Rayman 1
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Re: Rayman 1
No, whenever it appears that a sprite rotates in Rayman 1 it's handled through an animation by changing the displaying sprite and moving it. This on the other hand is done dynamically as it gets rendered. It also rotates the hitbox in a special function, which is also quite impressive.
I can also confirm this does not work on PS1, so it was added for the PC update, along with the object types for Breakout.
Edit: It sorta works on GBA too: https://twitter.com/RayCarrot/status/12 ... 5328278528
I can also confirm this does not work on PS1, so it was added for the PC update, along with the object types for Breakout.
Edit: It sorta works on GBA too: https://twitter.com/RayCarrot/status/12 ... 5328278528
Re: Rayman 1
So a prototype of an old nintendo game that eventually become Yoshi's story was leaked and check this out:
1. Character has no arms or legs
2. Boss shrinks into a smaller version like bosses in Origins
3. Bulbous nose
I wonder if people who worked on this also worked on Rayman
1. Character has no arms or legs
2. Boss shrinks into a smaller version like bosses in Origins
3. Bulbous nose
I wonder if people who worked on this also worked on Rayman
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Re: Rayman 1
Somewhat uncanny! I don't know if the same people could have worked on them – after all, Rayman Origins was developed by a team located in France, while surely the Nintendo game was developed by a team in Japan? Interesting though!
Something I thought about recently (and I mentioned it in the Ray1Map thread already) is that Joe's UFOs (or at least their tracks and indicators) may have been recycled concepts from the Electrical World, which was replaced by the Cake World at some point (probably around the time the Jimmy story was scrapped). That might explain why an indicator sprite is present in the Cake world.
Something I thought about recently (and I mentioned it in the Ray1Map thread already) is that Joe's UFOs (or at least their tracks and indicators) may have been recycled concepts from the Electrical World, which was replaced by the Cake World at some point (probably around the time the Jimmy story was scrapped). That might explain why an indicator sprite is present in the Cake world.
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Re: Rayman 1
That's a vast subject! To start with, I think it's more accurate to speak of a stereotypical depiction rather than a racist caricature. Racism being the belief that some races are superior to others as well as any discrimination based on that belief, stereotypical depictions can be racist or not depending on the context as well as the actual elements being caricatured.Gordswitch wrote: ↑Sat Jul 25, 2020 5:20 am I’ve seen some pictures of a cut boss from Rayman resembling a racist caricature of a black man. Is France generally more lenient on that kind of taboo humor?
Another thing to take into account is that the character in question (which might or might not have been a boss, it's still unclear to this day what he was supposed to be) was designed well over twenty-five years ago now, and cut anyway, quite possibly because even then they felt it might be problematic to some. Therefore, it has to be considered in the context of the early nineties when comparing different countries on the subject.
Back on the subject of France, I would say that yes, there is probably a higher tolerance for this than in America, owing mostly to the latter's racially charged past, in comparison to the former which has no history of slavery or segregation on its metropolitan territory. In fact, the vast majority of black people in France today (estimated to account for 4 to 8% of the population) only started immigrating in the sixties (or descend from people who did) from countries that used to be part of the second French colonial empire, built after the abolition of slavery. This is in stark contrast to America where almost all of the black population descends from slaves, making the subject a lot more sensitive.
Nice find! I wonder on what platforms they intended to use this.
So the collisions change, but not the visuals? Could they have broken it when refactoring some of the game for the GBA?RayCarrot wrote: ↑Sat Jul 25, 2020 4:38 pm Edit: It sorta works on GBA too: https://twitter.com/RayCarrot/status/12 ... 5328278528
Re: Rayman 1
Yeah, they probably never bothered copying over the functions which handled rotating the graphics, but left in the collision ones for some reason.
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Re: Rayman 1
I have to admit, up until I played Redemption, I had no idea it was possible to keep those electric eyes shut.
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Re: Rayman 1
I still didn't know that, but normally I try jump over them on the way back. I recall failing to make it over them a few times in the past.
