Phml Posted February 7, 2010 Looking at what doomero has already done, I'd say custom levels and using any DKC resource in one game, for starters. 0 Share this post Link to post
mammajamma Posted February 7, 2010 This is probably the most creative use of the Doom engine I've seen in a long time. 0 Share this post Link to post
doomero-21 Posted February 8, 2010 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.... 0 Share this post Link to post
E.J. Posted February 10, 2010 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... 0 Share this post Link to post
Snakes Posted February 10, 2010 Wow... this is something else. I really like that opening... the play one Rare's titlecard with Doom, I mean. Keep it up! 0 Share this post Link to post
doomero-21 Posted February 11, 2010 http://www.youtube.com/watch?v=c7sx5HhEIRI here some progress of diddy kong.... 0 Share this post Link to post
doomero-21 Posted March 26, 2010 http://www.youtube.com/watch?v=MJc4fiPIerY new progress, dk barrels for enable the other character, is a diferent sistem but runs very good. 0 Share this post Link to post
duvel Posted March 27, 2010 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. 0 Share this post Link to post
doomero-21 Posted March 27, 2010 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. 0 Share this post Link to post
Melon Posted March 27, 2010 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. 0 Share this post Link to post
doomero-21 Posted April 10, 2010 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 =) 0 Share this post Link to post
doomero-21 Posted May 14, 2010 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.... 0 Share this post Link to post
doomero-21 Posted July 20, 2010 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) 0 Share this post Link to post
doomero-21 Posted March 10, 2011 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 0 Share this post Link to post
Phobus Posted March 10, 2011 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. 0 Share this post Link to post