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#rayman raving rabbids 2 theme
kolplayone · 2 years
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rayman raving rabbids 2 ost rayman raving rabbids 2 ds ost rayman raving rabbids 2 music rayman raving rabbids 2 soundtrack rayman raving rabbids 2 song rayman raving rabbids 2 theme rayman raving rabbids 2 original soundtrack
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calware · 11 months
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11 and 30 for the ask game?
(or to combine them, is there a song you associate with said piece of art?)
11. Do you listen to anything while drawing? If so, what
i usually don't, mostly because i forget to put anything on lol. sometimes I just wear noise-cancelling headphones and don't listen to anything. aside from that, i have a playlist of random music i like and i usually play the most recent 6 or so songs on repeat, which (at the moment) are
calamari inkantation 3x daycore
99 (mp100)
save yourself i'll hold them back
tomorrow's nostalgia daycore
twc storm alert 2006 theme
teenager in love (from rayman raving rabbids 2) but pitched down
fun fact. when people ask me what kind of music i like i don't know how to answer them
30. What piece of yours do you think is underrated
this one is a little hard because i am lucky enough that i tend to get a lot of notes on the art i'm proud of (which i am always very grateful for ^^) so... i guess something i'm not SUPER proud of but still think is somewhat cool is this color test with rose
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i don't associate it with a song, but i do associate it strongly with summer because i drew it while my parents were out at a summer neighborhood party :)
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pixies-and-poets · 2 years
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Announcing a new stream game!!
Hello all! I haven’t talked about my streams too much here, but on Tuesday I’m starting a new series, and I’d like to invite you to come by, if you want! Currently due to my work schedule I typically stream kinda late in the evening/night and only for about two and a half to three hours at a time, but soon I’ll be able to be a little more flexible thanks to the holidays. I’ll post here when I’m actually going live.
So anyway, I’ll be playing Rayman 3 HD!!! OOOH
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For a little background, here’s my experience thus far with the Rayman series.
Raving Rabbids: this was actually one of the first Wii games I owned when my parents got it for my brother and I for Christmas, along with Twilight Princess. This was mainly “my brother’s game” as he ended up liking it and I barely played it. I hated those rabbids; those dreadful, gross, screaming creatures. I was sure nothing would ever make me change my mind on this, and this opinion would not come around to haunt me later in life in any way.
Rayman Origins: I played this co-op with my boyfriend when it came out. Not knowing anything about Rayman really, I found it to be a fun and very pretty platformer, but it didn’t particularly stick with me. Honestly I was super busy at this point in my life and there were several years video games were a lot lower on the priority list of my brain than they’ve otherwise been, so I basically don’t remember a lot about most games I played from like 2009 to 2014 and it’s not the games’ fault.
Rayman 2: And then finally, I just played this for the first time a few months ago! This felt like a new chance for me to get into the Rayman series, for real this time, because I really enjoyed it. From the piratey theming to the way it took me right back to the magical vibes of the well-made low poly adventures I remember from my youth.
So yeah, if you want to see me continue to get to know Raymond, it’ll be here, starting Tuesday and most weeknights until I finish it, hopefully!
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tonkigame · 2 years
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Rayman raving rabbids tv party logo
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Rayman raving rabbids tv party logo full#
Rayman raving rabbids tv party logo series#
The ones in Polokus' world are said to have been the result of his negative thoughts and nightmares. The inhabitants live in harmony with the planet, and rarely, if ever, rely on machines or technology.ĭarker creatures also dwell in Rayman's worlds. Various beings inhabit them, namely the magical, such as the fairies (Polokus' emissaries) and teensies (guardians of passages), the people, such as Globox, Clark and Murfy, and Rayman himself. To bring Polokus back, the four masks would have to be reunited.īoth of Rayman's worlds have a vast variety of natural environments, including grassy plains, caves, swamps and forests. In case anything should happen to his world whilst he was away, he left four masks behind, all over the globe. Once Polokus had finished dreaming, he left his world, in order to meet with the other Gods and discuss the future. Each God only has power over their respective world they cannot do anything above the surface of their planet. These Gods began to dream of their own worlds, and each of these worlds slowly came into being. At some point in the past, though, these lums focused their energy into thought, and God-like beings began to emerge.
