Events Common to All WorldsThe Events Editor has some events which are common to all of Rayman's worlds. These are things such as power-ups, tings, pink rings, clouds, hunters and Antitoons which can be used in any of the six worlds. |
General |
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Rayman: A Rayman event is
always included with the Example Maps and will be already in your
newly added map. You should move Rayman on the map to place where
the level is to begin.
You MUST have a Rayman event some place in the map. If you delete the Rayman event by accident and save the file, you will not be able to open the map again in the Events Editor; all your work will be lost. There can only be one Rayman event in the map. You must also make sure that Rayman is put in a safe place to begin the level. If you put Rayman in a place where he is instantly killed, you will not be able to switch fast enough to the Events Editor to make changes. Again all your work on the level will be lost. When developing your level, you can temporarily move the Rayman event to the area where you are working. This lets you check out your latest changes without replaying the entire level. |
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Gold punch: gives Rayman a more powerful punch. | ||
Fast punch: gives Rayman a faster punch. | ||
Power 1 & Power 2: restores one or two life points to Rayman's health. | ||
Super power: gives Rayman the full five life points of health. | ||
Photographer: save point in the level. If Rayman dies he returns to the last place the photographer has snapped his picture. | ||
One-up: gives Rayman an additional life. | ||
Reducer: when Rayman passes through the elf's zone of detection, he is either reduced or returned to normal size. | ||
Super helicopter phial (vial): gives Rayman the super helicopter power that he can use to fly around the level. To make Rayman fly in the game you must continually press the CTRL key. If you want to give Rayman the super helicopter power, you must also select this power in the Mapper's Properties box. (For more information, see the section on Changing Map Properties.) | ||
Balloon: inflated by a punch from Rayman's fist, Rayman can jump on top of it when it is inflated. Rayman must act quickly though because his weight immediately deflates the balloon! |
Platforms |
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Cloud: there are
many different varieties of clouds, each with its own
characteristics. Not all types of clouds are available in every
world. For clouds that move, place Reactive
Types in
the Mapper to delineate their area of movement. (For more
information, see the section on Using
Reactive Types.)
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Rings |
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Rings: there are several varieties of
pink rings, each with its own
characteristics. For rings that move, place Reactive
Types in
the Mapper to delineate their area of movement. (For more
information, see the section on Using
Reactive Types.)
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Falling ring: stays fixed in place until Rayman grabs it, then moves down. |
Signs |
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Exit sign: allow Rayman to
leave the level. The appearance of the exit sign is triggered by
successfully finding all of the blue tings (usually 100) in the level. The
number of blue tings left to find is shown in the upper right
corner of the screen. There are two exit signs, one pointing left
and the other to the right. Use the one that makes the most sense
for the location in your level.
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Tings |
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Blue tings: Most levels created with Rayman Designer have 100 blue tings, but you could use less than 100 blue tings if you prefer. The appearance of the exit sign is triggered by successfully finding all of the blue tings in the level. The number of blue tings left to find is shown in the upper right corner of the screen. | ||
Other tings: In addition to
the 100 blue tings, there are six other color tings (0-grayish
blue, 1-red, 2-gold, 3-yellow, 4-gray, 5-green) that can be used
in the level. Usually the colored tings are linked to a Gendoor or
Killdoor that makes something happen when you collect all of the
tings of that color. (For more information, see the section on Gendoors
and Killdoors.) The number of tings left in these colors is
shown at the bottom left of the screen. You can use the F10 key to
scroll through the count of the various colored tings.
Tings are initially created in color 0 (grayish blue). To change their color, create the ting, release the right mouse button, then with the cursor hand still over the ting press the UP or DOWN ARROW keys to scroll through the color numbers (0-grayish blue, 1-red, 2-gold, 3-yellow, 4-gray, 5-green). The Events Editor usually remembers the color of the last ting that you created and will use that color for the next ting. |
Gendoors & Killdoors
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Gendoor size 1 to 4: when Rayman enters the zone of detection of a Gendoor, he triggers the appearance of all of the events linked to the Gendoor. There are four different Gendoors, distinguished by the size of the zone of detection. If Rayman dies, the events disappear and Rayman must again trigger the Gendoor to make them reappear. | ||
Super Gendoor: when Rayman enters the zone of detection of a Super Gendoor, he triggers the appearance of all of the events linked to the Super Gendoor. Unlike a regular Gendoor, the appearance of these events is permanent. If Rayman dies, the events will still exist in the game. | ||
Killdoor size 1 to 4: when Rayman enters the zone of detection of a Killdoor, he triggers the disappearance of all of the events linked to the Killdoor. There are four different Killdoors, distinguished by the size of the zone of detection. If Rayman dies, the events reappear and Rayman must again trigger the Gendoor to make them disappear. | ||
Super Killdoor: when Rayman enters the zone of detection of a Super Killdoor, he triggers the disappearance of all of the events linked to the Super Killdoor. Unlike a regular Killdoor, the disappearance of these events is permanent. If Rayman dies, the events will not be in the restarted game. | ||
Ting Gendoor: when Rayman
collects all of the colored tings corresponding to the colored
Ting Gendoor, he triggers the appearance of all of the events
linked to the Ting Gendoor. Like a Super Gendoor, the appearance
of these events is permanent. If Rayman dies, the events will
still exist in the game.
To select the color of the Ting Gendoor, create a Ting Gendoor (any color), release the right mouse button, then with the cursor hand still over the Ting Gendoor press the UP or DOWN ARROW keys to scroll through the color numbers (0-grayish blue, 1-red, 2-gold, 3-yellow, 4-gray, 5-green). |
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Ting Killdoor: when Rayman
collects all of the colored tings corresponding to the colored
Ting Gendoor, he triggers the disappearance of all of the events
linked to the Ting Killdoor. Like a Super Killdoor, the
disappearance of these events is permanent. If Rayman dies, the
events will not be in the restarted game.
To select the color of the Ting Killdoor, create a Ting Killdoor (any color), release the right mouse button, then with the cursor hand still over the Ting Killdoor press the UP or DOWN ARROW keys to scroll through the color numbers (0-grayish blue, 1-red, 2-gold, 3-yellow, 4-gray, 5-green). |
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Sparkling: a Gendoor that is activated by Rayman's punch. It triggers the appearance of all of the events linked to the Sparkling. If Rayman dies, the events disappear and Rayman must again punch the Sparkling to make them reappear. |
Enemies |
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Antitoons: Antitoons are
everywhere! There are
many different varieties of Antitoons, each with its own
characteristics. Rayman loses a life point if he touches an
Antitoon.
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Hunters: both hunters fire
bullets that sprout hammers. The difference between the two
hunters is the path of the bullets.
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Ball (bullet): hunter's bullet that travels horizontally towards Rayman's position. |
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Rayman is a product of Ubi Soft, Inc. |