Golden Axe Remake

Complete Golden Axe Remake 1.4

No permission to download
Project is completed.
I knew this wasn't going to be easy but here we are: Mustang has his hair, skin and clothing colors separated and recolored cleanly.
New movements:
- More frames in pain, fall, rise, attack
- A new upper smash move
- A new throw move

Mustang will appear with Gryphon on the eagle (I even plan to put 2 :))
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Let me present to you this evening the famous Genesis Extended Level Showdown in arcade remake format. Thanks again to @DoomGuy for the work on this level and @maxman for setting up the walls and holes ;):
This is a first look, I'd like to have Deadframes jump out of spawn holes and place Death Bringer sitting on his waiting throne.
 
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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'
I would like to see the full log file to better understand the error.
 
I would like to see the full log file to better understand the error.
Function needs a string and integer parameters: loadmodel(name, unload, selectable)
Script function 'loadmodel' returned an exception, check the manual for details.
parameters: <VT_EMPTY> Unitialized, 3,

********** An Error Occurred **********
* Shutting Down *

There's an exception while executing script 'level'
Thanks buddy, I will send the current version of the game if you need to make some tests :) .
 
It was complicated but Vanity is finally starting to have some movement and solid posture in play.
I also added a new kick to Minotauros and he would also need to have a more complete range of moves 🙂
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@dai92 : Yes, a few more additions and I will let you beta test very soon ;)
 
It was complicated but Vanity is finally starting to have some movement and solid posture in play.
I also added a new kick to Minotauros and he would also need to have a more complete range of moves 🙂
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@dai92 : Yes, a few more additions and I will let you beta test very soon ;)
@kimono awesome ok buddy :)
 
I am delighted to announce that the recovery of Gordon, Karla and Scooter from Alien Storm is complete.
This will allow me to create beautiful bridges between these two trios, such as converting this dodging movement into a roll (double tap up or down).
I'm not yet fully satisfied with Ax Battler's so I would like to have your feedback if you wish, mainly to improve his torso.
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Let's see what this gives in game as well as Mustang who has just joined us:
Let's go for a nice sprite working session :)
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The work continues with Chonos Lait which now has:
- A new portrait
- One more frame in idle
- A walk-up
- A new land, cast, thrown animation
- Pain, fall and rise revised
- A new dodging animation...
Proud Kragger will follow very quickly and I will make a video of the two protagonists as well as the Wizard enemy.
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The work continues with Chonos Lait which now has:
- A new portrait
- One more frame in idle
- A walk-up
- A new land, cast, thrown animation
- Pain, fall and rise revised
- A new dodging animation...
Proud Kragger will follow very quickly and I will make a video of the two protagonists as well as the Wizard enemy.
NjUoPS9.png

wobBAXt.png

Gl6C73s.png
2AEakvd.png

Awesome job on Chronos buddy, keep it up 💪🏻🙏🏻. If possible, would be nice to see some kick moves from him, if not, it's still ok, this should do. ☺️
 
Eve, the boss of the eagle level will also receive an update and, with time and patience, will also become a playable character.
The griffin has two moves similar to Jet from SOR2 and I wonder if @Kratus would have any advice for me to perform this air slam and the Long Range Charge?
Many of this character's moves and postures still remain very strange, especially since the choice to make him a boxer short is very risky in my opinion, but don't worry, I will make sure that he regains the royal splendor that he deserves.
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@Metallic Sun : It's possible yes, knowing that the character's portrait icon is 32X32.
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I initially wouldn't have bet a Kopek on Zakkar (GA2) but it turns out that once it's properly recolored, I'll almost prefer it to Longmoan!
So he ends up with:
- New frames in full fall and rise
- Jump and jump attacks
- Anim land and block
- More frames in the combo attack
- Anim thrown
He therefore joins the club of club lovers and will soon arrive with other characters that you can see in WIP here:
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@O Ilusionista : Thanks buddy, I will try to offer the most beautiful and complete version of Golden Ax which will integrate all the characters from the series (and perhaps beyond if we count Alien Storm)

Most definitely, the club soldier will gain a bunch of new ones and I'll be integrating him into a specific level, Scorched Sands (alternate paths will be available).
It was complicated to recolor Damned Hellstrike who had lost a shade of skin color on his first form
- Some poses have been debugged such as block and cast
- New pain and fall animations
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Eve, the boss of the eagle level will also receive an update and, with time and patience, will also become a playable character.
The griffin has two moves similar to Jet from SOR2 and I wonder if @Kratus would have any advice for me to perform this air slam and the Long Range Charge?
Many of this character's moves and postures still remain very strange, especially since the choice to make him a boxer short is very risky in my opinion, but don't worry, I will make sure that he regains the royal splendor that he deserves.
3wf2YVC.png
I always wanted to play this character in the main campaign. GA3 was my favourite entry in series. New portrait looks way better. I'm surprised that the character was brought to life with such a limited Sprite sheet.
You got mad skills for pulling this off.
 
@Grit : Thank you for your evaluation, editing and creating all these new animations takes a lot of time and is sometimes worth it once everything is staged :D

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A little news about Eve and the eagle's stage :
I still have to add a dodge and walk up anim to it. Otherwise, it now benefits from new Cast, kick, uppercut and throw animations.
The eagle stage, however, requires a little more technique: maybe the sky should also scroll vertically?
As for the back of the giant eagle, it is also expected to be animated.
Zakkar (GA2) is quickly visible at the start among the enemy troop.
The select is now animated (WIP regarding the characters) and thanks @DoomGuy for the blood drops
That's all for now ;)
 
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