DKRX
DKRX
Hey guys
As some of you will no doubt know, I've been working on a conversion of Donkey Kong for some time, but this year I've stepped up and I'm making pretty good progress. I have a Facebook group (www.facebook.com/groups/happycodingzx) where I post daily updates. I also have a Youtube channel by the same name so feel free to subscribe there if you like.
Anyway, the sprite engine is working well, and the regular barrels on level one are also done. The front screen has also more or less been done, and I've been working on Kong himself and most of his graphics are complete, so the animation engine is the next thing I'll be working on. I don't come on here that much but I'll post more updates now and again. In the meantime, here are a few screenshots, these are runing in Fuse with the dot matrix filter as I think it gives quite a nice arcadey feel.
As some of you will no doubt know, I've been working on a conversion of Donkey Kong for some time, but this year I've stepped up and I'm making pretty good progress. I have a Facebook group (www.facebook.com/groups/happycodingzx) where I post daily updates. I also have a Youtube channel by the same name so feel free to subscribe there if you like.
Anyway, the sprite engine is working well, and the regular barrels on level one are also done. The front screen has also more or less been done, and I've been working on Kong himself and most of his graphics are complete, so the animation engine is the next thing I'll be working on. I don't come on here that much but I'll post more updates now and again. In the meantime, here are a few screenshots, these are runing in Fuse with the dot matrix filter as I think it gives quite a nice arcadey feel.
- Alessandro
- Dynamite Dan
- Posts: 1910
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- Location: Messina, Italy
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Re: DKRX
Very promising project
Could you please share at least the major updates here for those of us who wish to steer clear of facebook?
Could you please share at least the major updates here for those of us who wish to steer clear of facebook?
Re: DKRX
Website: Tardis Remakes / Mostly remakes of Arcade and ZX Spectrum games.
My games for the Spectrum: Dingo, The Speccies, The Speccies 2, Vallation & Sqij.
Twitter: Sokurah
My games for the Spectrum: Dingo, The Speccies, The Speccies 2, Vallation & Sqij.
Twitter: Sokurah
Re: DKRX
As mentioned, I also have a Youtube channel where I post some updates, also Happy Coding ZXAlessandro wrote: ↑Sat Feb 12, 2022 1:08 pm Very promising project
Could you please share at least the major updates here for those of us who wish to steer clear of facebook?
- Daveysloan
- Manic Miner
- Posts: 365
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Re: DKRX
Hubba Hubba!!
Homepage: https://sloanysoft.wordpress.com
Games: https://sloanysoft.itch.io
Twitch: www.twitch.tv/sloanysoft
Games: https://sloanysoft.itch.io
Twitch: www.twitch.tv/sloanysoft
Re: DKRX
A Youtube video showing the animation system doing a basic two frame routine.
In this video I'm doing a simple test for the animation frame code that is used to control Kong himself. There are several different poses that use a tile based system somewhat similar to that used by Don Priestley in games like Popeye. In this case, because Kong is always in the top third of the screen we can implement some basic timings to ensure that the raster beam never crosses him as he is drawn, making sure there is no tearing or flicker.
In this instance I'm simply switching between two frames every 16 cycles. The next challenge is to put Kong in charge of spawning barrels instead of just triggering them using a basic timer.
It's probably worth pointing out that I am also pushing the barrel sprite engine code to the limit here to make sure that the Kong animations and barrels will both fit into a single cycle, and this is not how the game itself will look in terms of barrel count.
https://youtu.be/lbM2OnBD_zM
In this video I'm doing a simple test for the animation frame code that is used to control Kong himself. There are several different poses that use a tile based system somewhat similar to that used by Don Priestley in games like Popeye. In this case, because Kong is always in the top third of the screen we can implement some basic timings to ensure that the raster beam never crosses him as he is drawn, making sure there is no tearing or flicker.
In this instance I'm simply switching between two frames every 16 cycles. The next challenge is to put Kong in charge of spawning barrels instead of just triggering them using a basic timer.
It's probably worth pointing out that I am also pushing the barrel sprite engine code to the limit here to make sure that the Kong animations and barrels will both fit into a single cycle, and this is not how the game itself will look in terms of barrel count.
https://youtu.be/lbM2OnBD_zM
Re: DKRX
Got back to dev on this, quite a few updates to see in this video.
https://www.youtube.com/watch?v=pQJlFiz96b4
https://www.youtube.com/watch?v=pQJlFiz96b4
Re: DKRX
Quite a bit more added this week.
if you are interested in following progress on a daily basis, you can join my FB group which is at www.facebook.com/groups/happycodingzx
Alternatively, if you want to help free up more of my time to work on this, you can support me on Patreon. You get my full back catalogue of complete games, exclusive mods and playable of demos of current projects, including this one. That's at www.patreon.com/happycodingzx
Thanks again!
if you are interested in following progress on a daily basis, you can join my FB group which is at www.facebook.com/groups/happycodingzx
Alternatively, if you want to help free up more of my time to work on this, you can support me on Patreon. You get my full back catalogue of complete games, exclusive mods and playable of demos of current projects, including this one. That's at www.patreon.com/happycodingzx
Thanks again!