Streets of Rage X (Windows / Android)

In Progress Streets of Rage X (Windows / Android) Beta 34

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The project is currently under development.
Enemies feel like they have a LOT of health. You were fighting a single Jack for ages :S
Yes buddy it's true 😁, but there's some points here:

1) This test was made in the hard difficulty, which increases the health of all enemies

2) This is only a test level to show the characters in action, every SOR1 stage need to be properly built yet following the original game

3) The green Jack is the strongest version of this character, which will only appear at the late levels and usually alone (similar to the yellow SOR2 Jack, which appears at the stage 7 only).
Every regular enemy has around 4 levels (counting from 0 to 3) and can be recognized by the current pallete (similar to the Golden Axe method). I don't know exactly how many Jack versions the SOR1 has, but if I'm not wrong there's only 3 different palettes during the playthrough, so maybe this green Jack will never be used. I need to play the entire SOR1 again to confirm it.

4) These enemies can be killed a lot faster than I'm showing in my video, but I turned the playthrough longer than the normal to play the new tracks entirely and plus to show some combos.
 
About the background, I appreciate your help but I think that rebuilding the textures pixel by pixel feels more natural compared to resized images. I already have all the resized SOR1 stages (if I'm not wrong were made by CajNatalie some years ago), but unfortunately there's much quality loss in the process.

In fact only some parts were repeated a few more times in order to make the image bigger, but all the texture format and size remains the same. Specifically in stage 1 the changes are more related to the windows/glasses at the background (precisely only the gradient orange part was changed), but the ground and the bricks at the top remain the same (repeated more times, but with the same format and size).

In case some adjustments need to be made, I can move up the ground+background together by repeating the ground texture in order to have less empty space at the top. Please, it would be good to know which part of the sprite you think needs to be improved, I can work a little more to make it better.
It's a general feeling I have and I find for example logical that the car has to be resized. But a picture can be really more convincing than words so I think the better is I show you something to compare without using imagination. ;)

Edit : I don't know the CajNatalie's version but if I make something bigger, it's not to loss quality in counterpart.
 
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Every video, I feel like one more big step have been done.
I'm really glad such a project is updated... I like your work @Kratus
 
Yes buddy it's true 😁, but there's some points here:

1) This test was made in the hard difficulty, which increases the health of all enemies

2) This is only a test level to show the characters in action, every SOR1 stage need to be properly built yet following the original game

3) The green Jack is the strongest version of this character, which will only appear at the late levels and usually alone (similar to the yellow SOR2 Jack, which appears at the stage 7 only).
Every regular enemy has around 4 levels (counting from 0 to 3) and can be recognized by the current pallete (similar to the Golden Axe method). I don't know exactly how many Jack versions the SOR1 has, but if I'm not wrong there's only 3 different palettes during the playthrough, so maybe this green Jack will never be used. I need to play the entire SOR1 again to confirm it.

4) These enemies can be killed a lot faster than I'm showing in my video, but I turned the playthrough longer than the normal to play the new tracks entirely and plus to show some combos.
Ah I see, that's valid then :)

It's looking great anyway. Very much looking forward to seeing more.
 
It's a general feeling I have and I find for example logical that the car has to be resized.
Yeah, I understand this feeling. About this car, I drawn using the SORR as base, which has the proper size.

But a picture can be really more convincing than words so I think the better is I show you something to compare without using imagination. ;)
I agree, it would be good to know your example too. I need to thank you for the feedback because I it helped me to make some adjustments.

I think it could be caused by the resized orange gradient effect inside of the windows in the background. Now the ground space/texture is bigger than before, allowing me to reduce the windows size and adding the original texture. It seems better than before and is more close to the original.

