Donkey Kong Country DooM (demo released)

Working on your own project related to the Donkey Kong Country series?
This forum is your place to discuss fangames, artwork, stories and so forth which are DKC relevant.

Donkey Kong Country DooM (demo released)

Postby doomero » January 23rd, 2013, 11:42 am

Finally released the demo

Video:



Download link:

Mega:
https://mega.co.nz/#!wJwiVD4T!7zpBVPEI- ... G9ZccBN0GU

Mediafire:
http://www.mediafire.com/download/2abhf ... donkeykong.

How to play:

First you need gzdoom, download here:

http://www.osnanet.de/c.oelckers/gzdoom/download.html

Second, download freedoom (i cant upload warez like doom or doom2, but freedoom is a equivalent but free)

http://freedoom.github.io/download.html

Ok, create a foldier and put:

gzdoom (extract)
freedoom
and donkey kong doom demo (extract)

when you extract the donkey kong doom demo, execute the bat file called "donkey kong" or move the donkey.wad to the doom green marine, that open the mod, when you open the mod go to options later customize controls: configure the controls:

forward (for enguarde is up) (is the doom forward button)
back (is the crouch button)
strafe left (donkey go to west direction, that mean is the "back" snes button)
strafe right (donkey go to east direction, that mean is the "forward" snes button)

Later go to the final part and search "donkey kong country snes buttons" configure the Y BUTTON and B BUTTON (you know what mean those buttons) after of that go to new game and play =)

Also exist a test map (map97) for people want to create levels with this demo, you need gzdoom builder for create levels.

link of gzdoombuilder

http://devbuilds.drdteam.org/doombuilder2-gzdb/

For open my maps is necessary open to gzdoom format and load the doom2 (freedoom) for iwad resource if you dont understand that i will teach you.



Full description

Spoiler!
Date Completed : September 10, 2014
Title : Donkey Kong Country DooM, First Demo.
Filename : donkey.wad
Author : DooMero

Email Address : [email protected]


Description : a total conversion for GZDooM. Donkey kong Country DooM is an
adventure and funny mod. You play as Donkey Kong, your mission is rescue Diddy Kong.

Features : * Extensive scripting
* New enemies
* Various levels


* Play Information *

Game : gzdoom.exe with doom2.wad, you'll need the latest
version of GZDoom. (is compatible with zdoom, but i not recommended, you can´t see the levels on software mode.
Levels : 10 levels total + test map (for mappers)
Instalation : execute the bat file called "donkey kong"
How to play : configure your buttons, go to options, customize controls and go to the final part and search donkey kong snes buttons: Y button and B button.
Single Player : yes (intended)
Cooperative 2-4 Player : not supported
Deathmatch 2-4 Player : nope
Difficulty Settings : not really

New Sounds : Yes
New Graphics : Yes
New Music : Yes


Credits:

Id Software for create DooM
Rare and Nintendo for create Donkey Kong
Sprites from the game, thanks to sprites-resource web site
Sounds ripped by the donkey kong atlas community
Roack16 for ACS support
PsychoSilverTH ACS and ideas
DooMguy ideas
Firelord ideas
Doomfiend for create the intro of this mod
Phyreburnz for edit the sprites of Donkey Kong were use the horizontal rope
Donkey Kong atlas community for support this project as well the zdoom members and doomeros inc facebook group members
Trainee Trekker
Bananas received 77
Posts: 89
Joined: 2013


Re: Donkey Kong Country using the zdoom engine

Postby EvangeliKong » January 23rd, 2013, 10:58 pm

I am not really a Doom Mapper type, but this is really interesting... and it would work decently as a level editor if full DELTA comes out in 2037.
Trainee Trekker
Bananas received 3
Posts: 88
Joined: 2012

Re: Donkey Kong Country using the zdoom engine

Postby Qyzbud » January 24th, 2013, 10:43 am

What a fascinating project! I can't believe how well the ZDoom engine is able to replicate the look, sounds and feel of the DKC games... I just would never have thought of trying such a thing. :geek:

This looks really good so far; even with the rigid camera and 'crude' 2.5D visuals (no offense intended — I like it!), there is a really immersive feeling of depth. The irregular, angular design of the 'Hot-Head Hop' terrain enhances the effect very nicely indeed — I love it!

