Donkey Kong Forum

Related Games => Donkey Kong Jr. => Topic started by: Sock Master on November 14, 2016, 05:33:57 PM

Title: Donkey Kong Junior Remix
Post by: Sock Master on November 14, 2016, 05:33:57 PM
I guess it's about time I started a thread specifically about DK Jr. Remix.

I've already been working on it a few months but up until now it has mostly been the long, long, boring stuff... creating working code, sorting all the technical stuff, framework... bug fixes... bug fixes.. bug fixes...  I've stopped counting, and I've stopped even taking note of all the bugs that I fixed now.    Then also fixing up the frustrating issues in the original gameplay and  making the difficulty progress more smoothly and fairly.

After that was a lot of reworking to allow expanding the game.   Everything in the original game was pretty much originally programmed to do exactly one thing, work exactly one way.    Consider it hard-coded / hard-wired.   So I set out to make it more flexible, work more like a game engine.   I'm still not finished with that, but I've done a lot to make new screens possible now.

I was getting discouraged about a month ago, so I figured I had to add *one* new stage early, just to give me some kind of instant-gratification -- actual signs of progress.   So the first new stage was just a new vines/snapjaws stage.   Of course the blue snapjaws had no awareness of their surroundings (their motions are hard coded to follow one set of paths.) so I figured it'd be good to make a new type of snapjaw that's like a blue but with the ability to detect platforms below them and decide which way to go on their own.  There's a limited set of colors I can choose from for sprites, but one choice worked and the new snapjaws are purple.     I sort of think of them as something Q*bert-like...  when they go down, they go either left or right at the next floor, then go down again, then left or right again..  A bit like a cross between a blue and a red snapjaw, so purple actually works.

Then it was back to fixing bugs, fixing issues, fixing limitations.. then expanding functions and features.   I started adding a 2nd new stage but for every one thing I wanted to add I had to rewrite a dozen routines to allow it.   So it was long again..  But I finally fit another point where yes, the stage idea is finally workable.  It's not exactly what I originally had in mind, but hey, it's still pretty cool.   I can move the springboard, have two of them, give the moving platforms new motions, different speeds and have more of them as well.  I can give entirely new paths to the birds.   I can move Mario and DK to different locations, even flip the animations so they can be on the other side of the screen.   Nice.   I think the fun/interesting part of the project is finally starting.

Title: Re: Donkey Kong Junior Remix
Post by: pwnasaurus on November 15, 2016, 08:06:08 AM
My tiny brain is already trying to process these level layouts  <popcorn>

 Kreygasm

Also, it's quite a blessing that you have both the creative vision for these designs as well as the technical ability to execute them.  Great stuff.
Title: Re: Donkey Kong Junior Remix
Post by: ChrisP on November 15, 2016, 10:34:21 PM
Considering that this (presumably) won't be MAMEd for a long time, if ever, I'm now feeling really glad that I didn't sell my Junior PCB.

That baby's gonna get new life...
Title: Re: Donkey Kong Junior Remix
Post by: homerwannabee on November 18, 2016, 05:13:39 AM
Rather impressed with how quickly you are coming along with this.  By the looks of things, it should be a very fun game when all is said, and done.
Title: Re: Donkey Kong Junior Remix
Post by: Sock Master on November 18, 2016, 10:38:53 PM
Thanks guys,

I hope I can add some cool & creative things to the game.   I was more worried at first because ideas just weren't coming but as the 'game engine' is being recoded to be more flexible, more inklings of ideas have started popping to mind.  Hopefully some cool ideas will result.

Just today I added in the code that will allow multiple variations of the same stage, so that may add a bit of new variety too - even to the original stages.

