If you mean the speeds the game uses, then yes. I haven't quite figured out how it works yet. I plan to figure out exactly how the physics work, and then make an accurate yet efficient physics code for use in the game engine.Tompa wrote:Are you using memory addresses while making this?
Kong-Fu wrote:Features that should be available if not available already:
*Uploading a custom track to replace the normal music in your level.
*Uploading a picture to replace a sprite or background.
*Assigning certain attributes/abilities/physics to objects, or characters (Ex: Stregnth, speed, gravity, automatic movement, immunity, AI commands).
*Uploading custum sounds for sound effects.
*Being able to take an object/character, level environment, or music track/sound effect from one DKC into a different DKC (Ex: Featuring the Ghost Barrel in a DKC 2 level).
Kong-Fu wrote:Just the physics are fixed? Or can you still do stuff like modify stregnth (As in being able to kill a Zinger with a roll attack) , AI (As in assigning objects custom movements), or actions (As in getting a Gnawty to emit barrels)
cfh wrote:If we allow custom music(...)
Qyzbud wrote:Gravity direction option? Ooh, I can't wait to play; SUPER... DONKEY KONG COUNTRY... GALAXY! </phony Italian accent>
Regarding custom music:
Maybe this could be an optional extra download, not hosted on your site? Something that users can discuss and send to one another, outside of the official level builder site. Perhaps the official level builder forum can feature a 'custom soundtracks' thread.
Qyzbud wrote:It doesn't seem to happen all the time, but I've had the theme music playing over the top of its self once or twice if I click on its menu option while things are loading. Not an issue, just an observation.
Qyzbud wrote:When zooming/scaling the graphics, it seems that some graphic shifting occurs when switching between 2x/3x and 1x... Changing to 4x and back to 1x clears this up. This is pretty good, though. Nothing to complain about.
Qyzbud wrote:So you've got key mappings underway already? That's great, I hope Super Smart Joy controllers will be supported.
In the Awesome ROM hack thread, Cyclone wrote:Simon - I am not at all criticizing you level builder so don't worry. But i'm curious. How is your editor going to work? The program your developing is a standalone piece of software right in that It doesn't modify the original rom? If so how come you choose to do it that way? You seem have vast knowledge in rom hacking. In any case the demos you released show great promise not to mention the PAR codes!
Cosmicman wrote:creating new moves like walking on walls etc will just kill it for me
Cosmicman wrote:well, i can provide help, including custom sprites
Cosmicman wrote: example # 1: donkey kong and kiddy kong in the same map, or donkey kong and dixie, or diddy and kiddy
example # 2 : being able to play with cranky kong ( i can do a very good job creating realistic movement sprites mainteining the classic rare feel )
example # 3 : being able to choose any of the kongs at the beginning of the game would be great too. donkey kong and kiddy kong in the same level, amazing!
Cosmicman wrote:I don't know if is possible to use the same physics from other kongs and insert them into a walking version of cranky, or if you could use the rambi physics instead you could make him playable in a wheelchair, it would be crazy to see him riding the mining cart level in the wheelchair
Stone wrote:I think its maybe to early to ask, but what's about throwing partners? I don't know if Donkey barrel-throwing sprites are suitable for holding and throwing Kiddy...
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