Rayman ReDesigner
Moderator: English moderators
Forum rules
Please keep the forum rules and guidelines in mind when creating or replying to a topic.
Please keep the forum rules and guidelines in mind when creating or replying to a topic.
-
raymandesigner

- Posts: 178
- Joined: Wed Jul 14, 2010 6:07 am
- Tings: 891
Re: Rayman ReDesigner
Rayman Redesigner Custom Uploaded
Fixed: mini bug graphic glitch removed updated: Honey,grape,sugar,banana, glitch Removed Updated
Fixed: mini bug graphic glitch removed updated: Honey,grape,sugar,banana, glitch Removed Updated
- Attachments
-
- Rayman Redesigner Custom3.png (174.3 KiB) Viewed 3269 times
-
- Rayman Redesigner Custom4.png (234.63 KiB) Viewed 3269 times
-
- Rayman Redesigner Custom6.png (187.1 KiB) Viewed 3269 times
-
- Rayman Redesigner Custom7.png (177.52 KiB) Viewed 3269 times
-
- R1Redesignergoldworldspacks.zip
- (1.99 MiB) Downloaded 6 times
Last edited by raymandesigner on Thu Jan 04, 2024 1:55 pm, edited 16 times in total.
-
Hunchman801

- Posts: 83847
- Joined: Thu Aug 07, 2003 6:50 pm
- Location: Paris, France
- Contact:
- Tings: 610014
Re: Rayman ReDesigner
It looks great, thanks.Rayman Saturn wrote: ↑Mon Jan 03, 2022 11:07 pm Well, I guess it’s time to edit the main post to add the custom graphics! I’ll also add mods to the original post’s list when the time comes.
I’ve also tried to improve the presentation. Does it look good?![]()

Re: Rayman ReDesigner
The evil plant from brain games is back!

- Attachments
-
- Evil_Plant.png (8.19 KiB) Viewed 3245 times

-
Hunchman801

- Posts: 83847
- Joined: Thu Aug 07, 2003 6:50 pm
- Location: Paris, France
- Contact:
- Tings: 610014
-
PluMGMK

- Posts: 37010
- Joined: Fri Jul 31, 2009 9:00 pm
- Location: https://www.youtube.com/watch?v=cErgMJSgpv0
- Contact:
- Tings: 102745
Re: Rayman ReDesigner
Not me, I always found concept revolting… 
EDIT: I spoke at more length about it here: https://raymanpc.com/forum/viewtopic.ph ... 9#p1416359 – that was back in 2020, hard to believe it's so long ago…
EDIT: I spoke at more length about it here: https://raymanpc.com/forum/viewtopic.ph ... 9#p1416359 – that was back in 2020, hard to believe it's so long ago…

Sig with Dora made by R4Y_ANC3L; others made by me
Android: How to block an image you don't like
It's good to learn from the past: read the Pirate-Community Documentary!
Other things you should know about this site
-
hoodlumsworld

- Posts: 1168
- Joined: Mon Jun 15, 2020 1:12 am
- Tings: 15205
Re: Rayman ReDesigner
The GBC Rayman is really well done, congratulations! 
-
Mortamon Saturn

