5€ though.Miss-Cerasus wrote:4€
Rayman Adventures
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Hunchman801

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Re: Rayman Adventures
Re: Rayman Adventures
Oh my god... just when I couldn't love this game anymore, it goes ahead and throws this level at me.





I absolutely love when 2D platformers do the Silhouette Art Shift (alá Donkey Kong Country Returns)! I know Rayman Origins and Legends did have this, but not for a full level. I'm just loving this game more and more!
I absolutely love when 2D platformers do the Silhouette Art Shift (alá Donkey Kong Country Returns)! I know Rayman Origins and Legends did have this, but not for a full level. I'm just loving this game more and more!
Re: Rayman Adventures
I forgot to mention about the French flag glitch but it seems to be solved now. 
Facebook account required to save my progress? Uh...
I still think that the best portable game is Rayman 3 for Game Boy Advance but if I were to give a ranking for Adventures, it will go to third place for me. I can definitely confirm it is much more fun to play than the RRRTVP port for the 3DS for example. And to make things clear I am not giving praise just because it uses the ubiART engine, nor because it is other Rayman. I am not either saying it is a game that is better than one designed for consoles (I don't even think we can compare onions with carrots). Yes, I definitely would prefer a new title designed for consoles but I see things in the positive side: it is better than nothing (and better than an nth game compilation) to celebrate the 20th anniversary. Not to mention that this can bring more visibility to Rayman to people that do not know him well.
While I am not fond of microtransactions nobody is forcing me to pay to accelerate the conclusion of the game. So why I should complain? Skins can be obtained without paying, you just need to have pacience and not spending gems often. To tell the truth I do not use more than 2 or 3 characters.
Facebook account required to save my progress? Uh...
Whoa, easy there. Aren't you exagerating? Honestly, I think there was some overjudgement around here. I can tell by personal experience that the worst Rayman game that I've played was definitely the Rayman 3 port for Symbian systems. Vodafone charged me 3€ for it back in 2009 (?) and I still regret because you can finish that game at 100% in 45 minutes and the graphical presentation is terrible. A special note for being the only Rayman game where you can see the limbless wonder scratching his butt (!) when you don't give him any commands for a while.buildersith wrote:
And i hate to sound like a song stuck on repeat but this game is awful, Ubisoft titled it like a main entry so im going to treat it like one and call it the worst main entry in the series.
In fact no
One better
Its the worst game in the franchise, spin offs, previous mobile games, The Original Raving Rabbids trilogy, out of all of them its the absolute worst by a longshot.
And it hirts so much more because theres a good game in there somewere but because its free 2 play, because its developed on a platform that it should not be on in the first place, it falls flat on its face and falls hard.
If you like the game, good on you, i want to convince you otherwise, but I know I probably won't. But do take this intob cobsideration: Don't like the game, just because it runs on Ubi art, don't like ot because its more Rayman, don't like it because you feel like you owe it to tge franchise, like the game because its a good game, but I dont think itd a good game.
I still think that the best portable game is Rayman 3 for Game Boy Advance but if I were to give a ranking for Adventures, it will go to third place for me. I can definitely confirm it is much more fun to play than the RRRTVP port for the 3DS for example. And to make things clear I am not giving praise just because it uses the ubiART engine, nor because it is other Rayman. I am not either saying it is a game that is better than one designed for consoles (I don't even think we can compare onions with carrots). Yes, I definitely would prefer a new title designed for consoles but I see things in the positive side: it is better than nothing (and better than an nth game compilation) to celebrate the 20th anniversary. Not to mention that this can bring more visibility to Rayman to people that do not know him well.
While I am not fond of microtransactions nobody is forcing me to pay to accelerate the conclusion of the game. So why I should complain? Skins can be obtained without paying, you just need to have pacience and not spending gems often. To tell the truth I do not use more than 2 or 3 characters.
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Sabertooth

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Re: Rayman Adventures
Contrary to popular belief, there is such a thing as bad publicity.Haruka wrote:Not to mention that this can bring more visibility to Rayman to people that do not know him well.
"Ugh, Candy Crush? That game that makes you spend money? No thanks."
Replace "Candy Crush" with "Rayman" and you've got a potential future for the series.
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syntheticgerbil