Here's some examples:

Before
sor1_st1a (before).png

Now
sor1_st1a (after).png

Original resized
sor1_st1a (CajNatalie).png

Ah I see, that's valid then :)

It's looking great anyway. Very much looking forward to seeing more.
Thanks for the feedback, I will take your advice into consideration and will check every enemy's health to see if everything is correctly balanced :)
 
Thank you for all these explanations and pictures. My opinion is still the same though. I think resize original background with around +27% with a real work unlike CajNatalie's version is the best solution. It's like you did on car but on all the elements and bigger (I don't know SORR made the car like +10% while its SOR1 characters' version is around +27%).
Next week I'd be glad show a test and you judge the result as you feel. I'm doing it on a Burning Fight's background and I really like it. It's a very big work though. SOR1's bgs are less detailed then it's fortunately easier. ^^
 
Hello, this is kt住江(kt suminoe).
Streets of Rage! It's a nostalgic game.
It was called Bare Knuckle in Japan, but at the time it was evenly popular with Final Fight, and I loved the game.

I also tried to make a Streets of Rage-themed belt action game five years ago,
but the results were abortive.
So I would like to offer the enemy character I tried to draw to Streets of Rage X.
Is there a demand for it?
 
Hello, this is kt住江(kt suminoe).
Streets of Rage! It's a nostalgic game.
It was called Bare Knuckle in Japan, but at the time it was evenly popular with Final Fight, and I loved the game.

I also tried to make a Streets of Rage-themed belt action game five years ago,
but the results were abortive.
So I would like to offer the enemy character I tried to draw to Streets of Rage X.
Is there a demand for it?
By seeing your skills in character customs, I'm really interested to see what kind of character you created.
Also, I'm curious to see how is your cancelled project of 5 years ago.
 
By seeing your skills in character customs, I'm really interested to see what kind of character you created.
Also, I'm curious to see how is your cancelled project of 5 years ago.
We were considering creating an original storyline with Adam as the main character, but during development we realized that the game was unbalanced and we had to abandon the project...
The image is one of the enemy characters I drew at that time.
I made him male based on May from Final Fight 3.
If you like it, I would like to process the image to match the palette of Streets of Rage X and I will create the movements of the enemy character and provide you with a folder.
 

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We were considering creating an original storyline with Adam as the main character, but during development we realized that the game was unbalanced and we had to abandon the project...
The image is one of the enemy characters I drew at that time.
I made him male based on May from Final Fight 3.
If you like it, I would like to process the image to match the palette of Streets of Rage X and I will create the movements of the enemy character and provide you with a folder.
Oh!! Great! Base is "May" enemy from Final Fight 3 / FF Tough on SFC, good...
He almost look like he's from the recent Megadrive game Paprium. Obviously not :D
PAPRIUM-RULE-BE-RULED-OR-DIE-300x201.jpg
 
Oh!! Great! The base is "May" enemy from Final Fight 3 / FF Tough on SFC, right?

She almost look like she's from the recent Megadrive game Paprium. Obviously not :D
View attachment 1775
Thank you very much.
I also drew these other enemy characters.
Based on Garcia and Donovan with a few modifications.
Five years ago I could still only draw based on the characters,
but now I can draw more elaborate enemy characters.
 

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Thank you very much.
I also drew these other enemy characters.
Based on Garcia and Donovan with a few modifications.
Five years ago I could still only draw based on the characters,
but now I can draw more elaborate enemy characters.
Wow! They still looks very good! and can be a good base for characters!
 
@kt住江 Thanks for offering your custom characters, you made good edits :)

It's like you did on car but on all the elements and bigger
@16-bit Fighter

Ah yeah, now I understand, you said "resize" but meaning a "redraw" in a bigger proportion instead of an enlarged image (similar to SORR). I thought that you were talking about a different software or technique.

In this case I am more likely to continue using the current sprites because there's only some small differences compared to the original (in some it is nearly imperceptible) and all the stages are almost ready, however it would be good to see an example. I appreciate your help buddy, thanks :)

This kind of work can be useful for the SMS/GG content (which the difference is really greater compared with the Genesis games), same as Kimono did with the Tracker's Lair.
 
Glad to be of service, Kratus.
By the way, it can be difficult to predict and create motion from an image.
I would like to create a Streets of rage X movement on my end and send it to you later in the folder.
What do you think?
 
In this case I am more likely to continue using the current sprites because there's only some small differences compared to the original (in some it is nearly imperceptible) and all the stages are almost ready, however it would be good to see an example. I appreciate your help buddy, thanks :)
I guess you'll change your mind. It's why it is worth the pain. 😅

Considering my progress, I have no doubt I must send a picture in a few days. And if you approve this test after seeing it, I'll be able to make all the stage 1 in a few weeks, probably.
 
