Wednesday, 12 January 2022
Tell me, coyote
Friday, 30 April 2021
Sketch level
3D level blueprint
Thursday, 29 April 2021
Rayman level 18: Mirages
In Rayman´s Designer engine, the A to B typical goal of a platformer videogame is also accompanied by a primary task of collecting blue orbs called "tings", normally 100 tings you must collect if you want to reach the goal sign and consider the level finished. As that, you can take advantage of the mechanic by creating obligatory paths that could be left behind if it wasn´t for the obligatory collectibles that the blue tings are.
I am explaining this because all of my levels designed here have this property. As a special trait exclusive from my creations, I also made another optional collectible which are 100 dark blue tings scattered across the map. These dark blue tings have the function of guiding you across the level, they aren´t mandatory to collect and don´t affect the game whatsoever.
The count of levels until now were levels I started creating when I was a child (circa 2001). In 2010, I joined the group of hacking Rayman Designer tool for level creating. In this time I re-modelled and even heavily re-designed some of my childhood maps (like the Pirate´s Strike map) I succesfully saved from the abandoned Windows 95 PC where they were stored.
Rayman level 17: Finding Dark
In Rayman´s Designer engine, the A to B typical goal of a platformer videogame is also accompanied by a primary task of collecting blue orbs called "tings", normally 100 tings you must collect if you want to reach the goal sign and consider the level finished. As that, you can take advantage of the mechanic by creating obligatory paths that could be left behind if it wasn´t for the obligatory collectibles that the blue tings are.
I am explaining this because all of my levels designed here have this property. As a special trait exclusive from my creations, I also made another optional collectible which are 100 dark blue tings scattered across the map. These dark blue tings have the function of guiding you across the level, they aren´t mandatory to collect and don´t affect the game whatsoever.
The count of levels until now were levels I started creating when I was a child (circa 2001). In 2010, I joined the group of hacking Rayman Designer tool for level creating. In this time I re-modelled and even heavily re-designed some of my childhood maps (like the Pirate´s Strike map) I succesfully saved from the abandoned Windows 95 PC where they were stored.
"Finding Dark" is a marathon level. Made on purpose long in a way to be like the last level before the final boss fight. I´d say even more, if I´d known how to code the boss fights I would have definetely included a small showdown at the end. But lacking coding knowledge I can at least making the map as appealing as possible.
Rayman level 16: Trapped in an oven
In Rayman´s Designer engine, the A to B typical goal of a platformer videogame is also accompanied by a primary task of collecting blue orbs called "tings", normally 100 tings you must collect if you want to reach the goal sign and consider the level finished. As that, you can take advantage of the mechanic by creating obligatory paths that could be left behind if it wasn´t for the obligatory collectibles that the blue tings are.
I am explaining this because all of my levels designed here have this property. As a special trait exclusive from my creations, I also made another optional collectible which are 100 dark blue tings scattered across the map. These dark blue tings have the function of guiding you across the level, they aren´t mandatory to collect and don´t affect the game whatsoever.
The count of levels until now were levels I started creating when I was a child (circa 2001). In 2010, I joined the group of hacking Rayman Designer tool for level creating. In this time I re-modelled and even heavily re-designed some of my childhood maps (like the Pirate´s Strike map) I succesfully saved from the abandoned Windows 95 PC where they were stored.
However, with the new boundaries reached within this group I was able to create 3 maps that before I would have deemed impossible with the engine limitations the original Rayman Designer had. One of these maps is this one, Trapped in an oven, a screenmoving chasing level.
Rayman level 15: The pirate´s strike
In Rayman´s Designer engine, the A to B typical goal of a platformer videogame is also accompanied by a primary task of collecting blue orbs called "tings", normally 100 tings you must collect if you want to reach the goal sign and consider the level finished. As that, you can take advantage of the mechanic by creating obligatory paths that could be left behind if it wasn´t for the obligatory collectibles that the blue tings are.
I am explaining this because all of my levels designed here have this property. As a special trait exclusive from my creations, I also made another optional collectible which are 100 dark blue tings scattered across the map. These dark blue tings have the function of guiding you across the level, they aren´t mandatory to collect and don´t affect the game whatsoever.
The pirate´s strike. Another level where the name says something about what you are about to meet. In the IMAGE.MAP event´s list there´s a unique enemy type called "Pirate", which are some mooks on a flying pan following a downfall pattern with the possibility of alterating the downfall trajectory with reaction types.