- Posts: 2409
- Joined: Mon Oct 02, 2017 10:12 pm
- Location: Croisée des Rêves
- Contact:
- Tings: 32995
Re: Rayman ReDesigner
I like that creepy evil plant. 
I’m still not certain if I’ll really do the whole game, but for now I’ll make a few worlds for sure!
I had my doubts when working on the first level (since it’s so empty), but after doing the second one, I’m convinced it can be very fun to play this game in Rayman ReDesigner! Taking the maps from Ray1Map makes it very easy to recreate, most of the work goes into manually placing the objects and collisions.
Currently, GBC Spellbound Forest 1 and 2 are fully functional, and I’ve already done most of the work for the two World Maps and Ubi Cliff. The first bonus level is also nearly complete, I just have to figure out a proper way to make it function as closely as possible to the original.
A lot of things can’t really be copied sadly, so you have to improvise and you have to make some changes (especially when it comes to reactionary collisions or some special mechanics like checkpoints which are very different in Rayman GBC).
I’ll try to complete the rest of Spellbound Forest in the next days, and I’ll release a first download. No skin for now, though, as there’s a lot to improve (I also want to see if I can somehow make Rayman’s head position less "hunched", as it’s not placed like that in the original). I’ll release it with the final bundle. I’ll do most of the worlds first, so you’ll have to use the original skin created by someone else and which is already available on Rayman Redistributor in the meanwhile. I’ll release every world separately over there, then I’ll make a complete compilation on Mediafire with extra stuff.
Heh... I guess I can at least release the skin’s ugly prototype here for now if you really want to use it. I won’t even link to it in the main post as it would be unnecessary.
Moar pictures!
Well, thanks!
I’m still not certain if I’ll really do the whole game, but for now I’ll make a few worlds for sure!
I had my doubts when working on the first level (since it’s so empty), but after doing the second one, I’m convinced it can be very fun to play this game in Rayman ReDesigner! Taking the maps from Ray1Map makes it very easy to recreate, most of the work goes into manually placing the objects and collisions.
Currently, GBC Spellbound Forest 1 and 2 are fully functional, and I’ve already done most of the work for the two World Maps and Ubi Cliff. The first bonus level is also nearly complete, I just have to figure out a proper way to make it function as closely as possible to the original.
A lot of things can’t really be copied sadly, so you have to improvise and you have to make some changes (especially when it comes to reactionary collisions or some special mechanics like checkpoints which are very different in Rayman GBC).
I’ll try to complete the rest of Spellbound Forest in the next days, and I’ll release a first download. No skin for now, though, as there’s a lot to improve (I also want to see if I can somehow make Rayman’s head position less "hunched", as it’s not placed like that in the original). I’ll release it with the final bundle. I’ll do most of the worlds first, so you’ll have to use the original skin created by someone else and which is already available on Rayman Redistributor in the meanwhile. I’ll release every world separately over there, then I’ll make a complete compilation on Mediafire with extra stuff.
Heh... I guess I can at least release the skin’s ugly prototype here for now if you really want to use it. I won’t even link to it in the main post as it would be unnecessary.
Moar pictures!
Vive Rayman et les prunes !
o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o

It's time to Rock 'n' Run!
o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o

It's time to Rock 'n' Run!
-
ChronicTraitor

- Posts: 214
- Joined: Sat Oct 10, 2020 8:54 pm
- Tings: 10082
Re: Rayman ReDesigner
Oh this is nice!
I'll definitely have to find the time to play this when it's all done. I wonder if I'd be able to adapt to the needed changes?
-
Hunchman801

- Posts: 83847
- Joined: Thu Aug 07, 2003 6:50 pm
- Location: Paris, France
- Contact:
- Tings: 610014
Re: Rayman ReDesigner
Let's create the creepy evil plant fanclub and wear special ranks of it just to annoy PluM.
And good to see so much progress on the GBC recreation, I look forward to the next levels.

-
PluMGMK

- Posts: 37010
- Joined: Fri Jul 31, 2009 9:00 pm
- Location: https://www.youtube.com/watch?v=cErgMJSgpv0
- Contact:
- Tings: 102745
Re: Rayman ReDesigner
Creepy evil plant special ranks? There's an idea for next Record Day! 

Sig with Dora made by R4Y_ANC3L; others made by me
Android: How to block an image you don't like
It's good to learn from the past: read the Pirate-Community Documentary!
Other things you should know about this site
-
Mortamon Saturn