To me it really doesn't seem like things have been coming along quickly, but yeah, all things considered it seems to be moving along even if it seems like it's an uphill battle so far.
Title: Re: Donkey Kong Junior Remix
Post by: Sock Master on November 28, 2016, 03:38:37 PM
One more little update.  I've started experimenting with variations of the Mario's Hideout stage.
So far I had been concentrating on fixing general things in the game/code, and sometimes expanding existing elements in the game.
Rather than changing existing enemy AI too much, I decided it might be good to add most of the AI changes to new variations of the original enemies.  This way the orange and blue sparks keep behaving as expected, but the new dark sparks have new abilities, like being able to go up paths and also vines in some cases.
I tried to keep things consistent with the original game, so the new sparks can only go up or down paths/vines when there is a graphical marker in the stage that says they could.

It turns out pretty interesting to see them able to get to places they couldn't before.  I'm still aiming to add some additional new stuff later on, but here's an in-progress screenshot.

Title: Re: Donkey Kong Junior Remix
Post by: Sock Master on December 01, 2016, 11:24:19 AM
Things finally seem to be sailing more smoothly.   The stuff I worked on earlier to make the game engine more flexible is starting to pay off - this stage was much quicker to implement because of it.

These screenshots are still in-progress experiments so they're bound to keep changing over time, but I like the concept.

Title: Re: Donkey Kong Junior Remix
Post by: Barra on December 01, 2016, 01:15:08 PM
Jesus that looks brutal! Kreygasm
Title: Re: Donkey Kong Junior Remix
Post by: Sock Master on December 01, 2016, 01:40:44 PM
I'll try to keep the number of birds reasonably low and depending on testing I might open up the center of the middle platform or some other changes or adjustments.   Maybe switch to the other type of Nitpicker since they have smaller hitboxes.   I like the idea and I'm going to try to make sure it's fair.
Title: Re: Donkey Kong Junior Remix
Post by: treborlicec on December 08, 2016, 05:35:18 PM
John,
My money is yours as soon as you're ready <gasp> with this.  Love my DK Remix.  Popeye next.  I know, too soon.  :)
Title: Re: Donkey Kong Junior Remix
Post by: Sock Master on December 09, 2016, 09:25:19 AM
Still a long way to go, but little pieces are coming together bit by bit.

Last night I got it to handle multiple fruits in motion at once.   In the original game there's a place where there are two fruits near each other and if you knock one down and move to the other, the 2nd doesn't go until the first exits the screen.   I want to expand the fruits a bit to allow more than one going at a time and also able to hit enemies in other directions than just down.    Also, multiple fruits may probably come into play in some sort of bonus stage when I get around to that.

I got a question, but I think there's no good answer.   In the original game, the falling fruit's hitbox is affected by Jr's pose.   If Jr stretches out, a falling fruit has a wider hit range.   This obviously accidental in the code.   But if I take that bug out, it takes away some strategy and also makes fruits unable to hit some targets...  So, should I just leave that as it was, or make fruit collisions consistent?
Title: Re: Donkey Kong Junior Remix
Post by: WCopeland on December 09, 2016, 11:52:53 AM
Removing choice and strategy is almost always a bad idea
Title: Re: Donkey Kong Junior Remix
Post by: Jonesy on December 11, 2016, 12:16:34 AM
Wow that looks like absolute chaos! Kreygasm

Even more swearing!  <gasp>
Title: Re: Donkey Kong Junior Remix
Post by: Sock Master on December 14, 2016, 10:49:11 AM
I started working in program code to handle bonus stages and coded in the first of the bonus screens.  It may still evolve as the game progresses.   (Also using the word 'smash' seems inappropriate here, I'll need to use some other word to describe things hit by fruit..?)

