Canceled Golden Axe - The Hackjob

Project is halted prior to completion and will not receive further updates.
Miru said:
Sounds like a good lineup to me. Pretty balanced selection of Warriors. Even if I could try some tests with toning Jamm down to GA1 style with some redesigns of her, I can see why Duel and Beast Rider are largely sidelined.

Miru,

Thanks. I'll do my best not to get sidetracked and forgetting it for another five years. :P

And a full moveset for the skeletons? Neat!

Other than Joe, Skeletons are probably the easiest. In the original arcade, Skeletons can do everything players can except throw and use magic. That gives them a really strong base to work from.

DC
 
Damon Caskey said:
msmalik681 said:
Is that real text or predrawn images ?

msmalik681,

They're predrawn with an alpha mask for the transparency effect (Plombo is still the man for that feature).

Dialog_main_1.png

Dialog_main_1_mask_0.png


I started to build a system that would pull text from filestreams and auto-size the frame as needed, but stuff like that is why I've never released a finished product. I'm trying to learn from guys like bWWd and just get it done.

DC

Would be interesting if the "settextobj" function have more properties to be changed, like "velocity" or "drawmethod" commands.
 
Kratus said:
Would be interesting if the "settextobj" function have more properties to be changed, like "velocity" or "drawmethod" commands.

There's several technical reasons why it doesn't Kratus. Basically, it's the same issue as grappling. We simply can't hope to cover all the different things creators might want to do, so we provide a set of easy features for convenience and advanced versions for total control. In the case of text objects, they are meant as a convenient fire and forget wrapper for basic text. For more advanced stuff you move on to drawstring. The catch is that text objects always consume resources, even if you never use them at all. Adding more parameters will increase the memory footprint, and also start to cross the line into models. I've been where you are now, but ultimately decided it's best to draw the line where they are.

That all said, I do have some plans for drawstring and text. It won't be a bunch of new piecemeal parameters, but rather a single one that lets you insert a drawmethod pointer. From there, you can use the drawmethod property functions to adjust any of that pointer's drawmethod parameters you feel like on the fly.

DC
 
Damon Caskey

The catch is that text objects always consume resources, even if you never use them at all
Yeah, I agree with you, especially in this part. In this case I prefer the same as you, to save CPU and memory, let the engine only with a basic structure and if the modder wants to add advanced features, he can use scripts.
The text movement and other properties can be easily made with some native engine functions and scripts, the only thing that I really want in text functions is specifically the "alpha" command, to avoid creating text entities.
 
Already better than beast rider. How dare they not have the other two playable in that game. Can't wait for the finished product & I'm glad you're still working on it.
 
Awesome to see this project getting back on track! I'm curious about "Lucia", but I'm sure this will be Excellent! Good luck with your project!
 
Here's a demo reel to show playable Alex in action. I'm taking some liberties with his story here, since Sega never gives Alex any history other than he is friends with the PCs. The only thing we know beyond that is his name was an inside joke pointing at Alex Kidd's retirement. Since he's in a uniform same as Longmoan and it looks like he's been through the gauntlet, my take is he was a loyal soldier protecting the King. When Death Adder attacked, Alex was ready to fight to his last breath - but the King ordered him to escape and warn others.

If he survives after talking to the player (this is up to certain player actions, he is not playable by default), Alex considers his orders fulfilled and immediately decides to go back into battle to save his king.

Although he's not quite on par with the other heroes, Alex is a capable fighter and uses every trick he can to make up the difference. The following are all available moves:

  • Bow and arrow - Alex carries a bow he can loose up to three times in succession. He's vulnerable during draw and release, but it inflicts heavy damage at any range.
  • Throw sand - Temporarily blinds enemies.
  • Feign death - His rise attack cause Alex to collapse and fake his death. Enemies may seek more temping targets, giving him the chance to gain space or launch a surprise attack.

