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.
I can't believe I didn't think to ask yet, but now we have Blaze 1, what/who is next? :3
Next will be BKM Adam. After that, maybe Super Shiva, I'm super hyped to make him haha.
I'm still thinking of a possible Beta Zan, although seahorses created many new moves, the original beta has a different design.

Testing the changes based on the last feedbacks:
- low kick as defensive special
- elbow as forward special
- @seahorses Saiha's sprites as 1 star move
- minor sprite fixes
- a new elevator script that make falling characters bouncing at the border, this way turning a bit easier to throw enemies (currently the code only has effect on enemies, not players).

I'm even thinking of inverting the running attack (blitz) with forward special, since the blitz can be overused and having a health cost can balance things a bit. However, I would have to remove the aerial cancelling since the elbow can only be done on the ground.


About the walking speed in the classic resolution, before I make any change in each character attribute that would impact the whole game mechanics, first I'm testing an update that just changes the screen scrolling speed to make it closer to the classic (which I think is the main problem).

Below we can see a comparison. The top screen is the new one, the bottom is the old one and the right is the original.

Look how both upper/right are similar now, not the exact velocity of course but very close. In both cases the character reaches the left screen edge faster
However, in the bottom screen the scrolling is faster and gives the impression of a faster walking speed.

 
Oh Adam behaved differently in BKM? And Super Shiva, you mean SORR Super Shiva?

Balancing changes to SOR1 Blaze makes it seem like she'll play very differently, kinda hyped for it.
 
Next will be BKM Adam. After that, maybe Super Shiva, I'm super hyped to make him haha.
you sure you want to do bkm adam? considering he has far fewer sprites to work with, it will pretty much be another SOR1 blaze situation again.

curious if your planning to add other unlockable SOR3 characters into the main roster like roo & ash.
 
a new elevator script that make falling characters bouncing at the border, this way turning a bit easier to throw enemies (currently the code only has effect on enemies, not players).

Very welcome addition, but watching the video, I think it needs to be a bit more sensitive. I noticed a lot of your throw attempts close to the wall still got blocked - same problem I had. Another minor suggestion, maybe use the metal klunk sound. Just for some fun factor. :)

I'm not suggesting you add it, but if you happen to recall, one interesting little bug in the OG SO1, is if you suplexed someone flush against the rail - they would impact and bounce normally, but then just fall right through the floor!

The Yuri Saiha styled Kikosho looks sweet!

Keep up all the good work sir.

DC
 
Very welcome addition, but watching the video, I think it needs to be a bit more sensitive. I noticed a lot of your throw attempts close to the wall still got blocked - same problem I had. Another minor suggestion, maybe use the metal klunk sound. Just for some fun factor. :)

I'm not suggesting you add it, but if you happen to recall, one interesting little bug in the OG SO1, is if you suplexed someone flush against the rail - they would impact and bounce normally, but then just fall right through the floor!

The Yuri Saiha styled Kikosho looks sweet!

Keep up all the good work sir.

DC

I love that falling through the floor glitch. 😅

Personally, I would like it if there was a little bit more height/distance increase on SoR1 Blaze's back throw coz the OG one was comical in nature to emphasize her throw power/skill but it's merely an additional suggestion.
 
I love that falling through the floor glitch. 😅

Personally, I would like it if there was a little bit more height/distance increase on SoR1 Blaze's back throw coz the OG one was comical in nature to emphasize her throw power/skill but it's merely an additional suggestion.
JR: GOOD GOD ALMIGHTY! GOOD GOD ALMIGHTY! THAT KILLED HIM! AS GOD AS MY WITNESS HE IS BROKEN IN HALF!
 
I'm not so sure it was a glitch 'cause I remember there being that yellow and black striped hazard print somewhere around there (it only happened in the bottom right corner I think), so I always thought it was intentional as a little hidden thing😅 Either way I loved it.
 
