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2D version of Rayman 1.5
Posted: Wed Sep 23, 2009 3:37 am
by Adsolution
Today I started making another version of this game. (cuz Pheonixan with his game made me want to) There'll be two, a 3D and a 2D with identical stories, and I made this just today:
Old:
DOWNLOAD LITTLE 1 ROOM DEMO
New:
DOWNLOAD NEW EXTENDED PLUM DEMO
In this one, the screen scrolls. You have to hit the plums and stuff to finish the four-screen-long level.
V<READ FIRST BEFORE PLAYING>V
You can play this demo, just don't upload it anywhere else and take credit. You can upload if you like, just give me credit or I'll pummel you.
Controls:
A = Jump
SPACE = Shoot
LEFT / RIGHT = Walk
You can walk around, jump, and shoot with no animations currently. Right now, if you keep pressing SPACE, you'll keep jumping in mid-air. I obviously don't want that in the full game.

Just for testing.
You can only shoot in one direction, even if you're facing left. I'm trying to figure that out.
If you fall in the water you die and the level resets.
There are currently two types of plums, ones already bouncing, and there's one you have to hit first. I set up a little plum-procedure in the test room. Have fun with it. The plums float, and shooting them will make them drift/move.
It sometimes glitches where objects including you get stuck on the edges of platforms.
Just so you know, yes I can tell that the platforms have white around them, and it looks exceedingly ~. They are PNG's and have alphas, but for some reason it only works with the hill sprite on the right side of the room. :huh:
The sound of you landing on the ground is buggy.
And, I upscaled the resolutions using Photoshop for a slightly newer look.
^READ THIS FIRST BEFORE PLAYING^
If you notify me about something I already put there, you either didn't read it, or you think I'm so stupid that I didn't notice the things I typed, and I haven't experienced them.

Re: 2D version of Rayman 1.5
Posted: Wed Sep 23, 2009 3:48 am
by Phoenixan
Well, for starters, it is pretty easy to fall through the floor.
And to get PNG's to currently work, you either have to separate the alpha channel and the sprite and have both resources inside of GM (applying the mask through code), or you need all images external and use sprite_add_alpha()
Or you could wait until GM8 comes out and just make sure that you purchase Pro, since it'll fully support PNG images.
It is actually a little bit too big for my laptop's screensize as well, height wise... You might want to adjust that, or give people the ability to resize the window if you're going to keep going with this.

(My laptop's screen size is 1366x768 at 16:9 ratio.)
Re: 2D version of Rayman 1.5
Posted: Wed Sep 23, 2009 4:03 am
by Adsolution
Phoenixan wrote:Well, for starters, it is pretty easy to fall through the floor.
And to get PNG's to currently work, you either have to separate the alpha channel and the sprite and have both resources inside of GM (applying the mask through code), or you need all images external and use sprite_add_alpha()
Or you could wait until GM8 comes out and just make sure that you purchase Pro, since it'll fully support PNG images.
It is actually a little bit too big for my laptop's screensize as well, height wise... You might want to adjust that, or give people the ability to resize the window if you're going to keep going with this.

(My laptop's screen size is 1366x768 at 16:9 ratio.)
Fall through the floor? Hm, mine doesn't do that.

Well, there might be a communication problem since when I downloaded your game it crashed right away.
I have the full GM7, whenever I run the game by pressing the green arrow, and when I'm finished and I want to edit again, I click the X button on the game and it opens a new file for some reason. So whenever I finish playing and want to edit again I have to reopen the file and set up the windows again.
Also when Rayman collides with the ground, I made it play the landing sound effect. But Since while he's on the ground, he's constantly in collision with it, the sound plays over itself fogging up room for other sounds. That's why it sounds buggy. Do you know how to fix this?
Re: 2D version of Rayman 1.5
Posted: Wed Sep 23, 2009 5:38 am
by Phoenixan
For starters, I recommend running in Admin Mode if you're running Vista or Windows 7.
As for my game crash, you should probably try out the InstantPlay version, because I updated that one using GM7. If that is the one you tried.. Hmm.. I don't really know.

The original one on 64-Digits is actually a 6.1 file (don't remember if it has Vista conversion applied or not).
And I just have a variable called "lndplayed" or something of the sort that's set to true on start up. Whenever you do your in-air check, set it to false, and then when landing on the floor, play the sound and set it to true again only if the variable is false. That way, it should only play once when you hit the ground.
The character seems to fall through the floor on my end only because the collisions might be a little iffy. I mostly fall through the floor when I jump as walking left rather than just walking left.
Re: 2D version of Rayman 1.5
Posted: Wed Sep 23, 2009 4:36 pm
by Adsolution
Phoenixan wrote:For starters, I recommend running in Admin Mode if you're running Vista or Windows 7.
As for my game crash, you should probably try out the InstantPlay version, because I updated that one using GM7. If that is the one you tried.. Hmm.. I don't really know.

