DKC Kremling Invasion Confirmed / Kremling Kore Engine

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DKC Kremling Invasion Confirmed / Kremling Kore Engine

Postby Markster » June 29th, 2012, 12:35 pm

Get the latest engine demo here (For Game Maker 8.0 and up!) :

DKCGM 1-11-13 Demo.zip
(1.6 MiB) Downloaded 1238 times


Edit 6/28/13 : Sorry for the slow development, I've been working hard on Mark Adventure 3, I'm bringing back the original name for my fangame, Donkey Kong Country Kremling Invasion Confirmed.
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Re: Donkey Kong Country Kremling Invasion Confirmed (Game Maker)

Postby leo_core » July 1st, 2012, 4:57 am

Great! I can not wait to see the project underway! :)
You already started the game engine?
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Re: Donkey Kong Country Kremling Invasion Confirmed (Game Maker)

Postby Markster » July 1st, 2012, 7:02 am

Not yet, I am currently moving to Oklahoma, and in developement of Mark Adventure 2, I will start working on this probably in a week or two, I will start with the engine, also, many Game Maker users don't set there game on 60FPS, I do though, it makes it much smoother than 30FPS.

Also, I might give the .gmk for the game engine out, for people to make there own fan games with, just make sure you give credit.
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Re: Donkey Kong Country Kremling Invasion Confirmed (Game Maker)

Postby Simion32 » July 1st, 2012, 1:26 pm

If you are really going to actually go through with this, be absolutely sure to take advantage of DKCRE. It's indispensable because of all the sprites you can extract from DKC1 (I realllly need to do DKC2 and DKC3 sprites extraction - I have almost all the data I need already anyway).
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Re: Donkey Kong Country Kremling Invasion Confirmed (Game Maker)

Postby Qyzbud » July 2nd, 2012, 4:32 pm

Sounds interesting... good luck!

Did you choose the name "Kremling Invasion Confirmed" so that it would have the same initials as Kong in Concert? :P
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Re: Donkey Kong Country Kremling Invasion Confirmed (Game Maker)

Postby Simion32 » July 2nd, 2012, 5:06 pm

To be honest, I don't really expect this to get anywhere. Mark Adventure was extremely primitive. To make a decent DKC clone, you'll at least need 100 times the effort.

Who knows, maybe I'm wrong... :P
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Re: Donkey Kong Country Kremling Invasion Confirmed (Game Maker)

Postby leo_core » July 3rd, 2012, 6:04 am

Simion32 wrote:If you are really going to actually go through with this, be absolutely sure to take advantage of DKCRE. It's indispensable because of all the sprites you can extract from DKC1 (I realllly need to do DKC2 and DKC3 sprites extraction - I have almost all the data I need already anyway).


I love this guy for having created the DKCRE! Saves me a ton of work!! I would love to be able to have something to rip the sprites from DKC2 and DKC3 :roll:
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Re: Donkey Kong Country Kremling Invasion Confirmed (Game Ma

Postby Markster » July 30th, 2012, 9:34 am

Sorry I haven't been online, I had a adventure in Oklahoma, I'm back in Kentucky now, I am working on the physics engine, it works tons like the DKC physics does.

I will release it for test soon.

Also, Mark Adventure was very rushed, I admit it ain't that good, but I am still working on MA2, which so far is a lot better than the first, and I'm of course working on this game.
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Re: Donkey Kong Country Kremling Invasion Confirmed (Game Ma

Postby Markster » July 30th, 2012, 11:23 am

Here it is, the Donkey Kong Country engine test, I worked hard on this, also includes the GM81 file, I lost my Game Maker 8 sadly.

