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Fursan al-Aqsa: The Knights of the Al-Aqsa Mosque® is a Third Person Action Game on which you play as Ahmad al-Falastini, a young Palestinian Student who was unjustly tortured and jailed by Israeli Soldiers for 5 years, had all his family killed by an Israeli Airstrike and now, after getting out from the prison, seeks revenge against those who wronged him, killed his family and stolen his homeland, by joining a new Palestinian Resistance Movement called Fursan al-Aqsa: The Knights of the Al-Aqsa Mosque®. Fursan al-Aqsa® is a Registered Trademark of Nidal Nijm Games © 2022, all rights reserved.

Post news Report RSS Fursan al-Aqsa Remake: Updated Guns

Check out some updated weapons and animations from Fursan al-Aqsa Remake, the most BASED game of all times, alongside a brand new weapon, the Dual UZI SMG.

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Check out some updated weapons and animations from Fursan al-Aqsa Remake, the most BASED game of all times, alongside a brand new weapon, the Dual UZI SMG, which will allow players to trucidate the enemies in great style. These new weapons are coming in the next free update, Jenin, Road of Heroes.

Buy Fursan al-Aqsa on Steam now and get access to all these updates for Fursan al-Aqsa Remake:

Store.steampowered.com

I decided to redo all the guns animations to polish Fursan al-Aqsa Remake even more and make this game look and feel a AAA indie game.


The guns models were purchased from Unreal Engine Marketplace, but the animations I made them manually, in Motion Builder and 3dsmax.


The hardest animation was indeed the Double UZI Reload, since I had to synchronize the animations of both arms, but I think that the final results are very good indeed.

As for the AK-47 and the M16, I watched many reload animations of these guns in many games, like COD, CSGO, Battlefield and others, and used them as a visual reference for making my custom animations.


Something cool from Unreal Engine, is that you can do some small tweaks on the animations direclty from inside the Animation Viewer, and this is very useful since it removes the need of exporting the animation from Unreal Engine, Importing in Motion Builder, then Export to 3dsmax, then fine tune there and finally get it again in the engine.

For example, the index fingers movement (bending) on the Dual UZI Fire Animation, I made them directly inside Unreal Engine, because I could adjust in real time, instead of going back and forth in 3dsmax and Motion Builder.


So I hope you like it, and until next update!

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