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Re: Rayman Optimum
Posted: Sun Aug 17, 2014 6:39 pm
by OCG
I know I am not the one working on this but presenting this to Ubisoft is awesome idea in my opinion.
Re: Rayman Optimum
Posted: Tue Aug 19, 2014 9:36 pm
by ikke471
Rayman 60 levels is rare? I didn't even know that
I have the dutch version of Rayman 100 levels but i never realised I had a rare gem on my hands
http://imgur.com/Tfo0fLi,DzKC80E,I8fNMX8#0 some pictures for the interested
Re: Rayman Optimum
Posted: Tue Aug 19, 2014 9:40 pm
by Shrooblord
Yay 100-Levels buddies! Where'd you get it from? A place like the Intertoys or Bart Smit, back in the day?

Re: Rayman Optimum
Posted: Tue Aug 19, 2014 9:51 pm
by ikke471
Shrooblord wrote:Yay 100-Levels buddies! Where'd you get it from? A place like the Intertoys or Bart Smit, back in the day?

I have no clue man... I think I got it for my brithday once.
and I've never been to a Bart Smit in my life actually haha. (I have been to the Intertoys a few times but just 5 times max as I usually order my games or go to Gameshop Twente)
Re: Rayman Optimum
Posted: Mon Sep 01, 2014 8:41 pm
by Outerbeast
Will the new launcher have the cool xm music playing when ran?
Re: Rayman Optimum
Posted: Wed Sep 03, 2014 6:48 pm
by Truner
The Squishy Potatoe wrote:Will the new launcher have the cool xm music playing when ran?
We have no plans for anything like that. That said, if I find a cool, calm music that's not too annoying, I might LoveMetal about it.
Re: Rayman Optimum
Posted: Wed Sep 03, 2014 6:51 pm
by Adsolution
Launcher music is dumb. The few rare games that use it always catch you off-guard and make you want to hit mute.
Re: Rayman Optimum
Posted: Wed Sep 03, 2014 9:12 pm
by technology4617
Adsolution wrote:Launcher music is dumb. The few rare games that use it always catch you off-guard and make you want to hit mute.
On top of that, the music used is generally awful and grating, and tends to be more of a cheesy annoyance than something "cool," in my opinion.
Re: Rayman Optimum
Posted: Sat Sep 06, 2014 4:23 pm
by LoveMetal
The Squishy Potatoe wrote:Will the new launcher have the cool xm music playing when ran?
First, java doesn't support mod music natively, so I'd have to use bass or some other lib to play it. I did it for my first launcher because it was in VB.NET. Next, it's a launcher, not a keygen.
I'm sorry but I didn't made any progress the two last months, because I've a shitload of things to code and I'm going to have huge exams at the end of this year.

Re: Rayman Optimum
Posted: Sun Sep 07, 2014 11:58 am
by Outerbeast
Ive also noticed that the all rayman time attack games don't have parallax backgrounds like the original game does, where the background layers don't overlap or move independently ie clouds. Will this be implemented in the next update?
Re: Rayman Optimum
Posted: Sun Sep 07, 2014 3:52 pm
by Truner
The Squishy Potatoe wrote:Ive also noticed that the all rayman time attack games don't have parallax backgrounds like the original game does, where the background layers don't overlap or move independently ie clouds. Will this be implemented in the next update?
We are making the games playable on modern PCs properly, the way they were intended, not fixing stuff we didn't break. Big difference. Unless this is something we (or Ubisoft with one of their re-releases) broke, it won't get changed.
Re: Rayman Optimum
Posted: Sun Sep 07, 2014 9:40 pm
by LoveMetal
The reason is, in addition of to be genuine, if this stuff is present in the original game it will take a year to fix it, if we can do it.

Re: Rayman Optimum
Posted: Mon Sep 08, 2014 7:32 am
by Adsolution
Well, parallax backgrounds would be a plenty reasonable addition, for the same reason a full 50-track Rayman 1 would be.
Re: Rayman Optimum
Posted: Mon Sep 08, 2014 7:58 pm
by PluMGMK
Hmm, parallax backgrounds… Come to think of it, that seems like something which would still have remnants of its functionality in Rayman Designer. Perhaps they could be unlocked with Cheat Engine or some such.
Re: Rayman Optimum
Posted: Tue Sep 09, 2014 6:18 pm
by Outerbeast
Speaking of music, would a music volume setting in the configuration be too much to ask?
EDIT: Yes im spouting out ideas, good and bad, but i am simply trying to share ideas and in no way trying to dictate which direction the project goes. At the end of the day Truner decides whatever happens with the next update. I hope people understood though where i was coming from ^^
Re: Rayman Optimum
Posted: Tue Sep 09, 2014 8:35 pm
by LoveMetal
Well, volume for which music ? The game music can be adjusted ingame, and the launcher music... well there will not be any launcher music. And by the way, the configuration tool will be completely rewritten and it will be a part of the launcher-updater. It is something I almost achieved right now.
Re: Rayman Optimum
Posted: Tue Sep 09, 2014 8:40 pm
by Fifo
LoveMetal wrote:The game music can be adjusted ingame
No, you’re wrong. You can’t adjust the music volume.
Re: Rayman Optimum
Posted: Tue Sep 09, 2014 8:50 pm
by Razorbeard
Fifo wrote:LoveMetal wrote:The game music can be adjusted ingame
No, you’re wrong. You can’t adjust the music volume.
I don't think I've ever played the first game without being able to change music volume.
Re: Rayman Optimum
Posted: Tue Sep 09, 2014 10:23 pm
by Adsolution
You can only change the sound effects volume, the music can only be turned on or off.
Adding that kind of an option to the menu would likely prove very difficult, since at that point you'd be directly modifying the game's code in a way that exceeds simply changing a value. However, I do think it would be pretty easy to add an option for that to the Optimum config menu given that the game just reads CDDA, or to create a command for it you can change on-the-fly in DosBox.
Re: Rayman Optimum
Posted: Tue Sep 09, 2014 10:33 pm
by Snagglebee
Original it was meaned that you can change the music volume on the CD-Drive in your computer.
I mean that slider over there:
Obviously, that drive is being emulated and there is no way to change the cd-audio volume.