Thanks ! :winkgrin:
Terminapor - that is seriously awesome. It's exactly like the original! Even better, it runs smoother! (well except for some small slowdowns, probably caused by the recording?)
I love Rayfan's idea of upgrading the graphics, and I also have a few suggestions that don't involve ...
Search found 39 matches
- Fri Sep 09, 2011 3:55 pm
- Forum: Rayman fanworks
- Topic: RayEngine Version 2.0 Beta 3.97
- Replies: 79
- Views: 15249
- Thu Sep 08, 2011 12:27 pm
- Forum: Rayman fanworks
- Topic: RayEngine Version 2.0 Beta 3.97
- Replies: 79
- Views: 15249
Re: RayEngine Version 2.0 Beta 3.97
Thanks ! 
About high-quality, it's possible but there is too much things to do
(All the tilesets, backgrounds, sprites..
)
About high-quality, it's possible but there is too much things to do
(All the tilesets, backgrounds, sprites..
- Thu Sep 08, 2011 12:49 am
- Forum: Rayman fanworks
- Topic: RayEngine Version 2.0 Beta 3.97
- Replies: 79
- Views: 15249
Re: RayEngine Version 2.0 Beta 3.97
Hi there !
I've released a new version of the engine (C++ one, GM has been stopped), but there was some bugs regarding the video, there will be a releas here soon, which fix all of those bugs
Here is a video of the current engine :
http://www.youtube.com/watch?v=y-x7pLeao18
Cya !
I've released a new version of the engine (C++ one, GM has been stopped), but there was some bugs regarding the video, there will be a releas here soon, which fix all of those bugs
Here is a video of the current engine :
http://www.youtube.com/watch?v=y-x7pLeao18
Cya !
- Sat Jun 04, 2011 9:29 pm
- Forum: Rayman fanworks
- Topic: RayEngine Version 2.0 Beta 3.97
- Replies: 79
- Views: 15249
Re: RayEngine Version 2.0 Beta 3.97
About ennemies, yes, this is the main purpose of the engine :D
Take a look at the files in the folder objects (info file are actually text files), this is the RayEngine language used for making an event's behaviour :wink:
Better than rayman designer, i don't know, but i'm trying to do something ...
Take a look at the files in the folder objects (info file are actually text files), this is the RayEngine language used for making an event's behaviour :wink:
Better than rayman designer, i don't know, but i'm trying to do something ...
- Fri Jun 03, 2011 5:31 pm
- Forum: Rayman fanworks
- Topic: RayEngine Version 2.0 Beta 3.97
- Replies: 79
- Views: 15249
Re: RayEngine Version 2.0 Beta 3.97
The last version is on the page 3 
- Wed Jun 01, 2011 11:28 pm
- Forum: Rayman fanworks
- Topic: RayEngine Version 2.0 Beta 3.97
- Replies: 79
- Views: 15249
Re: RayEngine Version 2.0 Beta 3.97
Hi !
Here is a small video of the C++ version of the engine introducing the thunder and snow weather : http://www.youtube.com/watch?v=_UgLfM3tPoI
Here is a small video of the C++ version of the engine introducing the thunder and snow weather : http://www.youtube.com/watch?v=_UgLfM3tPoI
- Thu May 26, 2011 6:23 pm
- Forum: Rayman fanworks
- Topic: RayEngine Version 2.0 Beta 3.97
- Replies: 79
- Views: 15249
Re: RayEngine Version 2.0 Beta 3.97
There is a way to compile for PS3 using Linux, but you can't access to the GPU (only CPU)
PSP would be great, anyways, i first have to finish it for windows before starting the project on other platforms
PSP would be great, anyways, i first have to finish it for windows before starting the project on other platforms
- Wed May 25, 2011 1:57 pm
- Forum: Rayman fanworks
- Topic: RayEngine Version 2.0 Beta 3.97
- Replies: 79
- Views: 15249
Re: RayEngine Version 2.0 Beta 3.97
Yup, and there might be a way to compile it for WII/DS & PS3, that'll be fantastic 
- Tue May 17, 2011 9:13 pm
- Forum: Rayman fanworks
- Topic: RayEngine Version 2.0 Beta 3.97
- Replies: 79
- Views: 15249
Re: RayEngine Version 2.0 Beta 3.97
Update :
I've started to make the C++ version, i've made most of the basic functions (load a map, play sounds, draw sprites, and most of the player's movement and some other things)
OpenGL / SDL for the graphics;
openAL for the sound
The engine also use lua (interpreted language), i'm still ...
I've started to make the C++ version, i've made most of the basic functions (load a map, play sounds, draw sprites, and most of the player's movement and some other things)
OpenGL / SDL for the graphics;
openAL for the sound
The engine also use lua (interpreted language), i'm still ...
- Sat Apr 30, 2011 8:58 pm
- Forum: Rayman fanworks
- Topic: RayEngine Version 2.0 Beta 3.97
- Replies: 79
- Views: 15249
Re: RayEngine Version 2.0 Beta 3.97
Thanks ! 
