2d modern version of golden axe
by Dean Avanti · in Torque Game Engine · 07/07/2006 (7:59 pm) · 7 replies
I want to make a beat em up, like the golden axe games, only a modern version.
Of course I do 3d games and use 3d game engines but I love those side scrolling games, no one makes them today, its a shame as rather than the low rez graphics of old you could update them with great paintings, imagine the arcade classic golden axe but with the images looking like the paintings of Frank Frazetta.
With modern tools and a good 2d engine I'm sure a good artist could throw one of these together, the 2d programs to make these games must be perfect after all this time, in fact there should be an engine that is so automated that you don't even have to write code, everything from the engine tools, I mean these old games are not complicated like a modern 3d game, a 2d game should be mostly the art assets, can a designer build a game like the arcade hit golden axe using the 2d torque engine with no coding skills. is this possible, games like golden axe are not complex, surly by now you can make one of these just using the editor with no coding required, is it possible, are 2d engines that good now, is torque that good.
Also a link to beat em ups done in torque would be great, anyone done any in the torque community.
Of course I do 3d games and use 3d game engines but I love those side scrolling games, no one makes them today, its a shame as rather than the low rez graphics of old you could update them with great paintings, imagine the arcade classic golden axe but with the images looking like the paintings of Frank Frazetta.
With modern tools and a good 2d engine I'm sure a good artist could throw one of these together, the 2d programs to make these games must be perfect after all this time, in fact there should be an engine that is so automated that you don't even have to write code, everything from the engine tools, I mean these old games are not complicated like a modern 3d game, a 2d game should be mostly the art assets, can a designer build a game like the arcade hit golden axe using the 2d torque engine with no coding skills. is this possible, games like golden axe are not complex, surly by now you can make one of these just using the editor with no coding required, is it possible, are 2d engines that good now, is torque that good.
Also a link to beat em ups done in torque would be great, anyone done any in the torque community.
About the author
#2
07/08/2006 (8:44 am)
Yes you could make Golden Axe in TGB. You would need some semblance of coding skills, though.
#3
Check it out. There have been a bunch of beat-em-ups/beat-em-up tutorials made in it.
-Okashira
EDIT :
Here is the link.
EDIT AGAIN : If you sign-up at the GM Community, PM me in my GM Community account 'KonkerGames'.
07/08/2006 (2:11 pm)
If you don't want to have to use code, try looking up a program called 'Game Maker'. It is a great program for 2D development and also has a C-style scripting language and .dll capabilites to expand it's features. What is even better is that it is free(unless you don't want the splash screen. If you don't you must register for USD$20. With the registration you also are allowed to do things like LAN/IP multiplayer, Quake 1-quality 3D, and the capability to use .dlls). It also has a HUGE community.Check it out. There have been a bunch of beat-em-ups/beat-em-up tutorials made in it.
-Okashira
EDIT :
Here is the link.
EDIT AGAIN : If you sign-up at the GM Community, PM me in my GM Community account 'KonkerGames'.
#4
I have a new idea for a 2d beat em up, not the golden axe game, but a great new idea for an arcade game, ill have to set out what the programming side is and what I have to do in the 2d engine, torque would do it with a programmer, perhaps game maker as well, id have to set out the requirements that the game has to do.
would need a programmer for the new controller interface code.
I reckon I could get the full arcade game completely done in 6 weeks, perhaps less if I had the code.
then id get the game in front of a arcade publisher. I can make the whole shebang in 6 weeks easy if I had a programmer, everything else I would do, when I get some time free ill set out what i need and then i can ask for advice on engine.
07/12/2006 (2:17 am)
Ill get over there and check things out, I have to finish a pitch document first.I have a new idea for a 2d beat em up, not the golden axe game, but a great new idea for an arcade game, ill have to set out what the programming side is and what I have to do in the 2d engine, torque would do it with a programmer, perhaps game maker as well, id have to set out the requirements that the game has to do.
would need a programmer for the new controller interface code.
I reckon I could get the full arcade game completely done in 6 weeks, perhaps less if I had the code.
then id get the game in front of a arcade publisher. I can make the whole shebang in 6 weeks easy if I had a programmer, everything else I would do, when I get some time free ill set out what i need and then i can ask for advice on engine.
