(https://img.itch.io/aW1hZ2UvMTIwNzAyLzU1OTkxMS5wbmc=/347x500/bRP4Ew.png) | (https://img.itch.io/aW1hZ2UvMTIwNzAyLzU2NjcxMy5wbmc=/347x500/7JdwRc.png) |
(https://img.itch.io/aW1hZ2UvMTIwNzAyLzU1OTkxMi5wbmc=/347x500/zwG16F.png) | (https://img.itch.io/aW1hZ2UvMTIwNzAyLzU1OTkxMy5wbmc=/347x500/ptYGpZ.png) |
(https://img.itch.io/aW1hZ2UvMTIwNzAyLzU1OTkxNC5wbmc=/347x500/90yjak.png) |
Looks fun. When can I have it?
This looks well done and way too hard. Don't fall into the same trap that Donkey Kong II did.
-Mario can jump off high platforms and land without killing himself(c'mon, he's mario)
Clearly this is an awesome creation. If you are open to recommendations though, how come Mario can walk right over the missing rivets in the Rivet stage? On the original he'd die if he didn't jump over them.
Watched the video start to finsih. I'm a fan. Post that shiz up for the community have a crack at.
Will you be building a cabinet for this project?
This does support full screen on a vertical monitor right?
Fun game, a few suggestions.
Needs joystick support. I think a lot of us have moved away from keyboard encoders. I think default mapping should have credit as 5, start as 1.
Get rid of the space on dk config.exe. Typing that in a command line environment fires up the game unless you put it in quotes.
Cannot get it to go full screen on my Konkey Dong cabinet. Gives some graphics mode error. Granted, the computer inside is a piece of ---steaming pile of meadow muffin--- and I think it might be running Windows 98.
(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=149895.0;attach=356535)
Would love to get this game added to my Konkey Dong....
:cheers:
My 9yr old approves but got really frustrated lol
I also totally approve, although having barrels sneak under the hammer is dirty pool. Fun game, thanks for sharing. Will definitely add it to the lineup.
No weirdness or bugs found yet. Plays clean. Nice job!
I hooked up a PC with Arcade VGA and ran this, so here it is on an arcade CRT.
Note that I don't have a permanent setup for using a PC with an arcade monitor, so that's why it's not a perfect fit on the screen, and there's some distortion near the top (I'm running the Arcade VGA through my Naomi Jamma adapter.)
Also ran the program in vertical mode, to see how it looks.
I haven't actually played much, but looks great so far!
After spending over an hour yesterday trying to find a mouse, and constant headaches with the USB ports, this game prompted me to run to Microcenter and grab a powered hub and a couple mice. Should have done that like two years ago.
Anyway, the PC is running a stripped down installation of XP service pack 3. I installed DirectX 9c. Tried various resolutions. Cannot get this thing full screen. Graphics are some onboard Intel thing, I'll try updating those drivers next.
Do you have any footage of the game running? Looks interesting.
Do you have any footage of the game running? Looks interesting.
There's a youtube link on the first post
Been browbeating the poor author of this game, and now it's running great on my 15 year old PC!
(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=149895.0;attach=356637)
Right now I've got this set so it fires up Joy2Key and then this game, so it's basically a dedicated cabinet.
:cheers:
Gotta say, this is one of the best homebrews I've seen. What's next? (Do Popeye!)
That game desperately needs a fight Bluto level like on the Nintendo Tabletop version.
Put this on my cab last night and have played a few games and I think it's GREAT :D thanks very much for releasing this. For some reason I couldn't get LControl 105 to work on my cab after mapping with the config, it worked on the keyboard but not the cab (PC - Jpac - cab) didn't matter as the third button mapped OK. Also Refresh seems to just Quit for me instead of restarting?
As for your ideas for upcoming releases in the first post, although I have not got through the third level yet I'm all for more levels. BUT I'm totally against the idea of having an END to the game instead of looping back to the start at a harder difficulty. One of my favourite things about the classics is they have no end, if you can get it to ramp up in difficulty each loop up to a point where it is VERY difficult after about 4 loops, but still possible then that would be awesome.
Gotta say, this is one of the best homebrews I've seen. What's next? (Do Popeye!)
That game desperately needs a fight Bluto level like on the Nintendo Tabletop version.
A fairly easy idea for additional levels is taking the existing levels from the arcade game and flipping them left->right. That was always the dream with Konkey Dong.
:cheers:
Dude, this is badass... I stumbled upon this after reading through the BananaRoyale thread (which I'm still trying to figure out how to get running)...
But this just worked... remapped a few keys and perfect. I'm redoing my cabinet frontend at the moment. This will be a welcome addition!