The physics obviously need a fair bit of refinement, but it's really promising so far.

Amazing stuff — thanks for sharing! :banana:
Atlas Author
Bananas received 682
Posts: 3228
Joined: 2008

Re: Donkey Kong Country using the zdoom engine

Postby doomero » January 24th, 2013, 11:42 am

thanks!!!!

i am working now my second bonus room for the pirate level, this is hard, i am trying to build ropes for drop some awards.
Trainee Trekker
Bananas received 77
Posts: 89
Joined: 2013

Re: Donkey Kong Country using the zdoom engine

Postby Simion32 » January 24th, 2013, 12:49 pm

Sorry about deleting my previous post, I misinterpreted EvangeliKong's statement and didn't see he said 2037.

Spoiler!
Looks like someone's not confident I can get LB done... :(
Sage of Discovery
Bananas received 337
Posts: 2747
Joined: 2008

Re: Donkey Kong Country using the zdoom engine

Postby Phyreburnz » January 24th, 2013, 2:33 pm

Wow! This is super cool! I love it! :nicework: My favorite is the pirate ship, because it just looks so right!
Sage of Discovery
Bananas received 593
Posts: 2135
Joined: 2010

Re: Donkey Kong Country using the zdoom engine

Postby doomero » January 25th, 2013, 5:20 am



my second bonus room, this was hard i mean create the code for the ropes.
Trainee Trekker
Bananas received 77
Posts: 89
Joined: 2013

Re: Donkey Kong Country using the zdoom engine

Postby VideoViking » January 25th, 2013, 8:24 am

Do you plan on adding DKC3 enemies onto your test?
Treasure Hunter
Bananas received 41
Posts: 329
Joined: 2009

Re: Donkey Kong Country using the zdoom engine

Postby doomero » January 25th, 2013, 12:48 pm

yes, i have some of those but for a dkc3 level (5th level)

new video, added the hooks and the third bonus level

Trainee Trekker
Bananas received 77
Posts: 89
Joined: 2013

Re: Donkey Kong Country using the zdoom engine

Postby Phyreburnz » January 25th, 2013, 1:12 pm

Awesome! I'm guessing those are my sprites for DK's hook animation. I don't mind you using them as long as you give me credit ;) Feel free to use whatever sprites you need. I have all of the sheets here.

I'm really loving the way these levels look. Is there any chance that you could upload some with a higher resolution? The videos look a bit fuzzy.
Sage of Discovery
Bananas received 593
Posts: 2135
Joined: 2010

Re: Donkey Kong Country using the zdoom engine

Postby doomero » January 26th, 2013, 10:24 am

thanks, dont worry about that i will give you credits =)

here a new video now in HD



added the barrels launchers
Trainee Trekker
Bananas received 77
Posts: 89
Joined: 2013

Re: Donkey Kong Country using the zdoom engine

Postby Qyzbud » January 26th, 2013, 11:47 am

Nice progress. :)

The latest video is an improvement in quality, but it's hardly 'HD'; HD refers to 720p video, Full HD refers to 1080p. The video you posted is 480p, so I'd say you have brought the quality up to 'SD' quality. Not a big deal, but calling it HD is a bit misleading. :geek:

Also, is English your second language? You use it pretty well, so don't worry, but we try to use good English grammar (capital letters, punctuation, etc.) here, so please do your best. :nicework:
Atlas Author
Bananas received 682
Posts: 3228
Joined: 2008

Re: Donkey Kong Country using the zdoom engine

Postby doomero » January 26th, 2013, 11:58 am

Unnecessary quote (full post directly above this one) removed by Qyzbud


well i converted to 740 x 480 hd quality with my format factory....
Trainee Trekker
Bananas received 77
Posts: 89
Joined: 2013

Re: Donkey Kong Country using the zdoom engine

Postby Qyzbud » January 26th, 2013, 12:02 pm

I suppose your 'format factory' uses unconventional sizing terms... but for future reference, the accepted 'HD' video sizes are in my post above.

