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OpenBoR => Mod Center => Wips => Topic started by: utunnels on May 11, 2011, 11:08:39 pm

Title: Golden Axe the Hackjob by DC
Post by: utunnels on May 11, 2011, 11:08:39 pm
It has been years since I released the mod, now I'm thinking about improving it. But I still need to gather ideas.

1. The level setting will probably be left unchanged. I'd like to add a Death Bringer stage, but probably after all other changes are done. The biggest problem is a decent background, but I don't have to use the genesis background and Death Bringer doesn't have to be in his throne chamber , so it is not a critical problem.

Stage 2 and stage 3 don't have scrolling backgrounds. That is OK for stage 2 since the sky is barely visible, but maybe I can recreate a background for stage 3.

2. Enhance magic animations.

3. Gilius Thunderhead's magic pot enhance function needs to be removed. IMO it's making him overpowered.

4. Add knock down count to attacks and disable most counter attacks from enemies.

5. Probably, disable grab for dragons and make the dragon vulnerable while attacking. The grab feature doesn't look that bad, but that doesn't look quite like Golden Axe.

6. Change backward throw animations for Gilius and Tyris. Currently the victim just flies too faraway.

7. Try to refine enemy AI. Sadly enemies still don't know how to surround the players and they are easily blocked by walls.

8. Make thieves easier to hit. Fix their escape animation, which can easily be blocked by walls.
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: Damon Caskey on May 12, 2011, 12:11:46 am
Hey UT, I have actually been working on an upgrade myself if you are interested in seeing it. Here is my main working log (http://www.caskeys.com/dc/?cat=5). My goal was bascially to build on Golden Axe and upgrade the gameplay to modern levels (i.e. complex moves and tech) while keeping the orginal feel.

Some of the things already in:

1. Transparent motion blurs.

2. Playable Alex with in game explanation (he still dies unless you pick him, in which case he is hurt bad but miraculously lives).

3. Location based stereo (i.e. hits, screams, and sounds fade left and right depending on the screen location).

4. Life meter looks exactly like arcade Golden Axe (blocks instead of a single bar). Unlike the original though, they also change color individually as depleted (think Altered Beast).

5. Lots of technique. I started by making all the move sets an amalgamation of all the various Golden Axe versions. For example, Ax Battler has four range levels to his main combo. The longest range ends with a punch like Sternblade from GA 2 Arcade, second farthermost uses thrust kick from GA2 Genesis, and the next two are traditional pound/kick or throw.  Then he has the jump spin strike from Sternblade, and his charge attack (to be clear, hold and release button move) is the unblockable twirl sword and down stroke from his counterpart GA3.

6. Voice effects. All characters now have an individual set of grunts, groans and the like. They also taunt, use battle cries, and all of it is randomized. For example, when you hit an opponent with a knockdown blow (and they actually fall), your character will sometimes yell out one of several phrases "Taste STEEL villain!". Characters will call for help when near death, scream differently when thrown into pits, and so on (I took most of the voice clips from Neverwinter Nights, for anyone familiar with that game).

7. Grappling. I have added my universal grappling system. All main character have a complete set of grapple moves. They also use alternate throws for walls.

8. Individualization. I am trying to individualize the characters without sacrificing their original feel. Ax Battler has no fancy projectiles or high flying tricks, but his close range sword moves have reach and he can chain together multiple grab moves for huge damage. Alex is slow and weak, but he can summon the ride creatures with his magic and shoot a bow. Tyris will have the GA2 Genesis ability to select the spell level (not done yet).

Team attacks are also in. I am working on team magic, but that isn't done yet.

9. AI. Enemies still have the surrounding issue you mentioned. However, they can now pursue you laterally across platforms and obstacles (no more trapping them below you in level 1), and have an array of new tricks. As an example, Amazon can throw her axes, catch your attacks and counter throw you, and also do a couple of grab moves. In addition, her Dark version can teleport behind you and do an instant grab.

Enemies are also much more dangerous on ride creatures; not only do they have access to all the ride creature's upgrades, they also don't get less aggressive when riding.

10. Optimizing. I've replaced all the sprites with .png, and gotten rid of all the duplication (ex: dragons now use one sprite set for red/blue).

11. Color correction. I switched the mod to 16bit and remastered the sprites to use original arcade colors.

12. Music. All the music is in true stereo. I haven't converted them to .ogg yet, but will soon.

13. Joe Musashi. He's in as a guest character, just to give me something to do with my old Joe sprites. He actually fits in very well and I worked hard to keep him from being a giant space flea from nowhere. He's ultra fast, very strong, and has the dog to assist, but is hard to use and has very poor melee reach. His magic is also quite powerful, but only has one level so he can't use it at all until collecting quite a bit.

Planned - This stuff I have in planning but haven't done yet:

1. Death Adder. My plan is to have the original Death Adder boss fight be a fake; another one of his "dark" soldier projections. The real Death Adder is inside the castle and requires a couple more stages. I'm thinking a lava level and stair level. But concept is basically same as the "bringer" stage on Genesis, I just always hated the idea of Bringer himself. Real Death Adder will have his shield, magic sucking ability, and can summon skeletons. he'll always try to keep two around. I liked the idea of him summoning more as opposed to just having two super skeletons hanging around.

2. Alternate route. I thought it would be cool to have an option to storm the main road you fly around in the original. The idea is you decide there is no time to go around, but as the original map scene said there are too many enemies to take on piecemeal. So instead it would be a chase level fighting on the run, depicting you trying to break through Death Adder's army with a high speed assault.

