doomero-21 Posted December 19, 2009 http://www.youtube.com/watch?v=LWKOdrJLbXM all is controlable with acs... donkey kong is not the doomguy, i am controling with acs(is a doll), a acs made by Roack16 and i am making more progress about the scripts, i added the jump/kill, the pickup barrels,etc.....have good destiny.... pd: is for gzdoom 1.3.17 and use doom2 (the recent gzdoom version make the game more buggy i dont know why) link: /(old version) http://www.megaupload.com/?d=WLFGW4YO only have 1 level and other incomplete but not showed into the gameplay. (the second level will be complete for the second alpha). test and comment i need constructive critics about this, is a nice project and complex at the same time =) 0 Share this post Link to post
tatsurd-cacocaco Posted December 21, 2009 Oh, pretty nice one. I love Donkey Kong Country. 0 Share this post Link to post
Manc Posted December 21, 2009 Excusing the dkc3 background with donkey kong, this is a hilariously awesome use for (g)zdoom. It would be great if your platformer code could be generalized as some sort of acs/decorate "library" so anyone could build a platformer relatively easily. 0 Share this post Link to post
doomero-21 Posted December 22, 2009 the acs for control donkey kong is very complex, i think those scripts cant be touched or edited...the rest of the scripts are really easy 0 Share this post Link to post
Super Jamie Posted December 22, 2009 Wow. Very clever. Great use of the engine. I hope Rare/Nintendo don't issue a takedown. 0 Share this post Link to post
Vegeta Posted December 22, 2009 While its indeed impressive, it crosses the line of "why to play this when we can play the original thing?" 0 Share this post Link to post
DuckReconMajor Posted December 22, 2009 Vegeta said:While its indeed impressive, it crosses the line of "why to play this when we can play the original thing?" I agree. Unless you're making some fun levels for it. Then you can count me in. Even as a novelty, though, this is very impressive. 0 Share this post Link to post
doomero-21 Posted December 22, 2009 DuckReconMajor said:I agree. Unless you're making some fun levels for it. Then you can count me in. Even as a novelty, though, this is very impressive. very simple...who miss donkey kong? only appear in the first game...the idea is combine the 3 donkey kongs..i mean..all the dkc enemies (1,2,3), play as donkey kong, diddy kong, dixie kong, kiddy kong...rambi, enguarde,etc....new levels, with bonus and more...and maybe combine with first person, well similar to dkc3 when you play on swanky game... 0 Share this post Link to post
Zetta Posted December 22, 2009 Whoo said:Wow, that's pretty impressive. 0 Share this post Link to post
doomero-21 Posted December 23, 2009 http://www.youtube.com/watch?v=DbXzO5dQCwM new video showing more enemies and other attack from donkey kong....i am working now adding the bananas, the bonus barrels and the special goal of the characters.... 0 Share this post Link to post
doomero-21 Posted December 23, 2009 http://www.youtube.com/watch?v=GGqMtZ7UYK0 here showing the special goal of donkey kong , like the dkc 2 ...... 0 Share this post Link to post
AveryMaurice Posted December 24, 2009 Looks cool, but you could always make a switch from Donkey Kong to something completely original so that you don't face any legal issues/"havn't I played this before" issues in the long run. But I agree with the above, you should release this as a sort of library for other people to make platformers with. Avery 0 Share this post Link to post
Icytux Posted December 24, 2009 Mancubus II said:Excusing the dkc3 background with donkey kong, this is a hilariously awesome use for (g)zdoom. It would be great if your platformer code could be generalized as some sort of acs/decorate "library" so anyone could build a platformer relatively easily. well, Tormentor has this Pogostick project, its a doom platformer. I'm sure theres a download link to it somewhere on the zdoom forums, and that has like a acs library, so its relativley easy to make maps for and such. 0 Share this post Link to post
Kyka Posted December 24, 2009 I don't have anything really useful to add, so I will just say this is cool. I would play it. Good luck with it. 0 Share this post Link to post
Manc Posted December 24, 2009 I really like how there's a nice 3D element from the architecture and the background elements are looking great. My only gripe is that the enemies disappear instead of falling away. 0 Share this post Link to post
doomero-21 Posted December 24, 2009 well the problem is i cant make like the snes version, only i can make this: the enemie when die go so far of the map, i think a_spawnitemex and a_changevelocity(x,y,z) can help me. 0 Share this post Link to post
doomero-21 Posted January 3, 2010 new video: http://www.youtube.com/watch?v=giGXiWfGCEU first bonus level... 0 Share this post Link to post
doomero-21 Posted February 4, 2010 new video, 2 bonus levels =) http://www.youtube.com/watch?v=Q9zrFrA6IUw added the second animal friend "squawks" 0 Share this post Link to post
Philnemba Posted February 5, 2010 You get to play as Squawks like in DKC2 and DKC3!? O_o Keep up the work doomero-21! 0 Share this post Link to post
doomero-21 Posted February 6, 2010 http://www.youtube.com/watch?v=-iSEhFaB76Y new hud, intro, and kong letters added =) 0 Share this post Link to post
Patrick Posted February 7, 2010 I'm sorry, but what exactly does this achieve? I can understand that this might be really fun to put together, but if it's so faithful to the original, I could just bust out mah SNES and get the same thing. I guess I'm probably not one to talk though :S Aside from this, awesome work! Looking forward to checking this out/stealing code! 0 Share this post Link to post
Dittohead Posted February 7, 2010 Patrick said:I'm sorry, but what exactly does this achieve? I can understand that this might be really fun to put together, but if it's so faithful to the original, I could just bust out mah SNES and get the same thing. I guess I'm probably not one to talk though :S Aside from this, awesome work! Looking forward to checking this out/stealing code! Apart from being an amazing intellectual exercise, the author clearly has some skill in putting the whole thing together. I don't think its meant to "achieve" anything more than what it already has: a damn impressive port of a game that has no business being made on the Doom engine. 0 Share this post Link to post