Streets of Rage X (Windows / Android)

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

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Did you mean the combo type? I recorded a video showing the difference.
Thank you for the video explanation. It turns out that the difference is so small, no wonder I didn't notice it. In addition, the stage on the ship in sor1 turned out to be a police car when calling for police support. I am curious how the police car drove onto a cruise ship:ROFLMAO::ROFLMAO:
 
Hey @Kratus , my game just crashed during the boat stage on SOR2 route. I was playing single player as Blaze, no cheats or unlockables except fast scrolling, and the game crashed just as I was about to grab Jet with air grab (jump + jump). Here's the log, If you need any more details - shoot.

I think I also noticed that Max's slow attacks put him at disadvantage:
When you're playing with SOR4 special costs, he recovers health slower than others, since recovery "value" seems to be the same for everyone, which means that the faster you punch, the more health you recover. Could you kindly check and confirm if this is true or am I just tripping?
 

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Hey @Kratus , my game just crashed during the boat stage on SOR2 route. I was playing single player as Blaze, no cheats or unlockables except fast scrolling, and the game crashed just as I was about to grab Jet with air grab (jump + jump). Here's the log, If you need any more details - shoot.
Thanks for the report :)
What difficulty level were you playing? According to the log, again it's a crash related to the life bar, maybe due to the life reduction on the easy mode.

I think I also noticed that Max's slow attacks put him at disadvantage:
Max needs this disadvantage to balance purposes, it's totally intentional. He does 3x damage with just normal attacks and can kill enemies very fast, try to kill enemies with Sammy using normal attacks and you will see an example.

I am curious how the police car drove onto a cruise ship
Yeah haha, I think the same but I only put the cop car instead of the helicopter to replicate the original SOR1.

@Kratus I have a question this version of Adam can be added to SOR X
View attachment 4468
I just saw this version very often in old openbor games.

The only few examples I can think of are Streets Of Russia, Streets Of Rage Zombies and Rage of the Streets are unfortunately the three games I remember where this version of Adam was used. If I'm wrong then correct me
I don't remember exactly, but are these Adam's sprites from the SORR v4? They are good, but if are from SORR unfortunately I need to avoid.
 
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Thanks for the report :)
What difficulty level were you playing? According to the log, again it's a crash related to the life bar, maybe due to the life reduction on the easy mode.


Max needs this disadvantage to balance purposes, it's totally intentional. He does 3x damage with just normal attacks and can kill enemies very fast, try to kill enemies with Sammy using normal attacks and you will see an example.
Yeah I did the comparison to test whether he gains similar score to others - playing Max right after Blaze and Eddy (is he called Sammy in BK3?) you can notice the damage difference.
But I'm not sure if it's fair, since we're talking about specials and health recovery, and specials deal pretty much the same damage across all characters, don't they?
So why should Max need to hit more times to recover the same amount of health spent on the same special? I understand that his attack speed is lower to make up for higher damage, but perhaps there's a way to make him recover hp faster with each hit, since they're slower?
Let me know what you think, I'm not saying it's a necessary thing but it would be nice :) After all, each character is equal when you play SOR3 or SOR2 special cost - only SOR4 puts him at disadvantage

About that crash - i did play around with mixing health levels and difficulty levels and i think health was set to easy that time. But why would it affect Jet? It's not like that biker issue where he has 1hp by default which cannot be cut in half, is it?
 
But I'm not sure if it's fair, since we're talking about specials and health recovery
The mechanic is more complex by just comparing the damage vs cost. The player must choose what kind of profile they like more with each strength/weakness (fast/weak or strong/slow).

In addition, once you can kill enemies faster with Max, you are less exposed to being damaged by opponents and need to recover health less times too, plus if you don't need specials to do a high damage, you don't need to recover a thing you didn't lose. The same goes for the original SOR2, if you are playing as Max you can't use special all the time, otherwise you will lose too much health during the playthrough.

It's like if weak characters are trading their health in order to do more damage, a thing that stronger characters don't need to do many times.

deal pretty much the same damage across all characters, don't they?
Not exactly, every special move (generic therm for any move that is not normal) was balanced individually and the combo amount affects its performance too. For example, Axel does 64 of total damage with his front special and needs to do 8 hits to reach this value, Max does 36 but with just 3 hits (plus moving forward).

So, if I do a special move 2 times with Max I have 72 damage with just 6 hits and if I do it 3 times the result is 108 damage with 9 hits. In the end, it means that Max can do more damage than Axel with less hits due to its power, and considering the fact that a player can do at least 9 special moves using a full lifebar (sor4 type), it means a total of 324 damage for Max's front special with 27 hits, which is enough to kill any boss in the normal difficulty (they have 300).

