Donkey Kong Country for GZDooM (demo released)
Forum rules
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.
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.
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DOOMERO-21
- Posts: 1423
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- Location: Chile
Re: Donkey Kong Country for GZDooM
Enguarde =)
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Batandy
- Posts: 1279
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Re: Donkey Kong Country for GZDooM
I love that castle level,seriously,feels like snes DKC but with DKC Returns' and Tropical Freeze's visuals, this thing will be the king of TCs when it'll come out
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Orb Swallowing Fox
- Posts: 49
- Joined: Thu May 02, 2013 7:46 pm
Re: Donkey Kong Country for GZDooM
It is going to be so good as a king of TC's, I'm nervous even Nintendo might notice, but hopefully not considering it's a Zdoom mod and the large number of them, although not many quite like this spectacular work! Look forward to giving this a try and what other possibilities this kind of project inspires! I remember playing DKC when I was quite young, should really take me to that past nostalgia! =^.^=Batandy wrote:I love that castle level,seriously,feels like snes DKC but with DKC Returns' and Tropical Freeze's visuals, this thing will be the king of TCs when it'll come out
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DOOMERO-21
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- Location: Chile
Re: Donkey Kong Country for GZDooM
new progress..
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grouchbag
- Posts: 579
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Re: Donkey Kong Country for GZDooM
Beatutiful! 
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Doomkid
- Posts: 101
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Re: Donkey Kong Country for GZDooM
My apologies for the bump - Is this coming close to completion?
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DOOMERO-21
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
Re: Donkey Kong Country for GZDooM (demo released)
I released the demo of this mod, soon i will show how looks the final version on a video, but i guess is more interesting if you guys play the mod =) , go to the first post the link is there....
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Batandy
- Posts: 1279
- Joined: Tue Jul 19, 2011 2:56 am
Re: Donkey Kong Country for GZDooM (demo released)
can't wait to try it, can you upload it somewhere else too? I'm having problems downloading from Megaupload, keeps getting stuck at loading the page
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HavoX
- Posts: 272
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- Location: St. Louis, MO
Re: Donkey Kong Country for GZDooM (demo released)
Megaupload's been dead for years.Batandy wrote:I'm having problems downloading from Megaupload, keeps getting stuck at loading the page
...Or were you talking about Mega?
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DOOMERO-21
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- Location: Chile
Re: Donkey Kong Country for GZDooM (demo released)
Batandy wrote:can't wait to try it, can you upload it somewhere else too? I'm having problems downloading from Megaupload, keeps getting stuck at loading the page
done....
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Batandy
- Posts: 1279
- Joined: Tue Jul 19, 2011 2:56 am
Re: Donkey Kong Country for GZDooM (demo released)
Alright, here's my feedback:
The Good:
Everything, the level design is cool, challenging, the mod does really look like a DKC in 2.5D, it's a masterpiece of scripting and coding
The Bad:
The mod could use some widescreen friendly effects, like the fading out effect when you die or the one when you enter a stage.
The movement system must be improved,i know that it's hard to make a platform game out of Doom,but jumping is hard, you can't control DK in air unless you press the roll button, the player itself should have a different friction. I lost alot in the first 2 levels just because i had a hard time jumping on the crocodiles, reaching the barrels etc. Controls are the most important thing in a game and they could ruin the experience, which is a shame because as i said before, this mod is awesome.
Also, i know that the original DKC had the camera that didn't have the player as the focus, but i think it would be better if you moved it a bit so that it centers the player more, or instead you could make it a bit more smooth if it's possible
The Good:
Everything, the level design is cool, challenging, the mod does really look like a DKC in 2.5D, it's a masterpiece of scripting and coding
The Bad:
The mod could use some widescreen friendly effects, like the fading out effect when you die or the one when you enter a stage.
The movement system must be improved,i know that it's hard to make a platform game out of Doom,but jumping is hard, you can't control DK in air unless you press the roll button, the player itself should have a different friction. I lost alot in the first 2 levels just because i had a hard time jumping on the crocodiles, reaching the barrels etc. Controls are the most important thing in a game and they could ruin the experience, which is a shame because as i said before, this mod is awesome.
Also, i know that the original DKC had the camera that didn't have the player as the focus, but i think it would be better if you moved it a bit so that it centers the player more, or instead you could make it a bit more smooth if it's possible
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DOOMERO-21
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
Re: Donkey Kong Country for GZDooM (demo released)
Thanks, this is a demo so i need to improve more the code.....Batandy wrote:Alright, here's my feedback:
The Good:
Everything, the level design is cool, challenging, the mod does really look like a DKC in 2.5D, it's a masterpiece of scripting and coding
The Bad:
The mod could use some widescreen friendly effects, like the fading out effect when you die or the one when you enter a stage.
The movement system must be improved,i know that it's hard to make a platform game out of Doom,but jumping is hard, you can't control DK in air unless you press the roll button, the player itself should have a different friction. I lost alot in the first 2 levels just because i had a hard time jumping on the crocodiles, reaching the barrels etc. Controls are the most important thing in a game and they could ruin the experience, which is a shame because as i said before, this mod is awesome.
Also, i know that the original DKC had the camera that didn't have the player as the focus, but i think it would be better if you moved it a bit so that it centers the player more, or instead you could make it a bit more smooth if it's possible
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Batandy
- Posts: 1279
- Joined: Tue Jul 19, 2011 2:56 am
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DOOMERO-21
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
Re: Donkey Kong Country for GZDooM (demo released)
Yea, was unexpected XD
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Earth
- Posts: 12
- Joined: Sun Jul 29, 2012 2:32 pm
Re: Donkey Kong Country for GZDooM (demo released)
Any chance you could re-upload the demo? Both links are dead and I can't find any others elsewhere.