I'm not so sure it was a glitch 'cause I remember there being that yellow and black striped hazard print somewhere around there (it only happened in the bottom right corner I think), so I always thought it was intentional as a little hidden thing😅 Either way I loved it.

Programmatically, my guess is whether intentional or not, it's just a small gap in the floor / wall collision you can't get to by walking. The reason you still get a hard impact and bounce is because that's just hard coded into the suplex itself, but once he's falling for real - *cartoon drop whistle*.

You can see it on level 4 - suplex someone into a pit, and you still get the impact and bounce even though there's nothing below them. Interestingly, in SOR3, it's no longer that way. Suplex off the elevator there, and Blaze will just sort of hold them over the edge and let go.

In my head cannon, Blaze is just busting a hole through the grate with his fuggin' face, then letting him drop. 💥 -> o_O ->👇 -> 🛣️🍕

DC
 
Programmatically, my guess is whether intentional or not, it's just a small gap in the floor / wall collision you can't get to by walking. The reason you still get a hard impact and bounce is because that's just hard coded into the suplex itself, but once he's falling for real - *cartoon drop whistle*.

You can see it on level 4 - suplex someone into a pit, and you still get the impact and bounce even though there's nothing below them. Interestingly, in SOR3, it's no longer that way. Suplex off the elevator there, and Blaze will just sort of hold them over the edge and let go.

In my head cannon, Blaze is just busting a hole through the grate with his fuggin' face, then letting him drop. 💥 -> o_O ->👇 -> 🛣️🍕

DC

It would be funny if after the crew enter the building, the camera pans all the way back down to see the piles of bodies that hit the floor... 🙃

* cue 🎵 Drowning Pool - Bodies *
 
They're going to have to review elevator safety: there are a lot of accidents involving the number of villains falling out.
Mr. X is recruiting if you're interested; a few positions have just opened up.

Great job on the fun gameplay segment and excellent work on Blaze ;)
 
Next will be BKM Adam. After that, maybe Super Shiva, I'm super hyped to make him haha.
I'm still thinking of a possible Beta Zan, although seahorses created many new moves, the original beta has a different design.

Testing the changes based on the last feedbacks:
- low kick as defensive special
- elbow as forward special
- @seahorses Saiha's sprites as 1 star move
- minor sprite fixes
- a new elevator script that make falling characters bouncing at the border, this way turning a bit easier to throw enemies (currently the code only has effect on enemies, not players).

I'm even thinking of inverting the running attack (blitz) with forward special, since the blitz can be overused and having a health cost can balance things a bit. However, I would have to remove the aerial cancelling since the elbow can only be done on the ground.


About the walking speed in the classic resolution, before I make any change in each character attribute that would impact the whole game mechanics, first I'm testing an update that just changes the screen scrolling speed to make it closer to the classic (which I think is the main problem).

Below we can see a comparison. The top screen is the new one, the bottom is the old one and the right is the original.

Look how both upper/right are similar now, not the exact velocity of course but very close. In both cases the character reaches the left screen edge faster
However, in the bottom screen the scrolling is faster and gives the impression of a faster walking speed.

I like what I see!
 
you sure you want to do bkm adam? considering he has far fewer sprites to work with, it will pretty much be another SOR1 blaze situation again.
I once worked with Adam BKM, and what's more, I still have his fourth revision (which I didn't post here)
that I worked on. But over time, I started to burn out and couldn't touch it anymore (or the editor in general).

Here on the forum, I posted three revisions of Adam's work, where:

1) His first version was cobbled together, as they say, “on the fly” or “on the knee.”
This is explained by the fact that I was just starting to work with pixel art as such at the time.

2) The second version was a correction of half of the errors that were present in the first version.

3) The third (and currently the last revision posted here) was supposed to be a complete
correction of errors and a complete improvement. But I couldn't finish it completely.


But now he doesn't have as many things missing as he did “before.”
 
