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Canceled Golden Axe - The Hackjob

Project is halted prior to completion and will not receive further updates.

DCurrent

Site Owner, OpenBOR Project Leader
Staff member
Tis been a LONG time since I posted any updates, but I have been working on my projects.

Instead of working on the modules themselves, I have been taking all of my scripts to ground for a full rewrite. The goal is to create clean, optimized and highly reusable class files around the OOP model. While OpenBOR script may not directly support OOP, it's still IMO the best coding model for a lot of reasons. Needless to say this is a huge undertaking, given I had about 3-4 years of previously written script to go through.

This weekend though I got a bit more mod focused - specifically on Golden Axe The Hackjob. I've re-ripped and applied a smart palette to the sprites for guest star Jo Musashi, and am reworking my folders to make future production a bit faster.

More to come, but in the meantime - here are some old IP videos and a comparison of how Joe's basic combo adapted to Golden Axe. As you can see, he fits right in. Even the extra animations I added are reminiscent of other Shinobi games.

Ax battler demonstring the standard far, medium and short range combo...
Ax_ani_chain_0001.gif


Joe performing his version of the same (keep in mind this is the smart palette - finished Joe will have normal colors and as can be seen in demo video, all characters use transparent blurs in place of the orginal drawn in motion trails).
Ani_shinobi_joe_combo.gif







Screen Adjust Demo - 2011-04-03

Much more to come.

DC


Updates:

  • 2013-06-06:

    Joe on Dragon.
    Ani_ga_joe_dragon_idle.gif
 
All moves are available from the start, though not necessarily all characters. Also, the enemies got upgrades too - it won't be a cakewalk.

As for the slam editor, not in the way you are thinking. It's not a stand alone editor, just a part of my overall slam system. Since I am still in process of reworking all my scripts, I haven't made the new version public yet.

Some of the old versions are available on my personal site and you're welcome to them, but be aware I don't support them any more.

As soon as the current versions are are ready I will of course release them and answer whatever questions I can.

DC
 
Damon Caskey said:
Instead of working on the modules themselves, I have been taking all of my scripts to ground for a full rewrite. The goal is to create clean, optimized and highly reusable class files around the OOP model. While OpenBOR script may not directly support OOP, it's still IMO the best coding model for a lot of reasons. Needless to say this is a huge undertaking, given I had about 3-4 years of previously written script to go through.

That's the approach I've taken with my on-and-off WIP mod.  OOP really does work quite well in OpenBOR, with the exception of polymorphism which is a bit awkward.
 
Wow, you're still working on this game! I thought you cancelled it a long time ago. I look forward to seeing more of this!
I hope you're not just teasing us and you'll release it someday. :P
 
If I am teasing, it's certainly not intentional. I am a perfectionist and also tend to suffer from feature creep. Moreover I maintain a very busy life outside of this, and much of my "openbor time" must go to maintaining this forum and the engine itself.

That doesn't leave much left for mods - but they are by no means canceled.

Ani_ga_joe_dragon_idle.gif


DC
 
great!! cant wait until I put some n inja skills to good use!!

glad to hear news from this project, after the long time without hearing nothing about it.

 
he is a so perfect choise to guest char at golden axe.
cant wait for more videos....
 
No problem, I don't want to rush you. I was kidding, I know that it takes a lot of time to make this kind of projects (I helped Volcanic a bit with Rocket Viper 2, it was mostly just ripping sprites but it took a surpring amount of time). Even I can see that you're putting a lot of effort into this.
But just to be sure, Fatal Fury Chronicles really is cancelled isn't it?

I have a few questions :
  • I noticed that you're using the sprites from the the arcade version (which obviously look better). Will you remake some of the sprites? For example add fog in the foreground at the start of the first level, make better water in the turtle level, separate the layer of the sky... These are details but it could be nice.
  • This is more a remark than a question, but I noticed that there were only two blood effects: one for the enemies and one for the player. Is it possible to add more effects?
  • Will you add the last two levels from the megadrive version?
  • How do the grabs work? Do you grab like in a SoR game when you get close to the opponent, or is it some king of combo?
  • How does Joe's dog help? Does he attack at random or do you control him in some way?
  • Can Joe throw kunais like in the shinobi games?
  • Will there be an explanation in the game as to why he is here?  ;D

EDIT:

One last question: in the arcade and the megadrive versions the jumps are different: you jump way higher in the arcade version and its harder to actually hit the enemy. Which version is your reference? I prefer the megadrive version for this one.
 
I'll answer these best I can:

Feanor said:
But just to be sure, Fatal Fury Chronicles really is cancelled isn't it?

No. All of my modules use a lot of common scripts, which is where probably 80% of production time goes. Once those common scripts are re-written to OOP model, it will be easy to complete the modules themselves. I just picked this module as the one to finish up first.

I noticed that you're using the sprites from the the arcade version (which obviously look better). Will you remake some of the sprites? For example add fog in the foreground at the start of the first level, make better water in the turtle level, separate the layer of the sky... These are details but it could be nice.