Rayman raving rabbids tv party logo full#
It seems that Polokus' world was a large space in the beginning, full of small balls of energy, named lums. It is protected by the Protoon, a big orb full of energy, which is surrounded by the Electoons, small pink ball-like beings. Not much is known about the history of Rayman's home world. The games all take place in one of two completely different and seemingly unconnected worlds, the first one is Rayman's home world while the second one is the world of a god named Polokus. Much of the Rayman universe is of a fantastical or abstract nature. The Omniscient that features in Rayman 2 is the main source of information and knowledge in Rayman's world. However, there are various themes and characters common to the series. Moreover, the game itself is a collection of minigames, unlike the platformer nature of the previous games.Īs is often the case with video games, it is hard to establish canon between the Rayman games, especially due to Rayman 3's satirical nature. Unlike the other games, Rayman is more of a secondary character even though the storyline revolves around his capture he is overshadowed by the Rabbids. Ancel himself, who was not involved in making Rayman 3, commented that the game was " a bit too concrete for my tastes."Īnother game, Rayman Raving Rabbids, was developed by Ubisoft and debuted as a launch title for Nintendo's Wii other console versions are to follow in 2007.
Rayman raving rabbids tv party logo series#
Again, this game was received extremely well IGN went as far as lauding the Dreamcast version of Rayman 2 as "without question, the most impressive feat of game design and execution the platforming genre has ever seen." However, according to Nintendo Power September 2006, the latest game, Rayman 3: Hoodlum Havoc was seen as being mediocre, effectively turning its back on the mix of fantasy, humor, and story that had gained the previous games acclaim, and instead creating a game that was satirical about the genre and series as a whole. Ubisoft has so far released two major 3D sequels of Rayman, the first being Rayman 2: The Great Escape. Although the first two consoles and their games sold poorly, the PlayStation version was received very well by critics and the public, selling over 10 million copies, and providing Ubisoft with the financial foundations it needed to become a major games publisher. Rayman was created in 1992 by graphic artist Michel Ancel to star in a 2D platforming game for the Atari Jaguar, Sega Saturn and PlayStation. Rayman is an anthropomorphic video game character, and is the official mascot of the video game publisher Ubisoft.
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thefrostfire · 5 years
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Another one #2
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rayman-oneshots · 2 years
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"Harmony" is a major theme in all the Rayman games, and I think there's things to suggest that this "harmony" does not simply describe peace, it also describes the ambient magical field, and it also describes music.
Forgive me for comparing different canons of the Rayman games, but I think I may have a point. You may discount these as throwaway gags, but we'll see what you think:
The concept of "harmony" is introduced in Rayman 1.
In Rayman 2, we see that teensies use dance to open portals, official materials state that they have a great love of dance.
Globox has his rain dance. In Rayman Revolution, Rayman has a rain dance.
In Rayman 3, we first find teensies dancing to music by The Heart of The World, the music appears to be coming from The Heart itself.
Teensies use musical highways to travel around the Glade.
Teensies cast musical spells in order to summon power-up or gems.
The teensie doctors use music to banish Andre from Globox.
Teensies are described of "masters of magic and song" and having "melodious ways"
In Rayman Origins and Legends, Rayman and friends fall into rythm with each other when they are asleep, making music.
The Rayman Origins art book describes "the lums danced more merrily as the Heart Of The World pulsed out the rythms of the cosmos."
Rayman Origins, Ales Mansay uses music to hypnotise the player characters.
In the cancelled "Rayman 4: Raving Rabbids" Rayman used dance to hypnotise or charm the Rabbids.
Slight evidence against this maybe; it seems that not all magic is musical, for example, Ly's.
In Rayman Orgins materials, teensies are said to have the capacity to smell magic, it may be technically possible to smell rythm, but it doesn't seem very intuitive.
But basically, Rayman's world has "music" in the air. I would suppose that it's similar to the "rythm of nature" in our world, but there is something much more supernatural going on here.
Threads is a...metaphor? That I use for the flow of harmony/magic between different entities, but I'm not sure how literal this is.
