Golden Axe Remake

Complete Golden Axe Remake 1.5

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Project is completed.
I agree, improved AI would really solve this issue and make the game more interesting.
But honestly, the biggest balance issue is being able to heal anytime, anywhere. No classic beat 'em up does this - it's why food matters in those games. Here, you can just brute force through everything with zero risk. The green gnomes with food become meaningless because of this.
What if you could only use that free heal once per stage? Then you'd actually have to think about when to use it, and food would matter again. Just an idea!
I think that the healing is ok. It kind of reminds me of how TMNT Shredders Revenge is done with its ability to restore special stock at any time.

The thing is, a lot of effort was put in leading up to 1.5 release with the focus of improving the player experience. We put in a lot of time in improving the player side of things which meant we didn't really get around to doing the same on the enemy side.

Now, we could have delayed 1.5 further, but then think of when kimono initially started his efforts on 1.5 and how long it took to get to today with an actual release. It was already pretty much vaporware tier... I brought this point up in a discussion with him at some stage and we ultimately agreed that with how long it had been since work commenced, that it was better to release something so that the project didn't actually become vaporware.

So, here we are!

1.5 is really a midpoint where the player aspect of the game ie playable characters, at least the core Golden Axe, 1, 2 and 3 cast, should feel much better compared to 1.4. Movement is clean and consistent, animation frames and timing are polished with no disjointedness ie all throws are synced correctly etc... Characters have distinct identity, like the GA2 versions of the cast play and feel completely different to GA1, GA3 characters are unique... so on and so forth.

Now that the core player experience, the main core cast, is polished and complete... The focus from now will be to improve the enemy side of the game so that it matches the player side. The original base AI for the mobs really was never designed to deal with players being able to simply alter running trajectory or roll on the Z plane... Nevermind having unique special moves and breakout features so no surprise the AI is completely overmatched right now. It needs to be completely retooled to deal with the new tools the player has.
 
I gave this a play, there's lots of detail and it's really fun, I would speed up some of the bigger guys animations a little but not much, also the throws on some characters don't work and everything went wrong at the end of the video, have a look.


Only the GA1, GA2 and GA3 cast are guaranteed working as intended.

The rest of the playable enemies are largely 'frameworks' right now ie barebones anything just to be functional within the minimum requirements for a character to work. Exception is probably playable Amazon, Lizardman and playable Death Adder. Death Adder at least is reasonably polished. He's my template of sorts for playable boss characters.

So, yeah, if there's anything broken with a playable enemy, that's the reason why.
 
So, yeah, if there's anything broken with a playable enemy, that's the reason why.

You should probably remove them from being playable then as it will cause you a huge pile of problems to fix later on and you will be overwhelmed,

Only the GA1, GA2 and GA3 cast are guaranteed working as intended.

The same happened with the original GA1 and all remaining lives and continues went, its a universal bug affecting all characters it seems, there's also a throw glitch with said GA1 character.

 
Only the GA1, GA2 and GA3 cast are guaranteed working as intended.

The rest of the playable enemies are largely 'frameworks' right now ie barebones anything just to be functional within the minimum requirements for a character to work. Exception is probably playable Amazon, Lizardman and playable Death Adder. Death Adder at least is reasonably polished. He's my template of sorts for playable boss characters.

So, yeah, if there's anything broken with a playable enemy, that's the reason why.
I've been helping test the game and characters for many months now. A very frequent issue: character sprite offsets. To my trained eye, as a hardcore Golden Axe player, it's obvious. Proud Cragger was recently fixed - since the start of development he had offset issues during running and walking, but nobody fixed them.
When I point these out - the developers fix them, and I'm grateful for that.
Not all characters are ready yet - we're aware of the issue.
 
You should probably remove them from being playable then as it will cause you a huge pile of problems to fix later on and you will be overwhelmed,

The same happened with the original GA1 and all remaining lives and continues went, its a universal bug affecting all characters it seems, there's also a throw glitch with said GA1 character.

Up to kimono really. He wanted them in the open as people could highlight issues and I agree on that front. I'm just saying that they are nowhere near as polished or 'completed' as the core cast characters (except for the ones mentioned ie Amazon, Lizardman and Adder).

That throw glitch is weird, I'll have a look into it, thanks for pointing it out... quite sure that did not exist during my final testing run... 🤔

I've been helping test the game and characters for many months now. A very frequent issue: character sprite offsets. To my trained eye, as a hardcore Golden Axe player, it's obvious. Proud Cragger was recently fixed - since the start of development he had offset issues during running and walking, but nobody fixed them.
When I point these out - the developers fix them, and I'm grateful for that.
Not all characters are ready yet - we're aware of the issue.

