Rayman Fangame: Mr. Dark’s Last Stand.
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Re: Rayman Fangame: Mr. Dark’s Last Stand.
That would be fantastic, not sure how much longer my laptop can handle me moving 4000+ files to replace the old ones and put in the new ones.
Though I will say I'm no longer getting any loading errors, which is good! On the other hand, Rayman and Reesie seem extremely unstable/unsynced in animation and control. Control switches from Rayman to Reesie permanently for what appears to be no reason, but I understand you've been having trouble with coding as of late. Also it crashes when Reesie leaves the edge of the screen, at least on my laptop. So if there's a way to keep her from running off, such as a wall, that'd be helpful on my end of things.
I haven't figured out why this happens though. Maybe Reesie needs coding to not run forward when the player isn't inputting anything? Switching between them with a certain key might be worth looking into. I don't know much about the intricacies of game code, honestly.
Though I will say I'm no longer getting any loading errors, which is good! On the other hand, Rayman and Reesie seem extremely unstable/unsynced in animation and control. Control switches from Rayman to Reesie permanently for what appears to be no reason, but I understand you've been having trouble with coding as of late. Also it crashes when Reesie leaves the edge of the screen, at least on my laptop. So if there's a way to keep her from running off, such as a wall, that'd be helpful on my end of things.
I haven't figured out why this happens though. Maybe Reesie needs coding to not run forward when the player isn't inputting anything? Switching between them with a certain key might be worth looking into. I don't know much about the intricacies of game code, honestly.
Re: Rayman Fangame: Mr. Dark’s Last Stand.
Ohm really? I never knew about that! I'll be sure to send it over!
It saved as a yyz, I don't know if it's the same as a yyp file, but it should work.
Once again, had to send it via Dropbox because it's too big/invalid file extension.
https://www.dropbox.com/s/pyfevs6prljxm ... d.yyz?dl=0
It saved as a yyz, I don't know if it's the same as a yyp file, but it should work.
Once again, had to send it via Dropbox because it's too big/invalid file extension.
https://www.dropbox.com/s/pyfevs6prljxm ... d.yyz?dl=0
Also yeah, that's what I'm having issues with too. The two are as you said, very unstable (especially Reesie here). I actually copied all of Rayman's code into her Step event and she just goes off to another planet it seems like. I haven't solved the issues yet, I'm trying to get his jumping animation right and so far...nothing as of now.ChronicTraitor wrote: ↑Wed Sep 21, 2022 7:02 pm That would be fantastic, not sure how much longer my laptop can handle me moving 4000+ files to replace the old ones and put in the new ones.
Though I will say I'm no longer getting any loading errors, which is good! On the other hand, Rayman and Reesie seem extremely unstable/unsynced in animation and control. Control switches from Rayman to Reesie permanently for what appears to be no reason, but I understand you've been having trouble with coding as of late. Also it crashes when Reesie leaves the edge of the screen, at least on my laptop. So if there's a way to keep her from running off, such as a wall, that'd be helpful on my end of things.
I haven't figured out why this happens though. Maybe Reesie needs coding to not run forward when the player isn't inputting anything? Switching between them with a certain key might be worth looking into. I don't know much about the intricacies of game code, honestly.
When are we getting Rayman 4, Ubisoft?
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Re: Rayman Fangame: Mr. Dark’s Last Stand.
Ah, maybe she needs her own coding then? The two could be conflicting somehow.
Most games I've played with two characters working together have the other character use path finding ai to loosely follow the player's inputs. I.e. their own coding that is mostly likely separate from the player's coding.
Only example I've got is Bubble and Squeak on the Amiga/Genesis, really. Squeak will do their best to jump gaps and follow the player if they can, and their ai is slightly better or worse depending on the version. In the meantime Bubble is controlled by the player, who can interact with Squeak when they've been told to stay put in order to solve puzzles and progress a bit further ahead, rinse repeat...
Maybe not the best example since the gameplay is different from DKC, but the general idea I'm trying to point out here is that the ai should be able to follow the player when they're not being controlled. Having the ability to switch between characters would be pretty useful, then again Rayman would need his own ai when he's not being controlled by the player...
Again I know nothing of coding, this is just a general idea of what little I know.
It's probably not that simple at all, but then again DKC just had them float behind you.
Re: Rayman Fangame: Mr. Dark’s Last Stand.
Pathfinding AI huh? That’s pretty interesting. I’ll have to look it up to get the idea of it.ChronicTraitor wrote: ↑Wed Sep 21, 2022 9:32 pmAh, maybe she needs her own coding then? The two could be conflicting somehow.
