Qyzbud wrote:Are you still drunk?
djsubtronic wrote:LOL, my bad. I was. I'm ok now though.
There's a good lad.
Qyzbud wrote:Are you still drunk?
djsubtronic wrote:LOL, my bad. I was. I'm ok now though.
djsubtronic wrote:If using more than two [Kongs], I'd probably alter the barrel somehow ([...] maybe even have their face on the barrel somehow)
To be honest I am not sure I am able to handle the burden of four playable Kongs
I'm leaning towards Diddy & Kiddy as the "tough guys" team (as Qyzbud said)
I doubt I will ever introduce a co-op mode as my plan was to make a single player game
Super Luigi! wrote:Oh, and why do you have Dixie's head as the life counter again?
VideoViking wrote:What other enemies do you have planned for your game? Seeing Kritter, Buzz, Krook and Krimp is okay, but I would like to see some variety in your demos. How would baddies like Re-Koil, Gnawty, Kutlass, Bristles and the other guys act in your current tests?
djsubtronic wrote:I actually tried a new approach to mapping the levels [...] Just single PNG files. This way a level can literally be painted.
8-bit images (...)
I also managed to get him to freeze while holding a steel barrel, and the barrel floated out of diddy's hands in the direction opposite that being held. What the?
--seems that the ability to test quick reflexes on a real game pad has exposed numerous bugs.
Simion32 wrote:Where did the simple concept of a 2D framebuffer go these days?
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