Hunchman801 wrote: Wed Jan 05, 2022 11:58 am
Rayman Saturn wrote: Tue Jan 04, 2022 11:28 pm
I like that creepy evil plant.
Let's create the creepy evil plant fanclub and wear special ranks of it just to annoy PluM.

Well, he's probably old enough not to care anymore now, though.
And good to see so much progress on the GBC recreation, I look forward to the next levels.
I approve!
PluMGMK wrote: Wed Jan 05, 2022 6:26 pm
Creepy evil plant special ranks? There's an idea for next Record Day!
Does that mean I’ll become an evil plant fused to an English flag teapot, next time?
Spellbound Forest 3 complete!
What I find amazing is how well everything works when you never run (though, running doesn’t break the levels, but it does many things way easier). It really feels like playing the original game, but without its outdated clunky controls. However, it’s definitely easier no matter how you play, so I’ll make sure to increase the challenge in the "Redemption" version that’ll have many changes (which are pretty needed considering how weird the item placement tends to get in this game... Take the first health power-up in Spellbound Forest 1 for example, why is it even there? You can’t take damage at the start of the game and it doesn’t boost your health like Big Powers in Rayman 1, so it’s literally useless).
Of course, there are some things that can’t be done... here’s what I know I can’t really do so far:
-Unlockable powers. There’s still no way to remove running and the grappling fist, and removing the helicopter would not only require to place Mr Dark in every necessary level but also make more versions of the levels to account for backtracking (which would be too difficult, especially with ReDesigner’s 10 sections’ limit). I’ll simply make all powers available from the start and I’ll let you "
control the buttons you press". However, I may disable the helicopter and the fist at the start of "Redemption", but the level design will be changed so there’s no backtracking to get to the cages.
-The Ubi Key system. I have just placed a yellow key and a Magician to teleport you to Ubi Cliff when you pick it up.
-Heart power-ups. I replaced them with two Double Powers stacked on top of each other as they give the same effect together.
-Some objects’ sizes and placement can’t be perfectly reproduced. This includes gendoors.
-Unlike the original, enemies won’t respawn when far enough... Heh, that’s an improvement.
-Objects’ original movement speed. It seems most platforms have a movement speed close to level 2 in ReDesigner, but it was a bit slower in the original. I’ll use that speed level 2 anyway, because there’s obviously no better alternative.
-Checkpoint gendoors... Yes, Rayman GBC had checkpoints, they were just invisible. Sure, I could use the Checkpoints available in ReDesigner, but they are way too big for the game and really don’t blend at all with it. So, I’ll only include them in "GBC Redemption"... Anyway, you can make back your progress very fast by running. It’s not like levels are very big.
-Tall Livingstones attacking like small Livingstones. Yes, for some reason, Rayman GBC only had the tall Livingstones, but they behaved like their angry small counterpart in combat. I’ll use the small or tall ones depending on context.
-No plums immediately released, and no immobile swinging plums that need to be punched... Looks like there are still a few missing features, Ryemanni.
-Horizontal Piranhas. I’ll use the large-mouthed fish instead. It may not respawn, but it behaves very similarly when placed in a space between reactionary collisions.
-Some trigger collisions. Doesn’t impact the gameplay as they’re not needed for most enemies in ReDesigner... but I still placed useless reactionary collisions when possible at their original position just to be faithful.
-Screen scrolling. However, you really aren’t missing much as it was only a frustration in the original (and was most likely included due to limitations with the rising liquids like water and lava). I’ll make the liquids rubberband instead. Makes these levels way more fun.
-Cage music. Sure, I can add it as a second track in some levels, and I can use some of the drum music in the Redemption version, but don’t expect the original music to magically activate when you go near Cages.
-Cutscenes and bonus levels’ pictures. Maybe I can make "new" cutscenes available to watch separately in the files and I could make the pictures appear briefly using the new fairy object to remove them quickly with killdoors, but I’m not sure yet if it’s possible. It also seems some cutscenes’ music isn’t available on RayTunes, so I don’t think I’ll be able to include everything, especially if I go as far as remaking Rayman 2 Forever (which have slightly different sounding music).
-World Map and Time Attack’s portals. Again, only ten sections per level, so the best I can achieve is adding the maps at the end of every world to give you the possibility to only retry any level or bonus you’ve just beaten.
-Menu and passwords. I don’t even need to explain why it’s not possible.
-Bonus level’s mechanics. I’ll have to use Coloured Tings and do something with lives and portals when you get all these Tings so you can exit the bonus or retry it...
-Mr Dark’s boss battle... I have no idea how I’m gonna do this one. Now that’s really the part of the game that’s nearly impossible to replicate... I’ll really have to improvise using mechanisms, obstacles and more...
-More things which I’ll surely notice later.
No pictures this time as I want to keep the "surprise" for the first release and because I’m lazy.