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beepbeepdespair · 4 years
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Oh my god
So I just dug out my old nintendo dsl
I havent seen it or used it in years cos I wanted to get rid of it
But now I miss it so much I want it back-
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We're charging her for the first time in years
So at the moment in terms of games we've got
Rayman Raving Rabbids 2 (god that one was good)
Disney Tangled (can't remember it at all)
Moshi Monsters Katsuma Unleashed (I used to be really into Moshi Monsters. It took over my life. Probably one of my first hyperfixations- Don't remember the game tho)
Rooms (I have no idea what you were meant to do in that)
Pawly Pets: My Vet Practice (stressed me out. We were discussing it at school the other day)
Zhu Zhu Pets (one of my favourites)
Scribblenauts (I need to retry that RTGame style and write cthulu and stuff like that)
Monster High: 13 Wishes (I was obsessed with MH as well!! I really miss it, I'm gonna rewatch all the films)
Super Scribblenauts (somehow I never realized those two games were separate)
Rabbids Go Home (never finished that one or even got close. It was great though)
Kirby Mass Attack (y e s that one was great)
Frozen: Olaf's Quest (I used to love Frozen. Not anymore-)
TinkerBell (always forgot where I was going/what I was doing)
Moshi Monsters: Moshlings Theme Park (that was decent I think)
Hello, Pocoyo! (POCOYO MADE MY CHILDHOOD AND I HAVE PLAYED THAT GAME AT LEAST 10 TIMES ALL THE WAY THROUGH)
Dr Kawashima's Brain Training (hell yeah)
Animal Life: Eurasia (not sure what that was)
Crossword Collection (I loved crosswords as a kid and still do now)
Moshi Monsters: Moshling Zoo (can't remember it)
Disney Wall-E (I love Wall-E so much despite having a phobia of space)
Happy Feet (surprisingly hard)
Animal Crossing: Wild World (I screamed when i saw it!! I had no idea what AC was back then and had no clue what to do. One day I accidentally closed it without saving and this mole-like thing started yelling at me. I was really young so I was really scared and started crying and asked Dad to wipe the game and sell it but he never quite got rid of it!)
I'm gonna replay some of these today probably-
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ironclark · 5 years
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VIVID DREAMER - 
A Keyblade modeled after the first Rayman game developed by Ubisoft! This Keyblade is designed to have the Treasure Magnet application! The shaft of the is designed to mimic the fantastical nature of the world of Rayman, with the coloration of Rayman's head and a Glint at the very top and a star representing the Magician at the base. The Teeth of the blade are designed after Rayman's hair-propellers with a color rim representing his flying power up.The hilt of the blade is designed after the hoops that Rayman can grab (wings included), with the crossguard having his ascot and his hands holding the rim. The handle of the blade is designed after the frying pan from the last level, with Glints representing the keychain and token being a Electoon face!
The World Logo is a recreation of the title shot of the valley, with the name "Valley of Dreams" in the style of the in-game font. The name, Vivid Dreamer, comes from the fact that Rayman is, and everything in the game, are creations of dreams, and a Vivid Dream is one that you can control!
SOMNILOQUY -
A Keyblade modeled after Rayman 2: The Great Escape! This Keyblade is designed to have Treasure Magnet! The shaft of the blade is designed after the totem that the Polokus sleeps, with various vines from the Glade of Dreams and piping that was put in by the Space Pirates. The teeth of the blade is designed after the glass guardrails found in the boss levels. The handle of the blade is designed to have the metallic, industrial invasion from the Space Pirates, but with the natural flora overgrowing it. The keychain is designed after the chains you see in game, with the token being Murfy! 
The World Logo is The Glade of Dreams is designed in front of the Buccaneer ship over the main island, and the font from the in game text. The name, Somniloquy, is the scientific term for sleep talking! 
DESINCARNE -
A Keyblade modeled after Rayman 3: Hoodlum Havoc! This Keyblade is designed to have Treasure Magnet and increased range! The hilt and shaft of the blade is designed after the various designs of the world seen in Hoodlum Havoc. The teeth of the blade are designed after one of the power ups that Rayman can obtain! The Keychain Token is a Teensie Crown that acts as a collectible! The teeth of the blade is one of Rayman's hands, with the handle being that of Barbara's axe. The Keychain Token is that of the extra damage heart! 
The World Logo is, again, The Glade of Dreams, this time using the point system introduced this game. The name, Desincarne, is the French word for disembodied, referencing both the French origin of the game series and Rayman's unique appearance. 
MAD HARE -
A Keyblade modeled after Rayman Raving Rabbids! This Keyblade is designed to have increased range and knock back, but suffers in damage. The hilt of the blade is designed after the large metallic Rabbid found in the arena, with the shaft of the blade being designed to resemble the mechs that the Rabbids use. The teeth of the blade are plungers, which have become a staple with the Rabbids. The Keychain is designed after the chain seen in the cow jump rope minigame, with the token being this game's version of the Globox Babies! 
The World Logo is the arena in which Rayman is forced to preform, designed similarly to the game's logo. The name, Mad Hare, comes from the fact that the Rabbids are based on rabbits and are positively insane. 
INNUMERABLE LUMS -
A Keyblade modeled after Rayman Origins! This Keyblade is designed to have treasure magnet and increased in light-based magic! The hilt of the blade is designed after the collection circle you have for the Electoons with vines coating it. The shaft of the blade is designed after the collection tube of Lums, filled with the light beings that flutter inside, with an Electoon at the very top. The teeth of the blade is a Lum, similar to the Moogle O' Glory Keyblade. The Keychain Token is that of the Skull Tooth.
