Golden Axe Remake

Complete Golden Axe Remake 1.4

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Project is completed.
Thanks Millia, I can actually add this animation as a Jump Forward and let you test it in-game.

I also added 2 new compatible palettes for Tyris GA1 & 2 (thanks to @Mr.Hunter for the palette suggestions which I slightly tweaked here for the yellow outfit)
NuabAqn.png


Would you be interested in working on another GA2 character, female or otherwise, if I don't take advantage of your kindness?
Appreciate the offer. Probably not at present, but if I do come up with more stuff I'll certainly share. :)
 
Since the bosses in Golden Axe 2 don't have walk-ups; the same goes for the characters in Golden Axe 3, I have these types of poses to achieve.:
ZdDA2wK.png

I still have my full-time job which takes up a lot of my time and very little lately to move forward on this project. Maybe I will have to wait until I have some time off to be able to move forward again, this is the case I suppose for many people who create for leisure and passion ;)
 
Good evening, good news regarding routes GA2 and GA3: they will be easier to complete than expected. I won't need to redraw everything; a good recoloring will provide a perfectly acceptable visual on screen.
Let's compare the original version with the recolored one:
B0eJzVK.png

LAtTsR0.png

I would also like to have your opinion on the water edges, given that I had to enlarge the playing area.
@LetsPG also kindly retrieved the dragon sprites from the game's memory, allowing me to recolor the mount I wanted. Obviously, many more sprites are needed for it to be complete, but it's a good start :) .
 

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I would also like to have your opinion on the water edges, given that I had to enlarge the playing area.

The recolored looks better.
As for widened panel, the right edge of water area (below platform) needs to be fixed but the left edge looks good.
With wider panel, does this mean player could knock enemies to water?
 
Thanks Bloodbane for this valuable feedback (I've adjusted the level accordingly in the post above).

Yes, the area near the bridge is considered a hole.
Is it difficult to send a water jet if a character falls into this hole?
 
Is it difficult to send a water jet if a character falls into this hole?
Nope. There are several ways to do it.
in my case, I use a very handy OpenBOR feature: holes (and walls) have type. By detecting their types, you can do a lot of cool things

This is the code I use as inholescript:

C-like:
// Jump to a specific branch based on hole type or water effect
// Thanks Bloodbane and White Dragon for the help
// Douglas Baldan / O Ilusionista - 2018.07.28
// www.brazilmugenteam.com
void main()
{
int Type = getlocalvar("type"); // Get hole type
void self = getlocalvar("self"); // Get caller
int y = getentityproperty(self,"y"); // Get Y pos
int HP = getentityproperty(self,"health"); // Get caller health
int Vy = getentityproperty(self,"tossv"); // Get Y velocity

if (Vy < 0 && y < -5)
    {   
    switch(Type)
        { // check the hole Type
        case 1 : // Type 1 (Water)
        spawn01("water",0,0,1);
        changeentityproperty(self, "subject_to_maxz", 0);
        move(0,2000,0);
        break;
        
        case 2 : // Type 2
        jumptobranch("branch2", 1); // change "branch2" for the desired branch name, between quotes
        break;
        
        //just copy and past the block above and change its value for more options
        
        default : // in case of none of above, continue with the normal behaviour  (die)
        break;
        }
    }
}

To make it work, you need to set the hole as type 1 - its the last value:
hole {xpos} {zpos} {upperleft} {lowerleft} {upperright} {lowerright} {depth} {alt} {type}
In the code above, I check the hole type.
If it's type 1, I spawn a water effect, turn off subject_to_mazx, and move the character "down" on the z-axis 2000 pixels - necessary so you don't see the character falling.

The result:

This code has a bonus: if the hole is type 2, instead of dying, the character goes to a specific branch :)

Regarding wall types, one use is to determine which walls you can do a wall bounce on - differentiating invisible walls that only serve to delimit movement (like the part with the grates in the video level) from real walls, like the truck. Note that the wall bounce only works when I jump on the truck, not on the grates.

 
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