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Re: Pirate Bash Brothers: Raybrawl
Posted: Fri Sep 16, 2011 7:55 am
by beebo44
LOL hey Spanex read my last post! Well? Waddayareckon?
Re: Pirate Bash Brothers: Raybrawl
Posted: Fri Sep 16, 2011 8:38 am
by Spanex
You want me to be honest?
The game is already a side-scroller. Most of the backgrounds will be provided by me. Whenever the rest will be 3D will depend on the amount of modelers willing to spend their time on this. Rayfan has her own game to worry about.
Raymania..? Sounds like something you'd name an RPG.
20 playable characters is enough and most of the list is already filled. Though some of the old R1 bosses can be 'Scenic baddies' like Shroobs suggested. We already discussed the OC thing and it's not a good idea. Look a few pages back to see why.
Ed would be a good 'for the lols' unlockable. He may have nothing to do with Rayman's world, but he and other characters from his game had enough cameos so he at least deserves a position, methinks.
EDIT: I ALSO WANTED TO SAYYY I've messed around with a fun little program known as Texmod that allows the person to rip and edit textures from some games. I've learned about TARGA files with this and how they will be extremely useful for making leaf and grass textures with a transparency. I can make such textures for you modelers to use.
Re: Pirate Bash Brothers: Raybrawl
Posted: Fri Sep 16, 2011 12:46 pm
by spiraldoor
Shrooblord wrote:spiral, your André Hoodmonger is really nice. If you'd like to be noted as a concept artist, I could put your name on the list. Or would you like to be in the Concept Theorists category? Of course anyone can be in multiple categories.
The concept artist question was a joke. I don’t think I should be given any kind of significant credit, as I’m mostly just goofing around and discussing ideas for the game rather than doing any real work. I suppose I could be considered a ‘Concept Theorist’ if I continue to do what I’m doing now for a significant amount of time, but that’s not something I can guarantee.
Re: Pirate Bash Brothers: Raybrawl
Posted: Fri Sep 16, 2011 4:01 pm
by Shrooblord
beebo44, most of your suggestions have already been discussed. It's good that you thought of them though!
Yeah, Spanex, go right ahead - figuring out what we're going to do regarding textures and stuff is quite important.
And spiral, I realised it was a joke - I just wanted to know if you wanted to be noted anyway... guess not huh.
Re: Pirate Bash Brothers: Raybrawl
Posted: Fri Sep 16, 2011 4:27 pm
by spiraldoor
If we decide to go with baby Globoxes as fighters, we could include a huge range of skins which all make use of the exact same animations. If they can team up like the Teensies in Rayman M, maybe the player could be given the option to pick a combination of any two baby Globoxes they want?
Re: Pirate Bash Brothers: Raybrawl
Posted: Fri Sep 16, 2011 4:34 pm
by Spanex
Shrooblord wrote:
Yeah, Spanex, go right ahead - figuring out what we're going to do regarding textures and stuff is quite important.
Think of 'flat' objects. Such as fences, or like the grass patches from Rayman 3, down here.
I could make these using the TARGA format which is supported by Photoshop, but I won't know what else to do with them. I don't have the programs or knowledge to bring them into maps.
Re: Pirate Bash Brothers: Raybrawl
Posted: Fri Sep 16, 2011 6:05 pm
by Shrooblord
You can see the chain is also flat in reality. I think we'll need the utmost simplicity in our game to begin with. If it's good, we can always enhance. Simple things take less time and are less of a hassle to do over should anything at all go fatally wrong. Also, they take up less memory, which is always a pro.
spiraldoor wrote:If we decide to go with baby Globoxes as fighters, we could include a huge range of skins which all make use of the exact same animations. If they can team up like the Teensies in Rayman M, maybe the player could be given the option to pick a combination of any two baby Globoxes they want?
Great idea! Should I replace Ed with this then? I know he's not Rayman, but he's cameo'd in a few Rayman things and vice versa, plus he looks kinda funny, so I guessed 'why not'; but really I added him because I just couldn't think of anyone else. So Livingstones get a green light from you guys? If so, I'm going to update the Cast list on the front page with this new and improved one. Maybe Livingstones can be skinned as Hunters as well, or even as Stonemen; though I don't really think so since when I think of a Livingstone, I think of a mad hatter-like person, and their fighting style should resemble this; which means it wouldn't fit the other skins very well.
Re: Pirate Bash Brothers: Raybrawl
Posted: Fri Sep 16, 2011 6:08 pm
by Spanex
Yep. Light effects, fire and most plants are also done this way.
Oh, and Livingstones? Okay. By the way, the different skins can always be just differently colored clothing.
Re: Pirate Bash Brothers: Raybrawl
Posted: Fri Sep 16, 2011 10:35 pm
by Shrooblord
Yeah, of course; but it's more fun to have a completely different character as a skin. It works nicer, experience-wise. It also allows for more variety and more grants of peoples' desires. Though that's talk for later. First, the main characters themselves need to be made.
