The Bad News:
1. Static resolution. To get certain things to work before Doomsday, I removed the alternate resolution support. It's now forced 480*272 widescreen.
Yeah, me too. At first I thought 320x240 was better since 3 players mode was rarely touched. Plus the 480x272 resolution looks a bit blank, maybe some decorations over the screen are necessary.
Funny thing, I haven't quite finished scripting what happens to the NPC version when you pick Alex. It's pretty funny to watch as he talks to himself and then broods over his own death. Alex: "Alex..."That is pretty OK, he just has a twin brother or two -- the portrait is the only thing I want to complain, it looks exactly like Ax Battler in a helmet.
...new charactersWell maybe instead of spawning all the things on the player select screen, a new set is better. But that's just a small issue. That'll solve the team magic problem, for example you won't have Ax and Dora in one team and thus no need to make extra magic for them.
...
What about PSP, Dingoo. and DC?
9. AI...Good. One thing I love about Golden Axe is AI. Just with 2 or 3 enemies, players have enough problems in their hands. Contrast to basic OpenBoR AI in which players could ignore some enemies even though there are lots of enemies on screen.
2. Alternate route.Good. I agree with this. I think giant beasts (Turtle and Eagle) could take players to random places, so in 1st play, they take players to usual place (Town & Death's Adder's Castle) but in other play, they take to other place such as forest or mountain.
Mmm... I assume you have fixed Ax's slam? when I tried his slam, it doesn't feel like a slam. It's as if Ax can't carry the enemy much longer and fell instead.
Mmm... I assume you have fixed Ax's slam? when I tried his slam, it doesn't feel like a slam. It's as if Ax can't carry the enemy much longer and fell instead.
The original A+J attack might look cool for a slam -- spinning the enemy in hand before slamming into the ground. :laughing:
:wow!:
Ah, amazing video.
BTW, the wall slam attack is available only when there's a wall? What if you input the command but there's no wall nearby?
#include "data/scripts/com/ani0009.h" //Animation switch wrapper.
void ani0019(int iOX, int iOZ, int iWY, int iCK, int iAni, int iType, int a, int b, int c, int d, int e, int f){
/*
ani0019
Damon Vaughn Caskey
20100515
Perform alternate animation if nearby wall or hole.
iOX: X offset from self.
iOZ: Z offset from self.
iWY: Wall height check.
iCK: Check type: 0 = Wall. 1 = Hole. 2 = Both.
a-f: Expansion.
*/
void vSelf = getlocalvar("self"); //Calling entity.
int iDir = getentityproperty(vSelf, "direction"); //Get facing.
int iX = getentityproperty(vSelf, "x"); //Get self X location.
int iZ = getentityproperty(vSelf, "z"); //Get self Z location.
int iB = getentityproperty(vSelf, "base"); //Get self Base.
int iWall; //Wall height.
int iHole; //Hole flag.
if (!iDir) //Facing left?
{
iOX = -iOX; //Invert offset.
}
iWall = checkwall(iOX+iX, iOZ+iZ); //Get wall.
if(iWall >= (iWY+iB)) //Wall at or over check threshold?
{
ani0009(vSelf, iAni, iType); //Switch animation.
}
}
I really like the scream when a foe falls into the water, aaahhhhhhh....*splash* :laughing:
I really like the scream when a foe falls into the water, aaahhhhhhh....*splash* :laughing:
Have you considered making a pallete swap for Conan?
It is nice to see Conan already done, are you going to do a palette swap for Valeria in Conan the Barbarian as well?
Wow, this hack is going to be really promising: just seen a couple of youtube videos and liked them so much!
... you really need a good sprite artist for edits and additional animations, anyhow :-X ;D
Wait, but if so how do you use your downward thrust against her?
but I prefer to do my own editing and sprite workThen we shall throw in random ideas.
Quotebut I prefer to do my own editing and sprite workThen we shall throw in random ideas.
Like the mist effect for the first stage, maybe a front layer looks better.
Heartland (Bad brothers)Brain exploded fatality!
E. Honda clone :laughing:
Spoiler(http://www.emugif.com/picture20101028/ssf2x/honda/a07.gif)
Any screen shots of Mr. Joe Higashi?
Dizzam, your AX moves are a beast DC. It's almost like WWE, without the gimmicks... so then it's more like TNA. :cheers!:
:wow!: The slams looks great! Even the animals could perform slams!