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Re: Rayman Adventures
Well, all my save data was deleted last night somehow by Ubisoft. Lost all my potions, skins, gems, creatures, and progress. Basically good thing I didn't buy more than the starter pack because Ubisoft just stole $5 from me.
Ugh, I was going to say Rayman 2 GBC is the worst Rayman handheld, but Rayman Adventures is now in fact the worst. At least the others couldn't delete your saves (and spent money) on a whim.
Ugh, I was going to say Rayman 2 GBC is the worst Rayman handheld, but Rayman Adventures is now in fact the worst. At least the others couldn't delete your saves (and spent money) on a whim.
Re: Rayman Adventures
You do know you can contact Customer Support to retrieve your lost data? Instead of coming here and whining, you could have done that instead.
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ikke471

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Re: Rayman Adventures
This is my only problem right now.. money is gone yet I don't have the skins, gems or potions to prove it :csyntheticgerbil wrote:Well, all my save data was deleted last night somehow by Ubisoft. Lost all my potions, skins, gems, creatures, and progress. Basically good thing I didn't buy more than the starter pack because Ubisoft just stole $5 from me.
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NyaNyaLily

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Re: Rayman Adventures
*cough* Playing in the shades *cough*Bradandez wrote:I absolutely love when 2D platformers do the Silhouette Art Shift (alá Donkey Kong Country Returns)! I know Rayman Origins and Legends did have this, but not for a full level.
Re: Rayman Adventures
I would like to know something before buying the starter pack: can it be automatically reactivated for free if I install the app in other android device (or do a factory reset on my phone), like it did for the skins in Jungle Run, or do I lose those 5 euros?
Re: Rayman Adventures
That one was a Tricky Treasure level though. You were force to Sprint the entire level, while this one here lets you explore.CHRdutch wrote:*cough* Playing in the shades *cough*Bradandez wrote:I absolutely love when 2D platformers do the Silhouette Art Shift (alá Donkey Kong Country Returns)! I know Rayman Origins and Legends did have this, but not for a full level.
I think as long as you purchase it and use the same account, then you can always restore your purchase. I lost my progress before along with the costumes, but with the Restore Purchase option, I was able to get them back.Haruka wrote:I would like to know something before buying the starter pack: can it be automatically reactivated for free if I install the app in other android device (or do a factory reset on my phone), like it did for the skins in Jungle Run, or do I lose those 5 euros?
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NyaNyaLily

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Re: Rayman Adventures
Well, you can explore the loading screensBradandez wrote:That one was a Tricky Treasure level though. You were force to Sprint the entire level, while this one here lets you explore.CHRdutch wrote:*cough* Playing in the shades *cough*Bradandez wrote:I absolutely love when 2D platformers do the Silhouette Art Shift (alá Donkey Kong Country Returns)! I know Rayman Origins and Legends did have this, but not for a full level.
Re: Rayman Adventures
Ha ha...CHRdutch wrote:Well, you can explore the loading screensBradandez wrote:That one was a Tricky Treasure level though. You were force to Sprint the entire level, while this one here lets you explore.CHRdutch wrote:*cough* Playing in the shades *cough*Bradandez wrote:I absolutely love when 2D platformers do the Silhouette Art Shift (alá Donkey Kong Country Returns)! I know Rayman Origins and Legends did have this, but not for a full level.
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Sabertooth

