Golden Axe Remake

Complete Golden Axe Remake 1.4

No permission to download
Project is completed.
Nice detail on the first part of the stage, with the animated feathers. About the second part, yes, the sky should scroll vertically too.
Knowing that the sea scrolls downwards as a background, do you have any idea on how to make the sky scroll upwards?
 
Thanks O', I will try this technique ;)
Small presentation of the recolored Proud Cragger sprites which will be used in game. I try to ensure that these follow one another in a logical way and keep some others on hand that I will not use for the moment.
We therefore have:
- Many sprites debugged because they were misaligned
- Pain, fall, rise anims revised
- Extra frames on kick and thrown
- The new potrait still at the WIP state
A gameplay video of the character will come tomorrow 😉
R1ferGm.png
uzXOcvZ.png
 
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Proud Cragger is integrated into the game and I will present it with Corvette.
As a reminder, all of the enemies will be playable and it will be quite easy with this one, given its fairly simplistic design, to create a number of new animations for them.
Here are some of them:
- Certain animations, particularly attack animations, have been debugged
- More frames in jump and jump attack
- The combo attack also gained a few intermediate frames
- Pain, fall and rise revised
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c332Hmg.png
 
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Corvette is more pleasing to the eye and less monochrome with the color separation with its sword.
We are slowly getting closer to the public update 1.5 once all the GA 1, 2 & 3 characters have been converted and the 2 eagle + extended stages are ready 😉

At this stage, if some people want to beta test the game, I can send a copy with pleasure.
I just need a few tweaks like the projection of Proud Cragger at 0:21 of the video; the enemy is not carried correctly and is pushed back by the ground (is this due to damageonlanding)?
Here is the animation in question:
Code:
anim grabforward # throw forward
    offset    80 138
    hitfx   data/sounds/jump.wav
    attackone 1
    # lift up
    frame    data/chars/proud/g1.png
    attack6 96 94 12 24 0 0 1 1
    forcedirection -1
    delay    12
    frame    data/chars/proud/g2.png
    attack6 0
    delay    20
    frame    data/chars/proud/g3.png
    # throw
    attack6 96 94 12 24 0 1 1 1
    forcedirection 1
    damageonlanding 16
    dropv   5 -1 0
    delay    72
    bbox    60 61 38 77
    frame    data/chars/proud/g5.png
 
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Ow, if you're using pseudo throw method like that, you'd get misalignments like ones shown in the video.
However, I don't think Longmoan would be bounced back like that because of the throw nor damageonlanding. There must be something in enemy's FALL6 which could've caused that.
 
Ow, if you're using pseudo throw method like that, you'd get misalignments like ones shown in the video.
However, I don't think Longmoan would be bounced back like that because of the throw nor damageonlanding. There must be something in enemy's FALL6 which could've caused that.
Thank you for your enlightenment, dear Bloodbane and you are clearly right: it becomes necessary for certain projections to move to a less obsolete system and where the position of the projected entity is fully controlled.
Since Longmoan doesn't have anim fall6, I guess the anim fall takes precedence.
Here it is:
Code:
anim fall
    @script
   if( frame == 3 ){
     void self = getlocalvar("self");
     int Health = getentityproperty(self, "health");
     int Land = getentityproperty(self, "damage_on_landing");

     changeentityproperty(self, "damage_on_landing", 0);

     if( Health > Land ){ 
       changeentityproperty(self, "health", Health-Land);
     } else if( Health <= Land ){
       damageentity(self, self, 20, 1, openborconstant("ATK_NORMAL"));
     }
   }
@end_script
    landframe 3
    delay    10
    offset    60 98
    frame    data/chars/longmoan/p1.png
    delay    30
    attack  70 90 20 20 4 1 0 1
    forcedirection 1
    frame    data/chars/longmoan/f2.png
    delay    200
    frame    data/chars/longmoan/f3.png
    attack  0
    delay    20
    frame    data/chars/longmoan/die1.png

If I understand correctly, it is the fact that he considers damageonlanding as an attack that makes him project himself in this way?
 
Ah I remember that script though couldn't recall which enemy I applied that to.
The purpose is to make DEATH animation be played even if enemy dies from thrown damage.

it is the fact that he considers damageonlanding as an attack that makes him project himself in this way?

No. Technically he checks damageonlanding when he lands. If the damage is less than his health, he'll deduct the damage from his health. But if the damage is more, he attacks himself to play DEATH animation.

Back to the issue, if Longmoan doesn't have DEATH animation, he shouldn't be using that script.
 
Thanks for your attention: Longmoan doesn't have death6 animation here either.
I'm using version 6412 and would eventually like to run the game with the latest engine update :)

Here is the full text referring to Longmoan as attached file ;)
 

Attachments

"- Sarah Connor?
- No, this is Sara Burn..."
A new warrior from GA3 joins the troops with a multitude of modifications, additions of new animations and animation debugging.
Doesn't pink suit her?
RvOQRo7.png
Egrq6UP.png