Here is the step event code, it includes all of the physics I created.
Spoiler!
{
if place_free(x,y+1.00) {gravity = 0.50} else {gravity = 0.00}
gravity_direction = 270

if vspeed > 20.00 {vspeed = 20.00}

if keyboard_check(vk_left) && place_free(x+-hspeed,y)
{
global.V_CharacterDirection = 0
hspeed -= 1.00
}
if keyboard_check(vk_right) && place_free(x+hspeed,y)
{
global.V_CharacterDirection = 1
hspeed += 1.00
}
if keyboard_check_released(vk_left) {hspeed -= 1.00}
if keyboard_check_released(vk_right) {hspeed -= 1.00}
if keyboard_check_pressed(ord("Z")) && !place_free(x,y+1.00)
{
global.V_CharacterJump = 1
vspeed = -12.00
}
if keyboard_check_released(ord("Z"))
{
if vspeed < 0 {vspeed = vspeed/2}
}

if keyboard_check(ord("X"))
{
if hspeed > 4.50 {hspeed = 4.50}
if hspeed < -4.50 {hspeed = -4.50}
}
else
{
if hspeed > 2.50 {hspeed = 2.50}
if hspeed < -2.50 {hspeed = -2.50}
}
}


Tell me what you think.

Z = Jump
X = Run
Left/Right = Move
Attachments
DKC Engine Test.zip
(1.84 MiB) Downloaded 1085 times
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Re: Donkey Kong Country Kremling Invasion Confirmed (Game Ma

Postby Gaz » July 30th, 2012, 11:40 am

Nice job Markster, and welcome back to the forums. It's really bland though :|.
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Re: Donkey Kong Country Kremling Invasion Confirmed (Game Ma

Postby Simion32 » July 30th, 2012, 1:04 pm

They have a ****ing watermark plastered all over lite version games now?! Screw Yoyogames, they have gone too far with their freeware version B$. And it nags me after I quit the exe... :evil:
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Re: Donkey Kong Country Kremling Invasion Confirmed (Game Ma

Postby Markster » July 30th, 2012, 11:26 pm

I know, it pisses me off, but it's the only program I can use for this, I'll try to get my GM8.0 Pro back soon, where there is NO watermark.
----------
Got it, no more watermark crap.
----------
DKC Engine Test GM8.zip
(1.22 MiB) Downloaded 1172 times
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Re: Donkey Kong Country Kremling Invasion Confirmed (Game Ma

Postby Markster » July 31st, 2012, 2:24 am

Here is another test for my engine, this test featured graphics, upgraded physics, etc., enjoy.
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DKC Engine Test 2.zip
(1.61 MiB) Downloaded 1156 times

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Give me feedback on the engine, if you find any bugs, tell me and I'll fix them, also, credit to SkyLights for ripping the brambles tileset, background, etc.
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Re: Donkey Kong Country Kremling Invasion Confirmed (Game Ma

Postby leo_core » July 31st, 2012, 4:34 am

Nice start Markster! I like bg parallax effect, platform collision works fine.
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Re: Donkey Kong Country Kremling Invasion Confirmed (Game Ma

Postby Markster » July 31st, 2012, 4:48 am

I'm still working on the physics, there not perfect, it's a bit to fast, heavy, etc., I'll try to fix that soon, and soon, I will get out DKCRE and extract Donkey Kong's graphics and use them instead of a white block, and soon, I will even have all 4 kongs.
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And once the engine is completely done, you all have full permission to use it in your fan games, as long as you give credit.
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Re: Donkey Kong Country GM/DKC Kremling Invasion Confirmed

Postby Simion32 » July 31st, 2012, 5:07 am

You might want to take a look here and find my post about the physics - that way you can have them tweaked exactly.

EDIT: Ah what the hay, I'll copy and paste it here for good measure:
First of all, I should clue you in on the precision level: all of the "decimal" values in the DKC's are not really decimal (decimal as in 100 cents equals one dollar), they are actually fixed-point values that range from -128 to +127... but the decimal parts are in 256ths, not 100ths. So this means every value used should be a multiple of 1/256 or 0.00390625. The reason for this is obviously that DKC is using hexadecimal values, not normal decimal ones.

Here are a few floating-point values for Donkey Kong at 60FPS game play:
-Initial Y Speed is +3.0 (downward) and is reset to this value upon DK hitting solid ground.
-When you first press the B Button to jump, DK's Y Speed is set to -7.0.
-Gravity is +0.4375 per frame at ALL TIMES when the B Button is NOT pressed.
-Gravity is +0.28125 per frame at ALL TIMES when the B Button IS being pressed.