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Re: Rayman Adventures
Kind of like an endless runner mobile game.Bradandez wrote:You were force to Sprint the entire level
Re: Rayman Adventures
You know, I really don't like the idea of putting microtransactions in one of my own games, but when I see them in someone else's game I actually don't mind them as long as I am not forced to use them. I just sigh and shake my head when I see them (
) and then continue to enjoy the game.
Here's a story: Last year I took on the role of UX manager for a large-scale student project involving a 3D tour of a virtual museum. I had the opportunity to talk to UX researchers at a game development campus as well as the developers responsible for pretty much all important mobile apps in Belgium. In terms of usability, one of the points they all made was that you need to see a logical response to your action on-screen not only after performing the action, but during the action. Which is only natural, right?
I looked into how I could make the joysticks more responsive and used highlighted images to show when the joystick was being held/dragged and when it wasn't. I also decreased the range of the joysticks so that you wouldn't have to move your thumb more than 1-2cm to completely change direction. That really made the controls feel less sluggish, but of course you need to watch out not to overdo this - a balance needs to be found.
We also did usability tests with random students. We asked them to try out our mobile app and while the initial response was good it was even better after these improvements. So responsiveness is very important.
Now, platformers like Rayman Adventures NEED accurate and responsive controls. For example, here are three points that need to be perfected in a platformer's control scheme.
For the first two, it's not like there is a real delay, but the swiping itself is quite a big finger motion and that really causes it to feel unresponsive (while also causing players to get tired more quickly).
The second and third point can also be explained by Rayman Adventures still being an auto-runner even though you can change direction. If you want Rayman to be able to change direction in the first place, why would you make it so that to do so, he first has to stop running for half a second and then change direction only to start running again? While auto-running worked well in Jungle/Fiesta Run, this time around running is forced on you for literally no reason except to make the game faster. In levels where you need to change direction a lot, it's especially noticeable how slippery and unresponsive this feels.
Well-implemented virtual joysticks could, however, fix all of these problems in one go.
In segments where you have to change direction a lot, you could simply walk (like in RO/RL) by dragging the joystick within its normal range. You could then run by dragging it beyond that range. Changing direction while running would still require the same effort as swiping, but at least by allowing the player to walk they would have the choice for more difficult segments. Attacking and jumping could work with virtual buttons, or even how they worked before in Rayman Jungle/Fiesta Run.
Of course, I'm not saying I know how to create a good control scheme for a platformer better than the Rayman team does, but I do think that virtual joysticks would provide a much better experience for this game than the current control scheme due to the reasons mentioned above. And I can see there are reviewers who think the same. (You might also want to check the user review section on Google Play.)
I think most of these people would be happy by allowing them to choose between control schemes at the beginning of the game and in the settings.
Sorry for the big post, but I think this needed to be said. And please don't think I hate the game - that is absolutely not true. I am known for being critical of both official games and fangames on this forum, but that is only because I like them and really want them to be as good as possible.
I definitely know what you are talking about. Virtual joysticks do tend to be received negatively -and rightfully so- if they aren't designed well, for example if large finger movements are necessary to change direction. I see that in a lot of Android games and it bugs me every time.Ubi-Mya wrote:That's exactly why the dev team choose the swipe system. They tried the virtual joysticks and thought it was a horrible experience.Also, OCG, virtual joysticks suck. No game that had them are good. They flat out suck and I'm glad Adventures doesn't have that horrible control scheme.
Here's a story: Last year I took on the role of UX manager for a large-scale student project involving a 3D tour of a virtual museum. I had the opportunity to talk to UX researchers at a game development campus as well as the developers responsible for pretty much all important mobile apps in Belgium. In terms of usability, one of the points they all made was that you need to see a logical response to your action on-screen not only after performing the action, but during the action. Which is only natural, right?
I looked into how I could make the joysticks more responsive and used highlighted images to show when the joystick was being held/dragged and when it wasn't. I also decreased the range of the joysticks so that you wouldn't have to move your thumb more than 1-2cm to completely change direction. That really made the controls feel less sluggish, but of course you need to watch out not to overdo this - a balance needs to be found.
We also did usability tests with random students. We asked them to try out our mobile app and while the initial response was good it was even better after these improvements. So responsiveness is very important.
Now, platformers like Rayman Adventures NEED accurate and responsive controls. For example, here are three points that need to be perfected in a platformer's control scheme.
- You don't want Rayman to attack with a delay
- You don't want him to change directions with a delay
- You want as much control as possible
For the first two, it's not like there is a real delay, but the swiping itself is quite a big finger motion and that really causes it to feel unresponsive (while also causing players to get tired more quickly).
The second and third point can also be explained by Rayman Adventures still being an auto-runner even though you can change direction. If you want Rayman to be able to change direction in the first place, why would you make it so that to do so, he first has to stop running for half a second and then change direction only to start running again? While auto-running worked well in Jungle/Fiesta Run, this time around running is forced on you for literally no reason except to make the game faster. In levels where you need to change direction a lot, it's especially noticeable how slippery and unresponsive this feels.
Well-implemented virtual joysticks could, however, fix all of these problems in one go.
In segments where you have to change direction a lot, you could simply walk (like in RO/RL) by dragging the joystick within its normal range. You could then run by dragging it beyond that range. Changing direction while running would still require the same effort as swiping, but at least by allowing the player to walk they would have the choice for more difficult segments. Attacking and jumping could work with virtual buttons, or even how they worked before in Rayman Jungle/Fiesta Run.
Of course, I'm not saying I know how to create a good control scheme for a platformer better than the Rayman team does, but I do think that virtual joysticks would provide a much better experience for this game than the current control scheme due to the reasons mentioned above. And I can see there are reviewers who think the same. (You might also want to check the user review section on Google Play.)
I think most of these people would be happy by allowing them to choose between control schemes at the beginning of the game and in the settings.
Sorry for the big post, but I think this needed to be said. And please don't think I hate the game - that is absolutely not true. I am known for being critical of both official games and fangames on this forum, but that is only because I like them and really want them to be as good as possible.
Re: Rayman Adventures
I agree with everything Droolie said regarding controls.
Also Mya, if dev already tried virtual joystick that means it can in theory be put in game without issue (although please correct me if I am wrong), why not make it an option so players ca decide which control scheme they want? Why force all players with only one scheme?
Also Mya, if dev already tried virtual joystick that means it can in theory be put in game without issue (although please correct me if I am wrong), why not make it an option so players ca decide which control scheme they want? Why force all players with only one scheme?
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syntheticgerbil