It seems that the chargetime is not working correctly (or I am using it wrong) on the 6412 engine version.
This is what the animation looks like on sword throwing:
Code:
anim chargeattack
    chargetime 0.2
    fastattack 1
    delay    4
    offset    60 99
    frame    data/chars/sara/a17.png
    frame    data/chars/sara/a18.png
    attack    84 51 32 31 4 0 1 0 4
    frame    data/chars/sara/a19.png
    attack 0
    frame    data/chars/sara/a19.png  
    attack    121 51 32 31 4 0 1 0 4
    frame    data/chars/sara/a20.png
    attack 0
    frame    data/chars/sara/a20.png  
    attack    157 51 32 31 4 0 1 0 4
    frame    data/chars/sara/a21.png
    attack 0
    frame    data/chars/sara/a21.png  
    attack    193 51 32 31 4 0 1 0 4
    frame    data/chars/sara/a22.png
    attack 0
    frame    data/chars/sara/a22.png  
    attack    193 51 32 31 4 0 1 0 4
    frame    data/chars/sara/a23.png
    attack 0
    frame    data/chars/sara/a23.png  
    attack    193 51 32 31 4 0 1 0 4
    frame    data/chars/sara/a24.png
    attack 0
    frame    data/chars/sara/a24.png  
    attack    193 51 32 31 4 0 1 0 4
    frame    data/chars/sara/a25.png
    attack 0
    frame    data/chars/sara/a25.png  
    attack    193 51 32 31 4 0 1 0 4
    frame    data/chars/sara/a24.png
    attack 0
    frame    data/chars/sara/a24.png  
    attack    193 51 32 31 4 0 1 0 4
    frame    data/chars/sara/a23.png
    attack 0
    frame    data/chars/sara/a23.png  
    attack    193 51 32 31 4 1 1 0 4
    frame    data/chars/sara/a22.png
    attack 0
    frame    data/chars/sara/a22.png  
    attack    157 51 32 31 4 0 1 0 4
    frame    data/chars/sara/a21.png
    attack 0
    frame    data/chars/sara/a21.png  
    attack    121 51 32 31 4 0 1 0 4
    frame    data/chars/sara/a20.png
    attack 0
    frame    data/chars/sara/a20.png  
    attack    84 51 32 31 4 0 1 0 4
    frame    data/chars/sara/a19.png
    attack 0
    frame    data/chars/sara/a18.png
    frame    data/chars/sara/a17.png
 
@Bloodbane: The chargeattack anim seems to ignore the chargetime and works with 3 seconds button pressed to activate.
@O Ilusionista: That's absolutely correct and I think I'll use the Kratus scripted version then.
I don't know if this function was revised in 4.0?
I find this charge on the attack button very interesting for the following points:
- It mobilizes classic attacks so could serve as a preemptive attack
- We cannot abuse and spam this technique as it requires charging time

In conclusion, charged attacks can be a good way to take the initiative and/or break a combo.
In any case, I would like it in the range of possible moves :)
 
A quick look at Dark Guld, the GA2 boss who will only appear at the end of Duel mode.
His pain fall and rise animations have been recreated as well as some attack frames added.
wB75Nzn.png

The skeleton from GA2 joins the troops and offers a bit of color and variety to the enemies encountered.
Along the way, it has gained a number of new animations in jump, attack, kick, stun and rise. Soon a new video with a new character 😉
nhYwgO6.png
6ykBo6r.png
 
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Hello, all enemies are now playable and this allows me to carry out some tests, notably on Mustang where I do not understand why it flies off to other horizons on its runattack:
Here are its parameters and the complete text file attached:
Code:
name    Mustangp
health    96
speed    9
running 18
jumpheight 3
grabdistance 36
throwdamage 8
aggression 10
risetime  20
type    player
throw 2 3
gfxshadow 1
shadow    3
nolife  1
falldie 2
paingrab 1
grabforce 1
grabfinish 1
noatflash 1
diesound data/sounds/mustang_die.wav

anim runattack
    jumpframe 0 2 0
    offset    80 138
    bbox    57 61 53 56
    followanim 2
    followcond 1
    hitfx data/sounds/hit4.wav   
    delay    40
    forcedirection -1
    attack  57 61 53 56 32 1 1 1
    frame   data/chars/mustang/ra.png

# deflect
anim follow2
    jumpframe 0 1 0
    offset    80 138
    delay    1
    bbox    57 61 53 56
    attack  57 61 53 56 32 1 1 1
    frame    data/chars/mustang/ra.png
    attack  0
    delay    20
    frame    data/chars/mustang/ra.png
 

Attachments

Hmmm....
Code:
anim runattack
    jumpframe 0 2 0
    offset    80 138
    bbox    57 61 53 56
    followanim 2
    followcond 1
    hitfx data/sounds/hit4.wav   
    delay    40
    forcedirection -1
    attack  57 61 53 56 32 1 1 1
    frame   data/chars/mustang/ra.png

Maybe this is first frame bug.
Try moving jumping or dashing to second frame like this:
Code:
anim runattack 
    delay    10
    followanim 2
    followcond 1
    jumpframe 1 2 0
    offset    80 138
    bbox    57 61 53 56
    hitfx data/sounds/hit4.wav  
    frame   data/chars/mustang/ra.png
    delay    40
    attack  57 61 53 56 32 1 1 1
    forcedirection -1
    frame   data/chars/mustang/ra.png
 
T47tmCq.png

Back to the tests, where the skeleton is in great shape (his magic is perhaps a little too devastating).
Ax Battler has benefited from four colors (instead of just one) for his hair and an additional color for his outfit.
Work has been done on Gordon and Karla's outfits, which for the moment will remain outside the official cast so as not to break the unity and coherence of the universe.
It's interesting to note how much Karla can look like Blaze from the moment she has her black tights on.
rn1Tune.png

gAMb2r0.png
wWc7YTi.png
m8VV4NB.png
 
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