These values are exact according to DKC1 only, and only for DK himself. The other 2 games' values are currently unknown/unverified.
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Re: Donkey Kong Country GM/DKC Kremling Invasion Confirmed

Postby Markster » July 31st, 2012, 5:29 am

Thanks, for Diddy, Dixie, and Kiddy, I will tweak it as close as possible to the original.
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Re: Donkey Kong Country GM/DKC Kremling Invasion Confirmed

Postby Markster » July 31st, 2012, 10:21 am

Update!
----------
I'm probably not going to release another demo anytime soon, but I will show progress updates, anyways I'm working on getting this engine to look great with the 320x240 resolution, here is an example for a Donkey Kong Country 2 background.
Swamp 256x224.PNG
Swamp Original 256x224
Swamp 256x224.PNG (16.94 KiB) Viewed 90140 times

Swamp 320x240.PNG
Swamp New 320x240
Swamp 320x240.PNG (18.59 KiB) Viewed 90140 times

<Background ripped by Davias.>
In the game the background is 256x240, not 320x240 or 256x224.
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Re: Donkey Kong Country GM/DKC Kremling Invasion Confirmed

Postby Markster » August 2nd, 2012, 12:14 am

Update!
----------
My parents just bought me and my brother a computer to share, so I don't have to share with several people, that means I have more time to make this, and I have extracted every single graphic from Donkey Kong Country 1 using the DKCRE 0.0.6.8, special thanks to Simion32, for now, DKC2/3 will have to use TSR graphics.
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Re: Donkey Kong Country GM/DKC Kremling Invasion Confirmed

Postby Markster » August 3rd, 2012, 10:51 am

Update!
----------
I'm working on getting sprites into the engine, I'm also working on fixing up the physics engine, it's NOT meant to be perfect, but I'll try to make it as accurate as possible.
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Re: Donkey Kong Country GM/DKC Kremling Invasion Confirmed

Postby Markster » August 3rd, 2012, 11:52 am

It's done, but I can't put level music because of the file size, I will have to compress it soon, but here.
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DKC Engine (Build 2).zip
DKC Engine
(1.61 MiB) Downloaded 1286 times

----------
Tell me what you think so far.
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Re: Donkey Kong Country GM/DKC Kremling Invasion Confirmed

Postby Katastrophe Kong » August 3rd, 2012, 1:27 pm

Feels pretty solid. Just looks funny 'cause it's earlier in development.

Also, on the title page, you should replace "where" with "were".
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Re: Donkey Kong Country GM/DKC Kremling Invasion Confirmed

Postby Markster » August 3rd, 2012, 1:46 pm

I will fix that, and the GMK project file is supported in Game Maker lite.
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Re: Donkey Kong Country GM/DKC Kremling Invasion Confirmed

Postby Markster » August 3rd, 2012, 3:14 pm

I've been working on this all night, before I go to bed, here is screenshots of the game so far.
----------
screenshot100.png
screenshot100.png (36.19 KiB) Viewed 90045 times

screenshot101.png
screenshot101.png (36.67 KiB) Viewed 90045 times

screenshot102.png
screenshot102.png (32.68 KiB) Viewed 90045 times


Later, I will have the actual font for the banana counter.
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Re: Donkey Kong Country GM/DKC Kremling Invasion Confirmed

Postby Katastrophe Kong » August 3rd, 2012, 4:41 pm

Once the game is finished, will we still be able to download the engine?
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Re: Donkey Kong Country GM/DKC Kremling Invasion Confirmed

Postby Markster » August 4th, 2012, 1:13 am

Of course, my main focus is the engine, once it's done, anyone can use it, just give credit if used, and don't worry about having the pro version, the game supports lite, so go get GM8.0 or 8.1 lite and you can edit the engine, don't recommend 8.1, go and get 8.0 lite somewhere.
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Re: Donkey Kong Country GM/DKC Kremling Invasion Confirmed

Postby Markster » August 4th, 2012, 4:24 am

Update!
----------
The banana counter is in development, here is some screenshots, also, the DK and Banana was extracted from DKCRE (Thanks to Simion32), and the rest had to be used from sprite sheets from TSR.
----------
screenshot100.png
screenshot100.png (35.98 KiB) Viewed 90019 times

screenshot101.png
screenshot101.png (32.13 KiB) Viewed 90019 times

screenshot102.png
screenshot102.png (33.38 KiB) Viewed 90019 times

----------
Also, the latest version uses a icon that I made, it's DK standing, I would upload it, but DKC-Atlas doesn't allow icons to be uploaded.
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Re: Donkey Kong Country GM/DKC Kremling Invasion Confirmed

