By the way I forgot to mention, I love the cloud shadow effect, it was the first thing I noticed when I started the game. However, it doesn't make sense in this demo level because the sun is setting, and those shadows would only appear if the sun was high in the sky. Perhaps use it in a daytime leve...
That was awesome! Not a lot that I can add to the other bugs, and to be honest I didn't really encounter many. I did notice that the jumping and movement is a bit floaty. They seem to cover too much distance when moving while jumping too. Other than that, it was awesome. I will play some more and le...
Thanks leo, appreciate the kind words. If you find any glaring bugs (not related to barrels) then please posts.
Also I confirmed the texture thing is definitely because of the size limit. I'll look into splitting the single map image into smaller chunks for better compatibility with older cards.
I think it probably does rely on XInput so unfortunately mapping is the only way to get it to work on other controllers. I will look into supporting other controllers, there should be plugins around. Regarding the barrel bug, I can't say I've had that happen lately, but hopefully that'll be sorted a...
Thanks for the feedback guys. Ignore barrel related bugs for now. Some of them are legacy left over bugs, I should probably re-add all the barrels again. I'm not sure about gamepads because I haven't got one, but it works fine with an Xbox 360 USB controller. You should just be able to plug it in an...
I thought I'd upload the EXE for you guys to try out. If you have a USB Xbox controller, plug it in and use the left stick and usual buttons. If using keyboard, WSAD to move, J to jump, and ALT to cartwheel/run.
Here's tonight's update. Sorted out the banana bunch collected animation - the individual bananas used to fly out in some random direction but now they fly out properly. And I implemented the light ray effect as seen in Ghostly Grove. At the moment there is only one variation and it doesn't look too...
It's only gonna be me and I doubt I'd be able to draw anything half decent without using the artwork already present in DKC, with perhaps a few additions, so unless someone here wants to contribute level PNGs it's unfortunately unlikely that any beautiful and original creations will ever see the lig...
Small update... tweaked Diddy's multi-attack speed to be a bit slower. Qyzbud, what do you think? Other than that, fixed more bugs with the steel barrels (still not 100%). More camera shift tweaks and a whole lot of bug fixes.
Thanks Qyzbud. I actually tried a new approach to mapping the levels (plus in this instance I didn't want to spend ages designing a level). The test level terrain is actually an exact replica of Ghostly Grove. I used your map viewer, created a single PNG of the entire level. I was a bit skeptical of...
Another update...changed the level finally as it was getting boring. Among various bug fixes, I also added a dynamic camera shifting engine, so the camera moves appropriately in order to increase visibility of your surroundings and the direction you have to go. Steel barrels are still a little crazy...
Leo, it's quite playable right now but I want to iron out some bugs first. Especially the crazy possessed steel barrels. The controls are hard coded though and it's the key setup I used on SNES emulators for DK before I got an Xbox controller. I use WSAD for movement, J for jump, and left alt for ru...
PhyreBurnz, that animation is great. I think it can be adapted for not just cloud levels, but general dust in outdoor levels if it were slightly brown in colour. Do you think you could create one in a brownish colour, and an animation of just the dust? If you don't mind, I would love to incorporate ...
Oh, and why do you have Dixie's head as the life counter again? Thanks. That icon is there for no apparent reason whatsoever. Qyzbud, the project is already getting quite bloated and I can feel Construct struggling to keep up. And there is still so much more to do. It would be a real shame and also...
If using more than two, I'd probably alter the barrel somehow (different colour like you said, or maybe even have their face on the barrel somehow). Having them come out in a sequence makes sense from a gameplay point of view. To be honest I am not sure I am able to handle the burden of four playabl...
Maybe I can make an option to turn DOF on or off. Thanks for the feedback Qyzbud. I might just go with Diddy and Kiddy then. Unless someone can think of a really interesting way to include all four. I mean, if you lose one player, who do you get in the next DK barrel? I can't think of a decent way t...