And I didn't mention but Max will knockdown targets faster too with his front special and prevent bosses from countering because they will be in a "falling" instance, however Axel will only knockdown targets in the last hit and gives enough conditions to be countered with moves like Abadede's "groaaar" 😅

As you can see there's many things involved in the balance than just damage vs cost and I can guarantee that every character was repeatedly tested using a damage table to make it most accurate possible

PS: Don't take all these values in consideration because I'm rewriting a new one with the correct values.
1689897585209.png

So why should Max need to hit more times to recover the same amount of health spent on the same special? I understand that his attack speed is lower to make up for higher damage, but perhaps there's a way to make him recover hp faster with each hit, since they're slower?
No, indeed the rate of the health recovered using the sor4 type is the same for all characters, Max just doesn't have moves that do the same combo amount from the other characters, like Blaze/Sammy. However, you can easily increase the amount by hitting multiple enemies at the same time, so 3 enemies will increase the recovery by 3x and so on.

(is he called Sammy in BK3?)
Yeah, I followed the BK3 name.

1689896419607.png

where he has 1hp by default which cannot be cut in half, is it?
Yes, you are right, it's a similar problem that happened with bikers. It seems that there's other enemies that needs exceptions added for the easy difficulty.
Thanks a lof for the tests and feedbacks :)

EDIT: I found where the problem is, it's a small and simple fix. The spawn script was subtracting the health in -100 but in the easy difficulty his health from the second appearance onwards already is 100, resulting in zero. Instead, now I 'm reducing the health by half, preventing the zero value.

I could make the code to "jump" those issues and prevent crashes, but indeed the crashes are good to show that there's a problem happening.
Thanks again for the report!
 
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I'm testing a "sliding" key scheme to help the touch screen for Android devices, but also works for the Windows version too.

These commands work in both directions and have 2 centiseconds delay from one key to another, this way the commands can be activated easily but without being activated accidentally due to the faster sliding speed required.

In addition, I centered most functions starting from the attack button to make it easier. I will launch in the next beta soon together with some fixes for the last reported issues.

View attachment 4459
This is the only game that I've found where the touch controls are easy to use, the larger d-pad and button design really help so good job! Other programs like Vita3K, when playing SoRR it is harder due to the buggy d-pad (because of the wide-screen patch) so can only use analog.

I hope that the slide mechanism works well with Type 4 touch layout, as that's my favourite setup. It will make calling the cop much easier.
 
No problem, glad I could help!

I also wanted ask if you consider adding "standard" characters to the Rebellion roster, so that it looks like AI Partner roster? (both enemies and normal characters).
It would be cool if you could mix and match, for instance during local coop - this could also serve as some sort of handicap to make up for skill gap :)

Speaking of the roster, I see there are some question marks in mine - does that mean there are enemies I haven't met or unlocked yet?
 
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This is the only game that I've found where the touch controls are easy to use, the larger d-pad and button design really help so good job! Other programs like Vita3K, when playing SoRR it is harder due to the buggy d-pad (because of the wide-screen patch) so can only use analog.

I hope that the slide mechanism works well with Type 4 touch layout, as that's my favourite setup. It will make calling the cop much easier.
Thanks friend :) My latest tests were very positive, the 2 centiseconds fit well for the purpose and the cop call can be activated easier now.

I also wanted ask if you consider adding "standard" characters to the Rebellion roster, so that it looks like AI Partner roster? (both enemies and normal characters).
It would be cool if you could mix and match, for instance during local coop - this could also serve as some sort of handicap to make up for skill gap :)
Sometimes I think of mixing both arcade/rebellion modes, I let them separate due to balance purposes and to some internal differences in the code (like avoiding the bike stages). Other purposes are the X design for the arcade mode in the select screen, I don't have big portraits for all characters and if I make it like the cpu partner will become too simple.
But I'm not discarding the idea, I will test some different layouts and will post here, feel free to draw some ideas :)

Speaking of the roster, I see there are some question marks in mine - does that mean there are enemies I haven't met or unlocked yet?
Currently no, the "x" mark is for characters that will be developed and the "?" mark is for the ones that exist but are blocked in the selected mode (like the hero's roster locked in the Rebellion mode).
 
First time poster!
Here's a link to my test run I did with Skate for v15:

The only issue I've seemed to notice is that sometimes Skate would do an infinite loop of his defensive special in place until I button press out of it. Not sure what triggers it but seems to happen when I do the aerial version?

You can see what I mean around the 28:31, 29:19 & 46:19 marks.
Hope this helps.
 
First time poster!
Here's a link to my test run I did with Skate for v15:

The only issue I've seemed to notice is that sometimes Skate would do an infinite loop of his defensive special in place until I button press out of it. Not sure what triggers it but seems to happen when I do the aerial version?

You can see what I mean around the 28:31, 29:19 & 46:19 marks.
Hope this helps.
Thank you very much for the playthrough and the report about Skate, I will check it :)

EDIT: @Blit-X- TV [LIVE] I discovered where the problems are, it's an easy and simple fix. I will add it in the next beta, thanks a lot!
 