Postby Simion32 » August 4th, 2012, 4:32 am

You basically have to zip everything, Markster... :P

It's not like a icon is going to show up anywhere on the web page anyway. The only place that uses icons is favicon.ico in the server root.
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Re: Donkey Kong Country GM/DKC Kremling Invasion Confirmed

Postby Markster » August 4th, 2012, 5:32 am

Thanks Simion32, I'll do that soon, also, I left my flash drive in Oklahoma, it had Mark Adventure 2 on it, now I have to restart from Build 17, I was 40% done with it and everything, ah well, hopefully I'll get it back.
----------
Also, who needs GM Pro, it's just 40$ for a few useless features, like crappy 3D (Use something else for 3D games), n00b effects, etc. who really needs it, and eff GM8.1, just get GM8.0 lite, it's free and doesn't have a dumb watermark like GM8.1.
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Anyways, DKCGM will support lite 8.0 and up.
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Re: Donkey Kong Country GM/DKC Kremling Invasion Confirmed

Postby Markster » August 10th, 2012, 9:14 am

I am planning to re-use some of my former levels I made in the past, like ones from the unfinished New Donkey Kong Country and my DKC Double Level hack, which was finished, in my DKC Kremling Invasion Confirmed, they will be renamed a bit though, I named two of the levels in the hack after a DKC2 level, and one after a DKC3 level, I'm renaming my Animal Antics from my hack to Animal Ride Rush, and my Creepy Caverns level from NDKC to Cool Cave Calamity, and I will make the levels more difficult and a lot more long than the version in the hacks.
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Also, the engine has a ton of problems, I lost the newest build of the engine thanks to a computer virus, so I decided to restart the engine and make a new and better one.
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Confirmed levels I plan to port to DKCKIC from my previous hacks.
Bramble Barrel
Blasty Barrels
Tires Trouble (Tire Trouble in DKCKIC)
Animal Antics {Not the one from DKC2} (Animal Ride Rush in DKCKIC)
Creepy Caverns {Not the one from DKC3} (Cool Cave Calamity in DKCKIC)
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EDIT : I'm probably just going to use the original 256x224, for many reasons.
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Re: Donkey Kong Country GM/DKC Kremling Invasion Confirmed

Postby Markster » August 11th, 2012, 6:35 am

Update!
----------
I am working on tilemaps for levels in DKCKIC, the built in tile editor in Game Maker sucks, so I am using Platinum to make the tiles, and then saving them into a small graphics file, but background graphics in Game Maker only support up to 2048x2048, so to import the Jungle Hijinx map, I had to make 3 backgrounds, and then import them to the level, it works, but it does take some size, not too much, around 500KB, but it's worth it.
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1 256x224.png
1 256x224.png (21.48 KiB) Viewed 89964 times

2 256x224.png
2 256x224.png (26.26 KiB) Viewed 89964 times

1 320x240.png
1 320x240.png (29.42 KiB) Viewed 89964 times

2 320x240.png
2 320x240.png (33.26 KiB) Viewed 89964 times

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DKCGM Tile Test.zip
(4.54 MiB) Downloaded 1134 times

Tile and camera test is up for download.
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Re: Donkey Kong Country GM/DKC Kremling Invasion Confirmed

Postby Simion32 » August 11th, 2012, 9:49 am

I think GM has a bad habit of loading scripts in the background after the exe starts. It takes around 15 seconds to stabilize and hit full speed.

Don't worry about DELTA falling into that trap, as DELTA already does everything straight from the required files in one step (as does DKCRE's ROM data cache). There will be a load-linked-levels-in-the-background option for DELTA but it will be a very, very slow loader (intended to make level transitions very fast).

