Rayman: Revenge of the Dark

Oh my, thanks. :oops: I suddenly feel totally inspired to work on the elevation detection now, even though I have no idea how. :)
 
Jewish Candy said:
My one problem is with the jump. I think it's probably just my playing style (this is why I find NES games hugely frustrating), but he seems to ascend, hover, and descend very sloooooowly, even without the helicopter. It looks like a gust of wind is holding him up in the air for slightly longer than normal. Meh, 'tis but a niggle.

This is the first thing that was apparent to me and my only complaint.

Favourited the video.
 
RayFan9876 said:
Oh my, thanks. :oops: I suddenly feel totally inspired to work on the elevation detection now, even though I have no idea how. :)

As CryEngine is for creating games, i'd think it would already have a way of having this kind of stuff done.
Ah, you'll probably find out a way to do it ^^
 
Shouldn't it be programmed like if you don't touch an elevation object anymore, fall down, else, if you touch a slope, start an animation and reduce the height of Rayman gradually?

And by the way, a little question popped into my mind today, will one need a copy of Crysis to play the game?
 
Joshua822 said:
Shouldn't it be programmed like if you don't touch an elevation object anymore, fall down, else, if you touch a slope, start an animation and reduce the height of Rayman gradually?

And by the way, a little question popped into my mind today, will one need a copy of Crysis to play the game?
Doesn't quite work that way in this. :P

If it becomes a game game, of course it wouldn't need a copy of Crysis to play it.
 
RayFan9876, can I just ask you something?

Isn't possible to you to correct the hair shape from Rayman? It is inverted.
 
Haruka said:
RayFan9876, can I just ask you something?

Isn't possible to you to correct the hair shape from Rayman? It is inverted.
Hm you're right. :? Maybe.


I'm working on the shading and lighting a bit, giving it a more saturated, colourful, fantasy, and Raymanish feel:


Music Mountain


Dream Forest Depths


Windmill Hills

Also on a sidenote, I've began making my music through Logic Pro now, so expect QUALITY. :)
 
It definitely looks better with the stronger colours, that's for sure - I mean, Rayman himself is a multicoloured mishmash of every hue under the sun (kinda), so this works really well.
 
RayFan9876 said:
I'm working on the shading and lighting a bit, giving it a more saturated, colourful, fantasy, and Raymanish feel:


Music Mountain


Dream Forest Depths


Windmill Hills

Also on a sidenote, I've began making my music through Logic Pro now, so expect QUALITY. :)

I love them! :D
 
RayFan9876 said:
I'm working on the shading and lighting a bit, giving it a more saturated, colourful, fantasy, and Raymanish feel:


Music Mountain


Dream Forest Depths


Windmill Hills

Also on a sidenote, I've began making my music through Logic Pro now, so expect QUALITY. :)
Perfect :)
 
RayFan9876 said:
Also on a sidenote, I've began making my music through Logic Pro now, so expect QUALITY. :)
I'm sure everyone has expected quality in every aspect since the beginning of the project, and we surely haven't gotten disappointed so far. :mrgreen:

The pictures, like everything else related to this, are amazing.
 
Eheheh. :mryellow:
Thanks everyone again.

In the current definition of quality for the upcoming music, it includes the following:
  • No timing problems, everything is synced.
  • Progressive and worked-on balancing between the instruments including compression (sound wave compression, not quality compression. They're completely different).
  • Effects are more variant and fitting to the song.
  • Much better, more realistic, and dynamic instruments.
  • Easier loopable regions.
  • Sounds more 'professional' in general.
  • Music will take longer to make.

I'm currently working on the music for a currently unnamed swamp level as well as Mount Kollapso, the place where you find the Ly/Globox/Murfy resistance group. Expect nostalgia.
 
RayFan9876 said:
Eheheh. :mryellow:
Thanks everyone again.

In the current definition of quality for the upcoming music, it includes the following:
  • No timing problems, everything is synced.
  • Progressive and worked-on balancing between the instruments including compression (sound wave compression, not quality compression. They're completely different).
  • Effects are more variant and fitting to the song.
  • Much better, more realistic, and dynamic instruments.
  • Easier loopable regions.
  • Sounds more 'professional' in general.
  • Music will take longer to make.

I'm currently working on the music for a currently unnamed swamp level as well as Mount Kollapso, the place where you find the Ly/Globox/Murfy resistance group. Expect nostalgia.

Oooh, can't wait for that :3
You're doing such a great job on this game :)
 
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