Donkey Kong Country for GZDooM (demo released)

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grouchbag
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Re: Donkey Kong Country for GZDooM

Post by grouchbag »

That is really beautiful! looking forward to this.
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DOOMERO-21
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Re: Donkey Kong Country for GZDooM

Post by DOOMERO-21 »



i changed to doombuilder 2, is perfect for continue this project, also i fixed various bugs, my plan is build 9 levels (including a secret level) equivalent to a episode. Works with doom.wad
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doomjoshuaboy
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Re: Donkey Kong Country for GZDooM

Post by doomjoshuaboy »

good job keep it up mate :D
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DOOMERO-21
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Re: Donkey Kong Country for GZDooM

Post by DOOMERO-21 »



another map, e1m3.
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GoodYume6
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Re: Donkey Kong Country for GZDooM

Post by GoodYume6 »

always been huge fan of Donkey Kong franchise since my childhood, this is just mindblown mod, i'll start making maps with this one, and maybe even release some maps, of course all credits goes to original author.
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Tango
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Re: Donkey Kong Builder: create your own 2d platform maps

Post by Tango »

Grymmoire wrote:
DOOMERO-21 wrote:for that use -solid
I don't think it would have been a crazy amount of work to do a bit of extra DECORATE work and modify the radius of all the monsters with ones that were too large. For some, scaling the mass up to counteract the change in size would have to be done but it's really not a terribly huge amount of work.
this was the best fix I could think of but the problem with that is that you still have to go ahead and draw a pair of impassible lines that stretch from start to finish to prevent monsters from moving outside the 64px (or whatever) depth boundary. I guess that's really not much of an issue but can be a pain in the ass in Doom Builder with unnecessary lines getting in the way everywhere.

doomero, you mentioned using -solid for this; am I misunderstanding? I'm not quite seeing how that would solve anything haha
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DOOMERO-21
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Re: Donkey Kong Builder: create your own 2d platform maps

Post by DOOMERO-21 »

-solid for prevent the stuck of the player/monster, and not use a_chase for the monsters. On my case i used a_recoil + and - values for the movement, also on my maps i added a line for force the monster to change the "angle" of the movement to right to left and vice versa.
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Tango
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Re: Donkey Kong Country for GZDooM

Post by Tango »

ah ok I see. I guess then there's still no automated way to make them "chase" without going in/outward. angle-changing lines sounds really tedious though; I wish there were a better method :\
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DOOMERO-21
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Re: Donkey Kong Country for GZDooM

Post by DOOMERO-21 »

Tango wrote:ah ok I see. I guess then there's still no automated way to make them "chase" without going in/outward. angle-changing lines sounds really tedious though; I wish there were a better method :\
Well i dont know if exist something (acs or decorate) to check if the actor are so close to a corner/deep hole for change the angle. So i added those lines for that, is really tedius, but almost is a solution.
LegendaryFalco
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Re: Donkey Kong Country for GZDooM

Post by LegendaryFalco »

wow this is... well, amazing
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DOOMERO-21
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Re: Donkey Kong Country for GZDooM

Post by DOOMERO-21 »



Ropes test, works good =)
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DOOMERO-21
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Re: Donkey Kong Country for GZDooM

Post by DOOMERO-21 »



New level.

Still working with the decorate of Donkey kong and i will include the property for grab barrels.
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DOOMERO-21
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Re: Donkey Kong Country for GZDooM

Post by DOOMERO-21 »



new level e1m1
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Arch
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Re: Donkey Kong Country for GZDooM

Post by Arch »

Just watched the video of you working on this with doombuilder and man, this is insane. How is this even possible? Good work. Would be nice if you added something of your own, because you're porting it so exactly that its like playing it with an emulator.
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DOOMERO-21
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Re: Donkey Kong Country for GZDooM

Post by DOOMERO-21 »



New level
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