3. Other alternates. I'm debating adding Dora The Centaur and maybe some others. Sprites are not a problem, but because I want every pair of characters to have at least one team attack, the work could multiply quickly.

4. Improved magic effects. I hate Ax Battler's "Earth Bomb" magic. I'm making him actually use rocks, stone, and Earth Elementals. Ditto for the other warriors, but in their case I'm just improving the effects and not their themes.

A lot of other stuff, but most of it minor tweaks here and there.

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.

2. PC only. Even with all the optimization and duplicate removal, the module is huge. A LOT of animation has been added, certain features (like Alex being able to summon the ride creatures) mean every model has to be front loaded and there is a ton of script. It's far from finished and needs about 70MB to run right now. Maybe the Wii can do it, but anything else besides PC is right out. I couldn't care less, but it bears mentioning.

DC






Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: utunnels on May 12, 2011, 12:25:23 am
Wow, lots of changes. So I changed my mind since we don't need two branches. :laughing:

It seems you have worked on expanding the features while I was thinking about simplifying the game play and enhancing the already done features.

Maybe I should edit the background of stage 3 first.

Quote
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.
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: volcanic on May 12, 2011, 12:33:52 am
Great news!
Actually I'm greatly interested in this series as well.
Hopefully we can see more moves of each hero.

Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: Damon Caskey on May 12, 2011, 12:34:54 am
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.

I thought the variable resolution support was some amazing script work on your part and I hated to take it out. But with all the math work going on to make the block based life meter work (and I forgot, all enemies on screen also have their life represented by a single block), I had to let it go.

(http://www.caskeys.com/dc/wp-content/uploads/2010/05/gahack_0003.png)

*Edit:*
Here is some of Alex in action:

Using bow:
(http://www.caskeys.com/dc/wp-content/uploads/2010/06/gahack0003.png)

Forward throw:
(http://www.caskeys.com/dc/wp-content/uploads/2010/06/gahack_00011.gif)

Forward throw near wall:
(http://www.caskeys.com/dc/wp-content/uploads/2010/06/gahack_00021.gif)

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..."

 :laughing:

DC

Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: utunnels on May 12, 2011, 01:09:15 am
LMAO, that Alex looks really outstanding and fun to play.


Quote
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.


Quote
...new characters
Well 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.



My current work for stage 3 backgrounds layers. (http://cid-a5879bd130717196.office.live.com/self.aspx/.Public/temp/GAR/stg3.psd)

Original background. (http://cid-a5879bd130717196.office.live.com/self.aspx/.Public/temp/GAR/stg3.gif)

Here's the panel. (http://cid-a5879bd130717196.office.live.com/self.aspx/.Public/temp/GAR/stg32.gif)


The background layer would look like this.
(http://www.duose.com/p/2011/0512/50109_015625.png)
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: Damon Caskey on May 12, 2011, 09:38:11 am
...

Looks fantastic!

I plan to break up layers in that stage too, but haven't done anything to it yet. Love the background you have going, that castle looks really cool.

DC
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: utunnels on May 12, 2011, 12:20:37 pm
(http://www.duose.com/p/2011/0512/86159_921875.png) (http://www.duose.com/p/2011/0513/195_828125.png)

Tried giving Alex a smaller portrait than Ax.  :laughing:

Doesn't look too good so far, maybe it needs some more shading.
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: negronomicon on May 12, 2011, 02:38:58 pm
Alex playable  :wow!:
It's a big idea!  :cheers!:
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: Mrgrill247 on May 12, 2011, 02:50:25 pm
I think it?s a bloody marvelous idea of revisiting Golden Axe.
I would like to see more background separation, and I know it is very time consuming but it gives the game more depth as you journey, well more eye candy. The real kicker is playing as Joe Higashi with his canine companion because he would be a new player and very fun to play.

Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: Crimefighters2 on May 12, 2011, 03:08:03 pm
Cool awesome news! I wish more modders would update their work, I mean if the game is already complete why not come back to it in a year or two and add new charas, enemies stages etc nobody complained when Capcom made SF2 The new Challengers etc.

I would like, new charas, enemies, moves, specials, stages, fatalities (that banned guy had great fatalities in his GA obor mod, too bad the gameplay was a bit bland), more platforming etc etc

Will be watching this, remake was pretty good.
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: Mad Daimond on May 12, 2011, 04:04:08 pm
This version will be only for PC and some powerfull platforms? What about PSP, Dingoo and DC?
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: Damon Caskey on May 12, 2011, 04:44:28 pm
What about PSP, Dingoo. and DC?

Don't care.

I don't mean that to be a jerk, I just want to be very clear. When it comes to my own work, making the experience exactly as I want it will always trump platform support. My work is already as optimized as possible. The only way to get it smaller is to downgrade or cut content. That's not optimizing, it's compression, and a big no no in my book. If a platform can't run the mod 100% as intended; too bad.

DC
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: Bloodbane on May 12, 2011, 07:28:52 pm
 Wow, Alex looks cool!
 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.

Quote
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.

Quote
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.

 Anyways, good luck with the project! :)
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: Expio on May 12, 2011, 07:48:49 pm
The mod need the arcade final scene into the arcade house.
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: utunnels on May 12, 2011, 09:14:40 pm
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:

Otherwise, maybe a life-over-head frame can be edited out of this one:
(http://www.duose.com/p/2011/0513/31374_265625.gif)




*Edit*

Oh well I think he has done that frame already, it just doesn't last long enough.