Alex's magic summons one of the mountable creatures. Level 1 = Chicken, 2 = Blue Dragon, 3 = Red Dragon. It's potentially game breaking, but you still have to be careful not to let enemies get to the animal first or knock you off and take it.

 
Good work with Alex!  ;D

Throw sand - Temporarily blinds enemies.
Feign death - His rise attack cause Alex to collapse and fake his death. Enemies may seek more temping targets, giving him the chance to gain space or launch a surprise attack.

I don't see these moves in the video. Will you show them to us?  ;D

It's potentially game breaking, but you still have to be careful not to let enemies get to the animal first or knock you off and take it.

Nice idea with these summons.
 
Alex has a very good moveset, he can use a sword and arrows. I saw that you added a "block" system too, and for a long time I wanted to see it in a Golden Axe game.
The monsters have new moves too, it's a great addition.
Awesome job, buddy :)
 
I like how the critters have been expanded with new moves, but I wonder if there are any plans to add the creatures from RODA, 2, and 3 to the mix? Even then, I feel like the expanded moves for the GA1 beasties will make up for it if the later game creatures are absent.
 
Miru said:
I like how the critters have been expanded with new moves, but I wonder if there are any plans to add the creatures from RODA, 2, and 3 to the mix? Even then, I feel like the expanded moves for the GA1 beasties will make up for it if the later game creatures are absent.

Miru, I would like to add some RDOA mounts. The fire mantis is a little redundant since it's just a clone of the Blue Dragon, but the scorpions and fighting mantis would be cool to have. That said, I'll only add them if I could find quality (and complete) rips of the creature sprites. AFAIK there aren't any, and I already just have too many additions in play to take on that kind of ripping job. Doubly so because in RODA, the creature's near legs are in front of the player, meaning programmatically they are another model.

All that said, I'm thinking about additional versions of the Chicken and Dragon (see below). These would be simple because I can make them with palette swaps. They're are just ideas though, I may or may not add them. The existing animals already have a lot more moves than I showed in the video. You can also block, perform jump attacks, running jump attacks, a forward throw, and a charge attack unique for each creature.

  • Blue Chicken - It's normal attack is slower but adds an electric jolt, and its charge attack is an electric field.
  • Green Dragon - Breaths a cloud of poison gas. Same range and less instant damage as blue dragon, but weakens the target and does damage over time. Charge attack breathes a big lingering cloud.
  • Black Dragon - Spits a blob of acid onto the ground. Moderate damage and the blob lingers to hurt enemies that step in it. Charge attack is an arcing blob that makes a big splash when it lands.

DC
 
It's always so refreshing that you came back to this epic Golden Axe project of yours Damon Caskey, and you have selected a robust cast of characters including Alex. Though I am sad that Sarah Barn won't be included this project even though she a clone of Tyris Flare magic attack-wise, her physical fighting style is different from Tyris'.
 
Something crossed my mind this morning, if you think Alex' summons are OP, you could increase MP cost for each. Instead of making it cheap, it could cost more MP or bottles to summon red dragon.

    Blue Chicken - It's normal attack is slower but adds an electric jolt, and its charge attack is an electric field.
    Green Dragon - Breaths a cloud of poison gas. Same range and less instant damage as blue dragon, but weakens the target and does damage over time. Charge attack breathes a big lingering cloud.
    Black Dragon - Spits a blob of acid onto the ground. Moderate damage and the blob lingers to hurt enemies that step in it. Charge attack is an arcing blob that makes a big splash when it lands.

Nice ideas!
What about this:
Brown Dragon - Spits small rock. Charge attack is row of explosions forward or explosions surrounding the dragon.
 
I played the old demo from github some time ago and I must say very impressive, very solid animation. Boss is very difficult to fight but once you know the trick can be defeated easily.
I think this is one of your results if you manage to maximize what Openbor engine is capable of
 
Here's a mockup of one of the possible new dragon types, a white dragon. Freeze opponents for minor damage, making them easy targets for another ice blast or a big combo from other players.

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