- Posts: 2409
- Joined: Mon Oct 02, 2017 10:12 pm
- Location: Croisée des Rêves
- Contact:
- Tings: 32995
Re: Rayman ReDesigner
I approve!Hunchman801 wrote: ↑Wed Jan 05, 2022 11:58 amLet's create the creepy evil plant fanclub and wear special ranks of it just to annoy PluM.Well, he's probably old enough not to care anymore now, though.
And good to see so much progress on the GBC recreation, I look forward to the next levels.![]()
Does that mean I’ll become an evil plant fused to an English flag teapot, next time?
Spellbound Forest 3 complete!
What I find amazing is how well everything works when you never run (though, running doesn’t break the levels, but it does many things way easier). It really feels like playing the original game, but without its outdated clunky controls. However, it’s definitely easier no matter how you play, so I’ll make sure to increase the challenge in the "Redemption" version that’ll have many changes (which are pretty needed considering how weird the item placement tends to get in this game... Take the first health power-up in Spellbound Forest 1 for example, why is it even there? You can’t take damage at the start of the game and it doesn’t boost your health like Big Powers in Rayman 1, so it’s literally useless).
Of course, there are some things that can’t be done... here’s what I know I can’t really do so far:
-Unlockable powers. There’s still no way to remove running and the grappling fist, and removing the helicopter would not only require to place Mr Dark in every necessary level but also make more versions of the levels to account for backtracking (which would be too difficult, especially with ReDesigner’s 10 sections’ limit). I’ll simply make all powers available from the start and I’ll let you "control the buttons you press". However, I may disable the helicopter and the fist at the start of "Redemption", but the level design will be changed so there’s no backtracking to get to the cages.
-The Ubi Key system. I have just placed a yellow key and a Magician to teleport you to Ubi Cliff when you pick it up.
-Heart power-ups. I replaced them with two Double Powers stacked on top of each other as they give the same effect together.
-Some objects’ sizes and placement can’t be perfectly reproduced. This includes gendoors.
-Unlike the original, enemies won’t respawn when far enough... Heh, that’s an improvement.
-Objects’ original movement speed. It seems most platforms have a movement speed close to level 2 in ReDesigner, but it was a bit slower in the original. I’ll use that speed level 2 anyway, because there’s obviously no better alternative.
-Checkpoint gendoors... Yes, Rayman GBC had checkpoints, they were just invisible. Sure, I could use the Checkpoints available in ReDesigner, but they are way too big for the game and really don’t blend at all with it. So, I’ll only include them in "GBC Redemption"... Anyway, you can make back your progress very fast by running. It’s not like levels are very big.
-Tall Livingstones attacking like small Livingstones. Yes, for some reason, Rayman GBC only had the tall Livingstones, but they behaved like their angry small counterpart in combat. I’ll use the small or tall ones depending on context.
-No plums immediately released, and no immobile swinging plums that need to be punched... Looks like there are still a few missing features, Ryemanni.
-Horizontal Piranhas. I’ll use the large-mouthed fish instead. It may not respawn, but it behaves very similarly when placed in a space between reactionary collisions.
-Some trigger collisions. Doesn’t impact the gameplay as they’re not needed for most enemies in ReDesigner... but I still placed useless reactionary collisions when possible at their original position just to be faithful.
-Screen scrolling. However, you really aren’t missing much as it was only a frustration in the original (and was most likely included due to limitations with the rising liquids like water and lava). I’ll make the liquids rubberband instead. Makes these levels way more fun.
-Cage music. Sure, I can add it as a second track in some levels, and I can use some of the drum music in the Redemption version, but don’t expect the original music to magically activate when you go near Cages.
-Cutscenes and bonus levels’ pictures. Maybe I can make "new" cutscenes available to watch separately in the files and I could make the pictures appear briefly using the new fairy object to remove them quickly with killdoors, but I’m not sure yet if it’s possible. It also seems some cutscenes’ music isn’t available on RayTunes, so I don’t think I’ll be able to include everything, especially if I go as far as remaking Rayman 2 Forever (which have slightly different sounding music).
-World Map and Time Attack’s portals. Again, only ten sections per level, so the best I can achieve is adding the maps at the end of every world to give you the possibility to only retry any level or bonus you’ve just beaten.
-Menu and passwords. I don’t even need to explain why it’s not possible.
-Bonus level’s mechanics. I’ll have to use Coloured Tings and do something with lives and portals when you get all these Tings so you can exit the bonus or retry it...
-Mr Dark’s boss battle... I have no idea how I’m gonna do this one. Now that’s really the part of the game that’s nearly impossible to replicate... I’ll really have to improvise using mechanisms, obstacles and more...
-More things which I’ll surely notice later.
No pictures this time as I want to keep the "surprise" for the first release and because I’m lazy.
Vive Rayman et les prunes !
o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o