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First time poster!
Here's a link to my test run I did with Skate for v15:

The only issue I've seemed to notice is that sometimes Skate would do an infinite loop of his defensive special in place until I button press out of it. Not sure what triggers it but seems to happen when I do the aerial version?

You can see what I mean around the 28:31, 29:19 & 46:19 marks.
Hope this helps.
Welcome to the community @Blit-X- TV [LIVE].
 
... I am curious how the police car drove onto a cruise ship:ROFLMAO::ROFLMAO:
Haha, that always made no sense to me either - even as a kid playing the original of this on the megadrive.
Actually, while I mention that - just how long is that boat? Always bothered me that the boat would be several miles long in reality. Would it be better if the stage changed to a wooden ship walkway, then onto another boat (or multiple boats)?
 
Kratus updated Streets of Rage X (Windows / Android) with a new update entry:

BETA 16

### BETA 16 ###
- Game: Replaced more sounds with classic 16-bit versions
- Game: Minor volume adjustment on some tracks
- Game: Improved the cop call command for Android touch and added as a new option for the extra button
- Game: Mr. X update, turned the "cop call" as an extra "allies call" and reduced the energy refill from 4 to 3 points
- Game: Added the cop call to some playable enemies that were forgotten in the last update (mainly Jets)
- Game: Allow Max to slam Bongo using "super"...

Read the rest of this update entry...

Once this update is more focused on fixes and small updates, I can maintain the same pak/apk formats. For the next update focused on new content maybe I will try the VBOX format again, the only problem are the false warnings that happens sometimes, but at least the game is fully playable and can be tested normally with no risk of being modified.
 
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Kratus updated Streets of Rage X (Windows / Android) with a new update entry:

BETA 16



Read the rest of this update entry...

Once this update is more focused on fixes and small updates, I can maintain the same pak/apk formats. For the next update focused on new content maybe I will try the VBOX format again, the only problem are the false warnings that happens sometimes, but at least the game is fully playable and can be tested normally with no risk of being modified.
Test 16 has been tested for a while. I forgot to report some problems before and now there are no problems. For example: when zooming, the UI such as the avatar will generate a zoom effect.
 
The new script that forces AI to enter the screen is such a wonderful feature, especially with the overzealous AI which camps on the edge of the screen before a boss or enemy even arrives lmao (sure, there's "call partner" button but it's pretty tedious to use very time)

I've started with SOR1 route and it's weird how i never noticed how numerous the enemy waves are - especially the 2 waves before Abadede miniboss and the one right after him. Usually being swarmed by enemies isn't an issue, but those 3 waves are the only ones that use multiple dangerous enemies with lots of health at once - multiple Noras in wave 1 and Hakuyos in 2 other waves. Usually it's just Galsias and Signals, which don't have that much of attack range and don't stunlock the player. Who knows, maybe I just suck, but I thought I'd mention it in case it needs adjustments - perhaps splitting each of these waves into 2 smaller ones, with 2nd half appearing once the 1st half is defeated? :)

On the flipside, I think that Bongo boss could attack a little more often, because it doesn't make much sense that a boss who appears after Abadede (who is the toughest SOR1 route boss IMO) is much easier than him.

I also noticed a bug during the factory stage: when you stand on solid ground right next to the conveyor belt, enemy sprites that are *behind* the player will be shown on top/in front of him/her. I tried taking a screenshot, but I missed the exact moment this happened :(
That's why I wish I recorded my gameplays - what software do you guys use?
SORX - 0000.png

BTW all feedback is for Normal difficulty
 
The new script that forces AI to enter the screen is such a wonderful feature, especially with the overzealous AI which camps on the edge of the screen before a boss or enemy even arrives lmao (sure, there's "call partner" button but it's pretty tedious to use very time)

I've started with SOR1 route and it's weird how i never noticed how numerous the enemy waves are - especially the 2 waves before Abadede miniboss and the one right after him. Usually being swarmed by enemies isn't an issue, but those 3 waves are the only ones that use multiple dangerous enemies with lots of health at once - multiple Noras in wave 1 and Hakuyos in 2 other waves. Usually it's just Galsias and Signals, which don't have that much of attack range and don't stunlock the player. Who knows, maybe I just suck, but I thought I'd mention it in case it needs adjustments - perhaps splitting each of these waves into 2 smaller ones, with 2nd half appearing once the 1st half is defeated? :)

On the flipside, I think that Bongo boss could attack a little more often, because it doesn't make much sense that a boss who appears after Abadede (who is the toughest SOR1 route boss IMO) is much easier than him.

I also noticed a bug during the factory stage: when you stand on solid ground right next to the conveyor belt, enemy sprites that are *behind* the player will be shown on top/in front of him/her. I tried taking a screenshot, but I missed the exact moment this happened :(
That's why I wish I recorded my gameplays - what software do you guys use?
View attachment 4561

BTW all feedback is for Normal difficulty
I use reshade with openbor set to opengl. While providing a slight scan line to bring a retro flavor, it is also convenient for taking screenshots.
 
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