#5
just changed my name to
fallen
the other one was playing up
07/12/2006 (8:25 pm)
Just signed up to Game Maker under the name of abbadon.just changed my name to
fallen
the other one was playing up
#6
I posted the details of the game I want to make here.
http://forums.gamemaker.nl/index.php?act=ST&f=2&t=228165&st=0#entry1590158
I have copied the details below.
I'm not sure Game Maker will work out, I don't think perhaps I may find it tricky to find a coder, if so then there is no point using that engine if I don't have a coder, no coder no game, I will be making this game in 6 weeks, I can pull that off, but I will not start if I do not have a coder, I have a feeling that I will not find one at Game Maker, I may be wrong, It seems to me that Torque is the most active, friendly and enthusiastic of game communities perhaps torque is a better bet, though the engine is much more expensive.
I am new to 2d games, making 3d games is my norm, I have some pitches going through a publisher for 3d arcade games, wile that is going through I have set myself a task, I want to make a Game in 6 weeks.
I want to make a 2d game, I have some requirements for the game, if it can be coded, I can make the whole game in less that 6 weeks, I sure as hell can do that, the whole game, bar one thing, I do not code so if that needs to be done I will need help for that, I am looking at game maker to do the game, there is only one block for me, the code, that and nothing else, if it can be coded then it can be done, if it can not be coded then its a no go at all and cannot be made, now i will go over the game I want to make, I need to now can it be done in Game Maker, what would you suggest I need for the game, ie engines, or code that is out there that does a job I want, or a game that is similar that I should look at, or something that I should know.
Aim- make a game that will be played for 30-45 minutes. time of development 6 weeks
Side scrolling game, game will have parallax scrolling.
Rough quick sketch, not filled in and coloured, diagram only, action takes place at the front, other layers are behind scrolling.

Game is a side scroller like Rastan Saga 1 and 2, unlike a platformer the player will not jump on platforms, he will walk on on layer, ie the ground, the ground may vary in terrain, so he has to walk up and down it, ie on it, always matching his steps to the ground.
Player will face forward at all times, his goal is to advance to the front of him, killing all that get in the way, if he moves backwards it is walking backwards while facing forwards.
movement
walk forward
walk backwards (retreating/ not turning round, but walking backwards facing ahead of him)
--------------------------------------------------------------------------------
Player can hit in 3 places.
hit over the head
hit to body
hit to legs
Player will use a mouse to swing his sword.
There are 3 animations for hits, you will use the mouse moving from left to right for the hits.
player moves mouse left to right, high - animation swinging a blow a high to the head
player moves mouse left to right, mid - animation swinging a blow between waist and shoulder
player moves mouse left to right, low - animation swinging a blow below the waist will make a low blow
Depth of blow,
moving the mouse directly plays the animation, so if you move the mouse back a little before moving forwards will play a small swing, moving the mouse all the way back will make a large swing.
The larger the swing the larger the damage done, small swing and small damage
To defend/parry the blow you simply do the same sword blow as the opponent, as seen in the game Barbarian, so a mid blow is coming at you, you defend by doing a mid blow back, the weapons will clash together, its a little like paper, scissors, rock, it makes it simple to defend, just 3 hit locations, if you did a blow at the same time, you have at least a 33% chance of being the same hit position as the attack.
the player will already be in a position with his sword, either high mid or low, so in theory then he only has to worry about 2 locations, but to combat that I think the player has to knock the blow away, so the blade has to be in motion to defend.
The other way is to have the mouse translate directly to the sword swing, so instead of a mouse swinging a blow some place between waist and shoulder always playing the same animation of a mid blow to the body, the movement of the mouse translates directly to dynamic movement, so the swing directly follows the mouse, this could be easier perhaps in some ways, I was wary that it may be too hard to play, as i there is only 3 animations to swing the sword it makes it easier to play, easier to defend if the blow is always on the same path, but that may cause problems when the player goes from one swing position to another, ie say they have swung the sword at a mid blow and then want to swing a low blow, if there was just 2 animations to play for changing from swinging from one area to another, the player may move the sword down from mid swing to low, but from different places, either with the sword to the rear at the mid section or at the end of a swing, though that can be got around, you have 3 swings animations, head body and legs, then 2 changing swing height animations, but in 3 positions, so
sword held high, moving down from sword pulled back
sword held high, moving down from sword pulled mid
sword held high, moving down from sword held out front
sword held mid, moving down from sword pulled back
sword held mid, moving down from sword pulled mid
sword held mid, moving down from sword held out front
sword held low, moving down from sword pulled back
sword held low, moving down from sword pulled mid
sword held low, moving down from sword held out front
I am in 2 dilemmas, either the sword swing directly relates to the height of the swing, or it follows specific heights, so any mid blow done between shoulder and waist with mouse will always make the sword swing at the same mid blow level, or the game is made to have the swing not restricted to a defend height for that movement but will swing in the exact height that the mouse position is at.