The original one on 64-Digits is actually a 6.1 file (don't remember if it has Vista conversion applied or not).
And I just have a variable called "lndplayed" or something of the sort that's set to true on start up. Whenever you do your in-air check, set it to false, and then when landing on the floor, play the sound and set it to true again only if the variable is false. That way, it should only play once when you hit the ground.
The character seems to fall through the floor on my end only because the collisions might be a little iffy. I mostly fall through the floor when I jump as walking left rather than just walking left.
Can I give you my file I'm working on and you add the fixed sound for me? I'll OM it to you.
Just don't change anything else except the sound.
Re: 2D version of Rayman 1.5
Posted: Wed Sep 23, 2009 9:11 pm
by Adsolution
NEW EXTENDED PLUM DEMO:
DOWNLOAD
In this one, the screen scrolls. You have to hit the plums and stuff to finish the four-screen-long level. Also, there's a jumping pose for Rayman, he doesn't just stand when he jumps.
He also doesn't get stuck in the ground anymore. I tested this on a different comp.
Also, like Pheonixan suggested, I lowered the window res. I changed it from 1280x800 to 1024x600. That's the size of a standard Netbook screen (The tiny laptops).
Re: 2D version of Rayman 1.5
Posted: Thu Sep 24, 2009 3:07 am
by Sabertooth
RayFan9876 wrote:
I have the full GM7, whenever I run the game by pressing the green arrow, and when I'm finished and I want to edit again, I click the X button on the game and it opens a new file for some reason. So whenever I finish playing and want to edit again I have to reopen the file and set up the windows again.

Phoenixan wrote:Or you could wait until GM8 comes out and just make sure that you purchase Pro, since it'll fully support PNG images.
Phoenixan wrote:And to get PNG's to currently work, you either have to separate the alpha channel and the sprite and have both resources inside of GM (applying the mask through code), or you need all images external and use sprite_add_alpha()
Man, I wish I knew more about all this techy graphicy stuff like you guys do...
Anyway, good luck

Re: 2D version of Rayman 1.5
Posted: Thu Sep 24, 2009 3:19 am
by Adsolution
Sabertooth1000000000 wrote:RayFan9876 wrote:
I have the full GM7, whenever I run the game by pressing the green arrow, and when I'm finished and I want to edit again, I click the X button on the game and it opens a new file for some reason. So whenever I finish playing and want to edit again I have to reopen the file and set up the windows again.

Phoenixan wrote:Or you could wait until GM8 comes out and just make sure that you purchase Pro, since it'll fully support PNG images.
Phoenixan wrote:And to get PNG's to currently work, you either have to separate the alpha channel and the sprite and have both resources inside of GM (applying the mask through code), or you need all images external and use sprite_add_alpha()
Man, I wish I knew more about all this techy graphicy stuff like you guys do...
Anyway, good luck

Thx.
What's with the 3 quotes lol?
Anyway, this game uses a "block" system like Rayman Dsigner does.

SOLID = Blocks Rayman walks on
SOLIDWALL = Blocks Rayman collides with horizontally
THIN = Blocks Rayman can jump through from the bottom
SLIPPERY = Blocks Rayman slides on
BOUNCE = Blocks Rayman bounces vertically on
DAMAGE = If Rayman touches them he gets hurt
DEATH = If Rayman touches them he dies
WATER = If Rayman touches them he drowns
MAGMA = If Rayman touches them he... y'know
CLIFF = If Rayman touches them he does the falling animation and dies
BARRIER = If Rayman touches them he gets repelled backward
EVENT = Controls how objects move and react if they collide with these (differentiates between objects)
@Pheonixan. GM8 Beta is out, is it only the free version? Because If you buy Game Maker, you get free upgrades to next versions.
Re: 2D version of Rayman 1.5
Posted: Thu Sep 24, 2009 4:55 am
by Phoenixan
Before the sound can be fixed, I'd actually iron out the platforming system first. Then I'll help you with it.
Worry about the gameplay first, then the effects after. I learned that lesson the hard way.

Plus in order for me to truly "fix" it for you without changing anything around it, you'd have to have everything you need to have done absolutely ironed out anyway.
Re: 2D version of Rayman 1.5
Posted: Thu Sep 24, 2009 5:17 am
by Adsolution
Phoenixan wrote:Before the sound can be fixed, I'd actually iron out the platforming system first. Then I'll help you with it.
Worry about the gameplay first, then the effects after. I learned that lesson the hard way.

