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Technically reasonable limblessnes

Posted: Wed Feb 04, 2009 6:13 pm
by Bloodgrey
On Raywiki the article saying that in R1 there's no known reasons for making Rayman limbless aside technical reason, I may heared about that, but what is this technical reason?

I may could use this as a reason to include Rayman as a Secret Character in a fangame.

Re: Technically reasonable limblessnes

Posted: Wed Feb 04, 2009 6:18 pm
by Cairnie
It's because when the graphics team tried removing the limbs of every character, they saved 20 times more graphic space than they would have if they kept the limbs, so they stuck with that. Plus they might have thought it was easier to animate and store the different body parts.

Re: Technically reasonable limblessnes

Posted: Wed Feb 04, 2009 6:19 pm
by spiraldoor
Doesn't this belong in the RayWiki forum?

Re: Technically reasonable limblessnes

Posted: Wed Feb 04, 2009 6:22 pm
by Bloodgrey
Well I heared about that previously I just mentioned another source that I heared that from, actually Raywiki just remindend me, but it's more like details of Rayman so I asked it at the Rayman topic.

Re: Technically reasonable limblessnes

Posted: Wed Feb 04, 2009 6:32 pm
by Cairnie
spiraldoor wrote:Doesn't this belong in the RayWiki forum?
It's talking more about why the Rayman 1 characters are limbless in the first place, so no.

And well, I got that little info from a number of magazines that reviewed Rayman Advance way back in 2001.

Re: Technically reasonable limblessnes

Posted: Thu Feb 05, 2009 4:10 am
by Phoenixan
I remember reading from interviews and magazines before that it was originally done just because it was easier to animate that way, and the technical reasons were merely a sort of.. side-effect. Though I do notice that in the game files (from Droolie's rips) that the sprite pieces are generally separated. And sprites do seem to be recycled across characters.

Re: Technically reasonable limblessnes

Posted: Thu Feb 05, 2009 11:48 am
by Cairnie
Yeah I noticed that too. Some other 2D games might have arms stored separately and so on.

Re: Technically reasonable limblessnes

Posted: Thu Feb 05, 2009 5:04 pm
by stan423321
Yep, that's the explanation. Note that some games combine "sprite elements" and vector-like lines to make full character. So - they removed lines and found it cool...

Re: Technically reasonable limblessnes

Posted: Thu Feb 05, 2009 5:36 pm
by spiraldoor
Phoenixan wrote:And sprites do seem to be recycled across characters.
Am I the only one who's noticed the trumpets' shoes in Band Land? :dango:

Re: Technically reasonable limblessnes

Posted: Thu Feb 05, 2009 5:49 pm
by Cairnie
I noticed that a long time ago.

Re: Technically reasonable limblessnes

Posted: Thu Feb 05, 2009 5:57 pm
by spiraldoor
Oh.

*is disappointed*

Re: Technically reasonable limblessnes

Posted: Thu Feb 05, 2009 6:11 pm
by stan423321
Dark Rayman?

Note he's probably using same script as normal Ray, only with different sprites. Reusability, dudes!

Re: Technically reasonable limblessnes

Posted: Thu Feb 05, 2009 7:11 pm
by Joshua822
No, Dark Rayman uses a pat of Rayman's script but for example he is programmed to kill Rayman if he touches Rayman, and if you don't press any key Rayman will stop moving, Dark Rayman will still keep walking until he reaches Rayman.

Re: Technically reasonable limblessnes

Posted: Fri Feb 06, 2009 5:37 pm
by stan423321
[facepalm]facepalm[/facepalm]

I don't say they use the same object code! I mean, any Rayman's "sprite" can be rearanged to Dark Rayman's "sprite" by simply swapping their "sub-sprites" without changing locations of these! This actually WAS scripted somehow, however it is completely another piece of script than the object code of both! Sprite script is interpreted by code (or included in it, or being a sub-function), but it hasn't got anything to behaviour!