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  1. S

    Complete Golden Axe Remake

    For #1, that can be done but will require editing every enemy to have a breakout counter. Something that can be looked at for ver 1.6. For #2, playable enemies and bosses have not yet undergone rebalancing and polish like the core cast. The focus of ver 1.5 was to get the core cast into a...
  2. S

    Complete Golden Axe Remake

    What should the cost be though? The player's lives?
  3. S

    Complete Golden Axe Remake

    I forgot to mention but you've probably noticed... The d f+a special is the decapitation move. For everyone. 😋
  4. S

    Complete Golden Axe Remake

    This will work. But for it to be effective we need to solve that AI bug that makes them all bunch up on the same Z plane. Else it doesn't matter how many you summon if they can all be bunched up and batch killed all at once.
  5. S

    Complete Golden Axe Remake

    That is actually how it works now, just not automatically or programmatically. Mob HP is manually defined on a level/stage basis as opposed to HP being hardcoded into the enemy file... Reason for this is simple; there is only one actual mob 'file' and a bunch of 'alts' which are palette/colors...
  6. S

    Complete Golden Axe Remake

    Everyone has a d f+a, d u+a, back+a and a break/GTFO and rise attack. If you're being hit, tap Block to break out. If knocked down, hold up and tap attack to rise attack. The special moves are also not something overpowered. They're there just to give variation to the gameplay and add some...
  7. S

    Complete Golden Axe Remake

    @dai92 BTW, in case you didn't know. All characters have a down forward + attack and a down up + attack special move. Try em all out 😉
  8. S

    Complete Golden Axe Remake

    I had a general baseline of 64 HP for weakest mobs on level 1, then gradually increase by 32 HP each time. For each version of the same mob, it also got another +32 HP per version. This was just a basic start tho so yeah, feel free to tweak. Had to start somewhere... There was no real standard...
  9. S

    Complete Golden Axe Remake

    The NPC's do too much. They effectively play the game for the player the way it is now. The real problem is that the original vanilla AI was never designed with this in mind so it simply gets wrecked. My first thought is to somehow lessen the impact. Maybe make NPC calling share player lives...
  10. S

    Complete Golden Axe Remake

    Does calling an npc helper increase the enemy HP and aggression in proportion as well? I have a feeling that if there's no equivalent scaling, the game could become way too easy. 🤔 IMO, it's already easy enough solo... Also, looks like that AI issue where the enemies constantly bunch up is...
  11. S

    Complete Golden Axe Remake

    The peck move you gave him was perfect to effectively replace the kick, which honestly looks pretty jank so I used the peck in place of the kick. It honestly is much better. But yeah, of all the available frames for the jump kick, I picked the one that most looked like a dive kick.. I know the...
  12. S

    Complete Golden Axe Remake

    Regarding Eve's kick... I deliberately picked the other one as it actually looks more like a flying kick and/or diving kick in regards to how the legs are angled. The correct sprite looks... well... boxy, IMO. I'll leave it up to kimono if he wants to change it. The hitbox and bbox are basically...
  13. S

    Complete Golden Axe Remake

    Ok, that new portrait for Kain is MUCH MUCH better!
  14. S

    Complete Golden Axe Remake

    Just to avoid any misunderstanding... Me saying above that it 'isn't going to change' does not mean the move won't change or be tweaked etc. I was referring to the fact I understand it's purpose, and that purpose will not change. It will remain what it was always intended for even in the classic...
  15. S

    Complete Golden Axe Remake

    Don't worry, it's still the most powerful move the player has. I know full well what it's purpose is and that isn't going to change.
  16. S

    Complete Golden Axe Remake

    My philosophy for 'modern' is basically what SOTN did for CV, that sort of modern. Trust me, I'm the most anal one here when it comes to balance, kimono can attest to that as I keep repeatedly mentioning balance to him until he's sick of hearing it 🤣 The core GA1-2-3 cast has been fully...
  17. S

    Complete Golden Axe Remake

    As far as replicating the original game goes... you can't run along the z plane nor escape roll or block either. The original game felt rather stiff in that way so since we have all the additional mechanics, the aim is to allow a more modernized feel while still being true to how the original...
  18. S

    Complete Golden Axe Remake

    The two part shield makes me think... how can we make it shake slightly on hit/block 🤔 This also applies to hit enemies, is there a way to induce a slight shake, like moving the X offset by 1 rapidly...
  19. S

    Complete Golden Axe Remake

    Playtesting player Death Adder and I keep finding it hilarious that Alex says the king and princess were taken captive by Death Adder and it's like 'dude, I'm right here, I din do shit!!'. Or maybe if you use playable Death Adder, the dialog should go like this: "Alex, what has happened?!"...
  20. S

    Complete Golden Axe Remake

    We haven't completely gone through all the playable enemies/bosses yet. That's a huge job which will be left for ver 1.6. For ver 1.5, we at least will make sure that the core player cast and all the enemies will work as intended with a decent level of polish.
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