Alright, so, we're doing a 2D-styled 3D sidescroller, much like Brawl? How about some locations:
The Woods of Fight (bleh what a name, but at least you get what I mean immediately)
The Prison Ship (on-deck, stormy clouds in background and purplish sky-lighting)
Lava Tower (vertically based level in which lava may start rising to force players upwards)
Glade of Dreams (mini representation of the actual Glade of Dreams, i.e. fighting on a minimap kind of area)
Sunspell Plains (desert, orangy sky with two large, by heatwaves distorted suns)
Soltice Stones (dark foresty area with a large ring of stones on the floor, two moons visible in the sky)
Hall of Doors (strange, warped level in which Spiral Doors may transport you to another random Spiral Door in the level)
Peaks of Delight (Candyland-esque scenery on a sun-rich mountaintop)
+...?
Re: Pirate Bash Brothers: Raybrawl
Posted: Fri Sep 16, 2011 10:39 pm
by Spanex
Should the backgrounds somehow be animated? Like smaller images moving in front of the main background? Then I can decide whenever to make separate textures or not.
I want to discuss how my work will be used with a programmer first though. Or I might end up making things for nothing.
I need sleep. Good night.
Re: Pirate Bash Brothers: Raybrawl
Posted: Fri Sep 16, 2011 10:56 pm
by Shrooblord
I think there should be something happening in the background, yes. But I wasn't really setting you onto your work with the suggestions, after all, right now it's all still brain-pot time to see what we can think of. That should all boil down to one solid, clear game with mechanics all plotted out (I'll do the hard parts of plotting) so this could then be worked into a beta-like simplistic and graphic form of what the game should look like.
At least, that's how I would do it. I don't know if there's a better way to do this; if there is, please suggest it.
PS
Night-night!
Re: Pirate Bash Brothers: Raybrawl
Posted: Sat Sep 17, 2011 4:18 am
by beebo44
Ah yes, I just remembered, what kinds of items could we have in the game? Obviously some of the power-ups from R3.
And if we had assist trophie-like things we could have bubbles like BD's ones that float around, and when you pop them, the assist-character pops out. Another thing- what style of characters are we doing, R1, R2, R3, or RO style for the characters and surroundings?
Re: Pirate Bash Brothers: Raybrawl
Posted: Sat Sep 17, 2011 7:56 am
by Spanex
Then we're gonna need more people first.
Until then I'll finish my Buccaneer image and mess around in Guild Wars.

Re: Pirate Bash Brothers: Raybrawl
Posted: Sat Sep 17, 2011 8:58 am
by Rulez
Other than the fighting we could have an adventure mode, sort of like the Subspace Emissary.
*sigh* I guess I can give you most of my ideas for levels from my fangame...
Well, ''Ice Climb'' would be a level composed of a few levels, sort of an ongoing ''arc''. It would take place in Miami Ice. The first part would be a quite regular ice level with falling stalactites, etc., then you fall and have to get up while a drill is chasing you, hence ''Ice Climb''. Then this may be removed, but I think is a nice part: a Warship lands and the character you play as has to sneak around the pirates and then defeat some leading pirate, and then you land in Zenith Harbour and have to get somewhere.
I have lots of such ideas, guys, don't be afraid to ask.
Re: Pirate Bash Brothers: Raybrawl
Posted: Sat Sep 17, 2011 9:39 am
by Spanex
I'm going to be busy at school in the future. After 3 extra added years, it's finally my last year so I want to do whatever it takes to get me a decent chance for a job. That means less time for the game project once we begin, unless you're okay with me being slower than usual.
Re: Pirate Bash Brothers: Raybrawl
Posted: Sat Sep 17, 2011 1:54 pm
by spiraldoor
Shrooblord wrote:Great idea! Should I replace Ed with this then? I know he's not Rayman, but he's cameo'd in a few Rayman things and vice versa, plus he looks kinda funny, so I guessed 'why not'; but really I added him because I just couldn't think of anyone else. So Livingstones get a green light from you guys? If so, I'm going to update the Cast list on the front page with this new and improved one. Maybe Livingstones can be skinned as Hunters as well, or even as Stonemen; though I don't really think so since when I think of a Livingstone, I think of a mad hatter-like person, and their fighting style should resemble this; which means it wouldn't fit the other skins very well.
I still like the idea of including some Tonic Trouble-related material. Maybe a Tonic Trouble bonus level? We could include some of the game’s visual hallmarks, like the rainbow water, or some Glacier Cocktail stuff. Add killer vegetables as environmental hazards, maybe include the General in some way. I suppose Ed could almost be turned into a skin for Rayman – the only problem is the shape of his head.
Have you decided what the Livingstones should look like? By the time this game is finished (if it ever is), nearly all players will expect the Livingstones to be manic, unkempt, gangly creatures with both arms and legs.
Re: Pirate Bash Brothers: Raybrawl
Posted: Sat Sep 17, 2011 4:20 pm
by Shrooblord
Rulez wrote:Other than the fighting we could have an adventure mode, sort of like the Subspace Emissary.
*sigh* I guess I can give you most of my ideas for levels from my fangame...
I have lots of such ideas, guys, don't be afraid to ask.
No, no, of course not! I won't include stuff in the game you want to create for your own games, unless you'd want me to. Don't want to steal your material now!
beebo44 wrote:Ah yes, I just remembered, what kinds of items could we have in the game? Obviously some of the power-ups from R3.
