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.
Thanks :) I will test it

EDIT:
@DCurrent It seems that some model constants are not fully working yet. Am I doing something wrong?

C:
void model_data = get_entity_property(self, openborconstant("ENTITY_PROPERTY_MODELDATA"));
set_model_property(model_data, openborconstant("MODEL_PROPERTY_ENHANCED_DELAY_MULTIPLIER"), rMax);

View attachment 7336

I am still working on a lot of things with model property, but that should be working. I'll take a look when I can.

DC

Edit: It's ENTITY_PROPERTY_MODEL_DATA, not MODELDATA. Give that a try.
 
@Kratus, see my edit above.
Yeah, MODEL_DATA is the correct way and now it works, I pasted from the wiki but it's not correct.

1708653120654.png

However, it's not working like the legacy edelay, no matter what value I use in the multiplier the character is always slow. I'm using the script below, you can see my original edelay commented in the last line.

C:
set_model_property(model_data, openborconstant("MODEL_PROPERTY_ENHANCED_DELAY_MODIFIER"), 1);
set_model_property(model_data, openborconstant("MODEL_PROPERTY_ENHANCED_DELAY_MULTIPLIER"), 0.5);
set_model_property(model_data, openborconstant("MODEL_PROPERTY_ENHANCED_DELAY_CAP_MIN"), 1);
set_model_property(model_data, openborconstant("MODEL_PROPERTY_ENHANCED_DELAY_CAP_MAX"), 100);
set_model_property(model_data, openborconstant("MODEL_PROPERTY_ENHANCED_DELAY_RANGE_MIN"), 1);
set_model_property(model_data, openborconstant("MODEL_PROPERTY_ENHANCED_DELAY_RANGE_MAX"), 100);
//changeentityproperty(self, "edelay", 1, 0.5, 1, 100, 1, 100);
 
Yeah, MODEL_DATA is the correct way and now it works, I pasted from the wiki but it's not correct.

View attachment 7338

However, it's not working like the legacy edelay, no matter what value I use in the multiplier the character is always slow. I'm using the script below, you can see my original edelay commented in the last line.

C:
set_model_property(model_data, openborconstant("MODEL_PROPERTY_ENHANCED_DELAY_MODIFIER"), 1);
set_model_property(model_data, openborconstant("MODEL_PROPERTY_ENHANCED_DELAY_MULTIPLIER"), 0.5);
set_model_property(model_data, openborconstant("MODEL_PROPERTY_ENHANCED_DELAY_CAP_MIN"), 1);
set_model_property(model_data, openborconstant("MODEL_PROPERTY_ENHANCED_DELAY_CAP_MAX"), 100);
set_model_property(model_data, openborconstant("MODEL_PROPERTY_ENHANCED_DELAY_RANGE_MIN"), 1);
set_model_property(model_data, openborconstant("MODEL_PROPERTY_ENHANCED_DELAY_RANGE_MAX"), 100);
//changeentityproperty(self, "edelay", 1, 0.5, 1, 100, 1, 100);


It works on my tests, but I don't have time to mess with it right now, sorry. I'll try to look closer beginning of the week.

DC
 
Hello Kratus

Your game is awesome.
I love training my skills and dexterity with infinite energy.
Into the options menu unlockable, can you also add infinite gauge/special or the possibility to speed up the gauge or choose the bar/ok needed to do a special. Thanks !
 
Hello Kratus

Your game is awesome.
I love training my skills and dexterity with infinite energy.
Into the options menu unlockable, can you also add infinite gauge/special or the possibility to speed up the gauge or choose the bar/ok needed to do a special. Thanks !
Thanks for the feedback, friend :)
I will think about the infinite special, for now you could try the infinite health to allow infinite special moves, once you already are using other cheat options.
 
I have watched Youtube video "

Streets of Rage X beta25 | Rebellion Break(Axel) "​

Small note:

Break(Axel) as character has faster walk, different suplex than original Axel (Break has almost SOR 1 Axel suplex) and also can block. i hope these things added to Axel break on this version.
and sorry...am new here :)
 
I have watched Youtube video "

Streets of Rage X beta25 | Rebellion Break(Axel) "​

Small note:

Break(Axel) as character has faster walk, different suplex than original Axel (Break has almost SOR 1 Axel suplex) and also can block. i hope these things added to Axel break on this version.
and sorry...am new here :)
@shadad Welcome to the community :)
These things already are present in the Break character, he is almost like Axel and has most of his moves.
 
