Sir Rayland wrote: Sat Sep 07, 2019 1:16 pm
Maybe you guys should make a twitter for rotd?
I think that's a great idea but... If it wins to much fame could be dangerous if Ubisoft detects ROTD.
Anyway, a site to post the development news is always a good idea in my opinion.
Im pretty sure Ubisoft knows about rotd.
Re: Rayman: Revenge of the Dark
Posted: Sat Sep 14, 2019 12:31 am
by crazyray08
Yeah im pretty sure they mention it at some point.
Re: Rayman: Revenge of the Dark
Posted: Sat Sep 28, 2019 5:56 pm
by crazyray08
Twitter or site, as long as we get updates on the game it be nice, been since 2012 since we last go the big update
Re: Rayman: Revenge of the Dark
Posted: Sat Sep 28, 2019 6:59 pm
by Sir Rayland
Yep.
Re: Rayman: Revenge of the Dark
Posted: Tue Oct 15, 2019 8:13 pm
by gamerz31w
Hey user Adsolution wanna check and fix RayTwol tool,please? Which one should I use raytwol or raymap?
Re: Rayman: Revenge of the Dark
Posted: Tue Jan 07, 2020 7:05 pm
by Arnarion
I wonder how Adsolution is doing. she has been pretty quiet lately. even Pipann tends to be mysterious about the progress of the game. And damn, what an honour it would be to be part of a project like that. I wish I could make concept art for a Rayman game.
Re: Rayman: Revenge of the Dark
Posted: Sat Jan 18, 2020 7:06 pm
by Hunchman801
Is this still actively developed? If not, this might be the occasion for you to take over.
Re: Rayman: Revenge of the Dark
Posted: Wed Jan 29, 2020 7:46 pm
by Sir Rayland
The game is still being developed but being moved onto the unity engine
Re: Rayman: Revenge of the Dark
Posted: Wed Jan 29, 2020 8:43 pm
by PluMGMK
Ah really? I would have been very surprised if it were cancelled, but this is also somewhat startling, given all the work that went into the CryEngine version. What were the reasons for the change?
Re: Rayman: Revenge of the Dark
Posted: Fri Jan 31, 2020 10:23 pm
by Sir Rayland
Ad said the unity engine is easier to use which i agree on
Re: Rayman: Revenge of the Dark
Posted: Thu Mar 05, 2020 5:43 pm
by crazyray08
So any updates yet? I mean been quite a long time since the last one :/
Re: Rayman: Revenge of the Dark
Posted: Wed Apr 15, 2020 6:17 pm
by Czele
I don't care about updates.
I just hope that the project is still alive and you guys either.
Całuski
Re: Rayman: Revenge of the Dark
Posted: Tue Apr 21, 2020 8:53 pm
by Sabertooth
Absolutely (heh) floored this is still being worked on, unlike every other fan game that ever looked promising. I don't care if it takes until 2030--I have hope that this game will be completed someday, and even endorsed by Michel Ancel himself. It will happen!
Re: Rayman: Revenge of the Dark
Posted: Thu Aug 06, 2020 2:59 pm
by MagicFromBritain
I started high school, aged 12 in 2009 when this thread was first posted, now i'm in my 20s, with a job and my own place... and this is still being worked on. Damn.
Re: Rayman: Revenge of the Dark
Posted: Thu Aug 06, 2020 4:38 pm
by The Jonster
The day this game is completed would be a wonderful day indeed for a lot of people....whenever that is.
Re: Rayman: Revenge of the Dark
Posted: Wed Aug 19, 2020 3:38 am
by Adsolution
PluMGMK wrote: Wed Jan 29, 2020 8:43 pm
Ah really? I would have been very surprised if it were cancelled, but this is also somewhat startling, given all the work that went into the CryEngine version. What were the reasons for the change?
I first started learning (non-visual) programming in Unity despite having worked with CryEngine for far longer, and I kept hitting roadblocks when using Cry - I couldn't figure out how to properly generate meshes at runtime, I'd have no idea how to interact with animating character bones for making adaptive animations, and so on.
I'm pretty happy with some of the visuals I'm cranking out of Unity, but the performance isn't nearly as stable... and I'm worried I'll have to sacrifice shading and environmental detail I wouldn't have to in Cry.
I've mostly been focusing on character physics and the adaptive footsteps (notice how the feet height-adapt and stick where they were planted - I'm trying to copy whatever Assassin's Creed looks like it's doing). Rayman being able to smoothly navigate over uneven terrain is a big one too. Almost everything is programmed with a unified state engine I made to be similar to the one used by Rayman 2, and it's actually boosting productivity and creativity big time.
The first area is an actual level I just started on, the second area is a testing graveyard with neglected lighting:
(unlisted)
sL1VHh4.png (228.32 KiB) Viewed 3312 times
On the art side, Pip's working on a new pipeline consisting of sculpting models with baked normals:
The second area used to look more like this:
Re: Rayman: Revenge of the Dark
Posted: Wed Aug 19, 2020 4:32 am
by Elite Piranha
The environments looks impressive, however I don't quite understand the movement that Rayman does with his hands and feet after he jumps.
Re: Rayman: Revenge of the Dark
Posted: Wed Aug 19, 2020 3:01 pm
by Pipann
Animations are still a work in progress. Meanwhile like Ads said I'm experimenting with normal map baking, which involves sculpting extremely high polygon models in Sculptris, sometimes going over 1 million triangles. The low poly version is made in Max and then the highpoly is quite literally "baked" into the lowpoly and turned into a normal map. Results vary, and I have to mess with the red and green values to get it right.
You guys might remember I made rock props before. I plan to make new ones using this technique that will completely replace the old ones. Even without a texture, the first attempt looked 10 times better than our old ones
And here is the recreated version of our classic menhir (cabbage leaves yet to be added)
URnUbCy.jpg (10.37 KiB) Viewed 3312 times
A visual comparison between the low and high poly models (600 vs 360,000)
Also, I'm glad we finally brought updates again. Hehe