- Sat Apr 30, 2011 6:01 pm
- Forum: Rayman fanworks
- Topic: RayEngine Version 2.0 Beta 3.97
- Replies: 79
- Views: 15249
Re: RayEngine Version 2.0 Beta 3.97
-reserved for a tutorial about scripts-
- Sat Apr 30, 2011 6:00 pm
- Forum: Rayman fanworks
- Topic: RayEngine Version 2.0 Beta 3.97
- Replies: 79
- Views: 15249
Re: RayEngine Version 2.0 Beta 3.97
Next release ! (too lazy to make a real post, i'll copy it from betilla's garden x) )
RayEngine Version 3.0 Beta 3.5
-Big post-
Map Editor
To create a new map, click on file>new map, choose the size, then click on choose template, go to your Rayengine folder\content\maps\graphic\ and take ...
RayEngine Version 3.0 Beta 3.5
-Big post-
Map Editor
To create a new map, click on file>new map, choose the size, then click on choose template, go to your Rayengine folder\content\maps\graphic\ and take ...
- Thu Apr 14, 2011 8:34 pm
- Forum: Rayman fanworks
- Topic: RayEngine Version 2.0 Beta 3.97
- Replies: 79
- Views: 15249
- Thu Apr 14, 2011 3:09 pm
- Forum: Rayman fanworks
- Topic: RayEngine Version 2.0 Beta 3.97
- Replies: 79
- Views: 15249
Re: RayEngine Version 2.0 Beta 3.97
Yeap, soon i just have to re-make the rayman's fist and fix some bug regarding the map editor
Or i can already release a version without map editor nor animation editor
- Thu Apr 14, 2011 10:16 am
- Forum: Rayman fanworks
- Topic: RayEngine Version 2.0 Beta 3.97
- Replies: 79
- Views: 15249
Re: RayEngine Version 2.0 Beta 3.97
The full engine, i'm not sure... (the biggest part would be the AI for multiplayer)
I'm almost done with the event (rayengine script); yet you can make some ennemies (stonedogs, some antitoons, swinging prickles, every ennemies that doesn't have a 'view')
I have to add the screen-moving stuff, in ...
I'm almost done with the event (rayengine script); yet you can make some ennemies (stonedogs, some antitoons, swinging prickles, every ennemies that doesn't have a 'view')
I have to add the screen-moving stuff, in ...
- Fri Mar 25, 2011 11:50 pm
- Forum: Rayman fanworks
- Topic: RayEngine Version 2.0 Beta 3.97
- Replies: 79
- Views: 15249
Re: RayEngine Version 2.0 Beta 3.97
The engine supports 32 bit sprites (png,gif, gmspr) and alpha channel :p
About high-resolution, it depends on your computer, most of the sprite i use are 64x64 / 128x128 px
What's this fangame ?
About high-resolution, it depends on your computer, most of the sprite i use are 64x64 / 128x128 px
What's this fangame ?
- Sat Mar 19, 2011 2:16 pm
- Forum: Rayman fanworks
- Topic: RayEngine Version 2.0 Beta 3.97
- Replies: 79
- Views: 15249
Re: RayEngine Version 2.0 Beta 3.97
Yes, sorry for the lack of updates, actually i'm re-working on the animation DLL in order to add the effects support :D
The format of the animation file is done (animations, origin (not really used in the engine yet), effects and notifications)
When it will be done i will release the engine, and ...
The format of the animation file is done (animations, origin (not really used in the engine yet), effects and notifications)
When it will be done i will release the engine, and ...
- Mon Feb 21, 2011 5:12 pm
- Forum: Rayman fanworks
- Topic: RayEngine Version 2.0 Beta 3.97
- Replies: 79
- Views: 15249
Re: RayEngine Version 2.0 Beta 3.97
Nope, but using character with limbs, you can't get a smooth animation 
And yes, of course it run very well on modern computers (i've tested it on WinXP and Win7 32 bit)
And yes, of course it run very well on modern computers (i've tested it on WinXP and Win7 32 bit)
- Mon Feb 14, 2011 5:08 pm
- Forum: Rayman fanworks
- Topic: RayEngine Version 2.0 Beta 3.97
- Replies: 79
- Views: 15249
Re: RayEngine Version 2.0 Beta 3.97
I'm nearly done with the mapper itself, and i'm working on the event, yet the engine supports :
-Objects
-Path
-Door (gen/kill)
I'm still working on the door, to add some different activation mode (yet only the zone is supported), you can choose the sound it makes, which event it spawns, about ...
-Objects
-Path
-Door (gen/kill)
I'm still working on the door, to add some different activation mode (yet only the zone is supported), you can choose the sound it makes, which event it spawns, about ...
- Fri Jan 28, 2011 2:48 pm
- Forum: Rayman fanworks
- Topic: RayEngine Version 2.0 Beta 3.97
- Replies: 79
- Views: 15249
Re: RayEngine Version 2.0 Beta 3.97
Nope, of course 
These was a long break because of the C++ DLL, but now it's over and i'm back to the 'main engine'
I will release another version when the Map Editor will be done (only map themselves, not the event stuffs
)
These was a long break because of the C++ DLL, but now it's over and i'm back to the 'main engine'
I will release another version when the Map Editor will be done (only map themselves, not the event stuffs