(http://www.duose.com/p/2011/0513/31635_828125.gif)
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: Damon Caskey on May 12, 2011, 10:07:26 pm
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:

Way ahead of you guys, here is a quick video. The recording quality sucks, but it shows the very things you were talking about:

http://www.youtube.com/watch?v=XWtCEdRZnJI

DC
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: utunnels on May 12, 2011, 10:33:05 pm
 :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?



I really like the scream when a foe falls into the water, aaahhhhhhh....*splash*  :laughing:
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: Damon Caskey on May 12, 2011, 11:44:56 pm
:wow!:

Ah, amazing video.

Thanks!

Quote
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?

Wall throws are not separate commands, they are alternates that automatically replace certain other throws when you are near a wall and facing a given direction.

Code: [Select]
#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.
    }
}
   

Quote
I really like the scream when a foe falls into the water, aaahhhhhhh....*splash*  :laughing:

Thank you! I never liked how most games used generic KO grunts for a pit fall.

DC
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: maxman on May 13, 2011, 01:34:08 am
Off-topic:

We need the video(s) to be embedded here.

On-topic:

I like the way how you make the entity carry the other entity to an "object" side. This really caught me for wanting to script. Your scripts are always interesting as they are, DC.
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: Mrgrill247 on May 13, 2011, 12:52:37 pm
Nice touch!

Quote
I really like the scream when a foe falls into the water, aaahhhhhhh....*splash*  :laughing:

Have you considered making a pallete swap for Conan?
I know Primeop @

http://scrollboss.illmosis.net/mugenboss_stages.php
ripped and edited the stages from Golden Axe - Duel Remastered (Golden Axe - Genesis) and Dark Guld's Chamber (Golden Axe II - Genesis/Mega Drive). It would be great seeing those stages in the game and I am 99.9 percent sure that he would give his blessing, seeing that he created the custom Final Fight bad guys for Openbor approval.


Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: Damon Caskey on May 13, 2011, 03:48:07 pm
Have you considered making a pallete swap for Conan?

As a matter of fact, Conan was the first thing I thought of for a remap; it was one of the very first additions I made. Here are Ax's remap options (players can choose from the first five).

1. Default.
2. Tyris color swap.
3. Barbarian clothes.
4. Conan.
5. Kain Blade (alt 1).
6. Doppleganger
7. Burn.
8. Shock.
9. Freeze.
10. KO.

(http://www.caskeys.com/dc/wp-content/uploads/2011/05/gahack_0013.png)

DC
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: Mrgrill247 on May 13, 2011, 06:30:07 pm
It is nice to see Conan already done, are you going to do a palette swap for Valeria in Conan the Barbarian as well?
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: Damon Caskey on May 21, 2011, 09:18:58 am
It is nice to see Conan already done, are you going to do a palette swap for Valeria in Conan the Barbarian as well?

No clue who Valeria is. I only know of Conan as an icon; sadly the only movie I've seen from that genre is Red Sonya, and that wasn't even a true Conan film.

Here is another small teaser clip, I recorded it to demo a piece of code for Mattman, but it fits here too. As I mentioned before, the players aren't the only ones learning new tricks. Among some other new abilities, Amazons have a counter throw. Try using cheap tactics or sloppy air attacks and she'll introduce you to the ground.

http://www.youtube.com/watch?v=2uRsBVEVyc4

DC

Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: baritonomarchetto77 on May 21, 2011, 11:12:27 am
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
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: Damon Caskey on May 22, 2011, 09:10:44 pm
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

Glad you like it! As for the offer, thank you, but I prefer to do my own editing and sprite work.

Wait, but if so how do you use your downward thrust against her?

Essentially, you don't. Not unless you can catch her occupied or from behind. It's one of her main tactical advantages.

DC
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: utunnels on May 23, 2011, 12:52:36 am
Quote
but I prefer to do my own editing and sprite work
Then we shall throw in random ideas.


Like the mist effect for the first stage, maybe a front layer looks better.
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: Damon Caskey on May 23, 2011, 11:41:22 am
Quote
but I prefer to do my own editing and sprite work
Then we shall throw in random ideas.

Sorry, that probably came out much harsher then I meant it. The truth is, I usually just find it easier to do the work myself. As an example, here is the current sprite sheet for Ax (http://www.caskeys.com/arc/media/gahack_ax_sprites_2011_05_23.rar). He isn't finished just yet and as you can see already has more modified sprites then original.

Quote
Like the mist effect for the first stage, maybe a front layer looks better.

I've been thinking about something to add as a front layer, mist sounds like a pretty good idea.

*Edit* Posted the wrong file a minute ago. Fixed.

DC
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: utunnels on May 23, 2011, 12:10:07 pm
Your sprite edit already looks professional.  :cheers!:
The hammer throw animation is my favorite.

The backward slam still needs one extra frame, but it looks OK for now.



Edit*

I think I can cancel this project and try something new.
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: Mrgrill247 on May 23, 2011, 04:31:50 pm
Can some one post the shot. My work computer does not have winrar....
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: Damon Caskey on May 23, 2011, 04:53:01 pm
It's not a single shot, but an entire sprite set. Why not just get winrar? It's free as dirt and beats the crap out of zip.

DC
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: Mrgrill247 on May 23, 2011, 05:30:22 pm
My job wil not allow me to download winrar. Np, I will check it out a home.
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: Plombo on May 23, 2011, 11:26:21 pm
Why do people still use the shareware WinRAR instead of 7-Zip, which is open-source and has all of the same capabilities, but with a better archive format?  I don't understand.
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: Damon Caskey on May 24, 2011, 06:35:53 am
Because it isn't nearly as ubiquitous as Winrar. I gave up on it after getting one too many "What do I do with this" replies. Winrar is a nice compromise between the completely outdated Zip format and 7zip that half my audience has never heard of.

