Interesting, so you can make other surfaces slippery. Wonder what gameplay potential that could unlock? I'd imagine stuff like the flood level in Swamps of Forgetfulness would be even more tense with slipperiness.
Re: RayTwol ~ Rayman 2 level editor (1.0 release)
Posted: Mon Feb 06, 2017 12:37 am
by RobotHenchman
i know i really love raytwol but im starting to get exited for the rayman 1 editor
Re: RayTwol ~ Rayman 2 level editor (1.0 release)
Posted: Mon Feb 06, 2017 10:42 am
by RayCarrot
So the Rayman 1 maps in the PS1 version are basically built like Designer maps with these blocks which determine the properties of that spot? Would it then in the future be possible importing and exporting maps between the PS1 and PC/Designer versions? For example, someone built a level in Designer and was then able to play it in the PS1 version (since that versions and superior sound and graphics)?
Re: RayTwol ~ Rayman 2 level editor (1.0 release)
Posted: Mon Feb 06, 2017 11:44 am
by RibShark
A lot of the events in Designer do not exist on PS1, so that would probably not be possible to port the events over, but in terms of porting the tiles and collision from a Designer map, yes, that would theoretically be possible.
Re: RayTwol ~ Rayman 2 level editor (1.0 release)
Posted: Mon Feb 06, 2017 12:57 pm
by RayCarrot
Most of the events in Designer also exist in Rayman Junior which was also released on the PS1. Perhaps the events from the PS1 version of Junior could be ported over to the normal PS1 version?
Re: RayTwol ~ Rayman 2 level editor (1.0 release)
Posted: Mon Feb 06, 2017 1:03 pm
by RibShark
Carrot-master wrote:Most of the events in Designer also exist in Rayman Junior which was also released on the PS1. Perhaps the events from the PS1 version of Junior could be ported over to the normal PS1 version?
Not likely, the programming for such events is a part of the main executable, and not some sort of bytecode in the event, which makes porting them a lot harder.
Re: RayTwol ~ Rayman 2 level editor (1.0 release)
Posted: Mon Feb 06, 2017 2:09 pm
by PluMGMK
Isn't the PS1 version of RJ closer to the PC version anyway?
Re: RayTwol ~ Rayman 2 level editor (1.0 release)
Posted: Tue Feb 07, 2017 2:29 am
by Adsolution
check this ooout:
If you get bored of watching me edit the level, go to 7:00.
Re: RayTwol ~ Rayman 2 level editor (1.0 release)
Posted: Tue Feb 07, 2017 3:45 am
by Droolie
That's very cool and all but why did you reach 27 unnamed new folders on your desktop and what are you hiding in them?
Also, do you think it's possible in this version of the game to use another world's tileset and/or background? It would be pretty cool to use a jungle tileset in the Blue Mountains, for example - you would be able to have Mr Stone chase you in the jungle at nighttime (blue mountains background).
Re: RayTwol ~ Rayman 2 level editor (1.0 release)
Posted: Tue Feb 07, 2017 4:04 am
by Adsolution
Actually - and this may sound crazy - it should theoretically be possible to combine the full tileset of every single world into one. The indexing is unnecessary (they probably just did it to conserve space), because there are multiple palettes being used across a single tilset, and, for some reason, the Japanese version doesn't even use palettes, the pixels are directly stored as BGR 1555 pixels.
Additionally, the offsets for the tiles, palettes, and the list of which tiles receive which palette are simply written at 0x18, 0x1C and 0x20 in the world XXX file respectively.
Re: RayTwol ~ Rayman 2 level editor (1.0 release)
Posted: Tue Feb 07, 2017 3:06 pm
by Raymanni
omgyes indeed
Re: RayTwol ~ Rayman 2 level editor (1.0 release)
Posted: Tue Feb 07, 2017 8:18 pm
by Droolie
Sounds great, looks like custom tilesets shouldn't be too hard to implement as well, then. Cannot wait for the RotD PS1 port!
Re: RayTwol ~ Rayman 2 level editor (1.0 release)
Posted: Tue Feb 07, 2017 9:27 pm
by Raymanni
Does the PS1 version of R1 have the two unlisted types that Rayman Designer has? I mean the "instant victory"- and the "water without a splash" -types.
Re: RayTwol ~ Rayman 2 level editor (1.0 release)
Posted: Tue Feb 07, 2017 9:42 pm
by RobotHenchman
Adsolution wrote:check this ooout:
If you get bored of watching me edit the level, go to 7:00.
no way, its still 5pm?
oh its 8pm
i dont think thats my clock
Re: RayTwol ~ Rayman 2 level editor (1.0 release)
Posted: Tue Feb 07, 2017 10:24 pm
by Master
That's quite extensive, will you be able to edit ting placements as well?
Re: RayTwol ~ Rayman 2 level editor (1.0 release)
Posted: Tue Feb 07, 2017 11:14 pm
by Ray502
Is it possible to adjust the level's width and height like you can in the RD mapper?
Re: RayTwol ~ Rayman 2 level editor (1.0 release)
Posted: Tue Feb 07, 2017 11:22 pm
by Adsolution
Master wrote:That's quite extensive, will you be able to edit ting placements as well?
Events should be doable, yes, though I haven't taken a look at them yet.
Ray502 wrote:Is it possible to adjust the level's width and height like you can in the RD mapper?
Yes.
Re: RayTwol ~ Rayman 2 level editor (1.0 release)
Posted: Thu Feb 09, 2017 3:29 am
by Adsolution
Here we go, all events are now visible... as white pixels!
Re: RayTwol ~ Rayman 2 level editor (1.0 release)
Posted: Fri Feb 10, 2017 1:14 am
by Shrooblord
Very cool work! Eventually I assume we'll have a RayThwreel too, no? Gonna stage that Reflux fight in the Summit Beyond the Clous, yo.
#properGrolem13