It's time to Rock 'n' Run!
o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o

It's time to Rock 'n' Run!
-
Hunchman801

- Posts: 83847
- Joined: Thu Aug 07, 2003 6:50 pm
- Location: Paris, France
- Contact:
- Tings: 610014
Re: Rayman ReDesigner
Overall, I think it's fine that you can't recreate everything the exact way it was. The password system, for example, was more of a nuisance than anything, so it makes sense to improve on this and many other aspects of the original game. 

-
hoodlumsworld

- Posts: 1168
- Joined: Mon Jun 15, 2020 1:12 am
- Tings: 15205
Re: Rayman ReDesigner
Could it be possible to edit all the sprites at once to make them more blocky? If it's a single file, it could be done in no time and it would fit the GBC theme better.
-
raymandesigner

- Posts: 178
- Joined: Wed Jul 14, 2010 6:07 am
- Tings: 891
Re: Rayman ReDesigner
Rayman Redesigner Custom Graphic Packs Updated:
Cave: Eat Joes Electric cables Object add Updated
Cake: Waffle Object Add Updated
object small glitch removed Updated
Much Updated Custom Graphics Updated Thanks.
Cave: Eat Joes Electric cables Object add Updated
Cake: Waffle Object Add Updated
object small glitch removed Updated
Much Updated Custom Graphics Updated Thanks.
- Attachments
-
- Rayman Redesigner 1.png (246.31 KiB) Viewed 3026 times
-
- Rayman Redesigner 2.png (177.41 KiB) Viewed 3026 times
-
- Rayman Redesigner 3.png (174.47 KiB) Viewed 3026 times
-
- waffle.png (64.4 KiB) Viewed 3026 times
-
- raymanredesignergfxgraphicsworldgoldpacks.zip
- (2.22 MiB) Downloaded 6 times
Last edited by raymandesigner on Sat Jan 13, 2024 2:12 pm, edited 23 times in total.
Re: Rayman ReDesigner
The origins of Uglette confirmed in Rayman Education and Rayman ReDesigner lol...
- Attachments
-
- Uglette.png (2.01 KiB) Viewed 3019 times
-
PluMGMK

- Posts: 37010
- Joined: Fri Jul 31, 2009 9:00 pm
- Location: https://www.youtube.com/watch?v=cErgMJSgpv0
- Contact:
- Tings: 102745
Re: Rayman ReDesigner
Oh wow, I never thought of that before! 
The eyes are clearly from Moskito though
The eyes are clearly from Moskito though

Sig with Dora made by R4Y_ANC3L; others made by me
Android: How to block an image you don't like
It's good to learn from the past: read the Pirate-Community Documentary!
Other things you should know about this site
-
Hunchman801

- Posts: 83847
- Joined: Thu Aug 07, 2003 6:50 pm
- Location: Paris, France
- Contact:
- Tings: 610014
-
Mortamon Saturn