Let's keep this about Golden Axe and the off topic stuff elsewhere; any from here forward will be deleted.

DC
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: Mrgrill247 on May 24, 2011, 02:58:57 pm
Just noticed that he has a smilar moveset to Conan in his first movie.
I never really studied the animation from Golden Axe, but can you describe what changes you made. Did you add small touches such as the hair animation or the twirling of the sword?
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: utunnels on May 24, 2011, 09:35:29 pm
I recall Barbarian for Amiga has the sword twirling move.
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: Damon Caskey on May 24, 2011, 10:18:01 pm
The sword twirl is a custom animation. It's based on the Forward+Attack+Jump attack in Golden Axe 3. Here it is Ax's Charge move (Hold A, release). It's main use is being unblockable.

DC
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: utunnels on May 24, 2011, 11:12:56 pm
Ah, I think I misunderstood Mrgrill.  :dunce:
I thought he mean this move from the movie:

 http://www.youtube.com/watch?v=w2gcpFU-78k

Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: Mrgrill247 on May 26, 2011, 01:04:13 am
This movie on youtube is blocked in the USA. But if the video is Conan, then you are correct sir!
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: Damon Caskey on June 01, 2011, 02:44:38 pm
Still working on this daily, I'm keeping my progress here (http://www.caskeys.com/dc/?p=1302) so as not to spam up the forum. Right now I'm making the finishing touches to Heartland (Bad brothers) (http://www.caskeys.com/dc/?p=3071). He's gained a new move and is much more dangerous over all.

You can also make him playable as a bonus if you meet the right conditions. Obviously he doesn't get much of a move set compared to the default playable characters, but it's still kind of fun to go around smashing people with that hammer. Here is his in game profile/movelist. It's a little plain, but I think does the job.

(http://www.caskeys.com/dc/wp-content/uploads/2011/05/0001.png)
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: Mrgrill247 on June 01, 2011, 04:14:58 pm
I am sure it will be fun bashing heads :laughing:

Hmmm, how about a bonus round smashing elves?
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: Feanor on June 01, 2011, 05:48:23 pm
Your remake looks awesome so far Damon! You're adding a lot to a game I already enjoy.

Will you release a demo someday or do you plan to only release the final version?

BTW I've also seen your other project Fatal Fury and it looks very good too.
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: utunnels on June 01, 2011, 08:23:52 pm
Heartland (Bad brothers)
Brain exploded fatality!

Hehe, maybe there should be a mode in which you play as the DA force against the castle defenders. OK, I'm just kidding.

Really impressive edit BTW.
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: Damon Caskey on June 01, 2011, 11:32:29 pm
Glad you like it gents! On a demo, the best answer I can give is maybe. I tend to jump around a lot on the parts I work on. Here is Heartland's new move (Bear Hug). Didn't record that well, but you get the idea.

http://www.youtube.com/watch?v=pkQmxOiWcCE

DC
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: utunnels on June 01, 2011, 11:40:09 pm
E. Honda clone  :laughing:

Spoiler
(http://www.emugif.com/picture20101028/ssf2x/honda/a07.gif)
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: Mrgrill247 on June 02, 2011, 02:19:55 am
I rather wait on the full game.  Hey, at least Heartland cares by giving hugs ;) Any screen shots of Mr. Joe Higashi?
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: Damon Caskey on June 02, 2011, 08:28:02 am
E. Honda clone  :laughing:

Spoiler
(http://www.emugif.com/picture20101028/ssf2x/honda/a07.gif)

Lol, I forgot all about Honda! I was actually inspired by Heartland's original toss sprites. It looked to me like he was starting up a nasty bear hug hold, so I did some minor editing and now he actually does.  :)

Mechanically, it works a lot like Max Thunder from Streets of Rage. Each "hug" and the final slam does damage, and once he's got you there is no way out unless another character interferes.

Any screen shots of Mr. Joe Higashi?

That's Musashi. Higashi is SNKs infamous kickboxer.  ;)

Sorry, but aside from this screen offset demo (http://www.youtube.com/watch?v=mmZCfgIo_hY), no Joe just yet. He works, but with a couple of exceptions only does the basics, he's using Tyris's magic as a filler, and Yamoto just follows him around without actually participating.

DC
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: Damon Caskey on July 01, 2011, 04:41:42 pm
Here's a more comprehensive preview video for Ax Battler, in HD quality. It doesn't include everything, but covers most of what I have done so far (http://www.caskeys.com/dc/?p=3272).

http://youtu.be/JossdCHwwIw

DC
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: DJGameFreakTheIguana on July 01, 2011, 05:09:49 pm
Dizzam, your AX moves are a beast DC. It's almost like WWE, without the gimmicks... so then it's more like TNA.  :cheers!:

X)
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: Bloodbane on July 02, 2011, 12:55:52 am
 :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.
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: utunnels on July 02, 2011, 01:36:28 am
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.
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: ARGOROK on July 02, 2011, 01:37:35 am
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.  ;)
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: Damon Caskey on July 02, 2011, 11:09:16 am
Dizzam, your AX moves are a beast DC. It's almost like WWE, without the gimmicks... so then it's more like TNA.  :cheers!:

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.

:wow!: The slams looks great! Even the animals could perform slams!

Glad you like them. The animals have a couple more then what you saw. As you can probably guess, they are unique to the animal, not the rider. IOW, the enemies can do those slams on YOU when they are riding animals, so watch out!

Quote
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.

