Rayman 1
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Re: Rayman 1
As long as they keep the original style and characters, I am totally cool with the concept of a R1 HD remake.
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Master

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Re: Rayman 1
What Dragon said, I know some would like to see R1 Legendsified, and, while I wouldn't mind it and probably try it out, I'd rather Rayman 1 retain its own distinct style, as each Rayman game has.
Re: Rayman 1
Exactly! The main reason why I still like Rayman 1 then Legends is the atmosphere and characters. If they tried to Legendsified it, they main aspect of keeping the game much better then Legends would be lost. I said this some times before and I will say it again. No game has atmosphere like R1.
Re: Rayman 1
I don't really like R1's character design (except for Mr. Dark's and the Magician's) to be honest, but if a remake was to be made, I'd rather have it unchanged. Maybe like how Earthworm Jim HD was done with all the sprites re-drawn and re-animated for HD.
Last edited by Bradandez on Tue Sep 03, 2013 6:44 am, edited 1 time in total.
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Snagglebee

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Re: Rayman 1
I would be pleased with a concept like Sega did it with Sonic Generations you know.
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Master

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Re: Rayman 1
A Rayman game with a 2D classic and 3D modern? meh, maybe, but seeing how we're in the post Origins era, the 2D would probably be in the style of Origins and Legends, not R1.
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Snagglebee

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Re: Rayman 1
I actually meaned that they recreate many glorious levels in newest graphical technology from past and let Rayman pass them one by one.
Re: Rayman 1
Terminapor answered my question about RayEngine:
Terminapor wrote:Yep, I said two months ago that I will work on it, but i must admit I failed.
I hopped I could work on both the RayEngine and another 3D project, but it comes out I experimented a few problems with the RayEngine, it couldn't compile for a very obscure reason, so I postponed it a few time, and two monthes passed away.
I just finished my 3D stuffs (actually, i've been tired of this), so I just started to continue the RayEngine a few days ago.
I think i'm going to re-write the whole engine a fifth (or sixth ?) time, because the way it has been made is quite "dirty", and most of OpenGL functions i used are now deprecated, plus i'm not really sure that the engine would work on a nVidia card (it should, but as i said, it's "dirty" so not guaranteed).
It shouldn't take that much of time, but when it will be done, i will have to work a little bit on both of the editors i made (for some technical reason), and then if everythings is ok, a demo will be released.
This demo shall let you start creating your own stuff (levels, objects, sprites, even a whole new game that does not have anything to do with Rayman), but I have to be sure the engine is quite ready before this.
By "quite ready", i meant that files format shall support update (Let you opening a file from a previous version of the engine on the editors), and that most of the low-level structure is correct (especially the Lua implementation).
Anyway, it is really cool to know that you are really waiting for it, and i'm sorry about the delay, but don't worry, i will never cancel a project i've been working on for 4-5 years
See you !
Re: Rayman 1
^Oh, that sounds rather promising!
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technology4617

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Re: Rayman 1
If there was to be an HD port of Rayman 1 for the PS4 or some other console, I would like to have the backgrounds/sprites as they were originally, and no re-drawing or remake bullshit that would fuck up the game. Graphics-wise, I would like them to use the sprites, animations, and backgrounds of the Sega Saturn port (the highest quality source), but keep the fog effects from the original PlayStation version, or use a completely different fog effect altogether, perhaps something would look more natural or be animated like Silent Hill 2's (PS2) fog (but to fit in to the 2D environment, of course.
).
To improve the graphics, they could upscale the textures and sprites to a modern resolution, change the game's FOV to 16:9, and increase the running resolution to a maximum of 3840×2160. If the backgrounds weren't upscaled, they could add a DOF or blur effect to mask the lower-resolution backgrounds, but there's no real reason not to upscale them.
For sound, they should get all of their data from the PlayStation version, since that's the only version with decent-sounding SFX and a CDDA TOC that makes sense. They should try to keep the original .raw recordings for the music, and not re-encode it, or compress it, or some shit. For SFX, they should try and rip the audio from the PlayStation version. If they can't do this by ripping them from the game files (which they should be able to do), they could digitally record the audio with the XEBRA emulator (turn on the "Save feature in the audio settings). Once they do this, they should compress the SFX audio to .m4a 192kbps, since the original SFX aren't presented in that high of quality anyway. They should use the American voice actor for all English releases, and the European and Japanese actors for other languages.
I'm very specific as to what I want.
To improve the graphics, they could upscale the textures and sprites to a modern resolution, change the game's FOV to 16:9, and increase the running resolution to a maximum of 3840×2160. If the backgrounds weren't upscaled, they could add a DOF or blur effect to mask the lower-resolution backgrounds, but there's no real reason not to upscale them.
For sound, they should get all of their data from the PlayStation version, since that's the only version with decent-sounding SFX and a CDDA TOC that makes sense. They should try to keep the original .raw recordings for the music, and not re-encode it, or compress it, or some shit. For SFX, they should try and rip the audio from the PlayStation version. If they can't do this by ripping them from the game files (which they should be able to do), they could digitally record the audio with the XEBRA emulator (turn on the "Save feature in the audio settings). Once they do this, they should compress the SFX audio to .m4a 192kbps, since the original SFX aren't presented in that high of quality anyway. They should use the American voice actor for all English releases, and the European and Japanese actors for other languages.
I'm very specific as to what I want.
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Snagglebee