The custom lifebar for enemies looks cool though IMO it shouldn't be shown as soon as enemy enters the screen. It would be hard to hide enemies if their lifebar is shown before they appear.
Speaking of lifebar, there's no lifebar for skeleton.
Some of the moves reminds me of those from Ninja Warriors. ;)
Maybe some of the sprites still need to be modified to look right (mostly those various pain animations).
Can't wait to see the other characters in action.
BTW: I wonder what do you guys think about the blood sparkles, IMO they are too big for non-fatality attacks.
OMG :wow!: Those slams are so beautiful, if I like this game now, IŽll love it when released, I love the way animals performs slams too, IŽll wait for this new release. ;)
Looking great DC.
What about your Fatal Fury Chronicles, have you decided to have a break from it?
LOL, thanks. I was actually worried he was getting too much like a "pro wrestler", to the point it would get silly, so I made sure to add a lot of sword moves too.That is true. Maybe you can limit the usage of slams within normal enemies. For bosses, you need another strategy. Otherwise it would be silly to toy the giants like dolls.
...the giant swing is a direct copy of the Grab+U+A move "Ninja" uses.
LOL, thanks. I was actually worried he was getting too much like a "pro wrestler", to the point it would get silly, so I made sure to add a lot of sword moves too.Besides the good work you did, there's shouldn't be any shame in this. I've been a big wrestling fan since I was a kid, but WWE nowadays totally lacks quality compared to itself back in the late 90's, which is why I think TNA is better.
QuoteLOL, thanks. I was actually worried he was getting too much like a "pro wrestler", to the point it would get silly, so I made sure to add a lot of sword moves too.That is true. Maybe you can limit the usage of slams within normal enemies. For bosses, you need another strategy. Otherwise it would be silly to toy the giants like dolls.
And the back-breaker.
Gilius with a Stunner should be a instant kill because of that horned helmet of his. :scared:
Oh, just forgot, the water of the turtle village should be animated as well, if you can find some decent water texture.
I sort of already did that, but in a different way. I don't like making enemies outright immune to grab moves, but I did make it impractical to use on some of them. Bad Brothers are the best example right now. They only take 10% damage from bludgeoning attacks, including almost all throws/slams. IOW, AX can slam them around, but it won't hurt them much at all.
Ninja has a back breaker? If he does, my copying it is a coincidence. I only remember his Giant Swing, a throw, and a kind of Atomic Drop looking move.Ah, that is it, Atomic Drop. Well, my memory must have gone foggy recently.
Hey DC, I love seeing that your edits are tastefully done. You caught me off guard with the animals having new moves. Love the chicken doing its version of the slam! Ax must have learned from the best to be able to pull off those slams. Have you thought of making an edit where the Ax imitates Hulk Hogan listening :wow!: as he throws a person off the cliff.
(http://img839.imageshack.us/img839/7008/hulkhoganlisten.jpg) (http://imageshack.us/photo/my-images/839/hulkhoganlisten.jpg/)
(http://www.caskeys.com/dc/wp-content/uploads/2011/08/gahack_tyris_flare_kick_0001.gif)Excellent animation DC! This mod is very promising.
The roundhouse looks much better than the default kick.
And I recall someone complained the old idle animation having only 2 frames.
Keep up the good job ;)
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Been a while yes?Sweet! this should make for a much more challenging Death Adder, I never found him to be much of a challenge in RoDA (though that game altogether is the easiest golden axe in the entire series)
I'm slowly but surly working on getting back into things. Right now I've been experimenting with adding enemies from later series and bringing in some of the later designs. Adder is one of the biggest.
(http://www.caskeys.com/dc/wp-content/uploads/2012/05/adder_0001.png)
His abilities are basically a combination of every version. Like the Genesis golden Axe he can cast magic the way players do, but also has the ability from arcade Golden Axe 2 to suck your spells away before they go off with his shield. Also like arcade GA2 you have to knock off his shield before the real fight even begins, and I have a whole host of other surprises ready for unsuspecting players.
DC
but also has the ability from arcade Golden Axe 2 to suck your spells away before they go off with his shield. Also like arcade GA2 you have to knock off his shield before the real fight even begins, and I have a whole host of other surprises ready for unsuspecting players.