I like having all the bars on screen, it gives a more unique flavor for the game then the "opponent bar". It also lets me add an element fro the PS2 Golden Axe, since that's where it came from. Don't worry about the bar giving enemies away; if an enemy is actually hidden (not just off-screen) or invisible (more on that later) their meter does not appear.

Quote
Speaking of lifebar, there's no lifebar for skeleton.

Skeletons are pretty much untouched from UT's remake right now, so they don't have proper icons. The life meter script is written to ignore models that are missing needed parts. When I get to the skeleton and make an icon, the script will automatically pick it up. On the other hand, I'm starting to think maybe skeletons shouldn't have their HP shown. We'll see.

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).

Most of the moves I came up with myself, but you're right, the giant swing is a direct copy of the Grab+U+A move "Ninja" uses. Nice catch! Those actually are custom "thrown" sprites. I probably could make some more, but right now I think they look passable in the real thing; that video hurt the smoothness a bit. My throw system is designed specifically to allow adding more poses to the defender, so I can always come back later and do it.

Quote
Can't wait to see the other characters in action.

Hope I don't disappoint. Each character is to have their own unique set of tricks.

Quote
BTW: I wonder what do you guys think about the blood sparkles, IMO they are too big for  non-fatality attacks.

I thought that too, but after I tried them they grew on me. Also, I do in fact plan to add fatalities.

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.  ;)

Thank you, I'll keep at it.  :cheers!:
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: MatMan on July 02, 2011, 11:48:33 am
Looking great DC.

What about your Fatal Fury Chronicles, have you decided to have a break from it?
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: Damon Caskey on July 02, 2011, 01:32:37 pm
Looking great DC.

What about your Fatal Fury Chronicles, have you decided to have a break from it?

Thank you! Yes, FFC is on hold, partially because many of its inner workings are now out of date due to refinements I've made on them in GA. When GA is out, I'll go back and retro fit FFC.

DC
Title: Re: Golden Axe the Hackjob by DC
Post by: utunnels on July 02, 2011, 09:55:18 pm
Quote
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.

Quote
...the giant swing is a direct copy of the Grab+U+A move "Ninja" uses.

And the back-breaker.
Title: Re: Thinking about Updating Golden Axe Remake for PC
Post by: DJGameFreakTheIguana on July 02, 2011, 11:19:27 pm
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.
...... or I just like unexpected things in games. Gilius with a Stunner should be a instant kill because of that horned helmet of his.  :scared:

X)
Title: Re: Golden Axe the Hackjob by DC
Post by: utunnels on July 02, 2011, 11:57:13 pm
Oh, just forgot, the water of the turtle village should be animated as well, if you can find some decent water texture.
Title: Re: Golden Axe the Hackjob by DC
Post by: Damon Caskey on July 03, 2011, 12:12:24 am
Quote
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.

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.

I should also add that in most cases, you are NOT invulnerable when using slams. Enemies can and will interrupt you, causing extra damage if they succeed. You have to decide if going for the big grab chain is a smart idea.

Quote
And the back-breaker.

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.

DC

Gilius with a Stunner should be a instant kill because of that horned helmet of his.  :scared:

LOL, it's not the WWF or anything like that in itself, I just want to make sure AX comes across as a brutal, seasoned warrior who just happens to be good at wrestling due to his training/experience; he's not a Triple H with a sword. IOW, he isn't doing something over the top like a backbreaker because it looks cool, he's doing it because he's seriously pissed off... these people killed his mother. He's not just going to kill them, he's going to make them HURT.

Side note here, seriously, WTF was Death Adder thinking? "Hey I know, I'll murder the families and best friend of a Dwarven Fighter, Barbarian hero, and Amazon Warrior. It's not like they'll do anything..." Why didn't he just go ahead and kidnap some girl with a Wrestler dad and street fighter fiance who's best friend is an effin' NINJA? How could that go wrong?

Anyway, the original Golden Axe is primitive, but was amazingly atmospheric. You really felt like it was a desperate war going on and not some random street fighting. Keeping that Conan feel is very important.

Still, you just gave me an idea. I was trying to decide on a good "close to the wall" alternate for AX's forward grab (powerbomb). Stone Cold's Mudhole Stomping would fit perfectly.

Oh, just forgot, the water of the turtle village should be animated as well, if you can find some decent water texture.

I'll be doing stage work last. I plan to re do the water and add layers as time permits.

DC
Title: Re: Golden Axe the Hackjob by DC
Post by: utunnels on July 03, 2011, 12:43:41 am
Quote
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.

No I don't mean immune to grab moves. But maybe there could be some tricks that slow down the moves or change the animations. For example, Ax can pick a giant, but not as fast as he does to other foes. And some slams seem disobey physical laws if the opponent is a giant (the back-breaker, for instance), that is why I say alternate animations. And that will make your 10% damage trick more reasonable, if the new animations are not as violent.


