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Re: Multi's Rayman engine
Posted: Thu Jul 17, 2014 3:15 am
by GOT4N
ALT+F4 = debug mode win

Re: Multi's Rayman engine
Posted: Thu Jul 17, 2014 3:35 pm
by Shrooblord
Yes but don't forget to delete your system32 folder before doing so or your won't be able to access it. Also, pull the power plug from your PC beforehand. It will want to run diagnostics with limited power supply cycling around in its circuits.
Re: Multi's Rayman engine
Posted: Fri Jul 25, 2014 10:04 am
by Multimagyar
ssssuuuuuuuurrrreeee thanks for the useful tips.
anyway I updated it don't expect much but it did change deep inside which might going to cause rayman flashing sometimes I'll see what I can do about it.
also seeds and things you might want to see yourself.
Download
before I forget. When you can plant seeds you do it with "X". It is changeable in the ini file included but I did have some reason to why not include it in the settings yet to change it. The other thing in the ini file you will be already able to force the application surface back to the original size aka the size of the view.
I didn't include it in the setting yet purely just because it still can cause some bugs I'll have to look into. But until then have fun with it. Mapper and Builder included but they are as much user friendly as lions to humans that are wild. Also they use GM8 now so random FPS drops may happen.
mapper fuction buttons:
left and right mouse button
1
2
3
4
F4 for compile
//you CAN copy from the items you already built from the tileset including the mask you placed on it. Defaulty the masks are not included to the tileset
builder:
1
2
3
delete
left and right mouse button
p on objects for more settings.
F4 for compiling
//note that there must be a Rayman placed on the level I don't think the main game would return with an error but it is a possibilty also since this is my first level editor it might still have bugs and since the previous project could use external musics in it that section can be buggy and may or may not return an error in the beggining which can be ignored, and cary on. I'll have to fix these soon as it possible.
//also there might be an interface option for compiling but the interface options are somewhat unsafe so for now you might want to use the F4 key if you try to do something.
The level to be in the game must have both, lvl and obj file in the level folder to be able to read it if only one of them present the game will ignore it. Powers already setable YET because of the un-user-friendly environment they have to be edited in the file the editor cannot do a thing about it. Power settings are marked with -3 and should be the very first line in the .obj file. I'll might going to make a composer program for it in case you don't want people to have access to the source files
Sorry for the inconvience of the level editor I promise there will be a more user friendly version as soon as possible.
btw
https://www.youtube.com/watch?v=kC-PMq1 ... n36KgftkNw
I had fun...
Re: Multi's Rayman engine
Posted: Fri Jul 25, 2014 10:15 am
by Lizee <3
Good job dude !
Re: Multi's Rayman engine
Posted: Fri Jul 25, 2014 10:54 am
by Multimagyar
Thanks.
I just found my ooooown bug. Yay?
Also I forgot to mention.
now it somewhat more Rayman Gold/designer like.
Re: Multi's Rayman engine
Posted: Mon Mar 09, 2015 8:49 pm
by RibShark
This is a bit of a bump, but do you mind if I use the sprites from this for an engine I'm making? It takes a lot of time managing to get them from the game.
Re: Multi's Rayman engine
Posted: Mon Mar 09, 2015 9:10 pm
by Raymanni
RibShark wrote:This is a bit of a bump, but do you mind if I use the sprites from this for an engine I'm making? It takes a lot of time managing to get them from the game.
This might help you, if you want the exact same animations as in the original game;
https://www.tapatalk.com/groups/tehrune ... php?t=1372
Re: Multi's Rayman engine
Posted: Mon Mar 09, 2015 9:19 pm
by RibShark
Raymanni wrote:RibShark wrote:This is a bit of a bump, but do you mind if I use the sprites from this for an engine I'm making? It takes a lot of time managing to get them from the game.
This might help you, if you want the exact same animations as in the original game;
https://www.tapatalk.com/groups/tehrune ... php?t=1372
Thanks! That looks like it will be helpful. EDIT: It works with most sprites, but some (such as Betilla) are coming out as a mess of pixels.
Re: Multi's Rayman engine
Posted: Mon Mar 09, 2015 9:43 pm
by Multimagyar
RibShark wrote:This is a bit of a bump, but do you mind if I use the sprites from this for an engine I'm making? It takes a lot of time managing to get them from the game.
You could but there is a bit of a problem there, the engine does not use actuall sprites but bodyparts that eventually makes into animation by a script. Which is kind of outdated. But the source code is open as it is in this state so feel free.
Re: Multi's Rayman engine
Posted: Tue Dec 15, 2015 12:43 pm
by gamerz31w
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Key Press Event for <Enter> Key
for object object137:
Push :: Execution Error - Variable Get -1.room20(100428, -1)
at gml_Object_object137_KeyPress_13
############################################################################################
I've found a game bug.