Golden Axe Remake

Complete Golden Axe Remake 1.4

No permission to download
Project is completed.
Line 205 is 'delay 1'. I think having delay 1 is way too fast for just a single frame of animation before the delay 20. Try increasing to delay 2 or 3 and see if it helps.
 
Line 205 is 'delay 1'. I think having delay 1 is way too fast for just a single frame of animation before the delay 20. Try increasing to delay 2 or 3 and see if it helps.
That is not the case, there is no limitation about how small a delay should be (unless its zero).
its related with scripts.
 
Not really, since its related to scripts. There were some chances between OpenBOR version 3 and 4 and this should be the case here.
I will try to take a look at it once I have time.
Thanks mate: I found what was preventing this entity from loading.
Code:
@cmd playsample data/sounds/punch.wav 0 50 50 100 0
is not supported in 7735. It's a shame that Openborlog.txt doesn't point to this exact part but to a line of text that has nothing to do with it.
Thanks @shirakani for looking into it and for the help with the character settings ;)
 
Thanks mate: I found what was preventing this entity from loading.
Code:
@cmd playsample data/sounds/punch.wav 0 50 50 100 0
is not supported in 7735. It's a shame that Openborlog.txt doesn't point to this exact part but to a line of text that has nothing to do with it.
Thanks @shirakani for looking into it and for the help with the character settings ;)

Ah shit, should have caught that considering I spent all day adding 'sound' and 'hitfx'... 😑
 
No problem, so I modified his death animation as follows:
Code:
anim death
    offset    90 266
@script
    int s = getindexedvar(9010);
    if(!s){
        s = loadsample("data/sounds/punch.wav");
        setindexedvar(9010, s);
    }
@end_script
    delay    12
    move -4
@script
    playsample(getindexedvar(9010), 0, 40, 40, 100, 0);
@end_script
    frame    data/chars/adder/death/dief1.png
    frame    data/chars/adder/death/dief2.png
    frame    data/chars/adder/death/dief3.png
@script
    playsample(getindexedvar(9010), 0, 60, 60, 100, 0);
@end_script
    frame    data/chars/adder/death/dief4.png
    frame    data/chars/adder/death/dief5.png
    frame    data/chars/adder/death/dief6.png
@script
    playsample(getindexedvar(9010), 0, 80, 80, 100, 0);
@end_script
    frame    data/chars/adder/death/dief7.png
    frame    data/chars/adder/death/dief8.png
    frame    data/chars/adder/death/dief9.png
@script
    playsample(getindexedvar(9010), 0, 80, 80, 100, 0);
@end_script
    frame    data/chars/adder/death/dief10.png
    frame    data/chars/adder/death/dief11.png
    frame    data/chars/adder/death/dief12.png
@script
    playsample(getindexedvar(9010), 0, 80, 80, 100, 0);
@end_script
    frame    data/chars/adder/death/dief13.png
    frame    data/chars/adder/death/dief14.png
    frame    data/chars/adder/death/dief15.png
@script
    playsample(getindexedvar(9010), 0, 50, 50, 100, 0);
@end_script
    frame    data/chars/adder/death/dief16.png
    move 0
    sound    data/sounds/damn.wav
    frame    data/chars/adder/death/die.png
    delay    100
    frame    data/chars/adder/death/die.png

Glad to have successfully upgraded to 4.0! It's now possible to install a cleaner game build :)
 
Thanks mate: I found what was preventing this entity from loading.
@cmd playsample data/sounds/punch.wav 0 50 50 100 0is not supported in 7735.

That's not supported in ANY version. Playsample requires an indexed sound ID, which only exists if the sound file is loaded in memory. You could technically get away with this:

Code:
@cmd playsample loadsample("data/sounds/punch.wav") 0 50 50 100 0

And in this particular case it would work because punch is preloaded anyway, but if it was any sound that isn't, the engine would have to find that file and load it on the spot, which could cause a frame skip or two depending on your drive speed. IOW, don't do it. If you want to use Playsample, make sure the sounds are loaded first, and and cache them as an ID.

DC
 
@DCurrent : Thanks Damon, I'll be careful when using this function so I don't get stuck.
Currently, I can't finish level 1 in version 4.0 7735 (nor can I exit the game via the menu): is this due to the "boss 1" function on both Bad Brothers?
All the bosses are dead, but I can't progress to the next level. How can I find out what's causing this?
I've attached the level.
 

Attachments

It appears that assigning the boss 1 flag to multiple entities is blocking the game in 4.0.

My allied NPC becomes permanently blocked when facing a wall, which can slow progress if he is subject to screen.
The GA3 characters are currently being reworked and Sara, Kain, and Chronos will be able to ride dragons.
Chronos riding dragon.png
 
Back
Top Bottom