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  1. kimono

    Complete Golden Axe Remake

    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...
  2. kimono

    Complete Golden Axe Remake

    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...
  3. kimono

    In Progress Nekketsu Kouha Kunio-kun Re

    Well done, the prospects for the trucks are spot on. I suppose Kunio will be able to use his fists and feet later on too. He's not afraid to drive without a helmet :)
  4. kimono

    Complete Golden Axe Remake

    @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...
  5. kimono

    sound volume

    I also balance my sounds with Audacity, making sure that it is set to the same level, CD quality 44100Hz mono ogg. Perhaps your sounds are of low quality and it would be necessary to adjust them to other ambient sounds.
  6. kimono

    Excuse me, do you like old openbor games?

    That's a valid point, but if you're a beginner and want to familiarize yourself with the engine, isn't it simpler to start with a beat 'em up ?
  7. kimono

    Excuse me, do you like old openbor games?

    I agree with you Danno, and you might be surprised by what happens in 2026 on Openbor ;)
  8. kimono

    Complete Golden Axe Remake

    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. I also plan to revisit the...
  9. kimono

    Battle Stormer Classics

    The Power Rangers, always ready to save the world. A small suggestion: the possibility of switching Power Rangers and/or having another team member as a helper.
  10. kimono

    Complete Golden Axe Remake

    Lizardman now has a basic combo with the ability to throw enemies, a slash that pulls them towards him for an upward sword strike. Two new palettes have also been added for a bit more variety.
  11. kimono

    SNES - Fan-Made Prequel to Turrican II – Set Entirely Inside the Intro Ship

    Good start; so, you'll be using these graphics via a ROM hack of the original Turrican game? Is there an editor that allows you to modify the level and enemy structure?
  12. kimono

    Solved Anim victory for 4.0

    Awesome Kratus, you're a savior! It's great to at least get back the original features of version 3.0 by migrating to Openbor version 4.0. 4 players are planned for later versions and I don't know if it's possible to include an option so that NPCs can also trigger this victory animation.
  13. kimono

    Solved Anim victory for 4.0

    Hello, dear Openbor experts. I'm currently trying to replicate the 3.0 mechanic of a victory animation triggered when all enemies in the level are defeated. I'm currently trying to count the number of enemies present and trigger animation freespecial5 if there are none left. I use update.c for...
  14. kimono

    Complete Golden Axe Remake

    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...
  15. kimono

    Complete Golden Axe Remake

    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...
  16. kimono

    Complete Neon Lightning Force

    That's a great addition indeed! I hope you plan to release an international English version of the game as well as a widescreen mode. I'm aware of the work involved, so it's up to you ;)
  17. kimono

    Complete Golden Axe Remake

    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...
  18. kimono

    In Progress Nekketsu Kouha Kunio-kun Re

    Very nice sequence and interpretation of Hasebe's sprite.
  19. kimono

    Complete Golden Axe Remake

    Welcome LK, and thank you for your feedback. I'll look into these health bars in the next section and how to integrate them nicely into the game interface. There are three of them (up to five to adjust the difficulty in the console versions). One health bar is equivalent to 16 HP. - A standard...
  20. kimono

    Complete Golden Axe Remake

    Some of you have asked about the NPC Menu: it's being revised for the upcoming version. This is a good opportunity to show you my work on the character facesets, each one using only its default color palette. Can you recognize them? In the meantime, I'm trying to replace the victory animation...
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