge of sliding platform, but DON'T jump forward! Try to jump back, to edge of that platform from where you jumped. Remember to hold back key(or whatever is it named) all time. If you have done it properly, running animation would be played, not sliding. Anyway, Rayman would slide, but slower with "wrong" animation.
...I'll name it "glitch"....But why it is happening?
Shrooblord
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Re: Rayman 2

Post by Shrooblord »

LKPettin2 wrote:...I'll name it "glitch"....But why it is happening?
Shrooblord wrote:but only once he's gained sufficient speed, will the sliding animation and its accompanying physics kick in. This is different than I'd expected from the sliding programming; apparently the player's speed is an important factor in determining whether Rayman is actually sliding (e.g. unable to use the Helicopter power) or just 'being pushed by the slippery surface'.
Yoshidude99
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Re: Rayman 2

Post by Yoshidude99 »

Has anyone translated this?
Image
LKPettin2
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Re: Rayman 2

Post by LKPettin2 »

I didn't know to which topic I could put it, but...
My dinos will now eat Razorbeard for breakfast.
Image
Made just of boredom in 5 minutes.
Raven_Guardian
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Re: Rayman 2

Post by Raven_Guardian »

Yoshidude99 wrote:Has anyone translated this?
Image
I could translate it but it will take a while...

the most informations are here.

https://raymanpc.com/wiki/en/Rayman_2_(2D_prototype)
Raymanarenaps2
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Re: Rayman 2

Post by Raymanarenaps2 »

I made a Rayman 2 video. But this is unique.
And I kinda changed the music but it goes pretty well.
WEatch it if you want to.
http://www.youtube.com/watch?v=AEsJ2EmrLVE
Yoshidude99
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Re: Rayman 2

Post by Yoshidude99 »

Raymanarenaps2 wrote:I made a Rayman 2 video. But this is unique.
And I kinda changed the music but it goes pretty well.
WEatch it if you want to.
http://www.youtube.com/watch?v=AEsJ2EmrLVE
Pretty cool. I'm assuming that is of the N64 version? I wish I could play that level in the PS1 version.
LKPettin2
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Re: Rayman 2

Post by LKPettin2 »

I was reading a lot of complaints about bugs in Rayman Revolution.
I was playing it on emulator, 100 % and ANY bugs. :mrgreen:
Master
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Re: Rayman 2

Post by Master »

ANY Bugs?
Do you mean to say that you did not encounter any bugs?

I once owned Revolution and completed quite a few times without bugs cropping up.
Though it did have the odd bit of lag and that does seem a tad bit unnecessary given the DC versions smooth 60fps.
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Re: Rayman 2

Post by Haruka »

The glitches are mostly FPS lagging (a small difference, but in the emulator its worse).

The perfect Rayman 2: DC and PS2 together + PS1's extra dialogues and elements
Shrooblord
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Re: Rayman 2

Post by Shrooblord »

With the option of turning spoken dialogue into Raymanian, if you so wish. Then I'd be more than happy.
Master
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Re: Rayman 2

Post by Master »

They changed some of the Raymanian in Revolution, and I never did like it, the original sounded much better.
Last edited by Master on Tue Dec 11, 2012 11:23 pm, edited 1 time in total.
Shrooblord
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Re: Rayman 2

Post by Shrooblord »

Exactly. I'd like R2 (PC) Raymanian, but naturally I simply forgot there was another form of it since I'm so incredibly biased towards that version of the game.
Master
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Re: Rayman 2

Post by Master »

I haven't really touched many of the other versions of R2 as of late, I've just been sticking to the PC version...
Shrooblord
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Re: Rayman 2

Post by Shrooblord »

It would be so much more than just amazing if we could import, edit and re-export levels from R2 and play with them in a 3D editing program... think of the possibilities!

We need a Rayman level builder for the newer games. Even one for a Rabbid game would be fine; it'd make the game genuinely... interesting!
Master
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Re: Rayman 2

Post by Master »

Oh boy, the amount of times I've dreamed and mulled over Rayman 2 being cracked open for modders to liven up...
The possibility makes me wish I was a more adept user of computers and were capable of doing such a thing.
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