Streets of Rage X (Windows / Android)

In Progress Streets of Rage X (Windows / Android) Beta 33

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Hey, can you give Break both the knee spike move and the move (this is from the BK3/SoR3 boss fight) where he actually FLIPS and does the somersault attack? Just so cement him as like how he was during that boss fight.
@DTECH A fine tune in the enemy/playable Break character:

- Changed the ground upper, now he will charge before attacking and must hit in order to proceed to the attack animation.
- Replaced the old super with the "somersault" attack
- Replaced all other jumping attacks with the "knee spike" attack
- Minor attack range fixes

Now I believe that the boss fight is closer to the classic, plus the playable looks better and more varied if compared with SOR3 Axel.
Thanks for the suggestion :)

 
Although I can never remember this game has it, Axel's guard is a bit Power Rangery. With his chin tucked that tight, ear muffs with both hands would make more sense. It's cool you appreciate suggestions @Kratus, some would be a bit precious about it. Break definitely looks improved now.

clottey68401.jpg
 
In general, SOR1 Blaze sprites will be based on the BKM ones, same as the current SOR1 Onihime is using. However, I'm still thinking about how I can make her different from Onihime, I don't want to make a copy/paste character. I have some customs but I believe I will need to draw some new ones.

I played the original SOR1 this week to remember how she works in the game. I can at least guarantee that the combo ender will be the flip kick. I had forgotten what it was like and as soon as I saw this move, I immediately wanted it in the SORX haha.


Great! I'm glad you enjoyed SOR1 Axel :)


In the hi-score screen the icon will not preserve the palette used, but it's strange an icon to appear during the name input, it should not happen.
But I will take a look at the SOR1 Axel icon's palette, thanks for the report.
I hope you change BKM Blaze face in the very least. I'm not a fan of Blaze 2 face sprite with the white pixel D=.

I always wanted SOR 1 Blaze to have flip animation when she jumped.

I other thing that would be cool is if her back attack was a round house back kick.
 
this one looks better. Idk why they didn’t use this one for the back kick and the grab hit finisher.

I think it would look epic as a back kick round house.

I was trying to find sprites for blaze 1 grab finsher but i couldn’t find them.

I know in sor 4 & remake blaze 1 has 2 different back kicks. The back kick always looked terrible compared to the grab back kick.
 

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I’m gonna share why, in my opinion, the SoR3/BK3 route has the most challenging bosses (and mini bosses). This is why I play this route the most. Ash, firstly, is annoying but a pushover. The first three bosses of that route (Shiva, Mona & Lisa, Break) all have in air recovery during certain grabs. Two of them have counters which tend to catch you EXTREMELY off balance in the higher difficulties. The other one is a literal 2 on 1 battle. Bruce/Danch and Victy/Roo are easy. Yamato (Stage 4) is a 3 phase battle that builds up each phase. Robot X is literally nightmare fuel on mania, Jet you have to fight whilst you’re tired out after the entire ordeal with the GAS, Dr Dahm is alright, and Neo X/Robot Y is just WRONG. And that’s the GOOD ROUTE. Then if you don’t save the general, you have to fight this beefed up Shiva with all the techniques, and he uses his rage move and counters.
 
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In the hi-score screen the icon will not preserve the palette used, but it's strange an icon to appear during the name input, it should not happen.
But I will take a look at the SOR1 Axel icon's palette, thanks for the report.
Oh weird, I'm not sure what he was seeing then, unless I'm mistaken on what screen he referred to. He just said Axel had 'rainbow hair' on the icon and I'm pretty sure it was whilst I was inputting my name. I hope I'm not wrong and wasting your time :/

I'm sure this has been answered before but will we see different weapon modes in the extra menu in the upcoming updates? Weapons disappearing after being dropped twice always bothered me a little, lol.

Also this is kind of a silly one but could you do a girl with long nails a favor and adjust the command for police call (or have an option of how to call them)? It seems be Attack + Extra Button but the problem is my keyboard layout is that my Extra Button (which is set to back attack) is directly above my attack button, so sometimes when I'm attacking, my fingernail catches the Extra Button at the same time and wastes my police call 😅 It's totally a 'me problem' but I really don't wanna change my layout and I just wondered if alternate options for that would be possible in the future.
 
I'm sure this has been answered before but will we see different weapon modes in the extra menu in the upcoming updates? Weapons disappearing after being dropped twice always bothered me a little, lol.
I's not a bad idea, I can maybe include an option to allow more weapon drops in the next update. Thanks buddy :)

Also this is kind of a silly one but could you do a girl with long nails a favor and adjust the command for police call (or have an option of how to call them)? It seems be Attack + Extra Button but the problem is my keyboard layout is that my Extra Button (which is set to back attack) is directly above my attack button, so sometimes when I'm attacking, my fingernail catches the Extra Button at the same time and wastes my police call 😅 It's totally a 'me problem' but I really don't wanna change my layout and I just wondered if alternate options for that would be possible in the future.
Yes, I'm considering adding more options to the cop call and extra buttons. I received an interesting suggestion some months ago, basically the extra button does nothing alone but you can hold it and then tap one directional button up/down/left/right to different effects, like some modern games does.

I hope you change BKM Blaze face in the very least. I'm not a fan of Blaze 2 face sprite with the white pixel D=.

I always wanted SOR 1 Blaze to have flip animation when she jumped.

I other thing that would be cool is if her back attack was a round house back kick.
No problem buddy, I will consider these suggestions :)
 
Hmm, the hold and direction thing sounds like it'd be awkward to pull off. I tap Extra Button now and I get back attack instantly but in the couple fractions of a second it takes to push a direction.. would I still get it or might I suffer a hit instead? That's my concern at least. Might be worrying over nothing.
 
Hmm, the hold and direction thing sounds like it'd be awkward to pull off.
I second that. We can easily ending executing the wrong input, specially if you are using F or B for input (the reason I used DOWN + A2 for the second special move in PDC, to reduce this change, but it still exists).

Btw I dunno if this still works in 4.0 (as far as I remember, yes), but you can set multiple inputs per freespecial if you put the commands on the animation like this (I dunno if it works on the header too):

anim freespecial
com A + A2 freespecial
com D D A freespecial
loop 0
Energycost 80 1 0
mponly 1
This is how I allowed people to choose between classic and modern inputs.
 
(I dunno if it works on the header too):

Not only does com work in the header, it is specifically a model level header command, and the engine treats it was one. Nothing technically stops you from putting it in the animation like that, but it's not associated with the animation in any way.

If you do want a command that is toed to an animation, you need to use Cancel.

DC
 
Hmm, the hold and direction thing sounds like it'd be awkward to pull off. I tap Extra Button now and I get back attack instantly but in the couple fractions of a second it takes to push a direction.. would I still get it or might I suffer a hit instead? That's my concern at least. Might be worrying over nothing.
Even if I add this feature, it would be optional. But based on some tests, I don't know if I will add it.
What about holding attack and pressing defense? I can add an option in the control config. to switch between A+X or A+D (and X alone already works if defined in the extra button option).

Btw I dunno if this still works in 4.0 (as far as I remember, yes), but you can set multiple inputs per freespecial if you put the commands on the animation like this (I dunno if it works on the header too):
Indeed this is a good solution, but in the case of the cop call it would not work because the commands are all scripted. I'm thinking of adding more options in the menu.
About the "com", I can confirm that it also works at the header in v4 builds, like DC said.
 
Indeed this is a good solution, but in the case of the cop call it would not work because the commands are all scripted. I'm thinking of adding more options in the menu.
About the "com", I can confirm that it also works at the header in v4 builds, like DC said.

Not just 4.0, that's the way com worked, always. It has never been an animation level command at any point, ever.

DC
 
Not just 4.0, that's the way com worked, always. It has never been an animation level command at any point, ever.

DC
Yeah, I'm using in the header since the build v3 4432 with the the SF vs KOF. The same for animations but using "cancel" instead.
 
@Psykai Buddy, will in your opinion adding an option to change the cop call between Attack+Extra and Attack+Defense solve your key conflicts?
 
I honestly never use the block button, so it's not a key I'm used to hitting, but it would probably work well enough once I got used to it :)
 
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