Page 1 of 3

Donkey Kong Country DooM (demo released)

PostPosted: January 23rd, 2013, 11:42 am
by doomero
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 : doomero21@gmail.com


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

Re: Donkey Kong Country using the zdoom engine

PostPosted: January 23rd, 2013, 3:02 pm
by Cyclone
I like it. Good work! :thumbs:

Re: Donkey Kong Country using the zdoom engine

PostPosted: January 23rd, 2013, 10:58 pm
by EvangeliKong
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.

Re: Donkey Kong Country using the zdoom engine

PostPosted: January 24th, 2013, 10:43 am
by Qyzbud
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:

Re: Donkey Kong Country using the zdoom engine

PostPosted: January 24th, 2013, 11:42 am
by doomero
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.

Re: Donkey Kong Country using the zdoom engine

PostPosted: January 24th, 2013, 12:49 pm
by Simion32
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... :(

Re: Donkey Kong Country using the zdoom engine

PostPosted: January 24th, 2013, 2:33 pm
by Phyreburnz
Wow! This is super cool! I love it! :nicework: My favorite is the pirate ship, because it just looks so right!

Re: Donkey Kong Country using the zdoom engine

PostPosted: January 25th, 2013, 5:20 am
by doomero


my second bonus room, this was hard i mean create the code for the ropes.

Re: Donkey Kong Country using the zdoom engine

PostPosted: January 25th, 2013, 8:24 am
by VideoViking
Do you plan on adding DKC3 enemies onto your test?

Re: Donkey Kong Country using the zdoom engine

PostPosted: January 25th, 2013, 12:48 pm
by doomero
yes, i have some of those but for a dkc3 level (5th level)

new video, added the hooks and the third bonus level


Re: Donkey Kong Country using the zdoom engine

PostPosted: January 25th, 2013, 1:12 pm
by Phyreburnz
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.

Re: Donkey Kong Country using the zdoom engine

PostPosted: January 26th, 2013, 10:24 am
by doomero
thanks, dont worry about that i will give you credits =)

here a new video now in HD



added the barrels launchers

Re: Donkey Kong Country using the zdoom engine

PostPosted: January 26th, 2013, 11:47 am
by Qyzbud
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:

Re: Donkey Kong Country using the zdoom engine

PostPosted: January 26th, 2013, 11:58 am
by doomero
Unnecessary quote (full post directly above this one) removed by Qyzbud


well i converted to 740 x 480 hd quality with my format factory....

Re: Donkey Kong Country using the zdoom engine

PostPosted: January 26th, 2013, 12:02 pm
by Qyzbud
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?

Re: Donkey Kong Country using the zdoom engine

PostPosted: January 26th, 2013, 12:14 pm
by doomero
Unnecessary quote (full post directly above this one) removed by Qyzbud


yes, is my second language, my native is spanish.

Re: Donkey Kong Country using the zdoom engine

PostPosted: January 26th, 2013, 12:20 pm
by Qyzbud
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.

Re: Donkey Kong Country using the zdoom engine

PostPosted: January 26th, 2013, 12:21 pm
by VideoViking
You might be in luck, Doomero. I'm able to read Spanish (U.S. native, parents Mexico, brown and proud.)

Re: Donkey Kong Country using the zdoom engine

PostPosted: January 30th, 2013, 7:47 am
by doomero
New progress.


Re: Donkey Kong Country using the zdoom engine

PostPosted: January 30th, 2013, 11:32 am
by Cyclone
Doomero this looks promising. Keep it up.

Re: Donkey Kong Country using the zdoom engine

PostPosted: January 30th, 2013, 12:32 pm
by Phyreburnz
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:

Re: Donkey Kong Country using the zdoom engine

PostPosted: January 30th, 2013, 12:40 pm
by Qyzbud
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-)

Re: Donkey Kong Country using the zdoom engine

PostPosted: March 3rd, 2013, 3:26 am
by doomero
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!.

Re: Donkey Kong Country using the zdoom engine

PostPosted: May 31st, 2013, 3:45 pm
by doomero


Another progress, and long time no see you guys =)

Re: Donkey Kong Country using the zdoom engine

PostPosted: June 1st, 2013, 8:41 pm
by sonosublime
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?

Re: Donkey Kong Country using the zdoom engine

PostPosted: June 5th, 2013, 3:53 pm
by doomero


Level 6: this is very hard, is a dkc3 tribute level with enemies and textures from the original game =)

Re: Donkey Kong Country using the zdoom engine

PostPosted: June 5th, 2013, 8:32 pm
by Qyzbud
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!

Re: Donkey Kong Country using the zdoom engine

PostPosted: June 6th, 2013, 7:15 am
by VideoViking
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.

Re: Donkey Kong Country using the zdoom engine

PostPosted: June 10th, 2013, 10:46 pm
by leo_core
Amazing!
I would like to play, any prediction of a playable demo?

Re: Donkey Kong Country using the zdoom engine

PostPosted: June 13th, 2013, 2:25 pm
by doomero
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

Re: Donkey Kong Country using the zdoom engine

PostPosted: June 19th, 2013, 7:51 pm
by leo_core
I am very curious to test your project, this 3D scene using DKC Snes textures is very interesting.

Re: Donkey Kong Country using the zdoom engine

PostPosted: November 22nd, 2013, 1:26 pm
by doomero


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.

Re: Donkey Kong Country using the zdoom engine

PostPosted: November 22nd, 2013, 5:51 pm
by Qyzbud
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. :)

Re: Donkey Kong Country using the zdoom engine

PostPosted: November 23rd, 2013, 1:29 am
by doomero
Yes, is amazing this new editor, i will show more videos with the rest of the levels using this program =)

Re: Donkey Kong Country using the zdoom engine

PostPosted: November 23rd, 2013, 2:26 am
by Qyzbud
That'd be great — especially if you can find a way to record/upload in higher quality. :)

Re: Donkey Kong Country using the zdoom engine

PostPosted: November 23rd, 2013, 2:50 am
by Super Luigi!
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?

Re: Donkey Kong Country using the zdoom engine

PostPosted: November 23rd, 2013, 10:42 am
by doomero


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.

Re: Donkey Kong Country using the zdoom engine

PostPosted: November 24th, 2013, 4:53 am
by VideoViking
Do you get any error messages when you try to use FRAPS?

Re: Donkey Kong Country using the zdoom engine

PostPosted: November 24th, 2013, 9:34 am
by doomero
VideoViking wrote:Do you get any error messages when you try to use FRAPS?


No, only decrece a lot the frames per seconds

Re: Donkey Kong Country using the zdoom engine

PostPosted: November 24th, 2013, 11:18 pm
by Simion32
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.

Re: Donkey Kong Country using the zdoom engine

PostPosted: December 14th, 2013, 3:51 pm
by doomero
Added horizontal ropes, the sprites of Donkey Kong moving around the horizontal ropes and hook was edited by Phyreburnz.



Re: Donkey Kong Country using the zdoom engine

PostPosted: December 14th, 2013, 4:22 pm
by Phyreburnz
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

Re: Donkey Kong Country using the zdoom engine

PostPosted: December 16th, 2013, 7:26 am
by doomero


Level e1m5, is very similar to the level of dkc3 "skidda´s row" (1-4), no Bonus level for the moment.

Re: Donkey Kong Country using the zdoom engine

PostPosted: March 19th, 2014, 3:39 am
by doomero


Map e1m1

Re: Donkey Kong Country using the zdoom engine

PostPosted: March 19th, 2014, 8:19 am
by VideoViking
Now I really need to add horizontal ropes for my game. Nice job, Doomero.

Re: Donkey Kong Country using the zdoom engine

PostPosted: March 19th, 2014, 1:31 pm
by Super Luigi!
Indeed. Your game seems very well made, doomero. Please, continue working on it and updating us on your progress!

Re: Donkey Kong Country using the zdoom engine

PostPosted: March 20th, 2014, 1:14 am
by doomero
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.

Re: Donkey Kong Country using the zdoom engine

PostPosted: March 20th, 2014, 4:33 am
by Cyclone
The latest level looks great! Keep it up.

Re: Donkey Kong Country using the zdoom engine

PostPosted: March 22nd, 2014, 10:19 am
by Phyreburnz
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.

Re: Donkey Kong Country using the zdoom engine

PostPosted: March 25th, 2014, 12:38 am
by doomero


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