Hmmm, maybe I will go with Diddy and Kiddy then. Although I was thinking of sticking with Dixie cuz she has the helicopter ability. Anyway, a new update. Not really much different. Fixed a few bugs, added DK coins, and started working on the steel barrel engine. As you can see, it's a bit crazy now ...
Guys I need your help in deciding what playable characters should be available. I was initially thinking of using just Diddy and Dixie as in DKC2. Would that be cool or would people prefer to have all four playable? I can't seem to think of an interesting way to make that concept work. Different pla...
Thanks leo. No I haven't got a name yet, I'll figure something out in due course. The enemies aren't pre programmed. They get a starting direction and walk on the terrain, with gravity and all. There are also invisible colliders which make the enemy turn around. Most of the enemies will use the same...
It seems like the barrels in the water should bob up and down more when you jump on them. I noticed that you mentioned using two Kongs for your game; what other Kong were you going to use? I absolutely love this project so far! I love watching your updates! Thanks Phyreburnz! Your guys' support hel...
thanks Qyzbud. It's Gabor Deustch - Subroutine. I also really like Love Garden by Gabor Deustch. You can probably find it on YouTube and go through related videos.
Well I'm using Construct Classic, it doesn't require programming at all. Not in the traditional sense anyway. Although I code for a living, I couldn't bother dealing with it outside of working hours for this project. Plus using a game maker lets me concentrate on the more important things rather tha...
Thanks VideoViking. I just used a sound effect from DKC1. There are a few enemies I think which have that sound when you defeat them. It's also the sound that you hear when Necky drops nuts on the ground. I just used that sound for all enemy jump/roll defeats. It plays the "stomp" sound an...
Thanks slym. leo core is way ahead of me. I'm sure he already has something sorted out for water :) VideoViking, I added Krook. I thought I would go with Krook cuz I like him, plus he is more complex than the basic enemy that just walks back and forth. I don't really like the KONG letter sounds from...
As always, nightly update. I'm quite proud of this update, I did some nifty tricks to create the surface of the water so it isn't just a flat line. Check it out.
Thanks. You should definitely try. As said many times before by many, it's a LOT of hard work. I'm realising this the more work I do on the game. Every time I get a big chunk done I feel satisfied, until I realise how much more is still left. Ropes, barrel cannons, bonus levels, world maps, etc. Any...
Thanks guys! As always, here's my nightly update. I finally stopped using the sounds I ripped back in 2003 for my original VB Donkey Kong remake and re-ripped high quality sounds. I didn't realise it would make such a big difference to the overall feel of the game. I've also done the swimming system...
A small update. Mostly just bug fixes and cleaning things up, and minor updates and tweaks that include stuff like Diddy now speeding up as he cartwheels through multiple enemies, and now slides on the floor if crouch is pressed while he is moving. I also added a feature I think is quite cool. Enemy...
That sounds like an awesome idea, thanks. I will see what I can do. Maybe like a spinoff of the Ghostly Grove archetype but darker, with fireflies creating light along the way.
Thanks Phyreburnz. Yeah the red thing is just something I quickly threw there to make it progress to the second "level". I'll probably go with a flag, the target always annoyed me. I'm open to new ideas too. As for the yellow thing, I have no idea. I was playing around with some of the obj...
Hey guys I need a little help, I can't figure out how to make the barrel breaking (after being thrown) animation out of the sprites, does anyone have a GIF or similar?
Looks awesome! One thing I noted was in the minecart level, when you are outside, the mountains in the back seem to scroll too fast. I think it should be slower.
Just another small update, kinda getting the barrel picking up/putting down mechanism into place and it is proving troublesome as you can see with the glitches there. 3TU3Xdaai5A leo and all you other geniuses out there, if you guys have any advice/tips on how to make it work better please do share.
(...) quote removed by moderator Good luck, I appreciate it's a lot of hard work coding. Since I spend most of my day at work coding, I couldn't be bothered programming another DKC engine from scratch hence why I went with Construct. Obviously lacks the flexibility but I think it has what I need to...