All the stages will get some upgrades. Any stage that does not already have multiple layers will get them, and effects will be updated. No drastic changes, but with transparencies and so on to take advantage of OpenBOR's capability.

This is more a remark than a question, but I noticed that there were only two blood effects: one for the enemies and one for the player. Is it possible to add more effects?

That's not really correct. The visual (and sound) effects are based on the type of attack and force behind it. Clubs have one effect, swords/larger blades another, small stabs another and so on. Also, these are not static and will tailor themselves to make sense. Skeletons for instance, don't bleed at all.

Will you add the last two levels from the megadrive version?

Sort of. There will be extra stages, but not the boring basement from Genesis. I'll be adding some branching paths, and some stages based on more memorable areas from other games, like "Dragon's Throat"; the volcano stage from Genesis GA II.

How do the grabs work? Do you grab like in a SoR game when you get close to the opponent, or is it some king of combo?

It's a mix. Every character has the auto throw combo ender when you are very close.

Normal grabs work like Double Dragon II. You can move in and grab a stunned enemy and then use other throw moves on him.

Some characters also have a few Street Fighter style instant throws. For example, when in the air near a standing opponent's head, F + A will cause Ax Battler to perform a swing DDT.

When riding an animal, you can grab like Streets of Rage (IOW without stunning them first).

One last note is that throws change into a nastier alternate when you are near walls or in certain other situations. Look closely and you can see Ax battler doing this in one of the demo videos in the turtle village. His back throw is normally a suplex, but instead he slams the enemy into the trees behind him, then Atomic Drops them.

How does Joe's dog help? Does he attack at random or do you control him in some way?

Joe can send Yamoto to latch onto and hold an enemy while you stroll over to kick the crap out them, just like in Shadow Dancer. However, once he has hold you also can order him to do the wetworks himself and cause some nasty damage - but to keep it from being cheap you have to enter the subsequent commands in series and be quick with them.

When an enemy has been thrown or knocked high enough into the air he can also be ordered to teleport instantly to them, catch and then slam them to the deck. There may be some other surprises too.

He can't do these things if busy or still making his way back over to you though, so you can't just cheese people over and over.

I considered having him fight on his own and may still do that on a limited basis. Like say, if Joe's life goes below 20% then Yamato starts fighting independently - but at the moment he only attacks on command.

Can Joe throw kunais like in the shinobi games?

Yes, even when jumping or riding an animal. He also has his somersault DB jump, and can throw 8 of them when doing so - exactly as in the Shinobi series. They are unlimited.

It's not nearly as cheap is it sounds though; the damage is minimal and causes no stun/reeling what so ever.

In general all the characters are more diversified and Joe's schtick is all round ability. He's the fastest striker by far but hits just as hard as Ax and sometimes harder. He's also the fastest moving (for now anyway, I'm thinking of adding Dora the centaur - and if so she'll leave them all in the dust). His weakness is that he's more of a single striker, and his reach is pathetic.

Will there be an explanation in the game as to why he is here?  ;D

Yes. Basically, Death Adder's misuse of the Golden Axe is causing damaging time rifts beyond Yuria; Joe's period included. He reluctantly seeks out one and passes through it to investigate and help stop whatever menace is at the source. A bit thin, but no more so than the story of the game itself.

One last question: in the arcade and the megadrive versions the jumps are different: you jump way higher in the arcade version and its harder to actually hit the enemy. Which version is your reference? I prefer the megadrive version for this one.

Neither. Jump height is controlled by how long you hold the jump button Super Mario style. Z axis jumping is also enabled so you can traverse stepped areas (like the one in first stage) at will. Enemies and NPCs can do this too, so it isn't possible to get them stuck in stepped areas any more.

Some characters have more agility on top of that:

As mentioned above Joe has his somersault (J again at peak of jump), wall jump and can also perform another jump action after rebounding from a successful dive kick - once again exactly as in the Shinobi series. Tyris is the real queen of the air though. She can double jump, wall jump and even pogo jump off enemies or allies. On top of that she's got some other nasty tricks using the walls and terrain.

Some enemies can pull a few tricks of their own, so don't let your guard down.

DC
 
I still have a few questions about Joe (sorry  ;D)

  • In the Arcade version of GA the game looks less "flashy", obviously because their is less palette restrictions. When you compare the characters from the two versions, beside the fact that there a bit more colors in the arcade versions the palettes are quite different. Will you adapt Joe's palette to better suit the arcade's style?
  • In golden Axe the characters face the screen when they move down or to the side; and show their back when they go up. This is also the case when mounting a beast.
    Joe on the other way only moves to the side. Wouldn't it look strange if he is the only character in the game who moves this way?
  • Isn't it Joe's son who has a dog? Either way I don't care, gameplay wise I think the dog is a verry unique feature.

You also mentionned Dora, wouldn't her sprite be too big for a Golden Axe 1 mod?
 