Most games I've played with two characters working together have the other character use path finding ai to loosely follow the player's inputs. I.e. their own coding that is mostly likely separate from the player's coding.
Only example I've got is Bubble and Squeak on the Amiga/Genesis, really. Squeak will do their best to jump gaps and follow the player if they can, and their ai is slightly better or worse depending on the version. In the meantime Bubble is controlled by the player, who can interact with Squeak when they've been told to stay put in order to solve puzzles and progress a bit further ahead, rinse repeat...
Maybe not the best example since the gameplay is different from DKC, but the general idea I'm trying to point out here is that the ai should be able to follow the player when they're not being controlled. Having the ability to switch between characters would be pretty useful, then again Rayman would need his own ai when he's not being controlled by the player...
Again I know nothing of coding, this is just a general idea of what little I know.
It's probably not that simple at all, but then again DKC just had them float behind you.
When are we getting Rayman 4, Ubisoft?
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Re: Rayman Fangame: Mr. Dark’s Last Stand.
I think the new animation looks very nice.
Re: Rayman Fangame: Mr. Dark’s Last Stand.
Thank you! This was way more tedious than I thought.
I created some level icons for Rayman and Reesie! One of these will show depending on who cleared the level.
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When are we getting Rayman 4, Ubisoft?
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Re: Rayman Fangame: Mr. Dark’s Last Stand.
Great icon work!
Re: Rayman Fangame: Mr. Dark’s Last Stand.
Thank you!
Another update on the beta (or alpha? Not sure): The soundtrack for the game is finished and is my projects music folder. That’s the good news.
The bad news is that I’m having major trouble getting the Dream Forest tiles to work as solid objects. Anytime I run the game, the main duo fall through the floor unless I have a collision mask on, then they fall onto the mask…but not on the tiles.
I’m very stumped on this, to be honest with you.
Oh! I haven’t showed these yet! I made some images for the bonus rooms using the sprites I had!
I originally planned for there to be five bonus room types, the remaining two would be “Bash the Baddies” and “Break the Cages”, but I had to cut them out.
Below are also the references used except the Green Bananas bonus.
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When are we getting Rayman 4, Ubisoft?
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Re: Rayman Fangame: Mr. Dark’s Last Stand.
So...Why were the other two bonus types removed?
Cool that the music's finished up at least. I'm also a bit worried on my end since I've only played the original DKC- I'm outta luck for DKC3 stuff!
Not sure what to do about the whole lacking collision/falling through the mask thing. That's an interesting predicament...Maybe I should try and research gamemaker stuff. I probably won't have any idea what I'm looking at though.
EDIT: I did a quick search because somebody else must've had this same problem.
If you're having trouble with tiles, make sure they match up with the layer. For example, if the layer is set at 2, the tiles should be on 2 as well.
Otherwise it could be a player physics issue. Do Rayman and Reesie have physics applied to them?
There was a post on this gamemaker index I looked up that could prove useful: "If you think there might be a problem with it still, then try forcing it to some collidable values - at the end of the function, maybe set all the values for the bottom row of global.map to some tile the player should collide with. If the player still doesn't collide, then global.map isn't the problem, it's probably in the player physics instead."
I don't know if it'll help but I hope it does.
EDIT 2: Apparently a ton of people have this falling through the floor problem when making platformers. Also the Solid tile option sucks according to a few game makers.
Cool that the music's finished up at least. I'm also a bit worried on my end since I've only played the original DKC- I'm outta luck for DKC3 stuff!
Not sure what to do about the whole lacking collision/falling through the mask thing. That's an interesting predicament...Maybe I should try and research gamemaker stuff. I probably won't have any idea what I'm looking at though.
EDIT: I did a quick search because somebody else must've had this same problem.
If you're having trouble with tiles, make sure they match up with the layer. For example, if the layer is set at 2, the tiles should be on 2 as well.
Otherwise it could be a player physics issue. Do Rayman and Reesie have physics applied to them?
There was a post on this gamemaker index I looked up that could prove useful: "If you think there might be a problem with it still, then try forcing it to some collidable values - at the end of the function, maybe set all the values for the bottom row of global.map to some tile the player should collide with. If the player still doesn't collide, then global.map isn't the problem, it's probably in the player physics instead."
I don't know if it'll help but I hope it does.
EDIT 2: Apparently a ton of people have this falling through the floor problem when making platformers. Also the Solid tile option sucks according to a few game makers.
