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Events Common to All Worlds

The 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

  Rayman 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.

Gold punch Gold punch: gives Rayman a more powerful punch.
Fast punch Fast punch: gives Rayman a faster punch.
Power Power 1 & Power 2: restores one or two life points to Rayman's health.
Super power Super power: gives Rayman the full five life points of health.
Photographer Photographer: save point in the level. If Rayman dies he returns to the last place the photographer has snapped his picture.
Life One-up: gives Rayman an additional life.
Elf Reducer: when Rayman passes through the elf's zone of detection, he is either reduced or returned to normal size.
Super helicopter 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 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

  Cloud

Cloud

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.)
  1. Steady cloud: stays fixed in place.
  2. Horizontal cloud: moves back and forth horizontally within the area defined by the Reactive Types.
  3. Vertical cloud: moves up and down vertically within the area defined by the Reactive Types.
  4. Horizontal cloud that goes to the left: moves to the left until it reaches the boundary defined by the Reactive Types, then disappears and reappears back at its starting position. 
  5. Horizontal cloud that goes to the right: moves to the right until it reaches the boundary defined by the Reactive Types, then disappears and reappears back at its starting position.
  6. Disappearing cloud: after Rayman stands on it for a few seconds, it disappears, then reappears a few seconds later.
  7. Flashing cloud: continually appears and disappears.
  8. Spring cloud: when Rayman jumps on the cloud, both Rayman and the cloud bounce up and down, producing a "spring" effect.
  9. Bouncing cloud: when Rayman jumps on the cloud, he bounces but the cloud stays steady.
  10. Steady cloud that goes to the left: stays fixed in place until Rayman jumps on it, then moves to the left.
  11. Steady cloud that goes to the right: stays fixed in place until Rayman jumps on it, then moves to the right.
  12. Steady cloud that goes up: stays fixed in place until Rayman jumps on it, then moves up.
  13. Steady cloud moves down: stays fixed in place until Rayman jumps on it, then moves down.
  14. Falling cloud: immediately falls when Rayman jumps on it.
  15. Rising cloud: slowly rises when Rayman jumps on it.
  16. Following cloud: as it hits the Reactive Types, the cloud rotates in a counter-clockwise direction.
  17. Cyclical following cloud: s it hits the Reactive Types, the cloud bounces at a 45 degree angle, producing a zigzag pattern of movement.
 

Rings

 

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.)
  1. Steady ring: stays fixed in place.
  2. Horizontal ring: moves back and forth horizontally within the area defined by the Reactive Types.
  3. Vertical ring: moves up and down vertically within the area defined by the Reactive Types.
  4. Ring that goes to the right: stays fixed in place until Rayman grabs it, then moves to the right.
  5. Ring that goes to the left: stays fixed in place until Rayman grabs it, then moves to the left.
  6. Ring that goes up: stays fixed in place until Rayman grabs it, then moves up.
  7. Ring that goes down: stays fixed in place until Rayman grabs it, then moves down.
Ring Falling ring: stays fixed in place until Rayman grabs it, then moves down.
 

Signs

 

Exit sign

Exit sign

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.
  1. Exit sign left
  2. Exit sign right
 

Tings

 

ting

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. 
tingtingting
tingtingting
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
(For more information, see the section on Gendoors and Killdoors.) 

 

Magician

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. 
Magician 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. 
Magician 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. 
Magician 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 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).

Ting Killdoor 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).

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

  Antitoon Antitoon
Antitoon
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. 
  1. Antitoon walker: moves back and forth on a platform.
  2. Antitoon jumper: stays stationary, but when Rayman enters its zone of detection it jumps up vertically and snaps its jaws.
  3. Antitoon jumper-walker: moves back and forth on a platform, but when Rayman enters its zone of detection it jumps up vertically and snaps its jaws.
  4. Antitoon speeder: stays stationary, but when Rayman enters its zone of detection it jumps up vertically and flies out horizontally in Rayman's direction.
  5. Antitoon flyer: flies in a predetermined flight path, but its area of movement may be restricted by Reactive Types. (For more information, see the section on Using Reactive Types.)
  6. Antitoon walker and flyer: walks to the right on a platform. When it reaches the edge of the platform, flies underneath of it to the left side, then resumes its walk. Its area of movement may be restricted by Reactive Types.
  7. Blacktoon walker, flyer and kamikaze: has the same movement pattern as the Antitoon walker and flyer, but if it is on an overhead platform and Rayman walks beneath the platform, the Blacktoon will drop down on top of Rayman.
Hunter Hunters: both hunters fire bullets that sprout hammers. The difference between the two hunters is the path of the bullets.
  1. Hunter 1: bullets are shot horizontally.
  2. Hunter 2: bullets rise and fall in an arc pattern.
Ball (bullet): hunter's bullet that travels horizontally towards Rayman's position.
 
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