I've also bumped up the maximum number of fruits, and in this case the umbrellas count as a different type of 'fruit' that floats upwards instead of falling down.   The other cool thing is that the game can now handle any number of active fruits (falling/floating/etc..) simultaneously.
Title: Re: Donkey Kong Junior Remix
Post by: DKJR on December 14, 2016, 04:42:07 PM
I can't say how much this means to me as my brain child and request a few years back it's crazy to see you doing for the community, I'll be the first in line for your pcb remix. Cheers Tony
Title: Re: Donkey Kong Junior Remix
Post by: aarontruitt on December 14, 2016, 04:52:02 PM
You could say Sploosh instead of smash. I'm on board.
Title: Re: Donkey Kong Junior Remix
Post by: marky_d on December 14, 2016, 06:40:00 PM
Fruit smash is the common term used, sir.
Title: Re: Donkey Kong Junior Remix
Post by: homerwannabee on December 15, 2016, 06:06:37 AM
That bonus stage is pretty cool.  Very nice work on the game! 8)
Title: Re: Donkey Kong Junior Remix
Post by: treborlicec on December 15, 2016, 07:32:30 PM
I started working in program code to handle bonus stages and coded in the first of the bonus screens.  It may still evolve as the game progresses.   (Also using the word 'smash' seems inappropriate here, I'll need to use some other word to describe things hit by fruit..?)

I've also bumped up the maximum number of fruits, and in this case the umbrellas count as a different type of 'fruit' that floats upwards instead of falling down.   The other cool thing is that the game can now handle any number of active fruits (falling/floating/etc..) simultaneously.

Looks great, John.  Maybe you could use the word DROP to replace SMASH?
Title: Re: Donkey Kong Junior Remix
Post by: Sock Master on December 18, 2016, 04:25:12 PM
I guess I'll just leave it saying SMASH in the bonus stages.

I'm starting to have more fun mixing up the stages a bit now.   Again, always subject to change as things will keep evolving, but this stage adds a new color of snapjaw that's the same as the regular blue ones, but after jumping in the water it will jump back out of it - once.. and from where it went in, so you know where they'll be coming from.

The nice part is this gives Jr 3 opportunities to get a jump bonus from a passing snapjaw.  Once when it's on it's way down, once when it jumps back up, and again when it falls back down again.

And there's a pie.  It acts like a fruit, except when Jr kicks the pie, it travels sideways.  And then arcs down once it slides off a platform.

Oh, and lots of moving platforms.  The ones in the water bob around.



Title: Re: Donkey Kong Junior Remix
Post by: homerwannabee on December 18, 2016, 04:54:14 PM
I really like the snapjaw jumping out of the water idea.  Looks like it's forming into something great! 8)
Title: Re: Donkey Kong Junior Remix
Post by: pwnasaurus on December 18, 2016, 06:07:50 PM
Wow that board looks sick.  Can't wait
Title: Re: Donkey Kong Junior Remix
Post by: Jonesy on December 19, 2016, 01:33:34 AM
Coming on nicely sir, looking great

Exciting stuff

(https://media.giphy.com/media/3o7abnemh3dNldgi5i/giphy.gif)
Title: Re: Donkey Kong Junior Remix
Post by: Sock Master on January 02, 2017, 03:25:55 PM
Things are looking pretty good.  The latest things I'm adding seem to be working out nicely.  I'm still working on bonus stages and of course, still cleaning up code.

Sometimes I feel like I've fell down a rabbit hole.. like I've found a glitch in the matrix.  I don't see how the original code does not summon a portal to hell, let alone actually form a functional video game.   Well, I'm onto you Universe!   I may not have found the knock knock joke hidden within the digits of Pi, but I found *this* and I recognize when something does not compute.

Anyhoo, the latest bonus stage works really well.   So well that I even had to tone it down a bit.   The fruits don't score as high in the bonus stages to allow us to crank things up to 11 without making scoring bonkers.   Each fruit in the bonus stages gives 100 points.  The fruit smash scores go 200,400,800,1200,1600...

Title: Re: Donkey Kong Junior Remix
Post by: homerwannabee on January 02, 2017, 04:43:21 PM
Glad it's coming along the way you want it to. 8)
Title: Re: Donkey Kong Junior Remix
Post by: Sock Master on January 15, 2017, 01:10:05 PM
Here's a couple more screenshots of bonus stages that are being toyed with.  I wanted to see if I could get a little silly with the springboards and worked out a way to get 10 of them at once.   For a bonus stage, why not.