- Posts: 2409
- Joined: Mon Oct 02, 2017 10:12 pm
- Location: Croisée des Rêves
- Contact:
- Tings: 32995
Re: Rayman ReDesigner
That’s Uglette face after what Globox did in Rayman 3. 
Alright, first GBC world nearly complete! I only have to check a few things.
I think you’ll be very pleased by what I managed to achieve with the bonus levels...
However, since I can’t access it in the original and information about it online is very scarce, I have a few questions about Ubi Cliff:
-I’ve noticed it’s designed like a bonus since there’s no exit sign. But then, does it function like the others, with a timer, the bonus life, the special screens and the return to where you were in original level? If so, what’s the limited time?
-I know how you are supposed to unlock it in the original, but I have no idea how you should proceed in the Pocket PC and the PalmOS versions. All the wiki says is that it’s "unlocked by other means". Are those "means" an in-game requirement or does it need something "unofficial" like modifying the game?
If nobody knows, I’ll have to stick with my own take... which is a mixture of a normal level and a bonus.
Honestly, going back to the game, I’m surprised that it’s still very fun at times and how most things are behaving so faithfully to their equivalent in Rayman 1 and its recent fangames. Airy Tunes in particular is very well made. Speaking of which, if I remake at least another world, it’ll be this one for sure. And with the recent implementation of the vertical trumpet/hand horn, it would be a crime not to remake it.
Rainy Forest also sounds very tempting as I always loved its visual theme.
Alright, first GBC world nearly complete! I only have to check a few things.
I think you’ll be very pleased by what I managed to achieve with the bonus levels...
However, since I can’t access it in the original and information about it online is very scarce, I have a few questions about Ubi Cliff:
-I’ve noticed it’s designed like a bonus since there’s no exit sign. But then, does it function like the others, with a timer, the bonus life, the special screens and the return to where you were in original level? If so, what’s the limited time?
-I know how you are supposed to unlock it in the original, but I have no idea how you should proceed in the Pocket PC and the PalmOS versions. All the wiki says is that it’s "unlocked by other means". Are those "means" an in-game requirement or does it need something "unofficial" like modifying the game?
If nobody knows, I’ll have to stick with my own take... which is a mixture of a normal level and a bonus.
Honestly, going back to the game, I’m surprised that it’s still very fun at times and how most things are behaving so faithfully to their equivalent in Rayman 1 and its recent fangames. Airy Tunes in particular is very well made. Speaking of which, if I remake at least another world, it’ll be this one for sure. And with the recent implementation of the vertical trumpet/hand horn, it would be a crime not to remake it.
Rainy Forest also sounds very tempting as I always loved its visual theme.
Vive Rayman et les prunes !
o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o

It's time to Rock 'n' Run!
o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o

It's time to Rock 'n' Run!
-
Hunchman801

- Posts: 83847
- Joined: Thu Aug 07, 2003 6:50 pm
- Location: Paris, France
- Contact:
- Tings: 610014
Re: Rayman ReDesigner
The game did not get much attention but I remember reading very good reviews when it came out. I indeed agree that they really made a pretty good game given the limitations of the Game Boy Color.