Re: Rayman Fangame: Mr. Dark’s Last Stand.
Oh, alright then! I’ll look into it.
Little upside on the music, the entire OST may consist of DKC3 GBA songs, but there is one song that’s something you won’t expect.
Accidentally reposted an animation twice. I’m pretty sure I didn’t show Rayman’s toboggan animation. Yeah, I’m including the toboggan from DKC3! Two are planned, Dashing Through the Snow and Cruising Down the Mountain. Both of these take place in world 3, Everfrost Mountain.
Little upside on the music, the entire OST may consist of DKC3 GBA songs, but there is one song that’s something you won’t expect.
Accidentally reposted an animation twice. I’m pretty sure I didn’t show Rayman’s toboggan animation. Yeah, I’m including the toboggan from DKC3! Two are planned, Dashing Through the Snow and Cruising Down the Mountain. Both of these take place in world 3, Everfrost Mountain.
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When are we getting Rayman 4, Ubisoft?
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Re: Rayman Fangame: Mr. Dark’s Last Stand.
A toboggan, huh? I wonder if that works like the mine cart from DKC1.
Like I've said before, I'm kinda walking blind when it comes to any of the other DKC games...
Like I've said before, I'm kinda walking blind when it comes to any of the other DKC games...
Re: Rayman Fangame: Mr. Dark’s Last Stand.
The toboggan works the same as the mine carts, except there’s no rails to ride on.
When are we getting Rayman 4, Ubisoft?
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Re: Rayman Fangame: Mr. Dark’s Last Stand.
Toboggans? Groovy.
Re: Rayman Fangame: Mr. Dark’s Last Stand.
I’m stuck with making frames again, and it’s the final boss. I’m willing to let anyone on the team handle the attack frames. The software used to make these is GIMP. I don’t know if I can send the save, but I’ll try.
When are we getting Rayman 4, Ubisoft?
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Re: Rayman Fangame: Mr. Dark’s Last Stand.
I'm not sure if a minecart with or without rails is worse...
I think I've heard of GIMP, heck I think I have it buttttt I'm not very good at using it...Though now I'm wondering how the final boss attacks. Magically? Physically?
I think I've heard of GIMP, heck I think I have it buttttt I'm not very good at using it...Though now I'm wondering how the final boss attacks. Magically? Physically?
Re: Rayman Fangame: Mr. Dark’s Last Stand.
So far the only attack patterns I have are a fist charge, commanding Anti-Toons to attack Rayman, sending lightning bolts/fire at Rayman, and for the second phase, he’ll summon a sword to use as a weapon and attack with that instead. He’d probably have a force field to defend himself that Rayman has to destroy to actually deal damage to Mr. Dark, or in this case, “Mr. Dark’s Soul”.CosmicStrider wrote: ↑Sat Oct 08, 2022 7:58 am I'm not sure if a minecart with or without rails is worse...
I think I've heard of GIMP, heck I think I have it buttttt I'm not very good at using it...Though now I'm wondering how the final boss attacks. Magically? Physically?
I think now is now a good time to give a glimpse of the final boss. As I’ve said, the boss is named “Mr. Dark’s Soul”, he may not look like a ghost in this form, but his ghostly figure does take over a being he created several years ago…
The face isn’t shown yet from this screenshot, but you all can probably already tell.
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When are we getting Rayman 4, Ubisoft?
Re: Rayman Fangame: Mr. Dark’s Last Stand.
I was thinking about changing up the boss of Everfrost Mountains a bit. You don’t fight Sassy Sasquatch directly, the second toboggan level is actually the boss fight! See, how I picture this is that the player will have to avoid the gaps he creates with his punches, his hand is out for long enough to bop it with the toboggan. As it goes on, the jumps will be more precise, but not Rayman 1 levels of difficult.
I’m calling it: Sassy Sasquatch’s Mountainside Chase.
Might think of a better name later.
I’m calling it: Sassy Sasquatch’s Mountainside Chase.
Might think of a better name later.
When are we getting Rayman 4, Ubisoft?
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Re: Rayman Fangame: Mr. Dark’s Last Stand.
Maybe just "Sassy's Mountainside Chase"? It's a bit of a mouthful with four words…
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Re: Rayman Fangame: Mr. Dark’s Last Stand.
Good idea!
Working on some boss scare animations for Rayman and Reesie, Rayman’s is finished, still working on Reesie’s. These are meant to be like Diddy and Dixie’s animations from DKC2.
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Re: Rayman Fangame: Mr. Dark’s Last Stand.
nice such emotion from a sprite
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