Wednesday, February 9, 2011

Check out our new forums!

Hey, we just finished a little forum for the team. Be sure to check it out.
http://hedgisoft.freeforums.org/

On another topic, every team member except for me might quit the team, because of demotivation, it sucks, but...
Anyone who seems interested in joining the team is free to do so =D

Friday, January 14, 2011

HedgeRay might become open-source

Title says it all. We've thought that we could consider releasing the HedgeRay engine in open-source. We're trying to make it the best Rayman engine on the net, with buttloads of features and actions. Of course, it won't be fully open-source, as I will only release it to friends, and to very active members on the forum Rayman Pirate Community. Here's a list of things we're gonna put in the engine:
-Smooth movement
-Basic Rayman actions(Jump, punch, chopper etc.)
-Rayman 3 Score System, which may be put in additonal types.
-Health bar system.
-Rayman 3 power-ups, plus a few new one.
-Several types of driveable vehicles.
-Several types of enemies.
-Basic boss objects.
-In-game mini-games.
-Save and Load system.

We're not completely sure if we're going to release it at all, but I can assure to that we won't just release it to normal public.

Wednesday, January 12, 2011

Nearly Official Title Screen

We've just finished a simple beta title screen. The official one will look mostly like this one, except that it's gonna be smoother and have the game title on it.


By the way, credit to Rayfan9876 for the ripped model, thanks a lot =D
Oh, and the model is supposed to look that...gooey, it's a part of the main plot.

Tuesday, January 4, 2011

How 'bout another of those videos?

Here's a video of a few updates we've put into the engine. Enjoy.


Oh, and I don't know if anyone noticed, but we increased the game resolution from 320x224 to 400x280. No big change, but we try to have as big resolution as possible without completely ruining the view.

Sunday, December 19, 2010

Rayman's Features and actions

Rayman will have a bunch of actions, both new and old, in our game.
Here's some of them(Finished actions marked with *):
-Jump*
-Glide*
-Charging Punch*
-Grimace*
-Crawl
-Cliff hang
-Ceiling hang*
-Wall Jump(Unlockable)
-Charge Jump(Unlockable)
-Grinding(Unlockable)
-Super Helicopter(Upgrade)*
-Grab Hook(Upgrade)
-Vortex Fist(Upgrade)
-Rocket(Upgrade)

There are some more, but we want these to be secret until they're official.

Wednesday, December 8, 2010

Time for an update

Well, guess I'll give an update on the game. If anyone happens to fall in here, they will at least know the latest stuff.

Okay, so we have chosen to follow a new gameplay system. Well, to not tell too much away, we will have two types of gameplay, kinda 50/50. The first gameplay is based most upon platforming, and a little fighting, while the second type of gameplay is most based upon combat and heavier platforming.
There will also be five power-ups each for both gameplay types.
The rest of this information remains a mystery until we have gotten more far in the game.

Wednesday, December 1, 2010

Team Setup

Well, guess I should tell those nine people who have ever read this blog how our team works out.
The other team members would like to stay anonymous, so I will only adress them with their real-life first-names.

Well, we can start with myself. I'm the main coder, the current "owner" of the engine prototype. I'm mainly the one who directly works at the engine.

Then, there's Tobias, who is our second coder. He mostly helps me with coding solutions, as well as giving examples of codes that we can use.

And then there's Ralph, who is our graphical designer/editor/ripper. He either rip sprites we can use, that already exists, makes completely new ones, or simply edits sprites that we can use.

And lastly, there's Craig, who is our sound creator. He also rip sounds from already existing games.

We have not yet gotten any music composer, but might get one soon. In the meantime, we use random, fitting music from other games.