donkey kong country GZDOOM (released the first alpha-page 1)

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lolwut?
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Re: donkey kong country with zdoom engine

Post by lolwut? »

Doomero allways makes the strangest wads:D
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DOOMERO-21
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Re: donkey kong country with zdoom engine

Post by DOOMERO-21 »

strangest XD, well i think is my style.
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lolwut?
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Re: donkey kong country with zdoom engine

Post by lolwut? »

DOOMERO-21 wrote:strangest XD, well i think is my style.
Yeah:D Fun wads actually.
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DOOMERO-21
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Re: donkey kong country with zdoom engine

Post by DOOMERO-21 »

http://www.youtube.com/watch?v=hMpLYOu154g

new progress, the end of level with the special end of donkey kong and diddy =)
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qwerqsar
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Re: donkey kong country with zdoom engine

Post by qwerqsar »

Nice! I like how the proyect is coming along :D
Just two things:
Is there going to be a navigation map like in the original games?
And maybe you should put a way to tell the player that they have the other Kong in "reserve" (plus the tagteaming would be nice).

Keep on working, I definetly want to see a demo! (or, in due time, the full version... :D )
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DOOMERO-21
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Re: donkey kong country with zdoom engine

Post by DOOMERO-21 »

qwerqsar wrote:Nice! I like how the proyect is coming along :D
Just two things:
Is there going to be a navigation map like in the original games?
And maybe you should put a way to tell the player that they have the other Kong in "reserve" (plus the tagteaming would be nice).

Keep on working, I definetly want to see a demo! (or, in due time, the full version... :D )
well about navigation map is factible, just i need to add the hub, becuase is much better add the general map into the first level...but yeah is possible....about the striker, yes, i will add the "DK" as sign of you have other character avaible and about the demo, almost i need to make other levels, i was thinking forest map (doomfiend map) and the waterworld.
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DOOMERO-21
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Re: donkey kong country GZDOOM (release the first alpha)

Post by DOOMERO-21 »

i added the link for the alpha, have some bugs but i really need to know if the gameplay is good or bad, well actualy is very diferent...you can explore the scripts or the decorate if you want....... are free.... =)
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Godzilla
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Re: donkey kong country GZDOOM (released the first alpha-pag

Post by Godzilla »

really nice, i've expressed my likeness for it on YT enough.

I tried the demo, its brilliant, I just can't figure out how to jump, please help.
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DOOMERO-21
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Re: donkey kong country GZDOOM (released the first alpha-pag

Post by DOOMERO-21 »

Godzilla wrote:really nice, i've expressed my likeness for it on YT enough.

I tried the demo, its brilliant, I just can't figure out how to jump, please help.
the jump button is altfire i mean secundary fire.....
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TheDarkArchon
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Re: donkey kong country GZDOOM (released the first alpha-pag

Post by TheDarkArchon »

Please, please, please, PLEASE consider using [wiki]GetPlayerInput[/wiki] for the controls. The current controls are incredibly clunky and movement is unresponsive.
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DOOMERO-21
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Re: donkey kong country GZDOOM (released the first alpha-pag

Post by DOOMERO-21 »

TheDarkArchon wrote:Please, please, please, PLEASE consider using [wiki]GetPlayerInput[/wiki] for the controls. The current controls are incredibly clunky and movement is unresponsive.
well i used those codes see the scripts:

int buttons;


while (enabled==true)
{
if(activate==true)

if (control==false) break;
If (GetPlayerInput(-1,INPUT_BUTTONS) & BT_RIGHT)
{
right=true;
if (on_floor==true && walking==false)
{
if (walking==false)
{


SetActorState(PlayerID,"run",FALSE);

}

walking=true;
ko=false;

}

and other thing, is not like playing a fps game, the gameplay is diferent....

jump is bt_altattack (secundary fire, try to confifure with the button "mouse right"
roll/pick up the barrel is bt_attack (primary fire, configure for the button "mouse left")
forward is bt_right (is turn right, recomended for the button "D")
back is bt_left (is turn left, use the button "A")
down is bt_down (is back, use the button "S")
run is bt_right + bt_attack or bt_left + bt_attack

i use this configuration for play.....
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DoomRater
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Re: donkey kong country GZDOOM (released the first alpha-pag

Post by DoomRater »

TheDarkArchon wrote:Please, please, please, PLEASE consider using [wiki]GetPlayerInput[/wiki] for the controls. The current controls are incredibly clunky and movement is unresponsive.
Get ready to preach in 5... 4... 3... 2... 1...
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DOOMERO-21
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Re: donkey kong country GZDOOM (released the first alpha-pag

Post by DOOMERO-21 »

DoomRater wrote:
TheDarkArchon wrote:Please, please, please, PLEASE consider using [wiki]GetPlayerInput[/wiki] for the controls. The current controls are incredibly clunky and movement is unresponsive.
Get ready to preach in 5... 4... 3... 2... 1...

well i know i a few uncomfortable use that configuration but it is a matter of adapting....
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DoomRater
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Re: donkey kong country GZDOOM (released the first alpha-pag

Post by DoomRater »

No it is a matter of the coders adapting to better techniques. No reason to continue using oldbie hacks because that's the way we've always done it.
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DOOMERO-21
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Re: donkey kong country GZDOOM (released the first alpha-pag

Post by DOOMERO-21 »

DoomRater wrote:No it is a matter of the coders adapting to better techniques. No reason to continue using oldbie hacks because that's the way we've always done it.
yes is true that too, i really like if found somebugs (excepting the bug from the newest gzdoom in the beginning, try with gzdoom 1.3.17).....
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