Plus in order for me to truly "fix" it for you without changing anything around it, you'd have to have everything you need to have done absolutely ironed out anyway.
Okay. Will do.
Can I keep asking questions? It'll make me learn way faster then not need to ask later.
1. How would you make it so which ever way he's facing is the way the fist comes out?
2. Often when I jump, he gets stuck in the ground when he lands and you have to jump. Do you know how to fix that?
3. Whenever I run the game and go back to editing mode, it opens up a new file making me have to re-open Rayman 1.5.gmk. Is this fixable?
Re: 2D version of Rayman 1.5
Posted: Thu Sep 24, 2009 5:55 am
by Phoenixan
I forgot to answer your first question by the way.. depending upon when you bought GM7, GM8 will be free to you, but yes, it is in beta right now.
1.) I use a variable called "facedir" that is set to either 1 or -1 (-1 representing left) when the left and right keys are pressed. I do it this way just so it's simpler to scale sprites that I do indeed scale (such as the running sprite, then I draw the hands on in draw event). It also made it easier because when you throw out your fist, just make it have an hspeed that is multiplied by facedir (i.e. hspeed = 10*facedir).
2.) I suggest using a mask for your object or just some unified bounding box values, but the mask is simpler. Just make sure that your origins properly line up.
3.) I never had this happen to me before.. What OS are you running?
Re: 2D version of Rayman 1.5
Posted: Thu Sep 24, 2009 6:58 am
by Adsolution
Phoenixan wrote:I forgot to answer your first question by the way.. depending upon when you bought GM7, GM8 will be free to you, but yes, it is in beta right now.
1.) I use a variable called "facedir" that is set to either 1 or -1 (-1 representing left) when the left and right keys are pressed. I do it this way just so it's simpler to scale sprites that I do indeed scale (such as the running sprite, then I draw the hands on in draw event). It also made it easier because when you throw out your fist, just make it have an hspeed that is multiplied by facedir (i.e. hspeed = 10*facedir).
2.) I suggest using a mask for your object or just some unified bounding box values, but the mask is simpler. Just make sure that your origins properly line up.
3.) I never had this happen to me before.. What OS are you running?
1)) I've never used scripts in GM before, and the GM wiki seems to assume you already know how their system works and how to make scripts interact. So I don't know where or in what context to enter the example you gave me or how to let it know that it's the facedir of Rayman.
2)) Setting the bounding box helped, but didn't completely remove the problem, but it made it a lot better.
3)) Vista x64
Re: 2D version of Rayman 1.5
Posted: Thu Sep 24, 2009 7:30 pm
by Phoenixan
If you aren't using a mask, also make sure that "precise collision checking" is turned off. I noticed that you can grab platforms by the nose on occasion.
I recommend running GM in admin mode if you aren't already...
And hmm.. since you are using D&D, I'd recommend learning some scripting.. you might need it if you plan on perfecting moving platforms (i.e. plums). Though with some hard work, I suppose that it could be pulled off with D&D afterall.
Re: 2D version of Rayman 1.5
Posted: Mon Oct 05, 2009 2:28 pm
by Rsandee
Lol, the first idea of Rayman 1.5 was making a 3D version of Rayman 1...... but now you're making a 2D version of a 3D version of a 2D game
And yeah... i know this one will have other worlds and such just like Rayman 1.5 3D.
Re: 2D version of Rayman 1.5
Posted: Tue Oct 06, 2009 1:57 am
by Adsolution
Rayman4321 wrote:Lol, the first idea of Rayman 1.5 was making a 3D version of Rayman 1...... but now you're making a 2D version of a 3D version of a 2D game
And yeah... i know this one will have other worlds and such just like Rayman 1.5 3D.
I changed the idea of making it a remake of Rayman 1 very shortly after I posted it, due to the fact that I had a great story in mind and I didn't want work to go to waste on what I wanted to do.
Oh and in case you didn't know, Rayman 1.5 is not a remake of Rayman 1 in any way, it's a continuation directly after Rayman 1.
Re: 2D version of Rayman 1.5
Posted: Mon Oct 19, 2009 5:13 pm
by Rsandee
Since this is a 2D game i could help with making levels with Gamemaker
I've been making my own test games, with telleporter's and switches and such.
Re: 2D version of Rayman 1.5
Posted: Tue Oct 20, 2009 1:44 am
by Adsolution
Rayman4321 wrote:Since this is a 2D game i could help with making levels with Gamemaker
I've been making my own test games, with telleporter's and switches and such.
Is it possible for you to help me with some scripts? I can't really figure it out and it seems there are no good tutorials.

Re: 2D version of Rayman 1.5
Posted: Tue Jan 19, 2010 12:03 am
by alfman
soo, how's this project coming along? is it still alive?

Re: 2D version of Rayman 1.5
Posted: Tue Jan 19, 2010 12:57 am
by Adsolution
alfman wrote:soo, how's this project coming along? is it still alive?

Kinda... not really focusing on it right now.

Re: 2D version of Rayman 1.5
Posted: Wed Feb 03, 2010 6:34 am
by Raymale
you use gm rayfan?
sounds like you need to add gravity.
I remember making this awesome game I made with a animated recycle bin with arms and legs, and you would walk around and collect bottles and shoot crumpled up peices of paper at enemies.. I still have it

I'm a pro at making platformers in gm, back when there was only gm6, my dad got me a book that came with a copy of the full version of gm6 in it, and lots of tutorials how to add gravity, character jumping,shooting projectiles out of an object or player on a key hit..
try searching game maker tutorials on YouTube.
but your best bet is getting one of those how to program gm books, they are very easy to understand and usually come with a free full version of gm