Did you read my question about whether or not English is your second language?
Atlas Author
Bananas received 682
Posts: 3228
Joined: 2008

Re: Donkey Kong Country using the zdoom engine

Postby doomero » January 26th, 2013, 12:14 pm

Unnecessary quote (full post directly above this one) removed by Qyzbud


yes, is my second language, my native is spanish.
Trainee Trekker
Bananas received 77
Posts: 89
Joined: 2013

Re: Donkey Kong Country using the zdoom engine

Postby Qyzbud » January 26th, 2013, 12:20 pm

You speak English well, but please try to use capital letters where appropriate. :geek:

Take a peek at our rules if you haven't done so already.

There is a guideline for quoting posts in there, too:

DKC Atlas Forum Rules wrote:Please avoid quoting an entire post, especially if you are posting directly beneath, or if the quoted post is of multiple lines in length.
Atlas Author
Bananas received 682
Posts: 3228
Joined: 2008

Re: Donkey Kong Country using the zdoom engine

Postby VideoViking » January 26th, 2013, 12:21 pm

You might be in luck, Doomero. I'm able to read Spanish (U.S. native, parents Mexico, brown and proud.)
Treasure Hunter
Bananas received 41
Posts: 329
Joined: 2009


Re: Donkey Kong Country using the zdoom engine

Postby Cyclone » January 30th, 2013, 11:32 am

Doomero this looks promising. Keep it up.
Expedition Leader
Bananas received 559
Posts: 1257
Joined: 2008

Re: Donkey Kong Country using the zdoom engine

Postby Phyreburnz » January 30th, 2013, 12:32 pm

I really like the way the baddies fly off screen when you hit them. I love how they fly far away and then up close. I think it would be kinda funny if you made it look like some of them would hit the screen and then slowly fall down! :lol:
Sage of Discovery
Bananas received 593
Posts: 2135
Joined: 2010

Re: Donkey Kong Country using the zdoom engine

Postby Qyzbud » January 30th, 2013, 12:40 pm

The bonus level music is really amplified and distorted — you'd best fix that as soon as possible, as it's pretty offensive on the ears in each of your demo videos.

Apart from that, great work. :D

I agree with Phyre about the baddies flying toward the screen — it looks awesome! The 'sliding down the screen' idea is cool, but it might get in the way during gameplay, so I'm not sure... cool idea, though. :)

Also, I never mentioned before, but the flowing lava looks excellent. 8-)
Atlas Author
Bananas received 682
Posts: 3228
Joined: 2008

Re: Donkey Kong Country using the zdoom engine

Postby doomero » March 3rd, 2013, 3:26 am

Hi people, long time no see, well actualy i returned with Donkey Kong for Doom, recently i finished my other project and released for the doom comunity and now is time to work with this project. I have plans for create another level, a DKC3 level, thanks to add all the dkc3 levels for the atlas. Well my next map will be a industry like level, i will show with a video next time!.
Trainee Trekker
Bananas received 77
Posts: 89
Joined: 2013

Re: Donkey Kong Country using the zdoom engine

Postby doomero » May 31st, 2013, 3:45 pm



Another progress, and long time no see you guys =)
Trainee Trekker
Bananas received 77
Posts: 89
Joined: 2013

Re: Donkey Kong Country using the zdoom engine

Postby sonosublime » June 1st, 2013, 8:41 pm

Nice work man. This looks incredible. Although the the pause and map screens are not really in the style of DKC. I take it you ripped them from Doom?
Treasure Hunter
Bananas received 228
Posts: 341
Joined: 2013

Re: Donkey Kong Country using the zdoom engine

Postby doomero » June 5th, 2013, 3:53 pm



Level 6: this is very hard, is a dkc3 tribute level with enemies and textures from the original game =)
Trainee Trekker
Bananas received 77
Posts: 89
Joined: 2013

Re: Donkey Kong Country using the zdoom engine

Postby Qyzbud » June 5th, 2013, 8:32 pm

Love it! Looks very difficult indeed. :shock:

Any chance of a higher quality video? I feel as though these low resolution videos aren't doing the 3D effect justice!
Atlas Author
Bananas received 682
Posts: 3228
Joined: 2008

Re: Donkey Kong Country using the zdoom engine

Postby VideoViking » June 6th, 2013, 7:15 am

One bug I noticed is that the Re-Koils and Krimps do not produce the enemy hit sound effect like those against the enemies in your previous video (or in your current with Kobble).

