Super Luigi! wrote:One question, why do your computers always seem to have a problem? Does the notebook watch your progress and say, "Nope. You're not going to create this game that fast. I'm condemning myself."?
Cosmicman wrote:I was watching some old videos and I couldn't help but feel I should be able to land on top of this big tree that looks similar to the original DKC first stage tree, maybe some of the supporters here feel the same way I do? This tree was on the first teaming up stage video. Here is an image you posted of it.
Phyreburnz wrote:That looks AMAZING! I need to learn how to make backgrounds! There's so much stuff I need to make to get out of my head!
By the way, when will you show us another preview video?! I'm getting impatient, over here!
Phyreburnz wrote:For your new archetype, you might want to use a darker colour palette. The Kongs look a little too bright.
Phyreburnz wrote:The swaps look pretty good so far! I'm so excited to see more videos from you! I'm just so thrilled with all the progress you've made and all the new music, archetypes, and everything else! It's coming along really, really well!
Super Luigi! wrote:I like your progress, leo_core. As for your new archetype, maybe you could use that either before or after a mine level? That's what I see when I look at it.
Phyreburnz wrote:I like that variation, too! I like the night one better, though
Your English is fine! Don't worry, we can understand you! Are you just using an online translator? If so, it works very well. I don't have any trouble reading what you write.
Phyreburnz wrote:For your new archetype, you might want to use a darker colour palette. The Kongs look a little too bright.
NecroToad wrote:Phyreburnz wrote:For your new archetype, you might want to use a darker colour palette. The Kongs look a little too bright.
Thanks for the feedback Phyreburnz. My image is just a mockup, so I just put the original sprites on it to create a little of the "final" sensation. But I think the kongs look a little bright too, I didn't change the original colors because I don't know what palettes the game supports.
Thanks for all the feedbacks!
sakuraxangel31 wrote:i have a question at the ending of the level will they like play their instruments like in DCK2 cuz that would be soo cool! x3
Phyreburnz wrote:That's really cool, leocore! Let me try something for you, though... I have an idea on how to edit some sprites to make Kiddy able to slap back and forward a little better.
Phyreburnz wrote:By the way, the switch from Kiddy to Diddy, I like how Diddy stomps on his foot. I actually thought of doing that, but I didn't try, for some reason.
I noticed that in the team up sprites of Dixie on the bottom and either DK or Kiddy on top, you can't see Dixie's hand because the larger Kong's leg is in front. You should use the DK and Kiddy sprites you used for Diddy, the ones with part of the legs cut out.
Tonberry2000 wrote:The clouds are off to a great start. That seems like a great stage type to use Hogwash, if you could get someone to make a SNES sheet of him.
Super Luigi! wrote:Yes, I like the Kloud levels too, although it took me a while to realize what you were standing on. Maybe you could make the cloud platforms more noticeable, or at least cut back on the foreground clouds? They seem a bit distracting. But other than that, your game looks spectacular!
Phyreburnz wrote:Where did you find those tilesets, anyway? Did you use the DKL ones and resize and recolour them? They look just like the ones from Donkey Kong Land and they look just like they should be in a DKC game.
Phyreburnz wrote:I'd love it if you could tell me how you made them look like SNES graphics, that is, if you have the time, of course! Do you know of any tutorials or anything like that? If you can help me out, you can either message me or post them on the forum here.
Phyreburnz wrote:I would love to see you guys able to recreate the DKL Big Ape City (I'd love to do it, but I'm not sure how). Your one video had an archetype that looked similar, but it didn't look exactly like it.
*EDIT* I guess the city you guys made was more like this.
Tonberry2000 wrote:I'd love to see if anyone has the ability to make enemy useable models based on the DKL enemies.
VideoViking wrote:From what I recall, Cosmicman was doing some animations for Mr. X and another character. I don't know if he's going to make any enemies from Donkey Kong Land.
VideoViking wrote:From what I recall, Cosmicman was doing some animations for Mr. X and another character. I don't know if he's going to make any enemies from Donkey Kong Land.
Cosmicman wrote:
Funny how I was working on one DKL character. You can see it at my 3d thread, its not done yet though.
Cosmicman wrote:Leo amazing work on that map, I can feel the overall theme of that map is sunny and happy, are you going to include any dark moody maps similar to DKC2?
The Banana Bird wrote:Just a question Leo, are there any new enemies added to the game?
Tonberry2000 wrote:I think if we got the people who can 3D model and the people who can pose them and convert them to 2D images to work together it could be done.
Tonberry2000 wrote:I really loved the new map video.
Phyreburnz wrote:Wow! That's amazing!
I have a suggestion that's inspired by that video! Maybe, have the intro like you have it, and instead of zooming out to see all the levels, have the camera pointed at the first level. When you move from level to level, you could have the camera move to the next level on the path, rather than just have the Kong move on the map. I think that would work wonderfully since you have everything set up so beautifully!
Simion32 wrote:So you're telling me that somehow all that crazy 3D animation and camera scrolling/panning wasn't done with 3D hardware? What? How does that even make any sense as a rendering option? That's even more complex than 2.5D with GPU accelerated rendering - it should already take several hundred MBs of RAM! A single second of 256-color 60FPS video at 512x448 takes 13,762,560 bytes - 13MB!!!
Simion32 wrote:
Going any father with this method means your project would be so incredibly huge to download that only us with DSL/Cable will be able to get it.
Simion32 wrote:I'm hopeful that the bulk of the 100MB is because of this world animation, and not the other parts of the project.
I'll bet your development folder(s) have gone well beyond 100MB already. How much is the exe size so far?Spoiler!
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