I like the rib texture you gave to the Livingstone. Looking forward for more things!
Re: Rayman - AFG
Posted: Wed Sep 09, 2015 5:39 pm
by boomboleros7
Again, congrats for that impressive work!
I can't wait to fight your Hunters and your Lividstones in the next demo.
Re: Rayman - AFG
Posted: Sun Sep 13, 2015 8:40 pm
by lucky3
Hey,
Just some good fun with antitoons!
Don't know why
And Rayman can now walk! (running may be so exhausting...)
Sorry for the poor quality. My first record using OBS... hope i'll make it better next time.
Re: Rayman - AFG
Posted: Mon Sep 14, 2015 5:54 pm
by Raymanni
lucky3 wrote:Hey,
Just some good fun with antitoons!
Don't know why
And Rayman can now walk! (running may be so exhausting...)
Sorry for the poor quality. My first record using OBS... hope i'll make it better next time.
Love both the Antitoons and the walking animation. I only am finding the Antitoons a little big, unless that's intentional.
Re: Rayman - AFG
Posted: Wed Sep 23, 2015 6:42 pm
by boomboleros7
So many Antitoons
I wonder if the other types of Antitoons (jumping, charging...) will return in your fan game.
Well, I don't know if it's possible to create a 3D model for them... After all, there were only walking Antitoons in Rayman 2 on PS1.
Re: Rayman - AFG
Posted: Thu Sep 24, 2015 11:20 am
by lucky3
Thanks guys,
I only am finding the Antitoons a little big, unless that's intentional.
Well I had the feeling they looked too inoffensive in 3d, small and easy no to walk on them by jumping or walking aside. It works better in Rayman1 because they completely block the 2 dimensional Rayman way. That's why I scaled them, but then they look too big now
One solution would be to make them bite rayman like in Rayman 1, and moving toward Rayman when he gets closer. I'll certainly give it a try.
After all, there were only walking Antitoons in Rayman 2 on PS1.
Wow looks great, didn't even know about it. I've just googled it and saw pictures but can't find videos.
Re: Rayman - AFG
Posted: Thu Sep 24, 2015 1:55 pm
by OCG
I think Haruka did a Walkthrough of R2 PS1 version and I am sure they are seen there
Re: Rayman - AFG
Posted: Thu Sep 24, 2015 5:26 pm
by Master
They only appear in two levels, look at videos on the Fairy Glade and Sanctuary of Stone and Fire. If memory serves, they appear in two levels of the Fairy Glade, and only in one in the Sanctuary:
Cool, thanks for the highlights Master
I thought Rayman AFG would be the first with 3D antitoons... i was wrong
Re: Rayman - AFG
Posted: Thu Sep 24, 2015 9:44 pm
by Eren
lucky3 wrote:Cool, thanks for the highlights Master
I thought Rayman AFG would be the first with 3D antitoons... i was wrong
Well your game is still going to be the first with 3d livingstones (they were actually intended to appear in rayman 4 with the robo pirates but since it got scrapped...)
Re: Rayman - AFG
Posted: Sun Oct 11, 2015 3:04 pm
by lucky3
Hi there!
Time for a quick video update! In high definition this time
New red lums for the life gauge, grass rendering (i'm quite new to realtime grass rendering, this is just a first test, the density is rather low...), antitoons new attacks and hunters.
And some cool new things have been done recently such as checkpoint lums not to restart at the beginning of the level, rayman can jump at multiple heights depending on the key press duration, vegations/ foliages are animated with a soft motion...
Re: Rayman - AFG
Posted: Sun Oct 11, 2015 3:50 pm
by Harpic fraîcheur
Great job !
Re: Rayman - AFG
Posted: Thu Oct 15, 2015 5:47 pm
by GOT4N
Tested it, it looks really good! :O
Re: Rayman - AFG
Posted: Sun Oct 18, 2015 12:02 pm
by Haruka
Wonderful. I'm getting excited about your game.
Re: Rayman - AFG
Posted: Mon Oct 19, 2015 6:38 pm
by Raymanni
Oh dear god! I love the Rayman 1 elements in 3D! Keep up the very great work!
Re: Rayman - AFG
Posted: Tue Oct 27, 2015 10:42 pm
by lucky3
Thanks for your comments guys
Now a milestone in Rayman AFG development : when Rayman hangs on a platform border, his hands are located a the actual slope height. Yes.
By the way it's quite strange: this feature is in Rayman 2, but not Rayman 3. Did they change the game engine, had to recode everything and forget this? Dunno. In rayman 3 the even lost the jump height feature based on the button press duration
Well apart from that, here is a brief sight of what has been worked on lately:
-New butterfly map colored by Ambi
-Better floor detection system: Rayman now detects if he's grounded more accurately, several bugs are now fixed (Rayman was floating in the air on the border of a platform...). Most of bugs are gone, but there may be a few ones still though they shoudn't be a big deal.
-Fancy star when life gauge gets up
-Particles improvements (lums, punch ball)
-Better vegetation animation system, at the root = no animation, at the tip of the stem = full motion. But still no dynamic collision with Rayman yet.
-Work on hunter FX, thanks Lazysquirrel
-New camera mode: "Free" to let the player moves it as he likes. "Auto" sometimes forces the camera to follow a specific target, it's meant to help the player but it may be annoying for some users.
And soon:
-A mouse/joystick free camera mode to let the player orient the camera (a few beta testers requested that)
-Livingstone animations
-New hunter bullet concept to be done in 3d
-map in progress
Re: Rayman - AFG
Posted: Wed Oct 28, 2015 5:43 pm
by Raymanni
>eyegasm
Re: Rayman - AFG
Posted: Tue Nov 03, 2015 10:41 pm
by lucky3
Full Mouse/joystick camera mode and game preferences saving into a file on the hard drive: Done !
Re: Rayman - AFG
Posted: Sat Nov 14, 2015 1:57 pm
by saintrayman
lucky когда премьера игры? на какой стадии работа?