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Donkey Kong Country 2 - Diddy's Kong Quest - Brambles (Complete Graphics) by Metal-Yoshi94

File Name: Donkey Kong Country 2 - Diddy's Kong Quest - Brambles (Complete Graphics)
Submitted: by Metal-Yoshi94
Authors: Metal-Yoshi94
Type: Ripped
Purpose: Background, Foreground, Layer 3
Description: Complete pack of donkey kong country 2 brambles graphics



(It is recommended to use any patch that modifies the status bar (Sprite Status Bar v1.1.1, DKCR Styled Sprite Status Bar, New Super Mario Bros. Wii Styled Status Bar v1.7) to avoid display problems with layer3)



The Zip Includes:

ExGFX - Foreground

ExGFX - Background

ExGFX - Layer3

Map16

4 original different palettes

Sample Level (25)

readme



These graphics use the gfx of the blocks "?" therefore you could not add this type of blocks.



Enjoy these graphics, I intend to continue ripping full DKC2 graphics.



Video of the use of these graphics in beta demo version: https://www.youtube.com/watch?v=laUDqHS0WME
Screenshots:
Nice rip, but unfortunately in its current state, it's not user friendly in the slightest.

You mention that the user cannot use ? blocks because the graphics take up those spaces, but you do have 16 8x8 tiles in your BG3 slot. You should move tiles from the first file over into this area so that users can have at least 4 blocks they can use (mainly the ? blocks, coins, brown blocks, and turnblocks).


Also, the map16 really needs to be reworked for the FG. A general rule of thumb when submitting things, regardless if they're a rip or custom, the map16 MUST be readable. The user shouldn't spend more time figuring out where blocks are than they spend on their actual level.
See guideline 9
Originally posted by Guidelines
Please optimize your Map16 tiles and make it look organized.



Here is a previous map16 submission that doesn't have as many tiles, but it's still a lot more user friendly than the map16 included. Please make it something like this where the user can easily discern what tiles match.


Also ALL your palettes destroy palette row 1. Regardless of whether or not the user needs a status bar patch, these colors should NOT be included in the pal mask as they are never used by any of the graphics. Remember, even if the palette wouldnt be used, you should not include those colors in the palmask.
File Name: Donkey Kong Country 2 - Diddy's Kong Quest - Brambles (Complete Graphics)
Submitted: by Metal-Yoshi94
Authors: Metal-Yoshi94
Type: Ripped
Purpose: Background, Foreground, Layer 3
Description: IMPORTANT: [For the use of these gfx it is recommended to use a sprite status bar, there are several in the patch section. Since the colors overwrite the original palette of the status bar, in addition the layer 3 background would be cut at the top.]

Here I leave my contribution, DKC2 Brambles graphics completely complete, now you can use midway point and the blocks [?] And coins are 2 bananas that rotate both at different speeds to say it, this last I did so that it resembled more to the bananas of the original game.

Map16 totally redesigned and easy to use. There are 4 pages of FG

A more graphic file was added, containing the midway point animation, blocks [?], Bananas and optionally if you use cluster sprite to simulate the leaves that move with the wind. Same as in the original game.

The loan would appreciate it a lot since it took me several hours redesigning the map 16, adding the new animations and moving some threads that obstructed the use of the blocks.

Now to Enjoy!

Sample Video: https://www.youtube.com/watch?v=z1MEqlVlJFo&feature=youtu.be
Screenshots:
While much more usable this go around from a map16 standpoint, compared to the other rips on the site, it's much harder to integrate into a level. The layer 3 is fine, but Layer 2 and Layer 1's graphics are so intertwined, that if the user wished to use a different BG, or use the BG on a different FG they wouldn't be able to. I'm going to reject this and ask that you separate Layer 1 and Layer 2 into different exgfx files as much as possible.

Some other minor things I noticed:
-The palette for K.Rool Duel doesn't mention it only changes layer 3 and the backdrop anywhere. I feel just noting that would help.
-The colors you chose for the remapped dark-half of the midpoint don't work on some of the palettes (Screech's Sprint and K.Rool Duel).

It's still a really impressive rip, so don't get discouraged.