--------------------------------------------------------------------------------
Player will have a stamina bar, swinging makes the bar go down, no swinging makes the bar go up.
This will counter the player madly swinging like a maniac, if the stamina goes down the player will do less damage, or perhaps the swing will be slower as well, or perhaps less responsive to mouse movement.
--------------------------------------------------------------------------------
player will have a health bar to show how much damage he has taken.
--------------------------------------------------------------------------------
player can gain XP and spend it on skills.
increase strength- do more damage with attacks
increase health, take more damage.
increase stamina, fight longer without penalties
--------------------------------------------------------------------------------
Player opponents need some AI, game needs progression so opponents need different AI to create variety and difficulty.
Can this be done in Game Maker, I don't code, so I either need code/tools, that are out already, or someone to add the code features.
but I know for a fact I can do everything else for this and get it done in less than 6 weeks easily.
What are your thoughts on this?
07/24/2006 (5:16 pm)
Followed the advice of Okashira, and I looked at Game Maker.I posted the details of the game I want to make here.
http://forums.gamemaker.nl/index.php?act=ST&f=2&t=228165&st=0#entry1590158
I have copied the details below.
I'm not sure Game Maker will work out, I don't think perhaps I may find it tricky to find a coder, if so then there is no point using that engine if I don't have a coder, no coder no game, I will be making this game in 6 weeks, I can pull that off, but I will not start if I do not have a coder, I have a feeling that I will not find one at Game Maker, I may be wrong, It seems to me that Torque is the most active, friendly and enthusiastic of game communities perhaps torque is a better bet, though the engine is much more expensive.
I am new to 2d games, making 3d games is my norm, I have some pitches going through a publisher for 3d arcade games, wile that is going through I have set myself a task, I want to make a Game in 6 weeks.
I want to make a 2d game, I have some requirements for the game, if it can be coded, I can make the whole game in less that 6 weeks, I sure as hell can do that, the whole game, bar one thing, I do not code so if that needs to be done I will need help for that, I am looking at game maker to do the game, there is only one block for me, the code, that and nothing else, if it can be coded then it can be done, if it can not be coded then its a no go at all and cannot be made, now i will go over the game I want to make, I need to now can it be done in Game Maker, what would you suggest I need for the game, ie engines, or code that is out there that does a job I want, or a game that is similar that I should look at, or something that I should know.
Aim- make a game that will be played for 30-45 minutes. time of development 6 weeks
Side scrolling game, game will have parallax scrolling.
Rough quick sketch, not filled in and coloured, diagram only, action takes place at the front, other layers are behind scrolling.

Game is a side scroller like Rastan Saga 1 and 2, unlike a platformer the player will not jump on platforms, he will walk on on layer, ie the ground, the ground may vary in terrain, so he has to walk up and down it, ie on it, always matching his steps to the ground.
Player will face forward at all times, his goal is to advance to the front of him, killing all that get in the way, if he moves backwards it is walking backwards while facing forwards.
movement
walk forward
walk backwards (retreating/ not turning round, but walking backwards facing ahead of him)
--------------------------------------------------------------------------------
Player can hit in 3 places.
hit over the head
hit to body
hit to legs
Player will use a mouse to swing his sword.
There are 3 animations for hits, you will use the mouse moving from left to right for the hits.
player moves mouse left to right, high - animation swinging a blow a high to the head
player moves mouse left to right, mid - animation swinging a blow between waist and shoulder
player moves mouse left to right, low - animation swinging a blow below the waist will make a low blow
Depth of blow,
moving the mouse directly plays the animation, so if you move the mouse back a little before moving forwards will play a small swing, moving the mouse all the way back will make a large swing.