Thank you for the great work.
Dude, this is badass... I stumbled upon this after reading through the BananaRoyale thread (which I'm still trying to figure out how to get running)...
But this just worked... remapped a few keys and perfect. I'm redoing my cabinet frontend at the moment. This will be a welcome addition!
Thank you for the great work.
Thanks for this great Donkey Kong version. I added it to my cab which already contained pretty much all decent donkey kong versions as I really like this classic (from Atari 2600, 7800, NES, Colecovision, Arcade, Pauline Edition and now also DK advanced). I already incorporated it in my Hyperspin wheel but need to make some a dedicated wheel and theme. It really looks great on my LCD with scanline generator as you can see in the 2nd screenshot!
Dude, this is badass... I stumbled upon this after reading through the BananaRoyale thread (which I'm still trying to figure out how to get running)...
But this just worked... remapped a few keys and perfect. I'm redoing my cabinet frontend at the moment. This will be a welcome addition!
Thank you for the great work.
Hutt, try here: http://forum.arcadecontrols.com/index.php/topic,153361.0.html (http://forum.arcadecontrols.com/index.php/topic,153361.0.html)
Those scan lines are going the wrong direction....Sure. I like them anyway :cheers:
:bat
Just gave this a quick go on the lappy, I will load it onto my machine next time I have a uploading session.Oh ---steaming pile of meadow muffin---, he cracked out the "lappy"!
Thanks, Fun game :D
First I like to say thanks Ophelius for making & sharing this, it's got some nice ideas which are well implemented :applaud: I've only had a few goes so far but am already very much enjoying it.
However, I do have a bit of a problem with the video. I'm trying to run it vertically in a mode closest to it's native mode as possible. Firstly am I right in thinking it is 224x256 like the original DK? If so, the closest mode I have available is 256x240 (in normal horizontal orientation terms). When I use this mode (or anything else I've tried, more or less), it seems to stretch/distort the picture (in both axes) *even* with the 'stretch' option turned off. See attached pic...for example you can see the 0's are stretched vertically, and the left part of the second H in 'HIGH' is stretched horizontally.
It seems like perhaps the 224 is being scaled up to 240? Not sure... Compared to MAME running DK in the same mode (unstretched), it fills more of the screen.
If I turn off rotation and try say 320x256, I do get a nice 1:1 (+ borders) unstretched picture.
One other thing about the gameplay itself - should the heart always be there when you start a level (assuming you haven't already collected it)? I noticed once on a new game that it wasn't there on level 1.
Thanks!
Just gave this a quick go on the lappy, I will load it onto my machine next time I have a uploading session.Oh ---steaming pile of meadow muffin---, he cracked out the "lappy"!
Thanks, Fun game :D
Correct, the original DK had a 7:8 aspect ratio with a resolution of 224x256. My game is being drawn internally on a surface of 448x512 which is the same aspect ratio. If you play in Windowed mode, you are seeing the surface drawn unaltered. If you are playing it in fullscreen, the software stretches the surface to fill the screen while maintaining the aspect ratio.
So if your screen's resolution is set to anything but 448x512, it has to stretch or shrink the image to fill the screen. If the Stretch option is selected, it will fill the entire screen which would change the aspect ratio. If your computer is set to a low resolution, you will notice more stretching artifacts like the example you provided.
So, in order to get the best picture in full screen, it's better to choose a much larger resolution than what you selected. Basically the resolution you're choosing is much too small. Pick the largest one possible. I would say minimum 1024x768 is large enough to not notice the stretching artifacts, but try for a res even higher than that if you can.
The heart can only be picked up once per level. If you already got it, it won't appear if you die and start the level again. If you're saying you started the level and it wasn't there at all, then there's a bug. Let me know which you mean.
Correct, the original DK had a 7:8 aspect ratio with a resolution of 224x256. My game is being drawn internally on a surface of 448x512 which is the same aspect ratio. If you play in Windowed mode, you are seeing the surface drawn unaltered. If you are playing it in fullscreen, the software stretches the surface to fill the screen while maintaining the aspect ratio.
Ok, thanks for the explanation. That does explain what's happening.QuoteSo if your screen's resolution is set to anything but 448x512, it has to stretch or shrink the image to fill the screen. If the Stretch option is selected, it will fill the entire screen which would change the aspect ratio. If your computer is set to a low resolution, you will notice more stretching artifacts like the example you provided.
I understand.QuoteSo, in order to get the best picture in full screen, it's better to choose a much larger resolution than what you selected. Basically the resolution you're choosing is much too small. Pick the largest one possible. I would say minimum 1024x768 is large enough to not notice the stretching artifacts, but try for a res even higher than that if you can.