Back on topic, this is working surprisingly well, Markster. You're getting better at it! ;)
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Re: Donkey Kong Country GM/DKC Kremling Invasion Confirmed

Postby Markster » August 11th, 2012, 10:09 am

Mark Adventure was extremely rushed, it took a week and a half to make, what do you expect, this is taking time, and thanks, this engine is so far going good like I planned it to be, and I think I might just use the built in tile editor, instead of PNG backgrounds, for the sake of the project size and the FPS.
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Also, I plan to make a barrel cannon system soon.
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New emoticons!!! :k: :o: :n: :g: :thumbs:
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Re: Donkey Kong Country GM/DKC Kremling Invasion Confirmed

Postby Markster » August 15th, 2012, 7:03 am

Update!
----------
I'm working on getting the sprites in DKCGM, I'm using DKCRE for DKC1 sprite extraction, and I'm extracting DKC2 and 3 sprites myself from the ROM using Mattrizzle's sprite viewer, I hate sprite sheets, so I'm making my own rips that don't use sheets, and that's another reason DKCRE is awesome.
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And I'm using 320x240, it's much better.
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Re: Donkey Kong Country GM/DKC Kremling Invasion Confirmed

Postby Markster » August 15th, 2012, 10:12 am

Update!!!
----------
Here is a sprite/graphic test, be aware in the later releases an object graphic will not display unless it's in the camera, which means you can put 300+ more sprites on screen at once, when I put over 300 Kremcoins on my dino PC, it started to slow down.
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DKCGM Sprite Test.zip
Donkey Kong Country GM Sprite Test
(1.31 MiB) Downloaded 1141 times

SCR1.png
SCR1.png (7.08 KiB) Viewed 89909 times

SCR2.png
SCR2.png (19.02 KiB) Viewed 89909 times

SCR3.png
SCR3.png (25.67 KiB) Viewed 89909 times

SCR4.png
SCR4.png (27.84 KiB) Viewed 89909 times

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I also have a new icon and loading screen for DKCGM, and the Kremcoin graphic was ripped by me.
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Re: Donkey Kong Country GM/DKC Kremling Invasion Confirmed

Postby Simion32 » August 15th, 2012, 10:31 am

Apparently GM is using my GPU with textured quads in 3D space, because this isn't slowing down at all for me. :P

**Yeah, 700 coins:

700 and counting.png
700 and counting.png (56.9 KiB) Viewed 89906 times

:headache: ** Please note that DELTA uses software rendering (for a multitude of reasons) and cannot be expected to render this much at once.
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Re: Donkey Kong Country GM/DKC Kremling Invasion Confirmed

Postby Markster » August 15th, 2012, 12:08 pm

God damn, in Game Maker lite, you can't have the font_set_sprite feature, so I have to do custom DKC style fonts a different way for Lite users.
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Re: Donkey Kong Country GM/DKC Kremling Invasion Confirmed

Postby Markster » August 16th, 2012, 7:02 am

Update!
----------
I figured out what I'm going to do about music, since GM8 Lite can't use an external SPC plugin, I am using small compressed WAV files, I got one track in the game so far, and I have a new title screen, the Press <Enter> To Start flashes, and it has parallel background scrolling, and I also made my own custom fade effect, also, for fonts, I'm planning to make custom fonts myself, it will be hard, and in order to import them, you have to put them in your Windows font folder, tell me all what you think about the latest build.
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1.png
1.png (5.08 KiB) Viewed 89877 times

2.png
2.png (40.8 KiB) Viewed 89877 times

DKCGM Title & Music Demo.zip
(2.1 MiB) Downloaded 1171 times
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Re: Donkey Kong Country GM/DKC Kremling Invasion Confirmed

Postby Markster » August 19th, 2012, 3:36 am

Update!
----------
As you know, you can put tons of sprites on screen at once depending on how good your PC is, but when it's outside the camera, the instances graphic will not display, unlike most DKC engines, when outside the camera, sprite index will come from S_Kremcoin to -1 (No Sprite), without the graphic, the level doesn't slow down.
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Screenshot.png
Screenshot.png (1.11 KiB) Viewed 89851 times

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1,500 of them and no FPS change, because the graphic is not being displayed.
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Re: Donkey Kong Country GM/DKC Kremling Invasion Confirmed

Postby Markster » August 22nd, 2012, 12:33 am

Update!
----------
I have figured out why the gravity sticks, it's because I am using a crappy jump system, I'm going to remove the "vspeed = vspeed/2" and make my own system for handling jumping.
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Also, this may not be DKC related, but it's GM related, I have released a new version of Mark Adventure, I made the game when I was 14, but this update was made just recently.
http://sandbox.yoyogames.com/games/1938 ... -adventure
Just to show off my Game Maker skills of early 2012 and late 2011.
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Re: Donkey Kong Country GM (New Physics Test Released)

