Golden Axe Remake

Complete Golden Axe Remake 1.4

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Project is completed.
The damage is definitely going to change for 1.5.... Jump attacks do way too much. A lot of mobs currently only have 32 HP total which is definitely not right... mobs will get a balancing pass which significantly increases their HP. Early game mobs should be able to survive one full attack+headknock+kick combo.... late game mobs generally feel tanky and can survive 4-5... the way it is right now, bosses feel like normal mobs.

Before anyone asks, yes, I am helping with development.
 
Yes LetsPG, the goal is for the player interface to be as clean and unobtrusive as possible, so players can fully enjoy the vastness of the levels. I'll consider a fragmented health bar and a standard health bar of 96 HP for players, which will make it easier for me to calculate damage and resistance.

P.S: Post in english please 😉
 
The damage is definitely going to change for 1.5.... Jump attacks do way too much. A lot of mobs currently only have 32 HP total which is definitely not right... mobs will get a balancing pass which significantly increases their HP. Early game mobs should be able to survive one full attack+headknock+kick combo.... late game mobs generally feel tanky and can survive 4-5... the way it is right now, bosses feel like normal mobs.

Before anyone asks, yes, I am helping with development.
We need a hardcore+ difficulty option in the settings menu to choose from :D
 
I'm going to go into a lot of detail about life, attacks, difficulty, and the standard I want to develop (a base where all characters have at least the basic melee attacks).
Just give me a little time to show you everything properly :)

A little idea on the side: once the character is selected, they could jump from the skeleton's hand and land at its feet for a stage 0 tutorial.
Tutorial stage.png
Here is Lizardman which benefits from a special stab attack: a tongue attack that acts like a grappling hook followed by an upward sword strike.lizardman spritesheet.png
Lizardman alternate palettes.png
Deadframe also has a full range of moves and I will further develop its alternative palettes.
Dead Frame.png
That's all for today, pending some fixes regarding enemy and NPC behavior (mainly concerning jumping on platforms and over gaps!).
 
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A little idea on the side: once the character is selected, they could jump from the skeleton's hand and land at its feet for a stage 0 tutorial.
I could imagine that select screen becoming a full stage due to the jumping to the floor after selection and proceeding straight to the tutorial mode in one go. @Bloodbane or @Kratus can assist on that if you wanted to do it in one go as a single level. However, I believe it's complex in getting character select mode for one level. Unless you fake it by scrolling the background downward and having the selected player jump to float and drop to land after the background stops scrolling. Next scene, tutorial.

Is the lower body of the blue skeleton from the original or is it made from scratch? I'm quite unsure, but it looks good.
 
The top screen (480x272) is from the GA1 arcade selection screen; the bottom section doesn't exist and is used to complete the giant skeleton. I'll try to find a compromise to see as much of it as possible while still having enough play space.

I suppose this is achievable by creating a level introduction based on the character's position on the select screen.
 
Thanks O' for the feedback: the animation delay has been reduced from 12 to 8 (I'll let you test it if you want).
There's a new bonus stage scene between the castle level and the Death Bringer's Lair, with an opening behind the thrones to realize the transition.
bonus5 teaser.png
I also plan to revisit the ending to create some nice pixel art of each character (inspired by the official Golden Axe figures).
Let's see how that turns out for Ax Battler:
Ax Battler figurine.png
 
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@Mr.Hunter : Thank you for the wonderful color palettes you've provided for some of these characters. It's thanks to you that some of them can adorn themselves in their most beautiful colors :)
@justinbsa : Thank you for these encouraging words; I'm lucky that some talented people have been willing to join me on this adventure, let's hope those who look down on us remain supportive :D
Our meat lover is back: it's not easy to get the most out of some GA3 enemies (his sprite and his weapon deserve to be completely reworked) but here he is with a dodge, runjumpattack, stun, kick and throw to the delight of his opponents:
Spearman spritesheet.png
 
Once you finish refining all the characters, would you be interested in starting development on a randomizer mode?
 
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Yes, that's a good idea, and I'll incorporate it into development for version 1.6 or later. For now, I'm following my roadmap for releasing version 1.5, which is:
1) Finish Skeleton GA2, Zakkar, and Minotauros (plus Kain's dragon poses)
2) Fix the platforming issues for enemies and NPCs; and implement a victory animation (or equivalent) for version 4.0.
3) Understanding why enemies fall a level when they die on a platform (see 2:15 in the video) and why they bounce on the ground when they die from a throw.
 
Yes, that's a good idea, and I'll incorporate it into development for version 1.6 or later. For now, I'm following my roadmap for releasing version 1.5, which is:
1) Finish Skeleton GA2, Zakkar, and Minotauros (plus Kain's dragon poses)
2) Fix the platforming issues for enemies and NPCs; and implement a victory animation (or equivalent) for version 4.0.
3) Understanding why enemies fall a level when they die on a platform (see 2:15 in the video) and why they bounce on the ground when they die from a throw.

There's also a bug where sometimes if a mob dies when killed on their knees ie attack2/knock pose, they 'bounce' while on their knees in the air and then die. Also may be related, knockdown deaths vs attack5/decap deaths where you have mobs get knocked down and then get up, THEN the decap happens and they fall down.... My guess is this is coz of the knockdown parameter in the attackbox overlapping with the decap and the engine doesn't know which to trigger first as sometimes the decap triggers first, and the knockdown doesn't happen... I wonder if there's a way to make the engine realize for decaps, always trigger the decap first. 🤔
 
There's also a bug where sometimes if a mob dies when killed on their knees ie attack2/knock pose, they 'bounce' while on their knees in the air and then die. Also may be related, knockdown deaths vs attack5/decap deaths where you have mobs get knocked down and then get up, THEN the decap happens and they fall down.... My guess is this is coz of the knockdown parameter in the attackbox overlapping with the decap and the engine doesn't know which to trigger first as sometimes the decap triggers first, and the knockdown doesn't happen... I wonder if there's a way to make the engine realize for decaps, always trigger the decap first. 🤔
It seems the bouncing effect after an enemy's death is due to the `landframe` command, which corrects the entity's position and gives the impression of bouncing (if anyone can confirm this). This command will need to be removed if it's the cause.

Regarding the fall of certain enemies from a platform upon their death, their altitude at the time of their spawn needs to be reviewed, otherwise the same thing happens as at 2:15 in the video.
 
It seems the bouncing effect after an enemy's death is due to the `landframe` command, which corrects the entity's position and gives the impression of bouncing (if anyone can confirm this). This command will need to be removed if it's the cause.

Regarding the fall of certain enemies from a platform upon their death, their altitude at the time of their spawn needs to be reviewed, otherwise the same thing happens as at 2:15 in the video.

Ok, that makes perfect sense (the landframe bit). If that's the case, I'll remove that from a number of commands. I originally thought it had to be declared alongside jumpframe, especially when I have a number of ground to air moves that land, and then the move continues on the ground.

I'll remove it from a couple of known culprit commands and see if it makes a difference.
 
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