Next will be BKM Adam. After that, maybe Super Shiva, I'm super hyped to make him haha.
I'm still thinking of a possible Beta Zan, although seahorses created many new moves, the original beta has a different design.

Testing the changes based on the last feedbacks:
- low kick as defensive special
- elbow as forward special
- @seahorses Saiha's sprites as 1 star move
- minor sprite fixes
- a new elevator script that make falling characters bouncing at the border, this way turning a bit easier to throw enemies (currently the code only has effect on enemies, not players).

I'm even thinking of inverting the running attack (blitz) with forward special, since the blitz can be overused and having a health cost can balance things a bit. However, I would have to remove the aerial cancelling since the elbow can only be done on the ground.


About the walking speed in the classic resolution, before I make any change in each character attribute that would impact the whole game mechanics, first I'm testing an update that just changes the screen scrolling speed to make it closer to the classic (which I think is the main problem).

Below we can see a comparison. The top screen is the new one, the bottom is the old one and the right is the original.

Look how both upper/right are similar now, not the exact velocity of course but very close. In both cases the character reaches the left screen edge faster
However, in the bottom screen the scrolling is faster and gives the impression of a faster walking speed.

I’m pretty happy with new Blaze 1 rework and hopefully the newer moves can combo into each in a cool way.

Stage 7 either became 2x harder or 2x easier with the wall nerf 😁
 
Oh Adam behaved differently in BKM?
Yes, based on the @Mr.Hunter sprite sheet.

And Super Shiva, you mean SORR Super Shiva?
I don't know if he is the same, I received a sprite sheet some years ago from the original author, Adrimus (also one of the SORR members).

you sure you want to do bkm adam? considering he has far fewer sprites to work with, it will pretty much be another SOR1 blaze situation again.
No problem friend, I will follow the plans anyway. Before the SORX is finished, I want to guarantee that all the planned content was added.

Thanks buddy :)

If it's possible can you add the part of Yamato's Introduction from og Sor 3 where he throws a kunai at the player and his clones unique defeat Animation
I can think about it in future updates. I didn't add yet because his intro already is a bit complicated, but I agree that it would be a nice touch.

Very welcome addition, but watching the video, I think it needs to be a bit more sensitive. I noticed a lot of your throw attempts close to the wall still got blocked - same problem I had.
Yeah, it's true. I didn't record in the previous video because I was testing a second part of the code that works directly in the grab scripts.
Now as soon as any opponent is released, it will check walls and apply the same bounce effect as the "onblockw" event has.


Another minor suggestion, maybe use the metal klunk sound. Just for some fun factor. :)
Not a bad idea, I will test it. Thanks :)

I'm not so sure it was a glitch 'cause I remember there being that yellow and black striped hazard print somewhere around there (it only happened in the bottom right corner I think), so I always thought it was intentional as a little hidden thing😅 Either way I loved it.
I'm not suggesting you add it, but if you happen to recall, one interesting little bug in the OG SO1, is if you suplexed someone flush against the rail - they would impact and bounce normally, but then just fall right through the floor!
Is the bug this one?


Great job on the fun gameplay segment and excellent work on Blaze ;)
Thanks buddy!

3) The third (and currently the last revision posted here) was supposed to be a complete
correction of errors and a complete improvement. But I couldn't finish it completely.
I will use this one for the BKM Adam, you did a great job my friend.

I like what I see!
I’m pretty happy with new Blaze 1 rework and hopefully the newer moves can combo into each in a cool way.
Thank you, friends :)
 
Yeah, it's true. I didn't record in the previous video because I was testing a second part of the code that works directly in the grab scripts.
Now as soon as any opponent is released, it will check walls and apply the same bounce effect as the "onblockw" event has.


That's fantastic, SOR1 Stage 7 as it was meant to be! I also notice you came one pixel from getting chucked over by Signal at 00:44. Nice save. :cool:

Is the bug this one?


Yep, that's the one!

DC
 
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