The World Logo is, once more, the Glade of Dreams, with the font being based on in-game font, the background being based on the menus, and the first level on the map being the very backdrop. The name is based on the fact that there is a high number of Lums in the game, coupled with the collectible themeing of the Keyblade and the slight tongue twister of the name itself.
NARCOLEPSY -
A Keyblade modeled after Rayman Legends! This Keyblade is designed to have treasure magnet in mind! Both the top of the shaft and crossguard are designed after the collectible medal of the Teensies, with the rest of the hilt being designed after the ending door to a level. The shaft of the blade is designed after Rayman's color scheme, with the wings from Barbara's helmet. 
The World Logo is, again, the Glade of Dreams, but now on the scroll that says the level name! The name, Narcolepsy, is named after the fact that Rayman and the other heroes slept for a 100 years! 
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entergamingxp · 4 years
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Cake Bash Interview — Laura Hutton on Indie Gaming in 2020 and Cake Philosophy
June 11, 2020 2:20 PM EST
Laura Hutton sits down with DualShockers to discuss Cake Bash, developing indie games in an age of uncertainty, and what constitutes a ‘cake.’
In 2020, there’s a lot on the mind of the average gamer — through a global health crisis and mass civic unrest, many games and high-level publishers are delaying their games to both respect the moment, account for changes in the work environment, and realize all possible press potential. In a way, it’s almost the perfect time for fledgling studio High Tea Frog’s first game, Cake Bash, to release.
Sitting down with DualShockers, Artist and Director Laura Hutton talked a bit about the indie minigame collection ahead of the demo’s launch next week as part of the Steam Summer Game Festival. Perhaps even more importantly, Hutton discusses a bit about Cake Bash‘s subject matter and what should be considered a “cake.”
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Lou Contaldi: Watching some of the gameplay, you really get a Mario Party mini-game vibe–what have been some of the biggest mini-game inspirations in creating Cake Bash?
Laura Hutton: We wanted to capture a bit of the magic of the 90’s classics, which I still play with my family after 20 years! We watched a lot of videos from Mario Party and Pokemon Stadium for inspiration, and I think what makes them so memorable is their characters and scenarios. One of my favourites is “Burgerini” from Rayman Raving Rabbids – doesn’t matter if you lose because it’s such a good laugh – it’s a masterclass for what makes a great party game.
Each of our minigames has its own unique design, and we’ve kept focus on the baking theme for all of them. It’s quality over quantity for us and a lot of minigames we prototyped didn’t make it – I’d much rather have fewer great games than loads of games that are rushed! I’d say that Nintendo games have been our biggest inspiration.
LC: What game is the dev team currently playing that isn’t Cake Bash?
LH: Quite the list! Final Fantasy XIV, Satisfactory, Yakuza 0, Astral Chain, Stardew Valley, and Final Fantasy VII Remake, to name a few. We don’t really have a favourite genre, and try to play as many as we can. I think it’s important to try as many new games as possible, but FFXIV is our most played right now – it’s good team-building to work together to defeat primals. Before that it was Monster Hunter World, I’m a charge blade fan, Clement chose the hammer, and Tommy went for the hunting horn – of course he’d go for the bagpipes, being Scottish.
“It’s quality over quantity for us and a lot of minigames we prototyped didn’t make it – I’d much rather have fewer great games than loads of games that are rushed!”
LC: High Tea Frog is new as a developer, but the three-person team underneath draws from a wealth of projects that most “core” gamers would recognize — Viva Pinata, The Division, Far Cry among a few. Has any of the work or experience in these past projects influenced the work on Cake Bash, either mechanically or in balance? If so, how?
LH: I think our experience influenced the way we work behind the scenes more than the content of the game itself, but working with realism on The Division definitely gave me the confidence to attempt a more challenging art direction for Cake Bash even though I’m the only artist! I went for a ‘drawn-to-life’ look, which needed the characters and environments to be as realistic as possible.
Being part of a bigger team before meant that we could adapt a lot of the processes which worked into indie life. We wanted to keep the good parts of the AAA development pipeline, and we’ve recreated our favourite tools and scripts which made our lives easier. Our past experience also means that we know how hard it is to make games, so we’re not knocked off track with unexpected curveballs.
LC: Moving on from Ubisoft, what has been the biggest surprise or hurdle in creating your own project from start to finish? What advice would you offer other soon-to-be indie developers?
LH: It’s a lot more pressure to have so much input in the game – when things go wrong there’s nobody but you to take responsibility! One of the biggest difficulties was at the start – we were bootstrapping (living off our own savings accounts) and struggling to find a publisher.