And then also a 'Mario's Hideout' bonus stage.   It still needs a bit of work to make the timer run out faster (because a bonus stage is supposed to be short) but the idea seems pretty good.
Title: Re: Donkey Kong Junior Remix
Post by: marinomitch13 on January 15, 2017, 07:15:04 PM
I wanted to see if I could get a little silly with the springboards and worked out a way to get 10 of them at once.

Hey, Dean, I found your new favorite game!  ;D  ROFL  Kappa
Title: Re: Donkey Kong Junior Remix
Post by: Sock Master on January 22, 2017, 11:52:40 AM
Seeing as the AI in DKjr is largely based on DK logic, I thought it might be fun to make a screen to take advantage of that.   Here the purple snapjaws more or less act out the role of barrels and the red snapjaws act like the fireballs.   If a purple snapjaw goes in the oil can, it will then jump out as a red snapjaw.

To keep the red snapjaws from overrunning the screen, one of them is permanently frolicking in the oil can to take on the role of being the oil can fire.

Title: Re: Donkey Kong Junior Remix
Post by: homerwannabee on January 23, 2017, 04:39:51 AM
Seeing as the AI in DKjr is largely based on DK logic, I thought it might be fun to make a screen to take advantage of that.   Here the purple snapjaws more or less act out the role of barrels and the red snapjaws act like the fireballs.   If a purple snapjaw goes in the oil can, it will then jump out as a red snapjaw.

To keep the red snapjaws from overrunning the screen, one of them is permanently frolicking in the oil can to take on the role of being the oil can fire.
Wow, very smart idea indeed!  Keep up the good work! 8)
Title: Re: Donkey Kong Junior Remix
Post by: Sock Master on January 28, 2017, 09:40:37 AM
There is one thing that I found really frustrating about DKjr that I'm making a post just because I'm happy about fixing it:

DKjr > If Jr reaches out to knock a fruit and also touches an enemy in that same frame; Jr dies even though a '400' point sprite appears to confirm that Jr touched the fruit.

DKjr Remix (and DKjr Fixed) > Enemy fruit smash takes priority.  The enemy gets smashed and Jr lives.

That is all
Title: Re: Donkey Kong Junior Remix
Post by: homerwannabee on January 29, 2017, 07:02:10 PM
There is one thing that I found really frustrating about DKjr that I'm making a post just because I'm happy about fixing it:

DKjr > If Jr reaches out to knock a fruit and also touches an enemy in that same frame; Jr dies even though a '400' point sprite appears to confirm that Jr touched the fruit.

DKjr Remix (and DKjr Fixed) > Enemy fruit smash takes priority.  The enemy gets smashed and Jr lives.

That is all
Glad you are working on even the little things.  This is definitely shaping up to be something awesome. 8)
Title: Re: Donkey Kong Junior Remix
Post by: Sock Master on January 30, 2017, 10:58:53 AM
Glad you are working on even the little things.  This is definitely shaping up to be something awesome. 8)

Yeah, I'm looking at all kinds of little details.   I've changed so many little glitches that I've stopped counting.   Normally I wouldn't want to modify so many things, but this game really needs it.   A lot of the logic in the game was too hacky.   I do try to keep things within the original intent/spirit, so I don't think most players will even notice... well, I bet they won't notice most of them when they play Jr Remix -- but I think they'll then notice more when they go back to original Jr.   (You don't tend to notice when something works like it ought to.  You do notice when something is amiss.)

One of the more obvious changes I made was to Jr's auto-grabbing of vines.   In the original game it's impossible *not* to automatically grab/climb a vine if it's near Jr.   I made it so it's possible to let go of a vine when you climb down onto a platform.  And also, not auto grab a vine if he walks past one.   (You can grab the vine by jumping or pressing UP.)   Mostly this was to give Jr more freedom of movement.
Title: Re: Donkey Kong Junior Remix
Post by: Sock Master on February 02, 2017, 03:57:03 PM
I'm starting to do some of the hardware integration now.  We have an interesting issue to deal with because there are two different kinds of DKJr boards out there, Donkey Kong Junior and Donkey Kong JR. and the two boards have different graphics ROMs.   Luckily I'm going to rig the kit to be able to detect which ROMs are on the PCB and it can then automatically display a "Remix" title screen that will work with the PCB's graphics set.

