Golden Axe Remake

Complete Golden Axe Remake 1.5

No permission to download
Project is completed.
Spamming off topic posts after friendly warning.

This is the video where you can watch the final fight remake pc by big blue front end youtube user.

The "photos" are the game. Is disguised for avoid google erase it.

If you play it, dont forget to give some feedback to the creator.

I think that not so many people even knew that this absolute jewel exist.

Enjoy it.

This is a good example of modern remake. More fast, air combo, and all enemies playable results on a fun and new experience with the same old game. 😊

Only one thing could make this perfect. A special leveling mode as seen on castle crashers.
 
Thanks to some feedback, Goah's moves will be further improved.
Tonight I want to thank @Millia Sharihen and @Lycan77 for their fantastic work on the GA2 characters: you guys are the best! ;)
Ax edit.png
Gilius GA2 spritesheet.png
These playable characters are now fully integrated into the game, and I was able to add the thrust that was missing from Ax + Gilius GA1:
New thrust moves.png
Coming very soon, a video of the GA2 ruins level with its new boss Gran in action.
 
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@kimono hey buddy, I forgot to put this here:

Feedback I'd like to share:

I understand when you said you struggled with Goah, because I see some problems with him.

- His combo is very slow, which allows some enemies to escape him.

- The biggest problem I see with him is the rise attack, which, as it is, is kind of useless because you're too exposed to attacks.

My suggestion:

- Add a small moment of invincibility when you stand up (riseinv) and make the riseattacks a little faster and invincible. This way the player has the chance to choose to stand up safely because of riseinv but without attacking, or use a rise attack, attacking while invincible but losing the invincibility they would gain upon standing up.

I've done this in my projects and it works well, allowing the player to choose whether to take the risk or not.
 
A new level begins in the ruins with a new boss, Gran.
The Ancient Ruins level features some of the most beautiful music; thanks to Ubergrau for the re-orchestration.

Nice to see Gran in action here.
My suggestion is to make him fly in from above when he spawns in instead of charging forward.
As for the ruins level, I suggest that the big wall at the center of the level to be removed cause it eats alot of space. Not to mention, you should add wall to prevent enemies and player from going behind the hud.
 
@O Ilusionista : Thanks buddy for those insightful comments; I'll keep them in mind, along with others I've received. Goah will be back stronger than ever! :)
@Bloodbane : Thanks Bloodbane for the wall idea. I was wondering if there's a command that would allow me to modify the zmin and zmax of the level based on my x-coordinate?
I'm going to summon Gran from a villainous magician using a corpse spawner, along with the skeletons that will accompany him (same mechanic as in the extended level).
That could solve the problem of enemies going below the game interface.
I have more screen space, but I need to learn how to move the camera correctly:
Ruins.png
@NED : Thanks Nedflandeurse, it's true that these recolors and new palettes for the GA2 skeletons have done them a world of good!
If you ever have any palettes to suggest for Gran, feel free ;)
 
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I was wondering if there's a command that would allow me to modify the zmin and zmax of the level based on my x-coordinate?

It's not doable AFAIK. Even if you could, that wouldn't solve the issue.
The real issue is the panel width is not enough to allow scrolling lower.
It should be like this:
RuinsEx.png

I'm going to summon Gran from a villainous magician using a corpse spawner, along with the skeletons that will accompany him (same mechanic as in the extended level).

Sounds cool! will the magician join the fight or will he leave after summoning Gran?
 
It's not doable AFAIK. Even if you could, that wouldn't solve the issue.
Zmin and Zmax are exposed as openbor variants, so you can modify stage boundaries at runtime.

Like @Bloodbane said though, it won't solve the basic design problem of your stage graphic. Rewriting boundaries mid game also comes with a whole slew of other potential issues you're not considering. Use walls - that's what they're for.

DC
 
I was wondering if there's a command that would allow me to modify the zmin and zmax of the level based on my x-coordinate?
Btw, uTunnels had used scrollz in some stages and you will discorver that it doesn't works like scrollx:
scrollx moves the camera to a specific point and prevent you to move in x axis beyond that area. Scrollz does the same in Z axis, but doesnt prevent you to move outside the Z area at all, which doesn't makes sense to me.

If you need help with walls, @Bloodbane is your guy.
 
Thank you all three, I'll try my best to configure this level. If I can't get it perfect, I'll ask for your help :)

Gliformoth has a Dragon Ball-style combo in the original game, consisting of an uppercut followed by an air strike.
He will therefore finish off the GA2 volcano level.
Isn't he cute with his two little yellow eyes?
 

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After much effort, Amazon is finally complete!
Thanks @Millia Sharihen for this teamwork: we shared the animations, and the hair color is finally separate from the clothing color.
amazon remake.pngStrobaya alternate palettes.png
@dai92 , could you make a full gameplay video of this character?
I also added the little sleep animation that plays when the character isn't being controlled, so they can rest.


A mini-script is integrated into the sleep animation that regenerates 10 HP every 0.2 second:
Code:
anim sleep
    loop    1 2 0
    offset  60 98
    delay   20
    frame   data/chars/amazon/rise2.png
    frame   data/chars/amazon/rise1.png
    frame   data/chars/amazon/sleep.png
    @script
        void self = getlocalvar("self");
        int hp = getentityproperty(self, "health");
        int maxhp = getentityproperty(self, "maxhealth");

        if(hp < maxhp){
            changeentityproperty(self, "health", hp + 1);
        }
    @end_script
 
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After much effort, Amazon is finally complete!
Thanks @Millia Sharihen for this teamwork: we shared the animations, and the hair color is finally separate from the clothing color.
View attachment 12989View attachment 12990
@dai92 , could you make a full gameplay video of this character?
I also added the little sleep animation that plays when the character isn't being controlled, so they can rest.


A mini-script is integrated into the sleep animation that regenerates 10 HP every 0.2 second:
Code:
anim sleep
    loop    1 2 0
    offset  60 98
    delay   20
    frame   data/chars/amazon/rise2.png
    frame   data/chars/amazon/rise1.png
    frame   data/chars/amazon/sleep.png
    @script
        void self = getlocalvar("self");
        int hp = getentityproperty(self, "health");
        int maxhp = getentityproperty(self, "maxhealth");

        if(hp < maxhp){
            changeentityproperty(self, "health", hp + 1);
        }
    @end_script
@kimono Sure thing buddy. Downloading now and i will test and record a video for you later on :D
 
@dai92 : Thank you and congratulations on mastering the character ;)

I intend to upgrade the game to 4.0 7735 and currently I'm a bit stuck because I can't find the related error
Script compile error in 'Death_Adderp': data line 205, column 23
Thank you if you manage to find where the incompatibility lies.


Otherwise, I continue the necromantic work on the magician with some new moves; removing sword and shield from skeletons to re-equip them with clubs, maces or axes respectively linked to Longmoan, Heninger or Strobaya:
wizard spritesheet.pngwizard alternate palette.png
skeleton calque.png
 

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