-
Mortamon Saturn

- Posts: 2409
- Joined: Mon Oct 02, 2017 10:12 pm
- Location: Croisée des Rêves
- Contact:
- Tings: 32995
Re: Rayman ReDesigner
And I’m done with the PocketPC and PalmOS versions! Here’s a look:
Pocket PC:
PalmOS Color:
PalmOS Greyscale:
I’ll do a lot of testing and see if I can already prepare some extras, then I’ll release the complete Spellbound Forest package (no "Redemption" for now, however)!
Surprisingly, these versions actually contained more changes than I thought! It was pretty interesting to explore these with Ray1Map and see all the minor changes:
-The Pocket PC version is nearly identical to the GBC game, but some collisions were fixed (in Spellbound Forest 3 and 4 as well as the Time Attack World Map from what I’ve seen so far).
Interestingly, they also moved the rising water’s captor closer to the start position in Spellbound Forest 3 (probably because they thought players would figure out some way to cheat by skipping it with the platforms above... which is impossible, anyway), which makes the beginning a bit harder as a result.
I’ll say it’s the best version by far, the most polished one and the prettiest one, and the music is at least not painful unlike GBC (but has the flaw of being mediocre and less memorable).
-The PalmOS Color version is nearly the same as the previous one, a few collisions were changed in some levels (like Spellbound Forest 3 once again... they really got a strange fixation on that one).
It’s good and it looks amazing too... depending on the worlds that is, because Spellbound Forest’s colours look totally butchered. And of course... no music.
-Strangely enough, the PalmOS Greyscale version is the one that chose to be the closest to the original game... for all the wrong reasons as all the messed-up collisions have been brought back (aside from the ones in Time Attack for some reason, and the water captor is closer to the other versions)!
Not only that, but they also thought it would be a great idea to mess up even more collisions! For a reason I can’t comprehend, a lot of solid and a few passthrough collisions have been added in some places where they don’t belong at all (like some random solid patches under the water in Spellbound Forest, or in the air inside the World Map’s cave), and they also replaced some perfectly fine ones with completely unrelated tiles! For example, there are some blocks of water that are replaced by solid or trigger blocks (which means you can walk on water in some spots or fall to your death), and some solid blocks have been deleted or replaced by low slopes (which are facing the wrong directions of course)...
I really have no idea what happened when that one was made... I don’t understand how some adult human beings could be behind these changes, because they don’t make any sense at all, unless there’s a strange technical reason or they were trying to break the game on purpose.
Unquestionably the worst version by far... Also, while the Greyscale graphics have some charm (especially in Spellbound Forest)... it’s boring and a bit ugly in some areas compared to the other visuals...
Of course, I couldn’t adapt the graphics for everything (especially the Greyscale version), but I have done at least a few things like changing the colour of the bonus Tings for the PalmOS versions, or replacing the water with ink in the Greyscale level.
Pocket PC:
PalmOS Color:
PalmOS Greyscale:
I’ll do a lot of testing and see if I can already prepare some extras, then I’ll release the complete Spellbound Forest package (no "Redemption" for now, however)!
Surprisingly, these versions actually contained more changes than I thought! It was pretty interesting to explore these with Ray1Map and see all the minor changes:
-The Pocket PC version is nearly identical to the GBC game, but some collisions were fixed (in Spellbound Forest 3 and 4 as well as the Time Attack World Map from what I’ve seen so far).
Interestingly, they also moved the rising water’s captor closer to the start position in Spellbound Forest 3 (probably because they thought players would figure out some way to cheat by skipping it with the platforms above... which is impossible, anyway), which makes the beginning a bit harder as a result.
I’ll say it’s the best version by far, the most polished one and the prettiest one, and the music is at least not painful unlike GBC (but has the flaw of being mediocre and less memorable).
-The PalmOS Color version is nearly the same as the previous one, a few collisions were changed in some levels (like Spellbound Forest 3 once again... they really got a strange fixation on that one).
It’s good and it looks amazing too... depending on the worlds that is, because Spellbound Forest’s colours look totally butchered. And of course... no music.
-Strangely enough, the PalmOS Greyscale version is the one that chose to be the closest to the original game... for all the wrong reasons as all the messed-up collisions have been brought back (aside from the ones in Time Attack for some reason, and the water captor is closer to the other versions)!
Not only that, but they also thought it would be a great idea to mess up even more collisions! For a reason I can’t comprehend, a lot of solid and a few passthrough collisions have been added in some places where they don’t belong at all (like some random solid patches under the water in Spellbound Forest, or in the air inside the World Map’s cave), and they also replaced some perfectly fine ones with completely unrelated tiles! For example, there are some blocks of water that are replaced by solid or trigger blocks (which means you can walk on water in some spots or fall to your death), and some solid blocks have been deleted or replaced by low slopes (which are facing the wrong directions of course)...
I really have no idea what happened when that one was made... I don’t understand how some adult human beings could be behind these changes, because they don’t make any sense at all, unless there’s a strange technical reason or they were trying to break the game on purpose.
Unquestionably the worst version by far... Also, while the Greyscale graphics have some charm (especially in Spellbound Forest)... it’s boring and a bit ugly in some areas compared to the other visuals...
Of course, I couldn’t adapt the graphics for everything (especially the Greyscale version), but I have done at least a few things like changing the colour of the bonus Tings for the PalmOS versions, or replacing the water with ink in the Greyscale level.
Vive Rayman et les prunes !
o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o

It's time to Rock 'n' Run!
o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o

It's time to Rock 'n' Run!