Title: Re: Donkey Kong Junior Remix
Post by: pwnasaurus on February 03, 2017, 11:53:21 AM
Looks awesome.  Can't wait to try it.
Title: Re: Donkey Kong Junior Remix
Post by: Sock Master on February 10, 2017, 06:35:33 PM
I always wanted to include a fixed version of DK Jr along with DK Jr Remix but a few issues have been bothering me about how to go about doing this..   If I made original DK Jr, fixed DK Jr and DK Jr Remix all selectable by holding the jump button down, it's going to be a little confusing which version of regular DK Jr is booted up - especially to any random passerby coming up to the cabinet.

After a lot of thought, I came to the conclusion that it would be most convenient if DK Jr Remix itself simply allowed one to play whichever version of DK Jr they'd like without having to switch games.
This means it's going to save two high score tables, one for Jr Remix and one for Classic Jr.   The game is just going to cycle between them in demo mode.

I'm not sure if this is the best way to go..   During the intro sequence when Mario is pulling up DK's cage, if you push the joystick to the left - it'll play the classic Donkey Kong Jr stages and if you push the joystick to the right (or not touch the joystick) - it'll play Donkey Kong Jr Remix.

Title: Re: Donkey Kong Junior Remix
Post by: treborlicec on February 10, 2017, 07:19:40 PM
I always wanted to include a fixed version of DK Jr along with DK Jr Remix but a few issues have been bothering me about how to go about doing this..   If I made original DK Jr, fixed DK Jr and DK Jr Remix all selectable by holding the jump button down, it's going to be a little confusing which version of regular DK Jr is booted up - especially to any random passerby coming up to the cabinet.

After a lot of thought, I came to the conclusion that it would be most convenient if DK Jr Remix itself simply allowed one to play whichever version of DK Jr they'd like without having to switch games.
This means it's going to save two high score tables, one for Jr Remix and one for Classic Jr.   The game is just going to cycle between them in demo mode.

I'm not sure if this is the best way to go..   During the intro sequence when Mario is pulling up DK's cage, if you push the joystick to the left - it'll play the classic Donkey Kong Jr stages and if you push the joystick to the right (or not touch the joystick) - it'll play Donkey Kong Jr Remix.

As a huge fan of DK Remix, I would prefer consistency between the DK Remix and DK Jr. Remix.  I like the Jump button switching.  It works fine for DK/Remix/Deranged.  Just one fan's opinion.  I like how you have Luigi making an appearance.
Title: Re: Donkey Kong Junior Remix
Post by: Sock Master on February 10, 2017, 08:28:28 PM
As a huge fan of DK Remix, I would prefer consistency between the DK Remix and DK Jr. Remix.  I like the Jump button switching.  It works fine for DK/Remix/Deranged.  Just one fan's opinion.  I like how you have Luigi making an appearance.

Using the jump button (from attract mode) to switch between DK Jr. Remix and regular DK Jr. will still work the same way as it did on the DK Remix kit.   The new thing I've mulled over is that DK Jr Remix will *also* allow you to play the original DK Jr. stages/level order without needing to switch back to DK Jr.
The difference in this case will be that this version of "Classic DK Jr." will be running on the DK Jr Remix engine.  It's going to include the improved control response, glitch and bug fixes, 1 million points digit, 2 digit level display, etc... that is part of DK Jr Remix.   Classic will also have it's own high score table.

It'll still let you switch to the original DK Jr ROMs and play the original, unmodified DK Jr.   But there will be a new version of DK Jr as part of DK Jr Remix as well.   All 3 will save their own high score lists too.

It's not all actually implemented yet, I'm still working on that but that's the plan right now.
Title: Re: Donkey Kong Junior Remix
Post by: aarontruitt on February 11, 2017, 07:16:28 AM
My DK Jr cab will not be turned on until Remix is installed! Can't wait.