And if we had assist trophie-like things we could have bubbles like BD's ones that float around, and when you pop them, the assist-character pops out. Another thing- what style of characters are we doing, R1, R2, R3, or RO style for the characters and surroundings?
Well, the 'obviously' part is up to all of you guys. I could see the Shock Rocket or Lockjaw being a powerup, though it would mean a massive amount of more work, since all characters would have to be able to change skin as they use it; not only to mention the powerups themselves. But let's worry about end-game results later, okay?
Oh, and what are the BD bubbles you speak of? And I think we'd go for a R2 look for Rayman and of course Ly and the other characters exclusive to R2, though we could change style according to what is the most popular opinion. It won't be R1 or RO style though, since this game would use 3D models; even though the gamplay would be flat.
Spanex wrote:I'm going to be busy at school in the future. After 3 extra added years, it's finally my last year so I want to do whatever it takes to get me a decent chance for a job. That means less time for the game project once we begin, unless you're okay with me being slower than usual.
Of course! Life goes first. If you could still find time to help out, it would be great, but I wouldn't require it of you if you have other things to do.
spiraldoor wrote:
Have you decided what the Livingstones should look like? By the time this game is finished (if it ever is), nearly all players will expect the Livingstones to be manic, unkempt, gangly creatures with both arms and legs.
Really? Is this what people would want? I guess it makes sense since they'll get redesigned because of RO, but I hadn't really thought of the limbs yet. The only thing I thought of about them is that they would be goofy or at least clumsy, dumb-looking but ready to pack a punch; though they could be calm, cool and collected too - not sure yet.
And yep, a Tonic Trouble bonus level sounds like a nice idea. I haven't ever been able to play the game though, so I can only imagine what most things you reference to mean...
Re: Pirate Bash Brothers: Raybrawl
Posted: Sat Sep 17, 2011 4:36 pm
by Rulez
Shrooblord wrote:Rulez wrote:Other than the fighting we could have an adventure mode, sort of like the Subspace Emissary.
*sigh* I guess I can give you most of my ideas for levels from my fangame...
I have lots of such ideas, guys, don't be afraid to ask.
No, no, of course not! I won't include stuff in the game you want to create for your own games, unless you'd want me to. Don't want to steal your material now!
I think that a lousy 15 level ideas wouldn't hurt my project much (my game will have 100 levels and it's not a typo - 100, one hundred, sto, hundert), and I like this game so I can give you guys ideas, etc.
And we could have some hidden items in adventure mode and they maybe unlock some stuff like maybe skins or something. Puzzles are my specialty - when I'm discussing with my friends on my game, I'm the one thinking up how to use various stuff to make puzzles (that makes my puzzle maker count 1), my friend who you already know (Fat_Mario/Ray_Kretes150/Minecart) is making a SMBX project and I'm the one testing the levels and making secret items more secret (that's a count of 2) and RayFan said I may make some puzzles for RoTD too (

) so that's 3. And now this, that's 4.
You may put me as a secret place-maker on the first page.

Re: Pirate Bash Brothers: Raybrawl
Posted: Sat Sep 17, 2011 11:40 pm
by Shrooblord
Hmmm... that sounds more like Level Designer to me and possibly Theorist, no?
Anyway, I would also like helping thinking of puzzles - I'm quite a puzzler myself, when presented one. Whenever there's a new Layton game, sooner or later, I will have it.
Yeah, secret items unlocking stuff could work! I was planning on incorporating secret areas in my own game that would then unlock something in the game.
Re: Pirate Bash Brothers: Raybrawl
Posted: Sun Sep 18, 2011 2:55 am
by beebo44
Shrooblord wrote:
beebo44 wrote:Ah yes, I just remembered, what kinds of items could we have in the game? Obviously some of the power-ups from R3.
And if we had assist trophie-like things we could have bubbles like BD's ones that float around, and when you pop them, the assist-character pops out. Another thing- what style of characters are we doing, R1, R2, R3, or RO style for the characters and surroundings?
Well, the 'obviously' part is up to all of you guys. I could see the Shock Rocket or Lockjaw being a powerup, though it would mean a massive amount of more work, since all characters would have to be able to change skin as they use it; not only to mention the powerups themselves. But let's worry about end-game results later, okay?
Oh, and what are the BD bubbles you speak of? And I think we'd go for a R2 look for Rayman and of course Ly and the other characters exclusive to R2, though we could change style according to what is the most popular opinion. It won't be R1 or RO style though, since this game would use 3D models; even though the gamplay would be flat.
I see your point...about the obvious part, I meant if we decide to have items/power-ups those would be the obvious ones to include. I could do some Concept Art of all different characters with their skins altered. that would help, wouldn't it? Oh and I think Heavy Fists would be good too. Maybe the helicopter one, but there are a few characters that can fly/float/glide without it, so yeah. When I said BD's Bubbles, I meant the Bubble Dreamer's bubbles. So, if you guys are thinking, "Yeah, we could add some power-ups/items." Or something like that, I'll get to drawing a few examples.