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Re: Rayman 1
Upscaling a SD image to 4K UHD would look really messed up. They should redraw the image but I mean redraw it from the original not making anything new. I personally find the difficulty level just fine.
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technology4617

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Re: Rayman 1
I don't mean upscaling it. I mean they should change the game's operating resolution.emshomar wrote:Upscaling a SD image to 4K UHD would look really messed up. They should redraw the image but I mean redraw it from the original not making anything new. I personally find the difficulty level just fine.
I think they should throw in a difficulty selector for the game, for both the gameplay and the map. Here is what I would use.
--GAME--
Easy - same as the DSi version, with 5/10 HP, 5 lives, 9 continues, and the 1up every 50 Tings.
Normal (maybe not) - same as the PC version, with 3/5 HP, 3 lives, 9 continues, and the 1up every 100 Tings.
Hard - same as the PlayStation version, with 3/5 HP, 3 lives, 5 continues, and the 1up every 100 Tings.
--MAP--
Easy - same as the DSi version, with the dumbed-down physics, easy cage locations, larger platforms, huge lack of enemies, and increased 1ups and power-ups.
Normal - same as the PC version, with the alternate cage locations, slightly larger platforms, minor lack of enemies, and increased 1ups and power-ups.
Hard - same as the PlayStation version, with the normal cage locations, tiny-ass or nonexistent platforms, many enemies, and hard-to-find 1ups and power-ups.
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Adsolution

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Re: Rayman 1
I think he was referring to upscaling the game's sprites and artwork. Unless they still have the original drawings and cels or at least scans of them in their full resolution, then they would have to be redrawn.technology4617 wrote:I don't mean upscaling it. I mean they should change the game's operating resolution.
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technology4617

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Re: Rayman 1
It seems like it would be possible to rip the sprites from the PlayStation or Sega Saturn version, though.Adsolution wrote:I think he was referring to upscaling the game's sprites and artwork. Unless they still have the original drawings and cels or at least scans of them in their full resolution, then they would have to be redrawn.
Last edited by technology4617 on Thu Sep 05, 2013 11:06 pm, edited 2 times in total.
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Master

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Re: Rayman 1
Maybe so, but they wouldn't look good on HD screens of today, hence the need to redraw or attempt to find the original high resolution drawings.
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technology4617

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Re: Rayman 1
I think they should try to carefully upscale the sprites, if they cannot find the originals. I don't think they should redo them.Master wrote:Maybe so, but they wouldn't look good on HD screens of today, hence the need to redraw or attempt to find the original high resolution drawings.
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Master

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Re: Rayman 1
Hm, sounds reasonable enough, though I'd hope they'd take great care in that case, personally, if they want to go the drawn sprite upscale, they could do something similar to how the S2HD project did it.
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Adsolution

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Re: Rayman 1
How does that change the fact that they're still low-resolution things meant for a 240p screen?technology4617 wrote:It seems like it would be possible to rip the sprites from the PlayStation or Sega Saturn version, though.
It's not possible to upscale sprites the size of your mouse cursor to be as clear and detailed as something that was drawn at about one hundred times the resolution (you could fit at least a hundred Rayman 1 heads into one of Rayman Origins' heads, for example). If they don't have the original sprite artwork in its full resolution, they would have to be redrawn.technology4617 wrote:I think they should try to carefully upscale the sprites, if they cannot find the originals. I don't think they should redo them.
By the way, when I say redrawn, I mean redrawn in the same style, basically traced if you may. It's still being redrawn nonetheless.
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technology4617

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Re: Rayman 1
It doesn't, but you said they would *have* to be redrawn. I didn't think you meant it was impossible to rip the sprites, but I was just being thorough.Adsolution wrote:How does that change the fact that they're still low-resolution things meant for a 240p screen?technology4617 wrote:It seems like it would be possible to rip the sprites from the PlayStation or Sega Saturn version, though.
Well, yeah, no shit, but they could do a decent job with some sort of smoothing effect. They would look a little soft, but I think people wouldn't care that much (or at least I wouldn't), since they're remastering a game from 1995.Adsolution wrote:It's not possible to upscale sprites the size of your mouse cursor to be as clear and detailed as something that was drawn at about one hundred times the resolution (you could fit at least a hundred Rayman 1 heads into one of Rayman Origins' heads, for example).
I know they would be drawn in the same style, but I think they should at least give you the option to use the original sprites (upscaled, of course) if redrawn ones are included. For the backgrounds, they could just use a DOF effect to hide the low-resolution artwork. I do think the fog should be redone, though, and perhaps be included in more areas.Adsolution wrote:If they don't have the original sprite artwork in its full resolution, they would have to be redrawn.
By the way, when I say redrawn, I mean redrawn in the same style, basically traced if you may. It's still being redrawn nonetheless.
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Adsolution

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Re: Rayman 1
No, believe me, I'm a graphics designer. There is nothing you could possibly do to make something look HD when your source is a 16x16 sprite.


