Block
Types
Using Block
Types
Each scenery block in a map has a "Block Type"
associated with it which defines how Rayman, his enemies and other
events in a level react to the block. A block in a flat grassy platform may have a
"Solid Type" which means that Rayman can walk on it. Snow in
the Mountain World may have a "Slippery Type" which means that
Rayman will slide on it. Spikes in the Cave World may have the "Death
Type" assigned to it which causes Rayman to lose a life point when
he touches the spikes.
The Template and Example Maps
contain handy scenery predrawn with blocks with the recommended Types
already assigned to them. In the Mapper, when you copy any of this
background scenery to your new level, you automatically copy the Block Types. You
usually do not need to worry about changing these Block Types.
There may be times when you want
to change the default Types. The basic properties of blocks should be
respected when choosing a new block Type. It may seem fun to have
Rayman fall through a solid looking musical bar or drown on a grassy
platform, but that is not good game design!
You can assign Types to blocks in
either the Mapper or in the Events Editor. (For detailed
instructions see Working
with Block Types in the
Mapper or Using the Events
Editor.) It is much easier to
work with Block Types in the Mapper.
When you are building your
background scenery, make sure you check the Block Types from time to
time.
This is especially important when you are building complex scenery from bits and pieces of different design units. You can
mistakenly get Solid and Null Types intermixed and create platforms with
holes or solid looking walls that Rayman can magically walk through!

The Block
Types
Null Type: Blocks
with this type have no effect whatsoever on Rayman. This is the
Block Type that is assigned to most of the "empty" space in a map
and some of the background scenery such as the plants in the Jungle
World. Rayman just walks in front of the scenery on the blocks with
this Type.
Solid Type: This
is solid ground, allowing Rayman and other moving objects to walk on it. If this Block Type is used on a vertical wall, it will
appear solid to Rayman and he will not be able to walk through it.
Pass-through Type: This
is similar to the Solid Type, but Rayman can pass-through it from
below to above. It is used for small platforms of one block
thickness that Rayman can
jump through, but still appear solid to him when he is standing on
them. It is also used on the edges of larger, solid platforms to
enhance the effect of the jagged edges of the platforms.
Slope Types: These
allow Rayman and other game characters to move up and down on sloped hills.
Blocks with the Slope Type have the same
characteristics as the Pass-through Type. There are six different
slope Types (two for steep 45-degree slopes, and four for 30-degree
slopes). These Types can be found on the sloped grassy platforms in
Jungle World, rocky paths in the Mountain and Cave Worlds, or
chocolate bars in the Cake World.
Slippery Type: Rayman
slips and slides when he's on a Slippery Type. Rayman slips, but his
enemies such as the Antitoons can walk on them! This Block Type has
the same characteristics as the Pass-through Type. It is used on
flat slippery surfaces such as the icy musical bars, black
ink on the erasers in the Image World, and frosting in the Cake
World.
Slippery Slope Types: Slippery
Slope Types combine the features of a Slope Type and the Slippery
Type. As with the Slope Types, there are six different ones for
steep or gradual slopes. These Types are usually used on slanted
slippery surfaces such as slanted musical bars or steep snow-covered
mountain paths.
Water Type: When
Rayman contacts a Water Type, an animated sequence is triggered of
him drowning. These types are usually associated with the water
in the Jungle and Cave Worlds, and green syrup in the Cake World.
Death Type: When
Rayman touches a Death Type, he loses one life-point. When Rayman
collides with one of these Types he is highlighted and for a brief
moment he will not react to Types or enemies. Prickly surfaces such
mountain and cave spikes, musical notes, and the containers with
spikes in the Image World have the Death Type.
Instant Death Type: The
Instant Death Type is only to be used to ensure the death of Rayman
instead of deducting a life-point. It is used on musical notes which
line the bottom of the screen, spikes at the bottom of pits in the
Cave and Mountain Worlds, and some of the containers of spikes in
the Image World.
Falling Type: When
Rayman has a fatal fall, these Types are put into position to
trigger an animated sequence of him falling. For this animation
to be credible, Falling Types must be placed at least 5 blocks below
the platform from which Rayman falls. These Types are usually placed
in empty space to ensure Rayman's death.
Bounce Type: (Usually
used
only in the Image World) When Rayman lands on a block with this
Type, he automatically jumps. This Type is used on the top of the
bouncy blue erasers in the Image World. The Bounce Type is similar
to the Pass-through Type; Rayman can jump up through small one block
thick platforms with this type. Although this Type can be used in
the other Rayman worlds, it should only be used where it makes sense
in a game. It would not be good game design to use it on a grassy
path in the Jungle World!
Climbing Type: (Usually
used
only in the Jungle World) The only predrawn scenery elements which
use this Type are
the vines in the Jungle World. Rayman can cling onto and climb up
the vines. With some creativity in the Mapper, this Type can be used in other
worlds to simulate ropes or other objects that Rayman would
logically climb.
Reactive Type: Usually
positioned to constrain the movement of events such as platforms, clouds,
and enemies events. For example, columns of Reactive Types are used
to make a Horizontal Cloud move back and forth within an area on the screen. A
box drawn of Reactive Types will constrain an Antitoon Flyer to a small
region of the screen. (For more information, see the section on Using
Reactive Types.)
Seed Type: (Can
only be used in the Jungle World) In the Jungle Rayman can plant a seed
which grows into a tall water lily that he can climb on. To allow
him to do this, position two Seed Types next to each other. The
Seed Types are usually placed on little mounds of dirt that are
supposed to be the only logical places to grow these plants. If you
want the water lily to be deadly, place a second row of Seed Types
on top of the first.
Examples of Scenery and Block
Types
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Normal
Mapper View |
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Showing
Block Types |
The above example is part of a map
from the Jungle World. The water on either side of the grassy island has
the Water Type. If Rayman falls into the water, he will drown. The bottom
grassy platform has a gradually sloping hill with flat areas on both edges
of the island. The blocks which make up the hill have Slope Types; the
flat areas have the Solid Type. The platforms will
feel solid to Rayman. The short vine between the bottom and second platform
has the Climbing Type which means Rayman can climb up the vine. The
topmost grassy platform has the Pass-through Type. Rayman can stand on the
second platform and jump up through the topmost grassy platform to
stand on it. The platform will be solid to walk on, but Rayman will not
"hit his head" when he jumps. The edges of the second grassy
platform are also Pass-through Types. This helps create the illusion that
the edges of the grass are not completely solid. There are two Seed Types
on the upper platform where the little pile of dirt can be seen in the
normal view. This means Rayman can plant a water lily seed there. The rest of
the background scenery has the Null Type; the Mapper just shows the
scenery images on the Null blocks.
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Normal
Mapper View |
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Showing
Block Types |
This example is from the Cave
World. The spikes on the vertical walls and the spikes on the top of the two stone
pillars have the Death Type. If Rayman touches them he will lose a
life-point. The sharp spikes at the bottom of pit have the Instant Death Type. If Rayman falls down into the pit, he will be
killed immediately. To
the right of the spiked rocks is an area of Falling Types. If Rayman jumps
off the right side of the spiked rocks, an animated sequence of a fatal
fall will be shown.
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Normal
Mapper View |
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Showing
Block Types |
In this example from the Music
World, the end of the musical bar has the Slippery Type and there is a
small section of Slippery Slope Types. The notes at the bottom of the
screen have the Instant Death Type which will ensure that Rayman dies if he falls on them.
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