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Re: Rayman 1
Did you guys know that certain clouds open their eyes in the original Jaguar Version and just about all CD ROM releases of Rayman 1 are missing this animation. The Jaguar Version has a few other differences like the lack of Dark Rayman in the second part of the Candy Chateau and the lack of Ice Physics on the blue bars in Band Land.
Re: Rayman 1
I recall this yeah, I heard about it before even I bought the Jaguar version. It's pretty interesting how it was never retained in later releases of the game though.
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Re: Rayman 1
Oddly enough every version actually has the animation where the clouds have eyes, but they're never used in-game.
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Re: Rayman 1
I wondered about it too, until I played Rayman Redemption and kept getting mixed up between the bouncy clouds (with open eyes) and disappearing ones (with closed eyes). Based on that, I'd say that ordinary and disappearing clouds were so visually similar when the eyes were there in the original game, that playtesters kept getting confused.
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Re: Rayman 1
Most of them cannot be hit because they're protected by collision blocks but yeah, I remember I enjoyed defeating them when possible. They also look kinda funny when closed.The Jonster wrote: ↑Mon Aug 03, 2020 1:03 am I have to admit, up until I played Redemption, I had no idea it was possible to keep those electric eyes shut.
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Re: Rayman 1
I heard that Ancel was inspired by various Russian Celtic and Chineas Myths and Folktales when creating Rayman. What are some direct examples of these influences?
Re: Rayman 1
Been getting back to working a bit more on Ray1Map now and planning out how to expand it to other tilebased Rayman games. Starting of I got the SNES prototype map to load It actually uses a much more complex tile system than Rayman 1:
- Tiles can be flipped horizontally and vertically
- Tiles can be animated (basically a tile is linked to other tiles, so they get cycled through each frame)
It's also interesting to note how the game handles the tilemap. See the SNES itself uses 8x8 tiles for everything, but those are very small and hard to work with when designing a level. So what they did is they built the map out of a 16x16 tilemap (just like in Rayman 1!), and then when compiling for the SNES they split it up to a 8x8 tilemap. So essentially the ROM has a tilemap of a tilemap
Another interesting parallel with Rayman 1 is the collision system which works basically the same as the early Jaguar prototypes. I didn't even need to change any code for this to display in the editor
- Tiles can be flipped horizontally and vertically
- Tiles can be animated (basically a tile is linked to other tiles, so they get cycled through each frame)
It's also interesting to note how the game handles the tilemap. See the SNES itself uses 8x8 tiles for everything, but those are very small and hard to work with when designing a level. So what they did is they built the map out of a 16x16 tilemap (just like in Rayman 1!), and then when compiling for the SNES they split it up to a 8x8 tilemap. So essentially the ROM has a tilemap of a tilemap
Another interesting parallel with Rayman 1 is the collision system which works basically the same as the early Jaguar prototypes. I didn't even need to change any code for this to display in the editor
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Re: Rayman 1
This level looks like it might have been made during the stage of development when Rayman was a kid named Jimmy who got sucked into a world inside his computer and had to fight an evil virus, as indicated by the “Fight The Virus” graffiti on the wall.
Re: Rayman 1
Interesting stuff. I'm guessing this means they did port their work over to Jaguar then before they completely changed the concept of the game?
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Re: Rayman 1
"Fight the virus" also appears on the game over screen in the final game it's interesting.Gordswitch wrote: ↑Thu Aug 06, 2020 5:18 pm This level looks like it might have been made during the stage of development when Rayman was a kid named Jimmy who got sucked into a world inside his computer and had to fight an evil virus, as indicated by the “Fight The Virus” graffiti on the wall.
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Re: Rayman 1
Guess it was a left over
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Re: Rayman 1
They never really changed the concept though, did they? They changed the Electrical World to a Cake World (Hansel & Gretel theme) and deleted any overt references to Jimmy or a computer, but everything else is still basically there. It's like Origins, where the detail of the story was removed at the last minute, but unlike Origins at least Rayman 1 remained coherent without it.
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Re: Rayman 1
why exactly was the main mcguffins of the game called ElecTOONS and ProTOONS