Page 10 of 15
Re: Rayman PSP Homebrew
Posted: Wed Feb 17, 2010 11:48 pm
by Rayman9930
Sounds great, post a video soon?
Re: Rayman PSP Homebrew
Posted: Tue Feb 23, 2010 9:39 pm
by DOOMDUDEMX
Hi all!
i just registered here and i think i might have the possability to help on this project.
the reason i found this site is since im also a fan of the Rayman-games i wanted to make a fangame of the original Rayman style.
anyways, since i have a lot of programming experience in C# / XNA i was going to use it to make the game, now im thinking i might use it to make a port of this version maybe
i have read through most of this thread and i noticed that you said that it might get hard to program the AI of some of the enemies.
i have had a lot of problem solving experience during the time ive been playing around with XNA and ive done similar things before so i think it wouldn´t be a problem for me.
just tell me if you need any help with anything and if you want me to make a port of it for PC i would be glad to help!
i only have some experience with C and PSP though so if im gonna make a port it´ll probably have to be in XNA!
it might be some downsides to it but im just trying to give my contribution to the project.

Re: Rayman PSP Homebrew
Posted: Wed Feb 24, 2010 2:51 am
by Rayman9930
Thank you any help, is good, but equilibrium hasn't responded do a while now.

Re: Rayman PSP Homebrew
Posted: Wed Feb 24, 2010 3:27 pm
by Equilibrium369
-
Re: Rayman PSP Homebrew
Posted: Wed Feb 24, 2010 3:34 pm
by Rayman9930
Equilibrium369 wrote:Sorry guys, I've been quite busy. Don't worry I haven't given up lol. Now that I have a bit of time free, I'm going to try and finish some more animations today then get them working in the game.
DOOMDUDEMX: Thank you, I appreciate all help and support. When I get a bit more done, I will probably upload the source code or start an open source project for it. Then maybe you and any others could work on a PC port if you wanted. As for the enemies, it's probably not gonna be the actual AI that might be difficult, but rather all the animations, since I will somehow need to figure out what the sprites positions and movement are to get each animation.
Whatever we need to do to get the game done...after a long while.
Re: Rayman PSP Homebrew
Posted: Wed Feb 24, 2010 8:22 pm
by Chilly Willy
Equilibrium369 wrote:When I get a bit more done, I will probably upload the source code or start an open source project for it. Then maybe you and any others could work on a PC port if you wanted.
That would be a good way to handle it. Work it out on one platform, then post the code so others can worry about other platforms.

Re: Rayman PSP Homebrew
Posted: Thu Feb 25, 2010 2:39 am
by Rayman9930
I'd like to see this ported to the PS2.

Re: Rayman PSP Homebrew
Posted: Thu Feb 25, 2010 7:13 pm
by Chilly Willy
Rayman9930 wrote:I'd like to see this ported to the PS2.

That won't be difficult once the PSP version is done. Both have roughly the same capabilities - similar CPU power, similar GPU power, same amount of RAM (as Phat PSP)... the PS2 is a bit odd in how it does IO, but it's nothing that someone used to the ps2dev devkit can't handle.
Other targets that should be easy to convert to include: Dreamcast, GameCube, XBox, and desktop OSes. Depending on how much CPU power the final game requires and how much RAM it uses, it may take a little work to make more restricted platforms (like the NDS, N64, Saturn, etc) work.
Re: Rayman PSP Homebrew
Posted: Fri Feb 26, 2010 7:45 pm
by Equilibrium369
-
Re: Rayman PSP Homebrew
Posted: Fri Feb 26, 2010 8:27 pm
by PluMGMK
Speaking of clouds, are you going to make the Jag face-type available?
Re: Rayman PSP Homebrew
Posted: Fri Feb 26, 2010 8:49 pm
by Equilibrium369
-
Re: Rayman PSP Homebrew
Posted: Sat Feb 27, 2010 6:39 pm
by spiraldoor
Equilibrium369 wrote:PluMGMK wrote:Speaking of clouds, are you going to make the Jag face-type available?
Probably not.. because I've been using all the graphics from the PS1 version and it wasn't present in that. I personally prefer it without the face anyway

It was cool the way they did it in the Jaguar version. The eyes remain closed until you step on the cloud, then they snap open to reveal the face and the cloud disappears.
We could probably extract it from Rayman Designer for you if you wanted.
Re: Rayman PSP Homebrew
Posted: Sat Feb 27, 2010 7:28 pm
by Equilibrium369
-
Re: Rayman PSP Homebrew
Posted: Sat Feb 27, 2010 9:20 pm
by PluMGMK
spiraldoor wrote:We could probably extract it from Rayman Designer for you if you wanted.
We can get the steady sprites but finding the animations would be trickier.
Re: Rayman PSP Homebrew
Posted: Sun Feb 28, 2010 7:00 pm
by Chilly Willy
Equilibrium369 wrote:I will create an open source project somewhere soon, any ideas for a good host?
Just use a google code page. They're easy to get and setup, and with google behind them, can handle traffic without barfing.
Sourceforge is still a good place, but has so much traffic that it can grind to a halt quite often.

Re: Rayman PSP Homebrew
Posted: Mon Mar 01, 2010 5:30 pm
by Equilibrium369
-
Re: Rayman PSP Homebrew
Posted: Sat Mar 13, 2010 6:35 pm
by alfman
so how's it going? any progress or??
Re: Rayman PSP Homebrew
Posted: Sat Mar 13, 2010 9:31 pm
by spiraldoor
This isn't entirely relevant, but
...how do we know that it's a 'Giant Lava Ball'? How do we know that it's not a 'High-resolution Lava Ball'? And if it is, could there be high-resolution versions of other spites hidden somewhere on the disc?
Re: Rayman PSP Homebrew
Posted: Sat Mar 13, 2010 10:33 pm
by PluMGMK
Well, it was in a specific spritepackage. The name of the package was GBO, if you would like to figure out what it might mean.
Re: Rayman PSP Homebrew
Posted: Sun Mar 28, 2010 4:43 pm
by Hunchman801
spiraldoor wrote:...how do we know that it's a 'Giant Lava Ball'? How do we know that it's not a 'High-resolution Lava Ball'? And if it is, could there be high-resolution versions of other spites hidden somewhere on the disc?
Well in the end it appears as a giant lava ball, and I don't see why the developers would have bothered to create high-resolution versions of all sprites...