Golden Axe Remake

Complete Golden Axe Remake 1.4

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Project is completed.
Fantastic, O', thanks for the idea, I'll try this (now I just need to find a suitable water spray effect).
Let's see how the recolored level 2 looks:
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The main issue with the level is that it's quite monochrome; so I tried to redraw the path to make it stand out against the cliffs. Perhaps some of the decorations could also be colored (or simply remain as engravings).

GA2 and 3 levels will thus be completed fairly quickly. They will be accessible on the main route via alternate paths.
One final positive point is that all GA2 and 3 characters are accessible (only Dark Guld and Damned Hellstrike could really use some additional animations).
 
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Let's see how the recolored level 2 looks:
Nice colors!
I have two small suggestions:
- the brown tile could bit just a tad more yellow-ish, as it would absorb part of the color of the wall
- try adding some clouds behind the walls, mainly in the central area (the closer to the lower area, the better), so you can make them to move and thus bringing some life to the stage (GA stages always lacked some life)
 
Thank you, I'll see what I can do about the clouds.

I made a mistake with the perspective of the step, which I tried to correct in terms of its finish.
Does it look better with a more orange color?
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@O Ilusionista Thank you: I took your model, corrected the steps so that they are parallel and added some discreet clouds, if that suits you ;)
Recoloring certain characters and environments, giving them a former glory, is definitely something I enjoy.

Here's the work-in-progress of level 3
Edit: The perspective issues on the platform have been fixed. :)
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Norfolk, once recolored, could be an excellent candidate for a final boss at the cave entrance. What do you think?
Do you know if his sprites can be obtained on Mugen or elsewhere?
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Thanks @Smart Kitty and @LetsPG ; we'll see if the GA3 levels do as well.

The rest of the story is about Dagon's Throat. Indeed, some areas could use more textures, and I've colored them black for now.
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I realize that quite a few bosses are missing or have been repurposed with an alternative color scheme (here, as the red Minotauros).
Is it a problem if I use a boss from another universe, like Gliformoth from Battle Blaze?
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Aldric could position himself at the gates of this level, given that once again, the Minotauros are guarding the entrance:
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Something about the drawbridge configuration bothers me, even from the start, and I don't know how to correct it.
 
The main thing is not to go overboard with the number of new bosses, because each of them will have to be made playable for the player.
Otherwise, it's a cool idea, the characters are very fitting for the Golden Axe setting.

I'm curious if bosses from Golden Axe: The Revenge of Death Adder are being considered, or if their large sprite size makes them unsuitable for this game?
 
We've reached the end of the road with access to the castle and the final boss room, shown in widescreen with its vanishing lines:
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I'm eager to test how it looks with a mirrored floor.

@LetsPG : There won't be an overload of bosses: it's just that on the GA2 path, we have 6+1 final stages, and in the first 6, the game alternates between no boss at all, Minotauros, and Headless Knight, which is far too few.
The goal is simply to offer a different boss at the end of each stage.
Regarding Revenge of Death Adder, the playable characters and mounts will be included in the game. As for the rest, I'll consider whether certain bosses or enemies are worth adding. At worst, they'll be relegated to Duel mode.

@Senator: The main road will include branches at each level, where you can choose to go via route GA1, 2 or 3.
 
I just compared the hero sprites from "Revenge of Death Adder" and realized that they are too big compared to the heroes of GA1, 2, 3. How will you be able to include them in the game? ;0
 
You're right to point that out:
Since Gilius doesn't have a GA3 equivalent for his character, I think Goah+Gilius works relatively well here with its current size.
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I will indeed have to reduce the size of Dora and Trix if I want to add them to the list of playable characters; I'll handle that internally without touching the sprites (reducing them to 80% of their original size, I think) and it will be included in update 1.6.
 
Difficulty levels will be integrated in version 1.6.

The current roadmap is to integrate routes 1, 2, and 3 and release version 1.5 to the public.
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Imagine this new boss, Norfolk, peacefully enjoying the sea air, until the tranquility is disturbed by a barbarian. There's still some recoloring work to be done, along with a few adjustments to the moves, but it's a step in the right direction.
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Our cunning magicians have also summoned a creature in the ruins level, one that surpasses their understanding and power. We'll get to the bottom of this tomorrow ;)
 
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