Download donkey kong country manual1/22/2024 ![]() ![]() Nintendo 3DS Virtual Console (SFC/SNES version) Nintendo Wii U Virtual Console (SFC/SNES version) Nintendo Wii Virtual Console (SFC/SNES version) Super Family Computer/Super Nintendo Entertainment System, North American boxart of the game Donkey Kong Country 2: Diddy's Kong Quest for SNES. And as soon as the player lets go of the grab button I'd like the platform behaviour to return to normal and the player to drop.Īny suggestions or help would be greatly appreciated and I implore you to check out the DKCR gameplay footage for a vivid idea of what I'm striving to create.Donkey Kong Country 2: Diddy's Kong Quest ![]() I experimented with physics due to it's circular collision but I couldn't figure it out. Creating round platforms seems to be a problem because of collision points so I don't know how it was done in that example but I would like to tackle this with a similar approach. ![]() It's almost been done before in Construct 2 in the form of Airscape, but without the change in gravity. I'm not worried about replicating the seamless animation transitions, because a simple rotate sprite would suffice but I'm curious on how best to approach this. Essentially, as long as the player holds the grab button, the player is able to move around a circle so they are not just limited to walls or ceilings, and the player can jump off at an angle. This is a good example as it has wheels which demonstrate the fluidity of the climbing. For an idea of what I mean check out the Mangoruby boss fight - /watch I'm creating a platformer game and I'm trying to think of the most efficient way of recreating the climbing mechanic from Donkey Kong Country Returns. ![]()
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