Quote
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.
(http://www.duose.com/p/2011/0703/46425_18275.png)
Title: Re: Golden Axe the Hackjob by DC
Post by: Mrgrill247 on July 03, 2011, 04:00:10 am
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/)
 


Title: Re: Golden Axe the Hackjob by DC
Post by: kungpow12345 on July 03, 2011, 04:18:36 am
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/)

Oh yeah, I second that, brother! ^^
Title: Re: Golden Axe the Hackjob by DC
Post by: ARGOROK on July 03, 2011, 04:08:32 pm
 :laughing: Imagine that, it would be so funny  ;D
Title: Re: Golden Axe the Hackjob by DC
Post by: blazefeilding27 on July 06, 2011, 05:43:31 pm
Any ideas from  golden axe the return of death Adder would be great the best of the golden axe's. Like the idea of rescuing villagers in prison by pulling chains or by smashing manacle's. Or destructible environments, the use of catapults or balistas vertical up screen movement witch leads to new places, multiple route select and the animals that are on there like the praying mantis that martial arts. The scorpion who fires electricity and the fire breathing bone dragons as well as some of the enemies that appeared on that game all of witch made a awesome game.
Title: Re: Golden Axe the Hackjob by DC
Post by: Damon Caskey on July 07, 2011, 02:55:15 pm
Still polishing up Ax. I've got the majority of his grappling finished. He still needs a coupel more moves for air to ground throwing, counter blocking and takling. This tree (http://www.caskeys.com/dc/?p=3272#grappling) shows how the series works. Just think of King from Tekken and you'll get the idea.

DC
Title: Re: Golden Axe the Hackjob by DC
Post by: Hanzo on July 07, 2011, 03:38:39 pm
My jaw just drop after looking all of those grapples man. Bonkers!
Title: Re: Golden Axe the Hackjob by DC
Post by: utunnels on July 07, 2011, 08:13:39 pm
Let me guess, since you give Ax Battler so many grappling moves, you'll probably focus on sword play when you begin hacking Tyris Flare?
Title: Re: Golden Axe the Hackjob by DC
Post by: Damon Caskey on July 07, 2011, 10:01:42 pm
Actually with Tyris I'll be focusing more on acrobatics and use of the environment. Special moves off of walls, tricks like throwing her sword (GA3) and some such. Here is the basic rundown:

Ax Battler: He's not so much about grappling, but on having the ability to keep up a relentless assault of any kind. I haven't showed them as much, but he's very effective with his swordsmanship too. He's designed so that you can follow just about any of his moves with something. Basically, he's going to have a harder time fighting his way in than the others, but once he's in your face he can pretty much take you to pieces.

Tyris: I'm taking a slightly more realistic approach with her gender. Real females are not "weak but fast". The simple fact is they are physically inferior in every way... especially speed. But that doesn't mean they can't be effective fighters. This is how I'm approaching Tyris. She's slower and weaker the the others, but very acrobatic, tricky, and good at using the environment (i.e. launching herself from a wall, bouncing from enemy to enemy, countering incoming attacks, etc.). She's obviously the best magic user too, not just in power, but precision. Tyris will have the Genesis GA2 ability to use exactly the level of magic she wants. This gives her a huge strategic advantage.

Gilius: The melee monster. Magic sucks, and he's slow on his feet. But he's got the best range, striking power, and endurance. He also makes up for lack of ground speed with evasiveness and tactical footwork. Lastly, his defense is the best too. Aside from being hard to hit and able to take more punishment then the others, Gilius can "hold" a guard position, and block attacks from both sides.

Joe: Joe is an all rounder. He's easily the fastest on his feet and hits every bit as hard as Ax, maybe even harder, but has the worst melee reach by far. On the other hand, he's got a unique set of magic and several tricks of his own. His wolf Yamoto is also a great asset; not just for Joe, but anyone else in the party.

Alex: He's not in the same league as the other heroes and he knows it. Basically, he is kind of slow and weak, like Tyris. But where she makes up for it with magic power and alternate forms physical prowess, Alex relies on sheer ingenuity. Oil bombs, throwing dirt to the eyes, packing a bow, using magic potions to summon a riding creature, Alex is a pragmatic fighter who does whatever it takes to win.

DC
 
Title: Re: Golden Axe the Hackjob by DC
Post by: utunnels on July 08, 2011, 04:31:40 am
I suddenly got an idea during work time, so I Frankensteined some sprites to see how it turned out. Maybe after a bit more polishing work it would look good. :laughing:

BTW, the shading of that bb's leg doesn't look right because it was edited from an up-side-down pose.
Title: Re: Golden Axe the Hackjob by DC
Post by: Sindor on July 08, 2011, 08:57:26 am
Golden axe Remake v2 is awesome, but like arcade, the game isn't that hard and can be easily finished in less than 40 mins. I looked at your WIP and i think the next golden axe could be refreshing! I hope the game to be longer and harder. Good luck DC!
Title: Re: Golden Axe the Hackjob by DC
Post by: Damon Caskey on July 08, 2011, 09:19:21 am
Difficulty: Put it this way, I can single credit the Arcade original, but even with all those new moves I've yet to make it past the first level of my own module without losing a life. I'm actually going to tone it down just a bit. There is a difference between difficulty and pure frustration.

DC
Title: Re: Golden Axe the Hackjob by DC
Post by: Sindor on July 08, 2011, 10:02:56 am
Of course: you need to find the best balance between those, and it would change between players.
Title: Re: Golden Axe the Hackjob by DC
Post by: Damon Caskey on August 31, 2011, 03:35:37 pm
Been about a month since I did any work, summer just has too many non video gaming things to keep my free time attention.  ;D

I am trying to get back into it some though. I was getting kind of bored of Ax, so I'll come back to him. In the meantime, I'm now working on Tyris a bit (http://www.caskeys.com/dc/?p=3845). Here is her new idle (more frames) and kick attack (replaces the "boot" in her normal combo).

(http://www.caskeys.com/dc/wp-content/uploads/2011/08/gahack_tyris_flare_kick_0001.gif)

DC
Title: Re: Golden Axe the Hackjob by DC
Post by: DJGameFreakTheIguana on August 31, 2011, 04:17:45 pm
Real smooth there DC.  ;)
BTW, you don't mind sharing sprites do ya? I could use that when I get around to updating her for Brawlers.