For the first six months of independence we were making a single-player game, but after it didn’t get any interest we went back to the drawing board and started from scratch. Three prototypes later we started working on Cake Bash while also doing contract work on the side to pay the bills. For contracts, AAA games in your portfolio go a long way. It was hard work but ultimately a good decision for us to start again, and we have a publisher now which means we can focus more on development.
LC: Cake Bash is a remarkably wholesome game — very much like an Overcooked — being released in a year with a ton of turmoil. Has this been a motivator in creating and sharing your game or a personal roadblock to overcome in the tumultuous indie gaming market?
LH: Thank you! Adapting to working from home has been a challenge, I’m often distracted by tea and snacks so my productivity has taken a hit, but it’s also difficult not to get demotivated by the bad news. Sometimes I worry that I’m not doing enough, in the current climate, by ‘just making games’, but I’m trying to remember how much comfort I found in gaming when times were difficult, and hoping that I can bring a little bit of happiness to others. When we launch I’m sure players will be looking for a bit of light-hearted fun, and hopefully we can deliver!
We’re still actually on target for our original launch date, even after everything that’s happened, and I’m really proud of that. We’ve worked hard to get this finished and can’t wait for people to start playing soon.
“Sometimes I worry that I’m not doing enough, in the current climate, by ‘just making games’, but I’m trying to remember how much comfort I found in gaming when times were difficult, and hoping that I can bring a little bit of happiness to others.”
LC: Based on promotions, it looks like the definition of “cake” is fairly loose in terms of playable pastries. We have doughnuts, muffins, and eclairs on the list. How did you curate the pastry list in the game? What ended up on the ‘baking’ room floor?
LH: Hah, yes. We were considering adding a stack of pancakes at one point too, so the definition is definitely a loose one. We wouldn’t include cookies or else we’d have to call it “Biscuit Bash.”
LC: Existential Question: Is “ice cream cake” considered “cake” or “ice cream?” Follow up: is a muffin just an unfrosted cupcake?
LH: That is a difficult question. If it has layers of sponge, I’d say it’s a cake.
We have muffins and cupcakes in Cake Bash, and I did have a bit of a crisis there – are they the same character? Is this a Zelda / Sheik situation? But then I remembered why I chose them – all the cakes have a unique silhouette, even for their skins, and the cupcake always has a pointy bit at the top but the muffin is round. Muffins puff up more at the top and overflow at the edges of the casing, and they have eyelashes but the cupcakes don’t. They’re definitely different.
“We have muffins and cupcakes in Cake Bash, and I did have a bit of a crisis there – are they the same character? Is this a Zelda / Sheik situation?”
LC: “Fork Knife: Gateau Royale” is one of the better word plays in indie gaming. Will there be more dad puns or wordplay through the game?
LH: Oh wow, what a compliment! There are as many puns as I could squeeze in without annoying everyone. A good test for a successful pun was if our programmer, Clement, understood the joke even though English isn’t his first language. I also had the strict rule of only one pun per screen, otherwise it would have been a punderful overload. I also like subtle ones most like ‘prove yourself’, because they’re easier to sneak in… We used to have ‘Thyme’ for the end match countdown but it was too savoury.
LC: The Campfire minigame has just been revealed, where did the inspiration come from and what was it like to design?
LH: Campfire is my favourite minigame! I can’t wait for people to play it in the Steam Summer Festival. We wanted to design something a bit more relaxed and this one was really fun to make. I looked at a whole bunch of references of different states of cooked marshmallows and worked out the best way to make them look realistic!
We also spent ages balancing the scoring, to make it fair yet challenging – we made sure that you can get really good at this minigame with practice. You can even get a perfect score of 100 in the ‘high heat’ of the fire if you’re a total pro!
It seems like forever ago but our first prototype of this game was rubbish – we nearly scrapped it! You roasted popcorn for some reason, and the player had no control over the heat level so it was a boring waiting game. Just goes to show how important iteration is, and I’m glad we kept trying with this one.
Cake Bash launches on Nintendo Switch, PC, PS4, and Xbox One later this year; if you are looking to dive into some of the dessert action, you can try out the game beginning June 16, 2020 on Steam.
June 11, 2020 2:20 PM EST
from EnterGamingXP https://entergamingxp.com/2020/06/cake-bash-interview-laura-hutton-on-indie-gaming-in-2020-and-cake-philosophy/?utm_source=rss&utm_medium=rss&utm_campaign=cake-bash-interview-laura-hutton-on-indie-gaming-in-2020-and-cake-philosophy
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