Of all the core cast, Cragger gave me the biggest headaches... so you're welcome 😉. He can also grab an enemy without hitting them first (he's the only one who can) and can throw up, down, left, right. His Proud Bomb throw was moved to a special move slot and cleaned up. He also has super armor during his attacks.

There shouldn't be any offset issues with the core cast left. All sprites should be correctly aligned, and there should be no animation desyncs either ie throws should all properly line up and fall correctly. There should also be no missing sound effects... everyone should have noticed by now that the GA1, GA2 and GA3 cast all have their respective game's sound effects... If there are any missing effects please let me know.

My role on the dev team is to create/design the gameplay for the player characters. kimono creates the general framework and then I take what he's given me and clean it up, add all the bells and whistles and create unique moves etc. If there are any bugs ie desyncs, missing animations etc, that's my problem to fix. 😅

If there are any level glitches, enemy glitches etc, that's kimono's problem 🤣
 
Today I discovered a glitch while playing as Sara Burn. After mounting a dragon on level 5, I dismounted and used magic (2 bottles), then immediately mounted the dragon again and the magic refilled. This could be repeated infinitely.
Also noticed that at the beginning of level 6, you can climb to the top of the castle entrance.
 
Up to kimono really. He wanted them in the open as people could highlight issues and I agree on that front. I'm just saying that they are nowhere near as polished or 'completed' as the core cast characters (except for the ones mentioned ie Amazon, Lizardman and Adder).

That throw glitch is weird, I'll have a look into it, thanks for pointing it out... quite sure that did not exist during my final testing run... 🤔



Of all the core cast, Cragger gave me the biggest headaches... so you're welcome 😉. He can also grab an enemy without hitting them first (he's the only one who can) and can throw up, down, left, right. His Proud Bomb throw was moved to a special move slot and cleaned up. He also has super armor during his attacks.

There shouldn't be any offset issues with the core cast left. All sprites should be correctly aligned, and there should be no animation desyncs either ie throws should all properly line up and fall correctly. There should also be no missing sound effects... everyone should have noticed by now that the GA1, GA2 and GA3 cast all have their respective game's sound effects... If there are any missing effects please let me know.

My role on the dev team is to create/design the gameplay for the player characters. kimono creates the general framework and then I take what he's given me and clean it up, add all the bells and whistles and create unique moves etc. If there are any bugs ie desyncs, missing animations etc, that's my problem to fix. 😅

If there are any level glitches, enemy glitches etc, that's kimono's problem 🤣
Yeah, just to clarify - the sprite offset bugs I've been finding are only on GA2 and GA3 characters.
There's been a bunch of them, but I've been taking screenshots and sending everything to Kimono as I go!
 
Roy from Blade Master joins the character selection roster and will be the guardian of Castle Gate, accompanied by Arnold (GA2 level 5).
View attachment 13875
A new boss in the ravaged village: the bandit leader from Revenge of Death Adder.

New Gladiator Style - Oh Man...🤌🤌🤌
Need more steel and metal for his clothes i think, thorns or spikes, but I'm a fan anyway
I like test it when is ready...
 
@vokilvulga : There are still a few tricks to configure and create for him, as the original model is relatively basic.

@LetsPG : Yes, that's what I wrote on the first line of the post: the duo will act as bosses (and Aldrick from Battle Blaze as midbosses on the same level).
 

Oh... We Tested this... very inspiring
The new super moves and attacks on this model are awesome. I definitely think this is the right way for a modern remake to look
I wonder if there will be new moves and tactics for throwing the sword - maybe a lizard tongue-like action would be a good idea to consider in future updates.

what else did I notice:
The soldier with the bat is also great and is synchronized perfectly. It is a real pleasure to play with him.
However, after the first stage he gets restless - he walks around the entire field of the screen, stops fighting or just flies away.

The wizard also showed a sporadic inability to fight - he just freezes seemingly at random.
 
I think you're referring to Zakkar, the club-wielding soldier from Golden Axe 2 (he'll soon be able to ride dragons). Are you saying that after stage 1, you lose control of that player? I'll also check on Wizard and send you an updated version if needed.
 
When creating throw animations.... this is why it's important to set the height and Z plane correctly... I swear this was totally unintentional... 😇
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maybe a lizard tongue-like action would be a good idea to consider in future updates.

Are you talking about Lizardman? Coz he does have a tongue grab.

Remember, only the GA1, GA2 and GA3 characters are complete and polished. All the playable enemies are in a VERY rough state. They are largely barely functional so yeah, expect a metric shit ton of bugs.
 
Guys, I'm a little out of the loop on this module...
The last time I tested it, it was just the GA campaign, now it also has GA campaigns 2 and 3?
 
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