X)
Title: Re: Golden Axe the Hackjob by DC
Post by: Feanor on August 31, 2011, 04:50:26 pm
(http://www.caskeys.com/dc/wp-content/uploads/2011/08/gahack_tyris_flare_kick_0001.gif)

Excellent animation DC! This mod is very promising.
Title: Re: Golden Axe the Hackjob by DC
Post by: utunnels on August 31, 2011, 09:32:18 pm
The roundhouse looks much better than the default kick.
And I recall someone complained the old idle animation having only 2 frames.
Title: Re: Golden Axe the Hackjob by DC
Post by: Damon Caskey on September 01, 2011, 03:13:39 pm
The roundhouse looks much better than the default kick.

Thank you, though technically it's a spin kick. A Roundhouse kick is thrown forward across the body outside to inside, making contact with instep or ball of the foot. Sorry, couldn't help it.  ;D

Quote
And I recall someone complained the old idle animation having only 2 frames.

Yeah, I didn't care for that. I'm giving all the player and enemy three or more idle frames, including the animals while riding (you can see it my videos if you look closely). Except perhaps Heartlands and Amazons, their two frame laugh somehow strikes just the right aesthetic.

Latest update, Tyris now performs a somersault at the top of her Run Jump. I had added this before, but it was made entirly of preexisting frames and it really didn't look good.

(http://www.caskeys.com/dc/wp-content/uploads/2011/08/gahack_tyris_flare_runjump_0001.gif)

@DJ: NP, use whatever you like. Would you mind crediting the edits though? Most likely your mod will be released before mine and I don't want to be accused of ripping you off.

DC

 

Title: Re: Golden Axe the Hackjob by DC
Post by: Damon Caskey on September 07, 2011, 04:44:21 pm
Just wrapped up Tyris's attack chain moves (http://www.caskeys.com/dc/?p=1302#2011_09_07). Motion trails added (no pics, they require a video to get the full effect) and extra sprites/frames to smooth some of the animations out.

(http://www.caskeys.com/dc/wp-content/uploads/2011/08/gahack_tyris_flare_stab_0001.gif)

DC
Title: Re: Golden Axe the Hackjob by DC
Post by: utunnels on September 07, 2011, 09:50:48 pm
Cool edit.

Another detail I was aware of is her hair, which looks still due to lacking of frames. For example, the run animation of any riding model, the jump animation, the fall animation. etc.
Title: Re: Golden Axe the Hackjob by DC
Post by: Damon Caskey on October 28, 2011, 11:57:03 am
Haven't updated in a while, but I am slowly getting back into modding season. I've fixed Tyris's hair for all jumps and such. It now wavers in an infinite loop while she's in the air, and settles back into place smoothly on landing. This includes while jumping moves while riding creatures.

Quite a few odds and ends completed too, but nothing really worth mentioning on its own.

DC
Title: Re: Golden Axe the Hackjob by DC
Post by: Sindor on October 28, 2011, 05:06:39 pm
Keep up the good job ;)
Title: Re: Golden Axe the Hackjob by DC
Post by: fredo46 on November 24, 2011, 09:54:42 am
Keep up the good job ;)

I second that :)
Title: Re: Golden Axe the Hackjob by DC
Post by: Mrgrill247 on November 24, 2011, 01:42:39 pm
That is awesome! 
Title: Re: Golden Axe the Hackjob by DC
Post by: Damon Caskey on January 11, 2012, 10:25:26 am
Made some more progress on Tyris (http://www.caskeys.com/dc/?p=3845#2012_01_11) and in a few other areas. Still busy, but doing what I can.

DC
Title: Re: Golden Axe the Hackjob by DC
Post by: baritonomarchetto77 on January 11, 2012, 11:04:38 am
Hey dude, still waiting for your first release man  ;D
Title: Re: Golden Axe the Hackjob by DC
Post by: ghobot21 on January 12, 2012, 01:14:53 am
me waiting too!   ;D
Title: Re: Golden Axe the Hackjob by DC
Post by: Damon Caskey on February 07, 2012, 06:02:40 pm
Another update (http://www.caskeys.com/dc/?p=1302#2012_02_07).

DC
Title: Re: Golden Axe the Hackjob by DC
Post by: Bloodbane on February 08, 2012, 11:37:27 pm
 Good work on Tyris' boomerang sword!

 I wonder, have you solved the glitch that might occur if Tyris is hit before her sword returns to her?
Title: Re: Golden Axe the Hackjob by DC
Post by: Damon Caskey on February 09, 2012, 08:42:29 am
If Tyris gets taken out of her "waiting to catch" animation for any reason and the boomerang hasn't made it back yet, the boomerang kills itself instantly. Sounds jarring on paper, but looks OK in game. That's usually how the professionals do it and I found that to be a better idea than letting her sword fly off the screen or falling to the ground while she magically has another.

The biggest challenge to overcome was making it bounce back immediately when hitting an enemy or obstacle, but only when not already returning. Would have been easy enough using a didhitscript, but there is a weird engine bug that causes didhitscript to only run one time; any boomerangs thrown after the first hit simply don't fire their didhitscript at all. So instead I had to set up a funky combination of followups and animation scripts to get the job done.

DC

Title: Re: Golden Axe the Hackjob by DC
Post by: utunnels on February 09, 2012, 10:13:09 am
Not sure about the didhitscript issue.
I tried some projectiles, none has this problem (with or without remove property).
Title: Re: Golden Axe the Hackjob by DC
Post by: Damon Caskey on February 09, 2012, 11:25:01 am
I'm not sure if it is an engine bug or some weird interaction going on, but I'm more inclined to blame it on the engine because there really isn't much to the projectile itself. Whatever the reason it's very odd. The very first time the projectile model is spawned and hits something it will run its didhitscript just fine. But after that first hit any subsequent spawns behave as if their didhitscript didn't exist, wile still running their animation scripts normally.