Feanor said:
I still have a few questions about Joe (sorry  ;D)

Np.

In the Arcade version of GA the game looks less "flashy", obviously because their is less palette restrictions. When you compare the characters from the two versions, beside the fact that there a bit more colors in the arcade versions the palettes are quite different. Will you adapt Joe's palette to better suit the arcade's style?

Joe's default colors fit in pretty well IMO. I already have a working version of him from quite some time ago. The "orange" Joe you are seeing here is because he has a smart palette. He won't look anything like that in gameplay.

In golden Axe the characters face the screen when they move down or to the side; and show their back when they go up. This is also the case when mounting a beast.
Joe on the other way only moves to the side. Wouldn't it look strange if he is the only character in the game who moves this way?

It's not all that bad really. When on a beast he has a diagonal up walk like everyone else does. When on foot, he currently uses the "hand on pommel walk" for up walking and his normal walk otherwise. I'm actually going to remove this though. He will use the hand on pommel walk when enemies are near by and regular walk when area is clear. It fits in nicly enough when you see him in action with he others.

Isn't it Joe's son who has a dog? Either way I don't care, gameplay wise I think the dog is a verry unique feature.

You'd have to ask Sega, lol. In the arcade and Megadrive Shadow Dancer you're playing as his son, but in the Genesis it's still Joe. Guess they couldn't make up their minds. One could always just assume Joe had a dog too and Hayate kept one of the puppies.

You also mentionned Dora, wouldn't her sprite be too big for a Golden Axe 1 mod?

That's why I haven't decided if I will add her or not. I'll have to shrink the sprites, clean them by hand, and then add extra moves to her to match the stuff I am giving all the others. That's a lot to get done and I'm still debating if it's worth it. We'll see.

DC
 
Damon Caskey said:
Joe's default colors fit in pretty well IMO. I already have a working version of him from quite some time ago. The "orange" Joe you are seeing here is because he has a smart palette. He won't look anything like that in gameplay.
I'm talking about minor edits really, here's an example:
1386448664-golden-axe.png

Ax: on the right is the arcade version and on the left the megadrive version. See how the lightest colors stand out more on the megadrive version?
Joe: I know these are hardly noticable, but on the left is the megadrive version and on the right my palette edit. I tried to make the white and bright red areas stand out less. But as I do this I realize how much this is just small nitpicking (but well, it takes 10 seconds to edit a palette). It just shows how interested I am in this project.

And I know what a smart palette is. :P


It's not all that bad really. When on a beast he has a diagonal up walk like everyone else does. When on foot, he currently uses the "hand on pommel walk" for up walking and his normal walk otherwise. I'm actually going to remove this though. He will use the hand on pommel walk when enemies are near by and regular walk when area is clear. It fits in nicly enough when you see him in action with he others.
When mounting a beast I think he should have a diagonal down animation too, it would be strange to have him standing on the side while the beast is facing the screen. Every character in GA has an sprite on the side when mounting a beast (when throwing a fireball, running or staying still), but when they move they face the screen.
As for the walk I'm sure it doesn't look bad, in Streets of Rage for example characters always move to the side. It's just that Golden Axe does it differently, but as you say I don't think it's worth making two rather complex new animations just for this detail.


That's why I haven't decided if I will add her or not. I'll have to shrink the sprites, clean them by hand, and then add extra moves to her to match the stuff I am giving all the others. That's a lot to get done and I'm still debating if it's worth it. We'll see.
I personnaly think it would be too much trouble (that and I'm not a big fan of the character). I'm sure resizing and cleaning this many sprites would take a loooot of time.
 
Damon Caskey said:
Neither. Jump height is controlled by how long you hold the jump button Super Mario style.
DING DING DING
WE HAVE A WINNER, SIR! :D

I tell you, all mods (though maybe not all characters) would benefit from this!


Feanor said:
I personnaly think it would be too much trouble (that and I'm not a big fan of the character). I'm sure resizing and cleaning this many sprites would take a loooot of time.
Does an actual fan of that character exists?
 
erf_beto said:
Does an actual fan of that character exists?

Yep. Me. Not a huge one, but I liked her playstyle. And there's quite a bit I could do with her mechanically, especially for the team moves. But whether I'm enough of one to create a sprite set for her is another matter.

DC
 
First of all, thanks for this awesome site. I'm a fan of BOR and OpenBOR since lavalit era. I saw evolution of the engine and enjoyed a lot with the mods created by incredible code magicians that made incredible beat 'em ups that give me back in time, to golden age of arcade. In fact i have yet a huge collection of them: more than 9 gb of pure brawler fun. I'll upload some of them soon.

This mod looks promising. Is it in development yet? I would like to play this. It's the ultimate Golden Axe game.
 
Okay, I'm in love with this project~!

So... I take if Dora could be in (I also like her), probly Trix would be too? (I like him a lot, too) ;D

The project looks really awesome, keep it up!
 
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