Other than that, nice video demo.
Treasure Hunter
Bananas received 41
Posts: 329
Joined: 2009

Re: Donkey Kong Country using the zdoom engine

Postby leo_core » June 10th, 2013, 10:46 pm

Amazing!
I would like to play, any prediction of a playable demo?
Treasure Hunter
Bananas received 72
Posts: 416
Joined: 2012

Re: Donkey Kong Country using the zdoom engine

Postby doomero » June 13th, 2013, 2:25 pm

leo_core wrote:Amazing!
I would like to play, any prediction of a playable demo?


yes, but not soon i want 9 levels i have 4/9
Trainee Trekker
Bananas received 77
Posts: 89
Joined: 2013

Re: Donkey Kong Country using the zdoom engine

Postby leo_core » June 19th, 2013, 7:51 pm

I am very curious to test your project, this 3D scene using DKC Snes textures is very interesting.
Treasure Hunter
Bananas received 72
Posts: 416
Joined: 2012

Re: Donkey Kong Country using the zdoom engine

Postby doomero » November 22nd, 2013, 1:26 pm



Long time!. Well, i downloaded a new doombuiler, is the successor of the old doombuilder, this video show how works, is very interesting, also i fixed some bugs.
Trainee Trekker
Bananas received 77
Posts: 89
Joined: 2013

Re: Donkey Kong Country using the zdoom engine

Postby Qyzbud » November 22nd, 2013, 5:51 pm

Woah, it's amazing to see the editor in action — scrolling and zooming through the level — it looks so authentic, yet so spectacularly 3D!

How do you go about recreating the levels? I'd love to hear about the design and construction process. :)
Atlas Author
Bananas received 682
Posts: 3228
Joined: 2008

Re: Donkey Kong Country using the zdoom engine

Postby doomero » November 23rd, 2013, 1:29 am

Yes, is amazing this new editor, i will show more videos with the rest of the levels using this program =)
Trainee Trekker
Bananas received 77
Posts: 89
Joined: 2013

Re: Donkey Kong Country using the zdoom engine

Postby Qyzbud » November 23rd, 2013, 2:26 am

That'd be great — especially if you can find a way to record/upload in higher quality. :)
Atlas Author
Bananas received 682
Posts: 3228
Joined: 2008

Re: Donkey Kong Country using the zdoom engine

Postby Super Luigi! » November 23rd, 2013, 2:50 am

How have I not seen this before? This is truly marvelous! As a reward for your studious efforts, you shall receive many bananas! I look forward to seeing more of this project in action, and I hope you are able to obtain better recording soft/hardware!

As a side note, I wonder if this process is how Rare created the levels/models?
Sage of Discovery
Bananas received 314
Posts: 3718
Joined: 2012

Re: Donkey Kong Country using the zdoom engine

Postby doomero » November 23rd, 2013, 10:42 am



Another video, Sorry is not HD , also i have problems with fraps, i guess is my old pc .... anyway i will try to enhance the resolution.
Trainee Trekker
Bananas received 77
Posts: 89
Joined: 2013

Re: Donkey Kong Country using the zdoom engine

Postby VideoViking » November 24th, 2013, 4:53 am

Do you get any error messages when you try to use FRAPS?
Treasure Hunter
Bananas received 41
Posts: 329
Joined: 2009

Re: Donkey Kong Country using the zdoom engine

Postby doomero » November 24th, 2013, 9:34 am

VideoViking wrote:Do you get any error messages when you try to use FRAPS?


No, only decrece a lot the frames per seconds
Trainee Trekker
Bananas received 77
Posts: 89
Joined: 2013

Re: Donkey Kong Country using the zdoom engine

Postby Simion32 » November 24th, 2013, 11:18 pm

That's to be expected. Video recording is very difficult to do when it's trying to record a 3D game or program.