Postby Markster » August 31st, 2012, 9:36 am

Big update!
----------
I've got a really good physics engine test done!
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Re: Donkey Kong Country GM (New Physics Test Released)

Postby Markster » September 2nd, 2012, 1:08 am

Information on how the physics work on DKCGM, the gravity and jumping is very solid, thanks to Simion32, when you hold down B while jumping/falling, the gravity is 0.28125, when B is not pressed, gravity is 0.4375, when jumping, the the vspeed max is -7.0, next release is coming soon, the next release will have DK's sprites, a test level, maybe barrel cannons, maybe some enemies, compressed WAV music, and much more.
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Re: Donkey Kong Country GM (New Physics Test Released)

Postby leo_core » September 2nd, 2012, 2:34 pm

[quote removed by Qyzbud]

Is very promising, can not wait for this new release!
Last edited by Qyzbud on September 2nd, 2012, 3:15 pm, edited 1 time in total.
Reason: Please avoid quoting an entire post, especially if you are posting directly beneath, or if the quoted post is of multiple lines in length.
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Re: Donkey Kong Country GM (New Physics Test Released)

Postby Markster » September 3rd, 2012, 3:41 am

Update!!!
I found out about a revolutionary code, thanks to len8946.
Spoiler!
instance_deactivate_all(1)
instance_activate_region(view_xview,view_yview,view_xview+320,view_yview+240,1)

It makes it where only instances inside the view will activate, I tested it out, I put 200 objects outside the view, and it slowed down the game, I used the special code, and it didn't slow it down till those 200 objects where actually in the view, thanks to that code, my old dino PC ran my DKCGM at FULL SPEED!!!
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Re: Donkey Kong Country GM (New Physics Test Released)

Postby Markster » October 9th, 2012, 11:43 am

Update!
Sorry there hasn't been much activity on the project, I've been working on a lot of important things besides DKCGM and DKCKIC, and I'm still working on getting Game Maker working in WINE, I've already got GM games running (Tested it on Mark Adventure), once I get Game Maker working in WINE correctly (Or my Windows back), I will be working hard on the engine and Donkey Kong Country Kremling Invasion Confirmed again, stay tuned!'
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Re: Donkey Kong Country GM (New Physics Test Released)

Postby Markster » January 7th, 2013, 4:33 am

I wanted to make sure you all know that Donkey Kong Country Kremling Invasion Confirmed is NOT cancelled, it's just not that active at the moment, I'm still going to make it, all though I am having some troubles, like I have no idea how to make slopes in a hspeed movement system, I'm still researching, but no madder how long it takes, Donkey Kong Country Kremling Invasion Confirmed will be made!
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Re: DKC Kremling Invasion Confirmed & DKCGM Engine

Postby Markster » January 13th, 2013, 10:01 am

Engine updated!

Left click will create a coin, and right click will create coins rapidly, when the coins are not in the view, they are not activated, it will only slow down when there is like 1000 coins in the view, when you get away from the coins, it will speed up back to normal.

The coins are just for a graphics test, you cannot collect them.
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Re: DKCGM and Kremling Invasion Confirmed

Postby Qyzbud » January 13th, 2013, 11:10 am

Please don't bump a topic so soon after posting — especially if you haven't made a substantial update to your post.

From what I can tell, this was just an unedited 'for your information' announcement that does not need to be bumped.
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Re: DKCGM and Kremling Invasion Confirmed

Postby Markster » January 14th, 2013, 4:12 am

Sorry about that, won't happen again.
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Soon I'm going to be working on programming barrel cannons, DK sprites, enemies, etc. to DKCGM, the barrel cannons will be easily customizable, you just set a creation code for the object, I'm also working on DKC2/3 sprite rips, I'm ripping them from the game using Mattrizzle's DKC2 and 3 sprite viewer hacks, but DKCRE saved me a lot of time on DKC1 sprites thanks to it's easy extract feature, thank you Simion32, and last but not least I'm planning to make enemies soon too, you can easily change the speed, direction, etc. of the enemy the same way you program the barrel cannons, with the object creation code.
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