I did a new Mania playthrough after the major changes in v25 and I gotta admit that the new AI makes it more challenging, since enemies swarm you instead of dancing around. However, this is balanced by the fact that they no longer have tons of HP like before, especially in later stages, so I'd say it's a fair exchange :) I'm definitely getting grabbed more often though, due to changes to the defensive "timer". Nonetheless it is still managable even with standard set of 3 lives, but doing a no-death run is going to be quite an achievement :D
 
some bug I noticed.
playing last version on pc with the included build.
This enemy stay there, impossoble to hit him or move from there.
1711311158732.png



Also I noticed the whip enemy "thundra" (?)
she have wrong colors on many palettes/remap.

Still testing.
Great job!
 
some bug I noticed.
playing last version on pc with the included build.
This enemy stay there, impossoble to hit him or move from there.
Thanks for the feedback. Is there a way to replicate it? I never had this issue before, some side effects can happen if you are using an old save file in the new build.

Also I noticed the whip enemy "thundra" (?)
she have wrong colors on many palettes/remap.
Did you mean that the palettes are different from the original? If yes this is intentional, most palettes are not the same as the classics, but I'm considering adding them during the color separation process in future updates.
 
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Thanks for the feedback. Is there a way to replicate it? I never had this issue before, some side effects can happen if you are using an old save file in the new build.


Did you mean that the palettes are different from the original? If yes this is intentional, most palettes are not the same as the classics, but I'm considering adding them during the color separation process in future updates.
Actually since it blocked the level, I restarted it from loading and played just the same way. and it did not happened again.
Not sure it would be a "common" bug.
All I can say is at some point the enemy managed to move from the corner then it was possible to grab him.
but nothing else can hit him.
and once I grab him, you cannot do any grab attack just the command throwing back from front was detected.
And when I do this command it result with the player getting "hit" or at least release the enemy with some shaking effect. (I cannot remember well)
(The interesting thing is Blaze, my cpu partner ignored this enemy even if she have aggressive AI settings)

About the color, sure the colors are original. (no problem with that)
The problem is different.
I'll take one exemple.
pink palette : one color of the pink gradient is blue-grey.
and other palettes of this woman have this problem.
= 1 color of the "gradient" is wrong.
(Sorry for my average vocabulary in english)
 
Actually since it blocked the level, I restarted it from loading and played just the same way. and it did not happened again.
Not sure it would be a "common" bug.
All I can say is at some point the enemy managed to move from the corner then it was possible to grab him.
but nothing else can hit him.
and once I grab him, you cannot do any grab attack just the command throwing back from front was detected.
And when I do this command it result with the player getting "hit" or at least release the enemy with some shaking effect. (I cannot remember well)
(The interesting thing is Blaze, my cpu partner ignored this enemy even if she have aggressive AI settings)
Thanks for the details, I will investigate it. Looks like something disabled the enemy's vulnerability, this explains why the cpu partner ignored him.
I already had a similar issue but it was caused by the cop call attack interrupting the grab moves, but in the beta 26 it's not possible to hit grabber/grabbed entities during a grab anymore.

About the color, sure the colors are original. (no problem with that)
The problem is different.
I'll take one exemple.
pink palette : one color of the pink gradient is blue-grey.
and other palettes of this woman have this problem.
= 1 color of the "gradient" is wrong.
(Sorry for my average vocabulary in english)
Now I understand better. I maintained the gray pixels because it's present in the whip too, which is gray.
This is one of the things I'm planning to fix in the color separation, but I can make some updates exclusively for her.

1711415002761.png

1711414895627.png
 
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TO ALL OPENBOR MEMBERS ' OWNERS ' DEVELOPERS ©
I WANT TO SAY THANK YOU FOR MAKING THESE GAMES AND BRING US BACK 30 YEARS IN MEMORYS
THANK YOU
AND PLEASE KEEP DEVELOPING GAMES LIKE THIS

sorry for bad English but I hope message has been sent to you
 
TO ALL OPENBOR MEMBERS ' OWNERS ' DEVELOPERS ©
I WANT TO SAY THANK YOU FOR MAKING THESE GAMES AND BRING US BACK 30 YEARS IN MEMORYS
THANK YOU
AND PLEASE KEEP DEVELOPING GAMES LIKE THIS

sorry for bad English but I hope message has been sent to you
Hi friend, welcome to the forum. I'm glad you liked the game :)
 
If anyone here is using the new Beta 26 VBOX version from YouTube, I have made a custom playlist, replacing only the SOR2 route of tracks. You can test it and see what you think, simply download the Musics.7z, extraxt/unzip folder into your Streets of Rage X's musics folder, that's it. Then load up the game, go to game settings > features option and choose External Folder as music. Currently there's a bug with the menu music which will be fixed in the next beta. So leave the Menu Music to default, you can still hear it if you choose BGM Number, but that bug will make the menu music play for the other levels too. This is PC only, android doesn't yet have the custom music option

The songs are random, a mix of WWF Smackdown, Iceferno, Street Fighter, SoR Remake, Twista, YuzoBoy, New Order, The Shamen and others.
 
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