Hello.
Like i said in a youtube comment some weeks ago. I dont like the behaviour of enemies being juggled in the new version. Now if you hit them from an static position (on the floor), the enemies keeps being juggled in place, not moving and inch foward.
In previous versions, after each hit, the enemy being juggled in the air was constantly moving a little foward after each hit, so you had to short the distance after each hit if you wanted to keep hitting the enemy, sometimes with a jumping kick when the enemy went to far from you. It even worked as a balancing behaviour.
Can you add an option to revert that? i mean, make that behaviour optional.
I know that you told me to try it first but, i dont think i will like it XD. if you can make that optional, would be great.
 
Glad to be of service, Kratus.
By the way, it can be difficult to predict and create motion from an image.
I would like to create a Streets of rage X movement on my end and send it to you later in the folder.
What do you think?
It's a good idea, but don't need to worry for now, before adding the customs there's a lot of original remaining characters yet.


Now if you hit them from an static position (on the floor), the enemies keeps being juggled in place, not moving and inch foward.
Can you add an option to revert that? i mean, make that behaviour optional.
I know that you told me to try it first but, i dont think i will like it XD. if you can make that optional, would be great.
Hello friend, long time no see you here :)
This behavior was already changed, I created some kind of "middle" adjustment. The enemy will continue moving forward the same as before, but the velocity was reduced a little. There's no static juggle anymore, this change was based on your last feedback. You can confirm it in the video below at 1:10

EDIT: I forgot to mention that now the enemies are a lot smarter than before and there's no static juggle at the screen edges anymore. Now the character will be pushed back every time he touches the screen edges in order to turn the juggles a bit harder to perform.



I guess you'll change your mind. It's why it is worth the pain. 😅

Considering my progress, I have no doubt I must send a picture in a few days. And if you approve this test after seeing it, I'll be able to make all the stage 1 in a few weeks, probably.
Thanks man :)
No need to make the full first stage with animated elements, only a static image like a screenshot is enough to know how it will look. I forgot to mention, some of the stages I made were reconstructed using the SOR2/SOR3/SORR dimensions as base to maintain the correct proportions but maintaining the original textures.

Anyway, I think it's useful if I show all the stages ready and working, some of them have a lot of small pieces so it will be a huge amount of work to draw everything again from scratch.

Curiously some SOR1 stages have an incorrect proportion when compared with the original SOR1 characters, I don't know why. Take a look at the windows and doors in all stages, some of them I didn't change and have a size that fits correctly to SOR2/3 characters.

 
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Hello friend, long time no see you here :)
This behavior was already changed, I created some kind of "middle" adjustment. The enemy will continue moving forward the same as before, but the velocity was reduced a little. There's no static juggle anymore, this change was based on your last feedback. You can confirm it in the video below at 1:10

EDIT: I forgot to mention that now the enemies are a lot smarter than before and there's no static juggle at the screen edges anymore. Now the character will be pushed back every time he touches the screen edges in order to turn the juggles a bit harder to perform.

Great! i didnt knew you applied a middle adjustment.


About the enemies ai, i will be able To give a better feedback when i play it but, if you take as an example the MISTAKE made with the Sorr 5.2 release, if you make the enemies ai very smart, it will become annoying. I mean, a lot of people hate 5.2 enemy ai because all the enemies are like a fucking mayweather avoiding attacks CONTANTLY, if you played sorr 5.2 you should know what im talking about XD.
 
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About the enemies ai, i will be able To give a better feedback when i play it but, if you take as an example the MISTAKE made with the Sorr 5.2 release, if you make the enemies ai very smart, it will become annoying. I mean, a lot of people hate 5.2 enemy ai because all the enemies are like a fucking mayweather avoiding attacks CONTANTLY, if you played sorr 5.2 you should know what im talking about XD.
Yeah, I agree with you. I'm still making some smooth adjustments.
I didn't play the SORR v5.2 too much but it's a good advice, I will play a few more times to see how the enemy A.I. works.
 
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