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Re: Rayman 2
Posted: Tue Nov 20, 2012 8:05 pm
by Shrooblord
It appears you are right. I just tested it in-game.
Something fun I discovered while playing: you know those pillars next to the slide in Axel's place? Those are actually slippery surfaces. However, because they are not slanted, Rayman will not be propelled by them automatically. They will ever so slightly slide him along, but he will have his normal idle animation. If he then walks a bit to accelerate, he will slide while walking, but only once he's gained sufficient speed, will the sliding animation and its accompanying physics kick in. This is different than I'd expected from the sliding programming; apparently the player's speed is an important factor in determining whether Rayman is actually sliding (e.g. unable to use the Helicopter power) or just 'being pushed by the slippery surface'.
Re: Rayman 2
Posted: Fri Nov 23, 2012 6:14 pm
by PluMGMK
Evidence that they planned to include Band Land in the game at some point?

Re: Rayman 2
Posted: Fri Nov 23, 2012 10:24 pm
by Adsolution
Shrooblord wrote:It appears you are right. I just tested it in-game.
Something fun I discovered while playing: you know those pillars next to the slide in Axel's place? Those are actually slippery surfaces. However, because they are not slanted, Rayman will not be propelled by them automatically. They will ever so slightly slide him along, but he will have his normal idle animation. If he then walks a bit to accelerate, he will slide while walking, but only once he's gained sufficient speed, will the sliding animation and its accompanying physics kick in. This is different than I'd expected from the sliding programming; apparently the player's speed is an important factor in determining whether Rayman is actually sliding (e.g. unable to use the Helicopter power) or just 'being pushed by the slippery surface'.
Interesting! As a designer, I obviously find it like so. I'll have to take that into account.
Re: Rayman 2
Posted: Tue Nov 27, 2012 11:55 pm
by stan423321
PluMGMK wrote:Evidence that they planned to include Band Land in the game at some point?

Not really, they could have planned running of some sorts or they were just fond of the effect. There are some other places where this behaviour is at least partially noticable, I think - or is it my memory messing with me again? Maybe it was the spot just before Jano battle?
Re: Rayman 2
Posted: Thu Nov 29, 2012 1:14 pm
by LKPettin2
Shrooblord wrote:It appears you are right. I just tested it in-game.
Something fun I discovered while playing: you know those pillars next to the slide in Axel's place? Those are actually slippery surfaces. However, because they are not slanted, Rayman will not be propelled by them automatically. They will ever so slightly slide him along, but he will have his normal idle animation. If he then walks a bit to accelerate, he will slide while walking, but only once he's gained sufficient speed, will the sliding animation and its accompanying physics kick in. This is different than I'd expected from the sliding programming; apparently the player's speed is an important factor in determining whether Rayman is actually sliding (e.g. unable to use the Helicopter power) or just 'being pushed by the slippery surface'.
I also discovered another thingie in the same place. That should work on every slipping platforms.
Just jump on the edge of sliding platform, but DON'T jump forward! Try to jump back, to edge of that platform from where you jumped. Remember to hold back key(or whatever is it named) all time. If you have done it properly, running animation would be played, not sliding. Anyway, Rayman would slide, but slower with "wrong" animation.
...I'll name it "glitch"....But why it is happening?
Re: Rayman 2
Posted: Thu Nov 29, 2012 10:58 pm
by Shrooblord
LKPettin2 wrote:...I'll name it "glitch"....But why it is happening?
Shrooblord wrote:but only once he's gained sufficient speed, will the sliding animation and its accompanying physics kick in. This is different than I'd expected from the sliding programming; apparently the player's speed is an important factor in determining whether Rayman is actually sliding (e.g. unable to use the Helicopter power) or just 'being pushed by the slippery surface'.
Re: Rayman 2
Posted: Mon Dec 03, 2012 5:52 pm
by Yoshidude99
Has anyone translated this?

Re: Rayman 2
Posted: Fri Dec 07, 2012 3:53 pm
by LKPettin2
I didn't know to which topic I could put it, but...
My dinos will now eat Razorbeard for breakfast.

Made just of boredom in 5 minutes.
Re: Rayman 2
Posted: Fri Dec 07, 2012 5:11 pm
by Raven_Guardian
Yoshidude99 wrote:Has anyone translated this?

I could translate it but it will take a while...
the most informations are here.
https://raymanpc.com/wiki/en/Rayman_2_(2D_prototype)
Re: Rayman 2
Posted: Fri Dec 07, 2012 11:47 pm
by Raymanarenaps2
I made a Rayman 2 video. But this is unique.
And I kinda changed the music but it goes pretty well.
WEatch it if you want to.
http://www.youtube.com/watch?v=AEsJ2EmrLVE
Re: Rayman 2
Posted: Mon Dec 10, 2012 5:38 pm
by Yoshidude99
Pretty cool. I'm assuming that is of the N64 version? I wish I could play that level in the PS1 version.
Re: Rayman 2
Posted: Tue Dec 11, 2012 4:56 pm
by LKPettin2
I was reading a lot of complaints about bugs in Rayman Revolution.
I was playing it on emulator, 100 % and ANY bugs.

Re: Rayman 2
Posted: Tue Dec 11, 2012 6:40 pm
by Master
ANY Bugs?
Do you mean to say that you did not encounter any bugs?
I once owned Revolution and completed quite a few times without bugs cropping up.
Though it did have the odd bit of lag and that does seem a tad bit unnecessary given the DC versions smooth 60fps.
Re: Rayman 2
Posted: Tue Dec 11, 2012 6:47 pm
by Haruka
The glitches are mostly FPS lagging (a small difference, but in the emulator its worse).
The perfect Rayman 2: DC and PS2 together + PS1's extra dialogues and elements
Re: Rayman 2
Posted: Tue Dec 11, 2012 11:08 pm
by Shrooblord
With the option of turning spoken dialogue into Raymanian, if you so wish. Then I'd be more than happy.
Re: Rayman 2
Posted: Tue Dec 11, 2012 11:10 pm
by Master
They changed some of the Raymanian in Revolution, and I never did like it, the original sounded much better.
Re: Rayman 2
Posted: Tue Dec 11, 2012 11:22 pm
by Shrooblord
Exactly. I'd like R2 (PC) Raymanian, but naturally I simply forgot there was another form of it since I'm so incredibly biased towards that version of the game.
Re: Rayman 2
Posted: Tue Dec 11, 2012 11:24 pm
by Master
I haven't really touched many of the other versions of R2 as of late, I've just been sticking to the PC version...
Re: Rayman 2
Posted: Tue Dec 11, 2012 11:26 pm
by Shrooblord
It would be so much more than just amazing if we could import, edit and re-export levels from R2 and play with them in a 3D editing program... think of the possibilities!
We need a Rayman level builder for the newer games. Even one for a Rabbid game would be fine; it'd make the game genuinely... interesting!
Re: Rayman 2
Posted: Tue Dec 11, 2012 11:39 pm
by Master
Oh boy, the amount of times I've dreamed and mulled over Rayman 2 being cracked open for modders to liven up...
The possibility makes me wish I was a more adept user of computers and were capable of doing such a thing.