The problem is, I'm using a low resolution 15khz CRT arcade monitor. I can run it as high as 640x480 which improves the artifacting, but this is an interlaced mode. This means flicker, and basically defeats the point of using a low res arcade monitor...
Would it be possible for you to implement an extra option, for 'manual scale factor'? Basically what I'd like to do is specify a resolution as I am (256x240), but scale the surface (448x512) by 0.5 to achieve 224x256. The scale factor (if specifed) could override the 'stretch' option. (Edit: the scaled surface would need to be centred in the overall screen)
If it seems like I'm the only one wanting this, I'm pretty sure it will be useful for many others - ie those that have 256x240 mode available, but not 256x224 (due to hardware/driver restrictions). Anyone using ArcadeVGA, Soft15khz and possibly CRT Emu_Driver (depending on hardware) will have the same problem.QuoteThe heart can only be picked up once per level. If you already got it, it won't appear if you die and start the level again. If you're saying you started the level and it wasn't there at all, then there's a bug. Let me know which you mean.
That's what I thought. In that case I think there's a bug. I played one game and got the heart on level one, and got to level 2 or 3. Died (all lives). Started a new game, and the heart wasn't there. I took a pic if it helps (only got 900 pts so you can see I haven't already got the heart):
Ok, I understand the problem. I don't think it will be a problem to implement the option for custom scaling. I have to put a bit of thought into the best way to go about this to accommodate the most people. Expect an update in a few days. For now, you'll have to live with the scaling artifacts.
As for the heart bug, you are correct. An internal flag for the heart wasn't properly being reset after the game was done. That has been fixed.
P.S. What's that red blob between the 2 spinys in your screenshot?
Ok, I understand the problem. I don't think it will be a problem to implement the option for custom scaling. I have to put a bit of thought into the best way to go about this to accommodate the most people. Expect an update in a few days. For now, you'll have to live with the scaling artifacts.
Brilliant, many thanks!QuoteAs for the heart bug, you are correct. An internal flag for the heart wasn't properly being reset after the game was done. That has been fixed.
Excellent, good work.QuoteP.S. What's that red blob between the 2 spinys in your screenshot?
Just the reflection of a lamp.
By the way I think you've done a good job on the difficulty. I like that the levels seem to get progressively harder, although I haven't got past level 3 yet...
are all the levels based on backtracking?
Some small observations:
1) I expected to be able to kick the turtle once it is on its back like in Super Mario Bros.
2) In Europe we had the Japanese version of DK in the arcades (dkongj romset in MAME). This had a feature (among other differences) which was really nice: when you are at the top of a ladder (even with the next layer) the barrels could not come down that ladder. That would be a nice addition ::)
3) I really hated not being able to put my full name at the hiscores but only 3 characters. Could you make it a bit larger (e.g. 8)?
Hey Minwah, I've uploaded a new version that can help you. I added a bunch of rendering options in the config tool. Choose the Custom Size option and select 224x256 with your resolution of 256x240 and rotate it 90 degrees. I believe that should center it nicely with no stretching artifacts. You can also move the on-screen position with the Offset boxes as some of those old crt monitors don't place the image correctly. I think that should do it. Let me know if I need to tweak things or if you find bugs.
Hey Minwah, I've uploaded a new version that can help you. I added a bunch of rendering options in the config tool. Choose the Custom Size option and select 224x256 with your resolution of 256x240 and rotate it 90 degrees. I believe that should center it nicely with no stretching artifacts. You can also move the on-screen position with the Offset boxes as some of those old crt monitors don't place the image correctly. I think that should do it. Let me know if I need to tweak things or if you find bugs.
Many thanks Ophelius, that is brilliant! I had chance to quickly test it last night, and it works perfectly. I didn't need to use the offsets as it the picture was centred anyway, but that is definitely a worthy addition.
I'll try to get a good picture of my cabinet running it when it's light enough...but attached is how the screen looks now.
Thanks again! :)
Yeah I agree with keeping three letters like in the classics. If your name doesn't fit then change it like I did in the 80s ☺
The ability to go up and down in the letter selection is a very welcome addition even though it is not technically authentic I will let that one slide 😉
Sent from my SM-G920I using Tapatalk
Finally got to play some more of this, I noticed that at the settings I had previously I was getting some screen tearing that I had not seen on my first play but was actually quite obvious and crappy looking.
