Streets of Rage X (Windows / Android)

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

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Good observation.
It would be possible to resolve this issue and create a link between sub-levels by jumping from a balcony
overlooking the outside to reach the boss arena and complete the stage.
 
one thing id like to see is an improvement on the presentation.
alot of things just pop in and out with no proper transition.
take the upper route of the bar for example.

at the end of the route your expected to take this smaller hallway. i originally had thought to myself "oh theres more to this"only to then find out you end up at the boss arena with no real flow to it. i get that there's a staircase at the end of the lower route but that hallway doesn't really look like a stair case.how id overcome this is that you should be at the end of the bar instead being teleported to the boss arena.
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Thanks for the feedback :)
Maybe we are seeing it from a different perspective, but at least for me it always was obvious that the player is going down the stairs, backing to the bar's exit.

1762118149369.png

I even thought of making players fall from the sky (similar to the stage 3 after the pirate ship) like if they are jumping from a window in the upper part of the bar to the exit, but I ended up skipping this idea. Maybe I can go back to this solution in this case.

1762118213191.png

But I'm curious, when you say "a lot of things...", what are the other problems you are referring to? Most transitions are the same as the original games, and only a few are related to custom levels.
 
I originally used it in SoRR Maker, and I had them appear from right-to-left where they begin in front of the hallway, and go to that last open door to get up on the rooftop.
 
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Maybe we are seeing it from a different perspective, but at least for me it always was obvious that the player is going down the stairs, backing to the bar's exit.
I am with you on this buddy. While I love stage transitions, here is quite obvious what is happening on the stage.
It sounds like excessive nitpicking to me, no offense intended.

I even think that some users – again, without wanting to offend them – constantly come to this thread and complain about things with an alarming degree of nitpicking, like a single pixel off. This kind of thing doesn't help the developer; on the contrary, it can undermine their desire to continue the project.

You've always made it clear that it's your vision of the game, and even though you're concerned about having a high degree of fidelity to the original, it doesn't mean it has to be something verbatim. For that, we still have the original game.
 
Thanks for the feedback :)
Maybe we are seeing it from a different perspective, but at least for me it always was obvious that the player is going down the stairs, backing to the bar's exit.

View attachment 12078

I even thought of making players fall from the sky (similar to the stage 3 after the pirate ship) like if they are jumping from a window in the upper part of the bar to the exit, but I ended up skipping this idea. Maybe I can go back to this solution in this case.

View attachment 12079

But I'm curious, when you say "a lot of things...", what are the other problems you are referring to? Most transitions are the same as the original games, and only a few are related to custom levels.

1: while my original solution was to have that hallway just lead you back to the end of the bar.
why not keep both, its a risk vs reward decision the player has to make depending on their state if that gets accepted.

2: I'm a bit conflicted on your reasoning. If the character just went downstairs and through the bar exit, shouldn't electra & a few enemies that appear behind her later on during the lower route have spotted them?
1762128612029.png
 
I even thought of making players fall from the sky (similar to the stage 3 after the pirate ship) like if they are jumping from a window in the upper part of the bar to the exit, but I ended up skipping this idea. Maybe I can go back to this solution in this case.

View attachment 12079

But I'm curious, when you say "a lot of things...", what are the other problems you are referring to? Most transitions are the same as the original games, and only a few are related to custom levels.
The idea of breaking a second-floor window and falling from the sky is fantastic; it adds more drama to the game. As a bonus, could have the boss turn his back to the character, catching them off guard.
 
I actually agree with the second floor window entrance idea too, and even with @Kratus's visualization, IMO it's not really that obvious the player came back down stairs. Having the player bust through the window with their jump kick or flying shoulder charge animation would be really dynamic. It's kind of a general game trope that bosses always get all the love for entrances while players tend to stand there like lumps in their idle animation. It's a missed opportunity to give players a bit of characterization and makes them look a little silly at times.

Actually, if it were me, I'd have the player come from the background window.

1762190761673.png

The catch is if you did the window busting thing, you'd probably want to give some motivation to use the normal path too so it isn't always the obvious choice to go alternate route. Maybe one has more health pick ups or better scoring opportunities, whatever. I trust @Kratus to deliver!

That said, I also agree with @O Ilusionista that some things are just nick picks.

DC
 
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I am with you on this buddy. While I love stage transitions, here is quite obvious what is happening on the stage.
It sounds like excessive nitpicking to me, no offense intended.

I even think that some users – again, without wanting to offend them – constantly come to this thread and complain about things with an alarming degree of nitpicking, like a single pixel off. This kind of thing doesn't help the developer; on the contrary, it can undermine their desire to continue the project.

You've always made it clear that it's your vision of the game, and even though you're concerned about having a high degree of fidelity to the original, it doesn't mean it has to be something verbatim. For that, we still have the original game.
Totally agree, buddy. And I'm also a perfectionist, but certain extremely small things are not worth going crazy with it.

1: while my original solution was to have that hallway just lead you back to the end of the bar.
why not keep both, its a risk vs reward decision the player has to make depending on their state if that gets accepted.
Sorry friend, I think that it is not worth adding one more level just for the transition. Looks easier externally, but under the hood of the code it requires a good amount of changes that affect other things, like the level select menu.
I will test the window idea.

2: I'm a bit conflicted on your reasoning. If the character just went downstairs and through the bar exit, shouldn't electra & a few enemies that appear behind her later on during the lower route have spotted them?
I think that once the player changes the course to the upper part, the enemies may be moved (exiting the bar, looking at other rooms, etc). So, when going down the stairs, players may have a free pass.

I actually agree with the second floor window entrance idea too, and even with @Kratus's visualization, IMO it's not really that obvious the player came back down stairs. Having the player bust through the window with their jump kick or flying shoulder charge animation would be really dynamic. It's kind of a general game trope that bosses always get all the love for entrances while players tend to stand there like lumps in their idle animation. It's a missed opportunity to give players a bit of characterization and makes them look a little silly at times.

Actually, if it were me, I'd have the player come from the background window.

View attachment 12088

The catch is if you did the window busting thing, you'd probably want to give some motivation to use the normal path too so it isn't always the obvious choice to go alternate route. Maybe one has more health pick ups or better scoring opportunities, whatever. I trust @Kratus to deliver!

That said, I also agree with @O Ilusionista that some things are just nick picks.

DC
I loved the idea, but I may have some problems with certain playable enemies/bosses.
I will do some tests in this aspect, thanks for the suggestion :)
 
This is strange, I tested it right now and it looks fine. I just downloaded a fresh vbox version, put a track in the external music folder and edited using the mp3tag.
Don't forget to confirm/save the changes in the mp3tag using ctrl+s in your keyboard.


View attachment 12063


Thanks buddy :)
Fixed, i didn't save after editing :) also, i think one track still had an error because the title length was very long, so i shortened it for it to work (you could try test if you want with this title "Theme of Dudley -SSFIV Arrange- (CPS-3 Instrumental Remix)", i guess this is a limitation of the engine? Perhaps have it only show the song name instead of artist and "now playing"? like in SoRR. Speaking of SoRR, i was looking at the sound effects mod thread over at that forum, i grabbed the mirror link. Maybe there is a similar way to mod different SFX into SORX, just like you can in SORR? the v5.2 HQ SFX would be a nice touch to implement into SORX, what do you think? is it on your plans at some point?

Mod thread: Sound Effect Modding Tutorial
 
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Did a quick test, this is more or less what I thought during the development of the bar 1f level. I'm using basically the same logic from the Pirate Ship, including a similar height.
Some big guys like Harakiri/Bongo would not fit in a more detailed intro involving characters exiting from a window. So, a simpler concept fits to any playable character.
What do you think about the idea?


Fixed, i didn't save after editing :) also, i think one track still had an error because the title length was very long, so i shortened it for it to work (you could try test if you want with this title "Theme of Dudley -SSFIV Arrange- (CPS-3 Instrumental Remix)", i guess this is a limitation of the engine? Perhaps have it only show the song name instead of artist and "now playing"? like in SoRR. Speaking of SoRR, i was looking at the sound effects mod thread over at that forum, i grabbed the mirror link. Maybe there is a similar way to mod different SFX into SORX, just like you can in SORR? the v5.2 HQ SFX would be a nice touch to implement into SORX, what do you think? is it on your plans at some point?
Glad to know that the problem is solved :)
I can think about removing the text "Playing" for the tracks, which may save some space. Thanks for the suggestion.

About custom SFX options, I can even think in the future but we must skip for now because the logic is a lot more complex than the music and it may delay the other updates already in progress.

And about any content made for SORR, I prefer to continue skipping it to avoid problems with the community. Sorry, friend.
 
Yep. I liked the DC's suggestion but Harakiri for example is very big to fit in any background window.


Maybe we can use a symbol like this, saving some space.

View attachment 12096


Yeah haha. Glad you liked it :)
Neat idea, i like it, gives it that feeling of a media control panel or phone widget letting you know what track is playing. Which works well for this particular game for its focus on music. The icon design will be improved i guess, but definitely you're on the right tracks (no pun indented ;))
 
@Kratus , think Blaze's power could do with upping. It was normal and stupid to have the one woman character to be low power in 1994 but doesn't make sense now. It's a bit of a slog to use her on mania.
 
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