FRAPS is practically forced to download the render results from the GPU, and doing this is even slower than Hard Drive access rates.
Sage of Discovery
Bananas received 337
Posts: 2747
Joined: 2008

Re: Donkey Kong Country using the zdoom engine

Postby doomero » December 14th, 2013, 3:51 pm

Added horizontal ropes, the sprites of Donkey Kong moving around the horizontal ropes and hook was edited by Phyreburnz.


Trainee Trekker
Bananas received 77
Posts: 89
Joined: 2013

Re: Donkey Kong Country using the zdoom engine

Postby Phyreburnz » December 14th, 2013, 4:22 pm

Looking awesome! By the way, I do have an animation for DK idling on the horizontal rope, if you're interested... or does nobody like that animation? If you don't like it, that's fine. I can redo it, since I'm not sure if anybody likes it.

Image
Sage of Discovery
Bananas received 593
Posts: 2135
Joined: 2010

Re: Donkey Kong Country using the zdoom engine

Postby doomero » December 16th, 2013, 7:26 am



Level e1m5, is very similar to the level of dkc3 "skidda´s row" (1-4), no Bonus level for the moment.
Trainee Trekker
Bananas received 77
Posts: 89
Joined: 2013


Re: Donkey Kong Country using the zdoom engine

Postby VideoViking » March 19th, 2014, 8:19 am

Now I really need to add horizontal ropes for my game. Nice job, Doomero.
Treasure Hunter
Bananas received 41
Posts: 329
Joined: 2009

Re: Donkey Kong Country using the zdoom engine

Postby Super Luigi! » March 19th, 2014, 1:31 pm

Indeed. Your game seems very well made, doomero. Please, continue working on it and updating us on your progress!
Sage of Discovery
Bananas received 314
Posts: 3718
Joined: 2012

Re: Donkey Kong Country using the zdoom engine

Postby doomero » March 20th, 2014, 1:14 am

Super Luigi! wrote:Indeed. Your game seems very well made, doomero. Please, continue working on it and updating us on your progress!


I will, the 7th level only i need to include the aquatics enemies, the level and bonus levels are done.
Trainee Trekker
Bananas received 77
Posts: 89
Joined: 2013

Re: Donkey Kong Country using the zdoom engine

Postby Cyclone » March 20th, 2014, 4:33 am

The latest level looks great! Keep it up.
Expedition Leader
Bananas received 559
Posts: 1257
Joined: 2008

Re: Donkey Kong Country using the zdoom engine

Postby Phyreburnz » March 22nd, 2014, 10:19 am

This level looks beautiful! I must say, I've never thought of using the Brambles background for a temple level. It looks really nice... and maybe I'll do a Bramble-Temple hybrid level sometime. I like that concept :)

I was wondering, Doomero, about your factory levels... you have conveyor belts. How did you accomplish this? I've been wanting to do a factory level (in the normal DKC style, not the 2.5 D style) and I was wondering if you had sprites for a belt or if you made it some other way.
Sage of Discovery
Bananas received 593
Posts: 2135
Joined: 2010

Re: Donkey Kong Country using the zdoom engine

Postby doomero » March 25th, 2014, 12:38 am



New video, this time is the aquatic level =)


Phyreburnz wrote:This level looks beautiful! I must say, I've never thought of using the Brambles background for a temple level. It looks really nice... and maybe I'll do a Bramble-Temple hybrid level sometime. I like that concept :)

I was wondering, Doomero, about your factory levels... you have conveyor belts. How did you accomplish this? I've been wanting to do a factory level (in the normal DKC style, not the 2.5 D style) and I was wondering if you had sprites for a belt or if you made it some other way.


Those conveyor belts are possible with ACS, with an action called scroll floor to right with a ammount of speed, but not sure how to apply that for 2d games sorry.

The only way is create a video in hd and take photos of each sequence of converyor belt
Trainee Trekker
Bananas received 77
Posts: 89
Joined: 2013

Next

Return to DKC Projects/Fanworks

Who is online

Users browsing this forum: No registered users and 11 guests

cron