Golden Axe Remake

Complete Golden Axe Remake 1.4

No permission to download
Project is completed.
I'm testing this game but it's incredibly slow and laggy.
Any fixe ?
That's not my experience with it runs perfect for me, do you mean the gameplay itself or loading assets etc?

What version of the engine are you using to run it? I'm using OpenBoR v3.0 Build 6391
 
That's not my experience with it runs perfect for me, do you mean the gameplay itself or loading assets etc?

What version of the engine are you using to run it? I'm using OpenBoR v3.0 Build 6391

Yes i tried many version of Openbor so finally, i took yours but it's the same.
The Menu is extremely slow and while playing it's not always smooth.
Weird move starting at beginning and sometimes when i attack, there is some lags wit the move of my hero.

My configuration should run that very perfectly but this game not.
However i'm used to play some Openbor, i never saw so much slowing and unstability.


Here is a demo uploaded to Youtube :
 
Yes i tried many version of Openbor so finally, i took yours but it's the same.
The Menu is extremely slow and while playing it's not always smooth.
Weird move starting at beginning and sometimes when i attack, there is some lags wit the move of my hero.

My configuration should run that very perfectly but this game not.
However i'm used to play some Openbor, i never saw so much slowing and unstability.


Here is a demo uploaded to Youtube :
I watched your video, mine plays exactly the same. The intro video is an extremely low framerate, that's not the engine or the game or your PC. That's the gif used.

Gameplay feels like Golden Axe arcade to me? Which isn't a quick fighter. Sorry I'm genuinely not seeing any glitching. There is some annoyances though with the thieves. It's very hard to land a regular hit. There's some real glitching with the magic however. Sometimes Ax's doesn't even cast he just does his pose and nothing appears!
 
I watched your video, mine plays exactly the same. The intro video is an extremely low framerate, that's not the engine or the game or your PC. That's the gif used.

Gameplay feels like Golden Axe arcade to me? Which isn't a quick fighter. Sorry I'm genuinely not seeing any glitching. There is some annoyances though with the thieves. It's very hard to land a regular hit. There's some real glitching with the magic however. Sometimes Ax's doesn't even cast he just does his pose and nothing appears!

Did you watch carefully ? Here in 41 sec, the ennemy has a weird attack and is not smooth, we can see some trails, which is not natural on Arcade game or even Sega's Consoles.
 
41 seconds is an effect, nothing more. It's to accentuate the speed of the swing. Ironically it's slow but it's not a glitch. That looks intentional.
 
The arcade version is not free from slowdowns as we can see in this video:
By taking a look at Longmoan's sprites, you can see that streaks are present on his attacks (and on most of the characters too by the way)
AV0icPW.png

What would happen if the statues that we can see in the extended level came back to life?
Let's take a look at what this gives:
u5TuIfL.png

An update on Death=Adder's relationships:
KpErhA6.png
 
Hello yolomate.
It looks like some debugging options are enabled here.
Several possibilities are available to you:
1) Either delete the save files included in the save folder
2) Search in options -> system options -> debug settings and disable all settings
There may be some good surprises coming for January and I'll show you a sample ;)
 
Hello yolomate.
It looks like some debugging options are enabled here.
Several possibilities are available to you:
1) Either delete the save files included in the save folder
2) Search in options -> system options -> debug settings and disable all settings
There may be some good surprises coming for January and I'll show you a sample ;)
1000000000000000000000000000000000000 thank you kimono! you save the day!! no idea why got this!!!!!!!! and I love the surprises!!:D
 
Some news from the front:
I took care of the armorknight who became rather brutal, being able to counter aerial attacks and losing his helmet in phase 2.
What was achieved:
- Added a walkup animation
- Fixed buggy original animations
- Sword and shield attacks now have 6 frames each
- Block animation
- New throwing animation
- Armorknight can now be projected
- Waiting pose with helmet on the throne
I will post a video very soon of this boss.
rvBQJWj.png

Om6cry9.png

@yolomate : I made these palettes a while ago but I was asked to incorporate more realistic color palettes.
Sdgy0rG.png

If you want, can you experiment with alternative color palettes, including one for rusty armor? Thanks to you :)
 
I'm excited to announce that Greness is now completely finished and benefits from all the hits + recoloring of the arcade version.
The animation makes him look small and cute but he's just crouching here:
U9fXfoe.png

I always imagine that Longmoan, Heninger and Greness are 3 recruits who get along well and form part of Death=Adder's troops.
@Kratus: How to disable allied NPC character health bars by default?
 
Yes, now that this character is relatively complete (I'm just going to add an animated idle), it will be possible to finish the game with this one.
A hack already allows it on Golden Axe 2:
I will create a mode where it will be possible to finish the adventure with any character in the game (I will still have to think about how to proceed with the gnomes :D).

There are still 2-3 things to do before offering this version 1.5 such as the extended level including some particular monsters and the eagle level for the fight against the Gryphon / King Eve boss:
JMM9D91.png

Ego El Sheep has so far won the following moves:
- An animated idle
- A run attack
- A jump
- A frame on the anim throw
- A frame on the animation
i1ZB9de.png
uTkr8Ky.png
qq1wfCR.gif
 
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@Kratus: How to disable allied NPC character health bars by default?
@kimono Great job :)

Is this menu the same I coded for you some time ago? If yes, I suggest checking the updated.c and search for the loadAll() function (or similar, I don't remember exactly) and there you can control what options you want to be the default ones.

1736211412777.png
 
Thanks my friend, this is exactly the command I was looking for.
So I was able to disable the default life bar, however setting the respawn at each new base level in updated.c brings me to the following error:
Code:
setglobalvar("partnerRespawn", "each_new_level");
There's an exception while executing script 'level'
 
Recoloring, adding colors and reviewing buggy poses takes some time, but once done, it's pure joy to make new sprites for this character 🙂 .
Here is what he acquired:
- Poses where the sword was missing have been added
- An anim jump, jump attack and jump attack down
- Anim rising
- Anim block
- Anim thrown
- An additional animation on the basic attack
yyFWyeA.png
xN7gvsG.png
 
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Dead Frame is ready for adoption if you want a loyal skeleton companion.
On the program we have:
An animated idle
A walk-up
A jump attack down like classic skeletons
More frames in basic attacks
The pain anims have been revised
New anims rise and thrown
The skull attack has been revised to be the length of the tail
4GUpxHq.png
HSJgOcI.png
fdOY3gh.gif
 
It seems I'm not done with the Lizard Man yet and here's what he's acquired lately:
- Appearance of the tail on jumping animations
- An additional fall frame
- One more frame on tail strike
- An animated idle
- Put away your sword and perform a Shield Stun
PKeSJa5.png
pNrknMz.gif
 
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