Golden Axe Remake

Complete Golden Axe Remake 1.4

No permission to download
Project is completed.
I don't think you understand kimono, I'm not comparing our respective modules. I'm just suggesting maybe leave the GA2 animals out because they will clash too much. Unless you plan to hand draw all those missing sprites, nothing is going to hide the hideous amount of recycling that all Genesis mounts have compared to arcade original. But it's merely a suggestion. :)

DC
 
I always wanted to make a golden axe game myself, and my idea was to use the claw enemy from the GA2 Genesis game but with a different head (like a white mohawk), making it a new playable character and not just an enemy
 
Hi Spoutdude03, I will first release the final version of Shadows of Death and then update this project with some nice surprises ;) .
 
Hi Sp0UtDuDe03 and thanks for your interest. I will send you by pm the current state of the game for beta testing.
Maybye you can lend me a hand for some basic recoloration so I can advance faster toward the next release :).


 
kimono said:
Hi Sp0UtDuDe03 and thanks for your interest. I will send you by pm the current state of the game for beta testing.
Maybye you can lend me a hand for some basic recoloration so I can advance faster toward the next release :).
kimono i can do some beta test videos for you if you want buddy let me know :)
 
Some news to the project: Tyris Flare is now fully color separated between the hair, skin and outfit and has alternate palettes:
Grs7A5f.png
014tITK.png

Greness will join the Golden Axe army with more colors and fit to arcade standard. What's new?
- Greness has now 6 frames to his walk up, down and run anim.
- New jump and jump attack, land
- A new pain anim
- Some riding frames and stomp
RHVrfPl.png
 
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@Sp0UtDuDe03 : I will update the game very soon. I will just add Greness as an enemy and recolor Gilius Thunderhead (some alternate palettes for Ax and Tyris too) and the game will be ready. I'm currently using the back attack move for cutting head and I'm wondering how I can return to idle in front or the enemy.
The freespecial is set like this:
Code:
anim freespecial2 #Front Decap
    flipframe 0
    loop    0
    offset    60 98
    bbox    43 38 26 60
    delay    5
    move    -13
    #shadowcoords 63 96
    frame    data/chars/ax/b1.gif
    move    0
    frame    data/chars/ax/b2.gif
    #shadowcoords 60 94
    frame    data/chars/ax/b3.gif
    frame    data/chars/ax/b4.gif
    #shadowcoords 48 96
    frame    data/chars/ax/b5.gif
    frame    data/chars/ax/b6.gif
    #shadowcoords 45 96
    frame    data/chars/ax/b7.gif
    frame    data/chars/ax/b8.gif
    frame    data/chars/ax/b9.gif
    frame    data/chars/ax/b10.gif
    attack5  6 33 35 30 16 1
    delay    2
    #shadowcoords 48 98
    frame    data/chars/ax/b11.gif
    frame    data/chars/ax/b12.gif
    frame    data/chars/ax/b11.gif
    frame    data/chars/ax/b12.gif
    delay   16
    frame    data/chars/ax/b11.gif
    attack5  0 0 0 0 0
    delay   12
    #shadowcoords 60 98
    frame    data/chars/ax/b13.gif
    move    8
    frame    data/chars/ax/idle.gif
The player finishes in the opposite direction. Any idea how I can cancel the flipframe command at the end of this? :)
BqeFnFr.png
a6SIyDz.png
 
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The player finishes in the opposite direction. Any idea how I can cancel the flipframe command at the end of this?

It's best to use scripted flipping which is to use this function:
C:
void flip()
{// Turns around
    void self = getlocalvar("self");
    int Direction = getentityproperty(self, "direction");

    if (Direction == 0){ //Is entity facing left?                 
      changeentityproperty(self, "direction", 1);
    } else {
      changeentityproperty(self, "direction", 0);
    }
}

Declare it with @cmd flip to flip in that frame.
 
@Bloodbane: Thanks, it seems that the scripted solution is the better here ;) .
Some progress report. Ax is recolored and has new alternates palettes:
F5kneqX.png
GpVf7bU.png

I tried to make a new select anim (sprites are 30% bigger).
@DCurrent : Do I have your authorization to use your carousel script for the select screen and is it difficult to add the two other non selected characters in this script?
Another interesting fact: the select screen is bleeding in the japanese arcade version and I will try to add this anim too later :) .
GoldenAxeArcSelectJP.png
 
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You can find here the public release and the update log:
- Ax, Tyris and Gilius are fully recolored and have each 3 alternates palettes
- Added a victory anim to the select and instead of slowdown when a boss is beaten
- Alex can be healed pressing the attack button near him (like some soldiers at the castle level)
- Longmoan, Heninger and Amazon can have now their head cut with a down front attack or a back attack
- 2 new bosses: Minotauros (GA2) at stage 2 and Gryphon (GA3)at stage 4. These turtle and fiend stages have no boss in the arcade version
7ob249m.png
FpP5GNA.png

- New intro, how to play and title screens (thanks @darknior for these gfx ;) )

Some fixes:
- Magic is now separated (A2 button) with the block command (special button)
- The Bad Brother don't instantly die with a chicken leg tail attack (thanks @Bloodbane for the fix :) )
- Fixed Ax medium magic that makes the game crashes

Next to come:
- Some palettes fixes
- Rework the select screen with a carousel and with the japanese animation (letters bleeding)
- More enemies like Greness and some others GA2 / GA3 opponents

The pak file:

dai92 : can you please make a playthrough with an alternate palette of your choice? Thanks!
 
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Excellent this new update, thanks a lot :)
You have miss to write some fixes on lutins at the game beginning.
 
@kimono Hey buddy fantastic new's on the update. I only just now noticed the post so im downloading now and will do a playthrough for you ASAP :)

 
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