Donkey Kong Country for GZDooM (demo released)
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Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
Re: Donkey Kong Country for GZDooM
That is really beautiful! looking forward to this.
- DOOMERO-21
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Re: Donkey Kong Country for GZDooM
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
- doomjoshuaboy
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Re: Donkey Kong Country for GZDooM
good job keep it up mate 
- DOOMERO-21
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Re: Donkey Kong Country for GZDooM
another map, e1m3.
Re: Donkey Kong Country for GZDooM
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.
Re: Donkey Kong Builder: create your own 2d platform maps
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.Grymmoire wrote: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.DOOMERO-21 wrote:for that use -solid
doomero, you mentioned using -solid for this; am I misunderstanding? I'm not quite seeing how that would solve anything haha
- DOOMERO-21
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Re: Donkey Kong Builder: create your own 2d platform maps
-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.
Re: Donkey Kong Country for GZDooM
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 :\
- DOOMERO-21
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Re: Donkey Kong Country for GZDooM
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.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 :\
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LegendaryFalco
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Re: Donkey Kong Country for GZDooM
wow this is... well, amazing
- DOOMERO-21
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Re: Donkey Kong Country for GZDooM
Ropes test, works good =)
- DOOMERO-21
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Re: Donkey Kong Country for GZDooM
New level.
Still working with the decorate of Donkey kong and i will include the property for grab barrels.
- DOOMERO-21
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Re: Donkey Kong Country for GZDooM
new level e1m1
Re: Donkey Kong Country for GZDooM
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.
- DOOMERO-21
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- Location: Chile
Re: Donkey Kong Country for GZDooM
New level