The larger the swing the larger the damage done, small swing and small damage
To defend/parry the blow you simply do the same sword blow as the opponent, as seen in the game Barbarian, so a mid blow is coming at you, you defend by doing a mid blow back, the weapons will clash together, its a little like paper, scissors, rock, it makes it simple to defend, just 3 hit locations, if you did a blow at the same time, you have at least a 33% chance of being the same hit position as the attack.
the player will already be in a position with his sword, either high mid or low, so in theory then he only has to worry about 2 locations, but to combat that I think the player has to knock the blow away, so the blade has to be in motion to defend.
The other way is to have the mouse translate directly to the sword swing, so instead of a mouse swinging a blow some place between waist and shoulder always playing the same animation of a mid blow to the body, the movement of the mouse translates directly to dynamic movement, so the swing directly follows the mouse, this could be easier perhaps in some ways, I was wary that it may be too hard to play, as i there is only 3 animations to swing the sword it makes it easier to play, easier to defend if the blow is always on the same path, but that may cause problems when the player goes from one swing position to another, ie say they have swung the sword at a mid blow and then want to swing a low blow, if there was just 2 animations to play for changing from swinging from one area to another, the player may move the sword down from mid swing to low, but from different places, either with the sword to the rear at the mid section or at the end of a swing, though that can be got around, you have 3 swings animations, head body and legs, then 2 changing swing height animations, but in 3 positions, so
sword held high, moving down from sword pulled back
sword held high, moving down from sword pulled mid
sword held high, moving down from sword held out front
sword held mid, moving down from sword pulled back
sword held mid, moving down from sword pulled mid
sword held mid, moving down from sword held out front
sword held low, moving down from sword pulled back
sword held low, moving down from sword pulled mid
sword held low, moving down from sword held out front
I am in 2 dilemmas, either the sword swing directly relates to the height of the swing, or it follows specific heights, so any mid blow done between shoulder and waist with mouse will always make the sword swing at the same mid blow level, or the game is made to have the swing not restricted to a defend height for that movement but will swing in the exact height that the mouse position is at.
--------------------------------------------------------------------------------
Player will have a stamina bar, swinging makes the bar go down, no swinging makes the bar go up.
This will counter the player madly swinging like a maniac, if the stamina goes down the player will do less damage, or perhaps the swing will be slower as well, or perhaps less responsive to mouse movement.
--------------------------------------------------------------------------------
player will have a health bar to show how much damage he has taken.
--------------------------------------------------------------------------------
player can gain XP and spend it on skills.
increase strength- do more damage with attacks
increase health, take more damage.
increase stamina, fight longer without penalties
--------------------------------------------------------------------------------
Player opponents need some AI, game needs progression so opponents need different AI to create variety and difficulty.
Can this be done in Game Maker, I don't code, so I either need code/tools, that are out already, or someone to add the code features.
but I know for a fact I can do everything else for this and get it done in less than 6 weeks easily.
What are your thoughts on this?
#7
Just to give you an example, me and some buddies of mine made a game using game maker in under 24 hours. It was for a contest sponsored by Atari, so the graphics had to be old-school. The whole idea of the contest was that you only had 1 day to make the game and there were about 10 teams. At the end of the night everyone had something playable on the level of old 2600 games or maybe NES. Obviously they were just short demos, a few levels, but playable in under 24 hours. Yes, its that easy.
07/25/2006 (2:23 am)
GameMaker is probably your best option. It is, IMO, the dirt simplist game engine for a beginner to work with. You can create a decent SNES style game without any programming. You still have to do a bit of thinking and reading, you cant just push a button that says "make game." But you can create a simple 2d game without any prior experience. If anything, the artwork will take you longer than developing the game engine.Just to give you an example, me and some buddies of mine made a game using game maker in under 24 hours. It was for a contest sponsored by Atari, so the graphics had to be old-school. The whole idea of the contest was that you only had 1 day to make the game and there were about 10 teams. At the end of the night everyone had something playable on the level of old 2600 games or maybe NES. Obviously they were just short demos, a few levels, but playable in under 24 hours. Yes, its that easy.
Torque Owner Cinder Games
YES! that dude was hard!