So I downloaded the latest version and played with the settings as discussed above, I found that setting desktop to 640x480 in settings manually rather than auto detect then custom size 448x512 so far gives me the best results. It doesn't fill the screen vertically but is very close horizontally and doesn't look stretched and 99.9% of the screen tearing is gone, I did still notice just a little bit once.
Played about 10 games in a row trying to get through the third screen and finally did and made it to the seventh screen on my second man and died multiple times game over. Timing the barrels is challenging on this screen, I'm too tired after night shift to work out a proper strategy but I'm sure I will get there :)
Cool to see and extra man for getting through round four (I assume it wasn't for score) it would be nice to see the difficulty increase on the second lap through, perhaps more enemies and some more barrels or something and less time? or a larger bonus time that counts down quicker so rewards getting through faster.
-Sorry you're getting tearing. If your monitor is refreshing at 60hz, you can use the vsync option which should eliminate the tearing. If it does, then try again using Best Fit to see if that helps. Modern flat screen monitors tend not to have this sort of problem. It can be more noticeable on crt monitors, especially if the monitor is refreshing at a different speed than the game. I designed the game at 60fps since I live in north america(60hz NTSC). If you live in a PAL region(50hz) then the tearing might be more noticeable. Anyone else living in a PAL region notice a lot of tearing?
-The trick for the elevator stage is to always look ahead and anticipate where the barrels might be coming from. Don't be afraid to jump back to an elevator you came from in order to get out of the way of an upcoming barrel. And the only safe spots from the barrels are on the top-left ledge where the purse is, the ledge where the key is, where the heart is, and on that 1 block in-between the top 2 ladders. Everywhere else, the barrels can find you.
-You get an extra life every 25000 points. I might implement difficulty progression in the future, we'll see.
Not that I'm good enough to need to worry about it, but I think difficulty progression would be good too. I'm not sure how you'd do it on the first level, as there aren't really any random elements. I think that level is fine first time round but after getting through levels 3/4 it might be too easy the next time?
You could add wild barrels to the barrel board to increase difficulty on that one.
Level 3 is already too much for me, but if maybe reduce the no. barrels first time, and then increase each time round? Or maybe start with some of the laser barriers deactivated.
Out of curiousity, what's your hiscore? Rattus' is more than double my best :laugh:
I prefer designing games over playing them
So... how's *cough* Popeye *cough* coming along?
So... how's *cough* Popeye *cough* coming along?
You should get that cough checked out, sounds pretty bad.
It's almost done, just adding the last Nyan Cats and disco music to the levels. It's more of a 3d shooter now too.
So... how's *cough* Popeye *cough* coming along?
You should get that cough checked out, sounds pretty bad.
It's almost done, just adding the last Nyan Cats and disco music to the levels. It's more of a 3d shooter now too.
As long as it has a quiz level and uses a Boong Ga Boong Ga style of control.
I think I will implement the increase in difficulty. The levels you see now will be difficulty 1, but level 4 I might reduce the fire guys from a maximum of 5 to 3, then 4 for difficulty 2, then 5 for difficulty 3. Then Difficulty 2 and 3 will be met with faster/more enemies, more barrels, shorter bonus times, etc. Not too much change, but enough to notice an increase.
Quote
I think I will implement the increase in difficulty. The levels you see now will be difficulty 1, but level 4 I might reduce the fire guys from a maximum of 5 to 3, then 4 for difficulty 2, then 5 for difficulty 3. Then Difficulty 2 and 3 will be met with faster/more enemies, more barrels, shorter bonus times, etc. Not too much change, but enough to notice an increase.
I don't really have a hi-score because I never tried. Maybe around 35K if I were to estimate. I prefer designing games over playing them
How is this going? are you still working on this game? I think if you get the difficulty curve right it will be a fully fledged stand alone classic :)
Quote
I think I will implement the increase in difficulty. The levels you see now will be difficulty 1, but level 4 I might reduce the fire guys from a maximum of 5 to 3, then 4 for difficulty 2, then 5 for difficulty 3. Then Difficulty 2 and 3 will be met with faster/more enemies, more barrels, shorter bonus times, etc. Not too much change, but enough to notice an increase.
I don't really have a hi-score because I never tried. Maybe around 35K if I were to estimate. I prefer designing games over playing them
How is this going? are you still working on this game? I think if you get the difficulty curve right it will be a fully fledged stand alone classic :)
I put it to the side for now, been a bit depressed lately. But there has been a lot of work done to it. One day I will release a big update here :cheers:
Have you considered changing conditions to fibromyalgia? You can apparently act however you want if you have that one.
In all seriousness, hope you're back in final form soon. This is an amazing game and we miss your updates.
:cheers: