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Show HN: Konga Beat – A custom track editor for Donkey Konga 2 and 3

kongabeat.com

21–30 of 31 posts

Re: Show HN: Konga Beat – A custom track editor for Donkey Konga 2 and 3

#22
post #2

Suggestion to put a screenshot or two on the main kongabeat page, there's seemingly no screenshots unless you exit to the itch.io site and was curious about the UI. Nice work!

Good call. I tried fitting a screenshot or two on the homepage before, but couldn't figure out an easy way to do it with the default VitePress layout. I should give it another go.

Re: Show HN: Konga Beat – A custom track editor for Donkey Konga 2 and 3

#23
post #9

Nice idea and something I would have otherwise liked to have tried out (I actually have two pairs of DK bongos) but its Windows only and it seems to be closed source. I searched high and low but I couldn't find a link to the source code or even the software licence. :(

Konga Beat uses a paid Unity extension which limits my ability to share the source code in a public repo. The code is also, admittedly, a bit messy. That said, I am happy to share the project's source code if you'd like to check it out! :)

Re: Show HN: Konga Beat – A custom track editor for Donkey Konga 2 and 3

#24

How much different is Donkey Konga compared to Taiko? Wouldn't it have been simpler to adjust already existing tools (i.e osu) to export to whatever proprietary format Donkey Konga uses instead of making an entire new editor and reinventing the wheel?

Admittedly, this may be a disappointing answer: when I started working on Konga Beat, I didn't fully grasp the extent of the rhythm game modding scene. I was so excited to make a dedicated editor that I just went for it.

Only when I was deep into working on Konga Beat did I discover editors like Moonscraper and Peepo Drum Kit. Even then, I was having so much fun working on Konga Beat that I wanted to see it to completion.

Re: Show HN: Konga Beat – A custom track editor for Donkey Konga 2 and 3

#25
post #21

> Why did you build Konga Beat in C# and Unity and not language X and/or framework Y? > Knowing what I know now, if I started this project today, I wouldn't use Unity. Have you thought about what you might use instead?

C# with Avalonia

I quite like working with C#, but Unity introduces a lot of unnecessary overhead and isn't designed to build an application like this. I had to use goofy hacks to make Konga Beat behave approximately like a regular native application.

Re: Show HN: Konga Beat – A custom track editor for Donkey Konga 2 and 3

#27
post #20

Nice to see someone doing something to try to get some additional leverage out of the DK bongo drums. They're one of my favorite stupid/unnecessary videogame controller peripherals. They felt like such a missed opportunity, especially in the US. We only got three games that actually supported them, and despite my effort of actually tracking down a second pair of bongos so that my siblings and I could do multiplayer,…

Donkey Konga is a huge missed opportunity. Guitar Hero/Rock Band are probably best in show for the genre. Weird that they were so huge for such a short time. Probably the death of popular instrumented music.

I think it was more that companies way over invested in the concept and saturated the market combined with licensing fees making a lot of the games unprofitable.

Re: Show HN: Konga Beat – A custom track editor for Donkey Konga 2 and 3

#28

How much different is Donkey Konga compared to Taiko? Wouldn't it have been simpler to adjust already existing tools (i.e osu) to export to whatever proprietary format Donkey Konga uses instead of making an entire new editor and reinventing the wheel?

Admittedly, this may be a disappointing answer: when I started working on Konga Beat, I didn't fully grasp the extent of the rhythm game modding scene. I was so excited to make a dedicated editor that I just went for it. Only when I was deep into working on Konga Beat did I discover editors like Moonscraper and Peepo Drum Kit. Even then, I was having so much fun working on Konga Beat that I wanted to see it to comple…

I really appreciate how straightforward your replies are

Re: Show HN: Konga Beat – A custom track editor for Donkey Konga 2 and 3

#29

GameCube hacks are becoming really popular. There's the newly released FlippyDrive which allows booting games from a sd card without soldering or removing the disk drive. I'm a huge Mario Kart: Double Dash! fan and there's many fan made tracks and fan made roms which includes more tracks and kart.

Are folks generally using CRTs or is it common to use a newer upscaling approach?
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