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Phml
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Posts: 2036
Registered: 06-09


Looking at what doomero has already done, I'd say custom levels and using any DKC resource in one game, for starters.

Old Post 02-07-10 13:32 #
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mammajamma
Junior Member


Posts: 212
Registered: 08-09


This is probably the most creative use of the Doom engine I've seen in a long time.

Old Post 02-07-10 19:27 #
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doomero-21
Junior Member


Posts: 207
Registered: 01-08


http://www.youtube.com/watch?v=wLCwzk-xwG0


added: bonus timer, fixed some bugs, and i am working now about Diddy Kong, the other character playable, the dificult part of this is not control Diddy, is the second doll, i mean, you can control Donkey as well, but when you touch the DK barrel appear the second character, this need to follow the principal doll, i was thinking if i can add the thing_hate, so maybe the second doll can follow the principal...well is just a theory maybe can works....

Old Post 02-08-10 20:46 #
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E.J.
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Posts: 187
Registered: 01-10


While I think it's a good idea to expand the capabilities of Doom modding, Nintendo has never been known to be tolerant of their sprites, music, and sound effect being used in homebrew.

I wouldn't invest too much time into making this specific to DKC.

So many projects shutdown, even after years of work, with a single notice...

Old Post 02-10-10 14:06 #
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Snakes
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Posts: 1540
Registered: 09-09


Wow... this is something else. I really like that opening... the play one Rare's titlecard with Doom, I mean. Keep it up!

Old Post 02-10-10 17:02 #
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doomero-21
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Posts: 207
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http://www.youtube.com/watch?v=c7sx5HhEIRI

here some progress of diddy kong....

Old Post 02-11-10 23:18 #
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doomero-21
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Posts: 207
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http://www.youtube.com/watch?v=MJc4fiPIerY

new progress, dk barrels for enable the other character, is a diferent sistem but runs very good.

Old Post 03-26-10 21:09 #
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ler
Member


Posts: 335
Registered: 10-06


You know what I'd like to have is a generic version of the code and scripts you're using to make this. You could make some interesting platformers with this style.

Old Post 03-27-10 19:48 #
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doomero-21
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ler said:
You know what I'd like to have is a generic version of the code and scripts you're using to make this. You could make some interesting platformers with this style.


yep, but on the same time is dificult make the things works good, and not only the scripts, the decorate is very interesting too.

Old Post 03-27-10 19:52 #
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Melon
Member


Posts: 296
Registered: 02-10


When I looked at one of the videos for this I honestly didn't believe it was the doom engine until a message appeared in the top corner in that small red writing.

I'm stunned. This is an incredible piece of work.

Old Post 03-27-10 20:28 #
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doomero-21
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Posts: 207
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http://www.youtube.com/watch?v=hMpLYOu154g

new video, this time show the special ending of each player when arrive to the exit, donkey and diddy =)

Old Post 04-10-10 08:38 #
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doomero-21
Junior Member


Posts: 207
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ok, i uploaded the alpha of this project, the first post page 1 the link is there, works with doom2 and gzdoom 1.3.17....

Old Post 05-14-10 20:36 #
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doomero-21
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Posts: 207
Registered: 01-08


http://www.youtube.com/watch?v=hsfBxU6mdrg

added global map (phase1), now is compatible with the lastest gzdoom, but also i have plans to expand this for skulltag (when they add the a_changevelocity)

Old Post 07-20-10 04:35 #
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doomero-21
Junior Member


Posts: 207
Registered: 01-08


i am working on this famous level i guess some dk fan remember his music or art concept one of the most, or maybe the best level of dk, i am working with 3d floors...

http://www.youtube.com/watch?v=PzIS0BW4QNo

Old Post 03-10-11 00:00 #
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Phobus
Senior Member


Posts: 1482
Registered: 10-06


Those bramble levels just before K. Rool in DKC2; very memorable, and very tough. Saying that though, most levels - or at least the themes - in all three games struck me as memorable.

Old Post 03-10-11 10:39 #
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