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Re: Rayman Adventures
Looks like you're zero to two on your assumptions. Not very good at this are you? I contacted them three different ways actually, and you can pretty much stop with your attitude. I have been on these forums longer than you and have a right to speak about my opinions on this game here.Bradandez wrote:You do know you can contact Customer Support to retrieve your lost data? Instead of coming here and whining, you could have done that instead.
No refund or anything except silence from Ubisoft. You can restore the skin purchases but you can't restore any lost gems, postions, or progress. I don't have much hope here they'll make good on ripping me off, since I remember lots of data hiccups when Rabbids Invasion was on Facebook and never once did I get any items I spent money on restored despite being told I would get my stuff back by support.
Re: Rayman Adventures
You're damn right. I'm the dude with the 'tude.syntheticgerbil wrote: You can pretty much stop with your attitude.
That's true, but who has more posts?syntheticgerbil wrote:I have been on these forums longer than you.
I don't know what's your problem. I've contacted the customer service and got a reply within 1-2 days. *shrug emoji*
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syntheticgerbil

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Re: Rayman Adventures
I've dealt with Ubisoft support for over a decade on many games and I've never found them to be helpful. At least now they've stopped telling me to go to IGN.com if there's a problem (like the last level bug in Rayman 3 HD).
Last edited by syntheticgerbil on Wed Dec 09, 2015 4:53 pm, edited 1 time in total.
Re: Rayman Adventures
Be wise and consider using the ignore button. Or simply scrolling down comments. You're welcome, I'm doing this for a long time.syntheticgerbil wrote:Looks like you're zero to two on your assumptions. Not very good at this are you? I contacted them three different ways actually, and you can pretty much stop with your attitude. I have been on these forums longer than you and have a right to speak about my opinions on this game here.Bradandez wrote:You do know you can contact Customer Support to retrieve your lost data? Instead of coming here and whining, you could have done that instead.
Ouch, I can confirm my 30-minutes experience with the iOS port of R2TGE was terrible, thanks to its virtual joystick. I did not manage to beat the Fairy GladeUbi-Mya wrote:Also, OCG, virtual joysticks suck. No game that had them are good. They flat out suck and I'm glad Adventures doesn't have that horrible control scheme.
@Drolpiraat Interesting suggestions over there. Maybe Ubisoft could consider them?
Also, I noticed something that did not please me a lot: is it true we are forced to keep an internet connection to be able to play the game? I tried to play offline but it was always giving me a server error. That's a shame because I wanted to play in my train travels and my mobile plafond isn't that high in a way to use it for a game to work.
Re: Rayman Adventures
I still say its different experience playing 2D game on virtual joystick than 3D and that it cannot be compared really goodHaruka wrote:Ouch, I can confirm my 30-minutes experience with the iOS port of R2TGE was terrible, thanks to its virtual joystick. I did not manage to beat the Fairy Glade.
Also, I noticed something that did not please me a lot: is it true we are forced to keep an internet connection to be able to play the game? I tried to play offline but it was always giving me a server error. That's a shame because I wanted to play in my train travels and my mobile plafond isn't that high in a way to use it for a game to work.
And yes, you must be online to play game since it is impossible to access levels without first connecting to server.