It also does not matter how many or few times you spawn the projectile before successfully hitting a target. You can throw it at air 50 times before you hit something and it still works - but only once and never again.

DC

*Edit* It has the fastattack property turned on to make sure it will hit even if the target just got hit with something else. I wonder if that is causing issues?
Title: Re: Golden Axe the Hackjob by DC
Post by: utunnels on February 09, 2012, 07:15:06 pm
Fastattack sounds suspicious (though there's no real fastattack now, just shorter paintime).
I'll take a look if I have a chance.

But since you said their didhitscript didn't work, did you mean they still hit targets? If so it might be something inside the script(for example some lines in the script failed to execute correctly), what if you use a log at the very first line of your didhitscript to see if it is triggered.


Edit*

To make it quick, what if you turn off fastattack to see if it is cured?
Title: Re: Golden Axe the Hackjob by DC
Post by: Damon Caskey on February 10, 2012, 09:00:29 am
...

Yeah, it does hit. Just doesn't fire the didhitscript. Here's the rundown:


The Bug: Step 4 only works once. After that, every projectile thrown just plows right over whatever it hits and goes the full distance allowed by Step 2 before coming back. To get around that I had to hack it up using a followup and a much more messy animation script. The reason it makes no sense is each projectile thrown is a new entity.

I'll take out fastattack and see if that makes any difference.

DC

Title: Re: Golden Axe the Hackjob by DC
Post by: utunnels on February 10, 2012, 07:32:00 pm
Are you sure there's not any mistake in the checking logic of step 4? That is why I said using a log in the first line of the didhitscript to see if it is not fired at all.
Title: Re: Golden Axe the Hackjob by DC
Post by: Damon Caskey on May 09, 2012, 11:11:08 am
Been a while yes?

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
Title: Re: Golden Axe the Hackjob by DC
Post by: Mr.Din on May 09, 2012, 02:03:16 pm
Been a while yes?

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
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)
Title: Re: Golden Axe the Hackjob by DC
Post by: Bloodbane on May 11, 2012, 02:14:49 am
Quote
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.

 Great! Now that's how last boss should be!
Title: Re: Golden Axe the Hackjob by DC
Post by: DJGameFreakTheIguana on May 11, 2012, 02:59:29 am
That sounds really tight DC, keep on killin' it man.

BTW, I should see if that version of Golden Axe will run on my laptop, it should though

x)
Title: Re: Golden Axe the Hackjob by DC
Post by: darknior on May 11, 2012, 05:38:39 am
Really impressive ...
I discover your mod today and i think i will really love it, i love Golden Axe on Génésis :p

Your video preview is beautiful :D
Thanks a lot
Title: Re: Golden Axe the Hackjob by DC
Post by: BeasTie on May 11, 2012, 05:45:09 am
Should make him your avatar then you will match UT ;)
Title: Re: Golden Axe the Hackjob by DC
Post by: leprechaun on May 11, 2012, 11:06:52 am
have download link ?
Title: Re: Golden Axe the Hackjob by DC
Post by: Hanzo on May 11, 2012, 01:25:35 pm
It's not finished yet leprechaun
Title: Re: Golden Axe the Hackjob by DC
Post by: leprechaun on May 11, 2012, 01:30:16 pm
:(

nice pics goooooooooood mod :cheers!: :cheers!: :cheers!:
Title: Re: Golden Axe the Hackjob by DC
Post by: Damon Caskey on August 08, 2012, 03:27:36 pm
http://youtu.be/lNcoVQhhITI

Just another preview video, but I have been getting things done. Hard to keep up in the summer. :P

DC
Title: Re: Golden Axe the Hackjob by DC
Post by: darknior on August 08, 2012, 05:12:08 pm
Woaw ... so incredible combo ... i love it !!!
Title: Re: Golden Axe the Hackjob by DC
Post by: BeasTie on August 09, 2012, 02:57:16 am
lmao that was awesome, nice work! :thumbs_up:
Title: Re: Golden Axe the Hackjob by DC
Post by: Bloodbane on August 09, 2012, 05:39:03 am
 Cool combos! I thought the dragon is going to swallow amazon but instead it just let it drop ;D.

 The slams are cool too! I love seeing Ax counter grab.
Title: Re: Golden Axe the Hackjob by DC
Post by: BeasTie on August 09, 2012, 06:47:30 am
I thought the same thing Bloodbane  :laughing:
Title: Re: Golden Axe the Hackjob by DC
Post by: Mr.Din on August 11, 2012, 12:59:04 am
Way to do GA some justice. it's nice to see something brand new for golden axe :)
Title: Re: Golden Axe the Hackjob by DC
Post by: gamesmame on August 15, 2012, 01:03:02 pm
Very god Man, great Work!!  ;) Congratulations... Download please?  :laughing:
Title: Re: Golden Axe the Hackjob by DC
Post by: slash2 on September 08, 2012, 03:46:59 pm
Looks like KI ultra combo :) and it wont be done in the nearest future

maybe utunnels should make his own version..
Title: Re: Golden Axe the Hackjob by DC
Post by: esn23 on September 08, 2012, 04:00:41 pm
this is amazing i love it cant wait you guys should add some made up playable chars to the mix like a female sorceress and a male ranger
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