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Author Topic: Golden Axe Remake  (Read 20566 times)

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Offline utunnels

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Re: Golden Axe Remake
« Reply #30 on: December 14, 2007, 09:13:08 am »
Yeah. i agree more status bar styles, although we have both vertical and horizental.

About the select menu feature, I think it is just too complex to implement, because everyone might want different result. More select menu only animation might help.

Offline Damon Caskey

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Re: Golden Axe Remake
« Reply #31 on: December 14, 2007, 09:17:28 am »
I remember asking about this a while ago, but it kind of fell to the wayside.

How ridiculous would it be to try and implement a real time sprite scaling feature?

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Offline utunnels

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Re: Golden Axe Remake
« Reply #32 on: December 14, 2007, 09:21:14 am »
Oh, and I want to metion, animation script still works on select menu.

Offline SX

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Re: Golden Axe Remake
« Reply #33 on: December 14, 2007, 09:28:15 am »
As far as scaling....  it only supports the screen.  However, we can create a new function that will scale sprites based on that logic i think.

Offline utunnels

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Re: Golden Axe Remake
« Reply #34 on: December 14, 2007, 09:33:35 am »
Yeah, a draw_sprite function that allows scale as one parameter.

Offline Orochi_X

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Re: Golden Axe Remake
« Reply #35 on: December 14, 2007, 11:19:12 am »
While I love all those ideas. The original GA effect could be pulled off with anim waiting.......

*goes back to work....*


* Orochi_X says : " Sore ga doushita? " :looney:

Offline Fightn Words

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Re: Golden Axe Remake
« Reply #36 on: December 14, 2007, 11:33:21 am »
I assumed SX's suggestion would garner more reaction then that. I still remember when scaling was first mentioned as a possible new feature. Cool idea, scaling.

Offline Orochi_X

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Re: Golden Axe Remake
« Reply #37 on: December 14, 2007, 03:22:35 pm »
Don't get me wrong , I'd almost certainly make use of it. Entire stage/entity scaling would be great for my melee mini game. If the players go too far apart , the "camera" would zoom out allowing you to see whats going on. Then , when they get closer , or there's a bit of action , the camera zooms right in again.

Entity scaling has a whole list of advantages , one simple one would be the ability to "re-size" sprites from different games so that the match up a little better (M.U.G.E.N. has that ability).

It's just that it seemed like a massive undertaking for something that can already be done with current , conventional methods......

Also , to add to the "more lifebar custumisation" pot , I would really love to be able to make the lifebars deplete in the opposite direction. On a per entity basis , though...
« Last Edit: December 14, 2007, 04:36:48 pm by Orochi_X »


* Orochi_X says : " Sore ga doushita? " :looney:

Offline SlyBeast

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Re: Golden Axe Remake
« Reply #38 on: December 14, 2007, 04:14:35 pm »
Man, this is awesome!  Nice job, utunnels!
« Last Edit: December 14, 2007, 04:31:43 pm by SlyBeast »

Offline CGRemakes

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Re: Golden Axe Remake
« Reply #39 on: December 16, 2007, 11:46:42 pm »
Finally, a completed Golden Axe mod!  The original has always been one of, if not my favorite Beat-em-up game.  It is probably a good thing, because until now, the engine has not had the capacity to do the game justice.  A few things (hope they haven't been reported).  There are times when my special does not work (the only time I remember is on I believe the next to last level at the very end when fighting the skeletions).  It executes the magic animation, but the lightning bolts never appear (I was using Gilius).  I don't know if it is due to the height of the level (bolts spawned outside level maxes), or what.  Anyone else have this problem?  I haven't had much time to investigate it further, but I can if needs be.  Also, I'm sure it's an engine limitation, but it's somewhat of a pain that you can't execute your special if you are on an animal.  Great work, though.  It feels VERY much like I'm playing the original (better in some ways).  Blocking is a nice addition, as well as the additional moves.  Good work!

Offline utunnels

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Re: Golden Axe Remake
« Reply #40 on: December 17, 2007, 12:07:29 am »
Thanks.
I found that magic cast bug. You are right, they are spawned under the walls. I seems I should release another version when I think all these are fixed.

You can't execute special if you are on an animal, but you can get off an animal at anytime(A+J).

Offline Bloodbane

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Re: Golden Axe Remake
« Reply #41 on: December 17, 2007, 01:04:30 pm »
I found that magic cast bug. You are right, they are spawned under the walls. I seems I should release another version when I think all these are fixed.

Found that also. It happens when I cast it on the back of giant eagle.

 Since you are going to fix this mod, maybe you would like to fix fireplace at back of giant eagle? it starts off falling instead.

 I want to ask why there's no wait at all after we enter the castle after 3 blue thieves appear? I don't like it if we have to fight General Heart and Death Adder at same time.
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"The more often enemies attack, the more open they are to counter attacks"

Offline utunnels

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Re: Golden Axe Remake
« Reply #42 on: December 17, 2007, 01:24:16 pm »
That fire is type none, it is spawned uppon the wall and it is not affected by the wall, so it just fall below the wall. I'm not sure if it is a bug or not, because few people use type none together with wall(even fewer people use altitude for a spawn entry).

There's no wait after you enter the castle, but you can kill General Heartland before move forward. ;D Well, if you don't have a dragon, it's a bit harder.

Offline Bloodbane

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Re: Golden Axe Remake
« Reply #43 on: December 17, 2007, 01:43:58 pm »
There's no wait after you enter the castle, but you can kill General Heartland before move forward. ;D Well, if you don't have a dragon, it's a bit harder.

Fortunately, I can kill General without dragon :D. Need to get rid of henchmen 1st though.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

"The more often enemies attack, the more open they are to counter attacks"

Offline Vince2501

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Re: Golden Axe Remake
« Reply #44 on: December 18, 2007, 04:19:25 pm »
Request: If there is an update, please make Death Adder much harder. Either make his helpers invincible, or make him abuse supers, or add a rushown move, or something like that. Brilliant mod still.

 



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