Golden Axe Remake

Complete Golden Axe Remake 1.4

No permission to download
Project is completed.
@kimono
I'll take the opportunity to give you some quick feedback about the game - I know the game is in development, so there are probably unfinished things or place holders:

Positive points
- Consistency, whenever possible, between sprites and effects.
- The idea of being able to play with multiple enemies (it's always been a dream of mine to be able to play with the Golden Axe 2 enemy who uses claws) and even the characters from Alien Storm
- The idea of decapitation is really cool.
- Rise attacks are very welcome

Points that could be improved
- The direction of the shadows is strange in some levels, like in the night phase where you see the gnomes. You can see your shadow projected in the sky

Points that need improvement
- Difficulty. The game's difficulty is brutal. You can easily die in the first wait of the first phase, which is a bit much. For example, seeing a knight in the first wait is an exaggeration.

This reminds me of a conversation I had with some friends the other day: When a game has a mechanic and you CAN use it, it's very interesting. But when a game has a mechanic and you NEED to use it (as is the case with the NPC Menu), we have a game design problem.

- Some rise attacks are useless, like the one in Chronos.
 
@kimono
I'll take the opportunity to give you some quick feedback about the game - I know the game is in development, so there are probably unfinished things or place holders:

Positive points
- Consistency, whenever possible, between sprites and effects.
- The idea of being able to play with multiple enemies (it's always been a dream of mine to be able to play with the Golden Axe 2 enemy who uses claws) and even the characters from Alien Storm
- The idea of decapitation is really cool.
- Rise attacks are very welcome

Points that could be improved
- The direction of the shadows is strange in some levels, like in the night phase where you see the gnomes. You can see your shadow projected in the sky

Points that need improvement
- Difficulty. The game's difficulty is brutal. You can easily die in the first wait of the first phase, which is a bit much. For example, seeing a knight in the first wait is an exaggeration.

This reminds me of a conversation I had with some friends the other day: When a game has a mechanic and you CAN use it, it's very interesting. But when a game has a mechanic and you NEED to use it (as is the case with the NPC Menu), we have a game design problem.

- Some rise attacks are useless, like the one in Chronos.
Corvette and Zakkar at the beginning were here for some tests purpose, they won't be at level 1 🙂. Thanks for pointing that shadows at bonus levels at night time, do you have any idea how to remove them only arms these moment ? Or the campfire can be a light source here ?
 
@kimono
Hope you well, I just wanted mention something that may have been mentioned before.
Some attacks have enemies dropping dead where they stand instead of first playing anim fall.

Love the music, Golden Axe is in a great place with regards to Openbor when compared to it's console counterparts.
Keep it up
 
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@kimono
Hope you well, I just wanted mention something that may have been mentioned before.
Some attacks have enemies dropping dead where they stand instead of first playing fall anim.

Love the music, Golden Axe is in a great place with regards to Openbor when compared to it's console counterparts.
Keep it up
Thanks for mentioning, there are indeed three types of deaths:
1) By being thrown, as is usual in beat 'em ups
2) By being knocked out on the spot
3) By being decapitated by the back attack (back then attack or attack button + jump)

I have resolved most of the issues mentioned above (thanks for testing) and will send you a more advanced beta within the week.
I'm currently trying to make the enemies feel good to play with and here's where I'm at with the lizardman:
 
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CQIbZk6.png

It's time to test Corvette, which is getting a whole host of new moves like jump attacks, a run attack, and the ability to throw the enemy.I still need to create all the nonexistent upward walking animations for the GA3 characters.
Thanks again @Bloodbane for the help with the scripted part of the heroes and enemies as well as everyone who was able to do some beta testing on the game ;)
 
Death Adder has gained a number of new moves, including:
- New palettes and a portrait
- An idle
- A basic attack that allows you to approach and throw
- A kick
- A run attack
- Jump attacks
- The shockwave has been completely reworked, halfway between the arcade and Genesis versions
- Death Adder's censored death in the Japanese version has been added
(Someone will have to explain to me one day why the final bosses are mostly super cheap and generally have very few moves)
tgg9Rv3.png
fJGoW22.png

ZsY7TOq.gif
 
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Awesome work so far. Very interested in the mod! Any progress on the Golden Axe 2 versions of Tyris, Gillius, and Ax?
Good question and thank you for your interest: the GA2 versions of AX and Tyris have already been recolored once (I need to add a bit of color to Ax's hair and outfit), while Gilius is currently unfinished, and you can compare him to his arcade remake version. It would be good if each of them received arcade sprites in the future to be complete.
gpfifCb.png
yYCGGKm.png
vswJzVC.png
hlNr4zJ.png


At the moment I'm mainly focused on bosses to make them playable and enjoyable to handle; the next one to be released will be Minotauros :)
 
Well, you don't have to do Tyris' full conversion to Arcade. Got it done. I'm not the best sprite artist, but I'll be happy to contribute if you'll take it.

You'll likely have to make SOME corrections. Not sure if I got it all right but my best shot at it. Adjusted some of the colors, and added in some custom flare to it.


ArcadeGA2.png
 
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Well, you don't have to do Tyris' full conversion to Arcade. Got it done. I'm not the best sprite artist, but I'll be happy to contribute if you'll take it.

You'll likely have to make SOME corrections. Not sure if I got it all right but my best shot at it. Adjusted some of the colors, and added in some custom flare to it.


View attachment 10791
Oh Milia, that's really kind of you, and a contribution that was as unexpected as it was hopeless. Thank you so much!
I'll immediately integrate this GA2 version of Tyris into the game and send it to you via PM so you can test your work on this character ;)
Publish a video later as well once it has all the necessary sprites.

LOd6WhX.png

If you want, I had taken Karla's dodge move from Tyris arcade remake; if you only want, converting it to GA2 format could be a plus :)
 
Thank you so much for this efficient work!
In the meantime, I revised the idle, changed the hair color so it was similar to the skin, redrew the second attack in GA2, and added an extra frame to the cast from the select for the GA1 and 2 versions (the character was enlarged to about 120%).
lRcGNWF.png

5g8Av6O.png

All the poses are ready and I just need to add this dodge, it's really awesome :)
 
Thank you so much for this efficient work!
In the meantime, I revised the idle, changed the hair color so it was similar to the skin, redrew the second attack in GA2, and added an extra frame to the cast from the select for the GA1 and 2 versions (the character was enlarged to about 120%).
lRcGNWF.png

5g8Av6O.png

All the poses are ready and I just need to add this dodge, it's really awesome :)
Glad to help! Awesome stuff so far. Really looking forward to the rest of the mod.
 
Thanks Millia, I can actually add this animation as a Jump Forward and let you test it in-game.

I also added 2 new compatible palettes for Tyris GA1 & 2 (thanks to @Mr.Hunter for the palette suggestions which I slightly tweaked here for the yellow outfit)
NuabAqn.png


Would you be interested in working on another GA2 character, female or otherwise, if I don't take advantage of your kindness?
 
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