Streets of Rage 2X

In Progress Streets of Rage 2X By Kratus 2.3.1

No permission to download
The project is currently under development.
Kratus Glad to see you'll keep it! I just wish Axel's 1-Star move juggled just a little bit higher because he's SO close to getting a juggle using the "stored running" technique.
 
16-bit Fighter: Md palette has these 512 colours:
https://segaretro.org/Sega_Mega_Drive/Palettes_and_CRAM

This colour palette is not very convenient for me, you don't need to use absolutely these colours in a Openbor mod even if it's a SOR mod :).
I use currently this kind of palette which is more simple and logical to use:
vcmfkMU.png


I hope that I answered your question.
 
kimono said:
I show you an example:
J5mPZzh.png

The aspect is better with colour separation, recolouring applied to the whole spritesheet helps a lot to make better news moves and palettes.
kimono
Is this Antonio's sprite from Bare Knuckle Mobile? Amazing work, you removed all excessive black borders!
Please, can you make a single sprite test with Harakiri? Because it can be a definitive solution for all BK Mobile content.
 
Here is a before/after result:
dgKYOjq.png

I can do the same for all its others sprites if you want to.
Antonio is a BKM boss as a base, i reworked him and add him new moves also like I do for Souther.
 
kimono said:
Here is a before/after result:
dgKYOjq.png

I can do the same for all its others sprites if you want to.
Antonio is a BKM boss as a base, i reworked him and add him new moves also like I do for Souther.
Amazing, it fits perfectly with SOR2 style. Man, you are a great spriter!
I will be very grateful if you can make it for all Harakiri sprites. It will be the first test with an recoloured BK Mobile character and I can add in the next small update 1.9.2.
 
Kratus

So I decided to record a SOR2 route playthrough with Max. Everything was going great until level 7, when I accidentally branched off into the bike stage. From there it was the park, and honestly I lost interest and exited. Nothing you did wrong, I just always found that stage a boring slog even back in the day on SOR3.

If I were to offer critiques at this point, there were really only a couple of things that bothered me:

  • At the branch points, there needs to be confirmation. I would highly recommend having a still image appear when the player is over an arrow, and also have them use button press to confirm (better it's not Attack, to avoid a reflex press).
  • The bike game is fun at first, and a nice change of pace - but you fell into the trap a lot of authors do for this kind of thing. It drags on WAY too long, with no clear indication of what we're supposed to do. Reach a certain distance? Beat a time? Eliminate X number of enemies?
  • It's a subjective thing - but I hate the SOR3 sprites, especially Blaze. Would love to see the SOR2 set as an option, but I realize that's a ton of work.

Other than those complaints I really loved it. Your first few versions were technical masterpieces but virtually unplayable. Wow things have changed! I'm not a fan of the sprite choices or the all the extra buttons, but IMO the gameplay experience is now far superior to SORR. Very well done sir!

DC
 
I had a great time playing the game.  It did freeze a couple times.  I was able to progress to stage 7.  Perhaps it could be I'm using a Duo Core. 
The motor cycle stage looks great, but I kept dying.  I'll have to review the controls again. 

I think some scenes depicting the story would be great.  It's great to have a break from beating thugs stage to stage.

Or perhaps a bonus stage.

Please continue your work.  Where is the Predator? 

 

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Play through attempt 2. Still not perfect - took another wrong turn into the SOR3 route before finding my way back. Also messed up bad against R-Bear, but made up for it by taking Shiva to school. Time for Mister X to learn the only town he's running is Suplex City! :D

 
Damon Caskey : Great gameplay video, Max is still one of my favorite character after SOR1 Blaze.
Shinmrgrill: Predator/Tracker is a SOR2 stage 3 Game Gear boss that I implemented in an alternative route (I can send the gfx Tracker's Lair stage if needed):
Crgvkym.png
0hZSyNb.png

8D1co6P.png

In Street of Rage Nightmare, he can transform himself into a monster:
91t0YJR.png

You can play with him here:
https://drive.google.com/file/d/13Wh-b_zcEktyHt_eZrNLAgtvowAZXhr-/view?usp=sharing
There is no official release in SOR2X currently :)
 
kimono said:
16-bit Fighter: Md palette has these 512 colours:
https://segaretro.org/Sega_Mega_Drive/Palettes_and_CRAM

This colour palette is not very convenient for me, you don't need to use absolutely these colours in a Openbor mod even if it's a SOR mod :).
I use currently this kind of palette which is more simple and logical to use:
vcmfkMU.png


I hope that I answered your question.
kimono: Thanks for the answer! The MD palette you linked is the same I showed before. Like I said it strangely doesn't perfectly match MD ripped sprites but nobody can explain it. It's kind of a nitpick but I'm still interested in knowing why.

Since Kratus finds your sprites fit the SOR2 graphics, I think I'll wait for being any help in the project. I don't feel very confortable with colours rework, to be honest, all the more so as my Photoshop still show wrong colours in comparison with exported files.
 
Damon Caskey said:
Kratus

So I decided to record a SOR2 route playthrough with Max. Everything was going great until level 7, when I accidentally branched off into the bike stage. From there it was the park, and honestly I lost interest and exited. Nothing you did wrong, I just always found that stage a boring slog even back in the day on SOR3.

If I were to offer critiques at this point, there were really only a couple of things that bothered me:

  • At the branch points, there needs to be confirmation. I would highly recommend having a still image appear when the player is over an arrow, and also have them use button press to confirm (better it's not Attack, to avoid a reflex press).
  • The bike game is fun at first, and a nice change of pace - but you fell into the trap a lot of authors do for this kind of thing. It drags on WAY too long, with no clear indication of what we're supposed to do. Reach a certain distance? Beat a time? Eliminate X number of enemies?
  • It's a subjective thing - but I hate the SOR3 sprites, especially Blaze. Would love to see the SOR2 set as an option, but I realize that's a ton of work.

Other than those complaints I really loved it. Your first few versions were technical masterpieces but virtually unplayable. Wow things have changed! I'm not a fan of the sprite choices or the all the extra buttons, but IMO the gameplay experience is now far superior to SORR. Very well done sir!

DC

Wow, it's a honor see DC playing SOR2X!! Very nice gameplay, specially when you knocked Harakiri with Max's big punch  ;D
Speaking about your critiques, I need to say that I liked a lot when any player gives me your feedback, even if there is a lot of things that are not good in the game. I thank you for take your time to play and write you analysis.

Let's go to the points:

  • Branch points: I really need to label all routes and I'm working on it for the next small update. It's my fault to not make it before, sorry

  • Bike Stage: Another fault, but the bike stage is in an experimental step. There is a lot of things to improve and I agree that this level needs more information

  • Sprites: Like you, I prefer SOR2 sprites too. In true all my project is based on SOR2 because is the game that I liked most of the all SOR. But the point that makes me to choose SOR3 sprites is because of the character's move list, that is bigger than SOR2. But I decided to make a classic SOR1 and SOR2 versions of Axel and Blaze (maybe SOR2 Sammy too) in future updates.

  • Extra buttons: I understand you and that's why I separated the new moves in new buttons, like energy and dodge buttons. If you use Extra Menu to disable some options and disable all Extra buttons, you can have a gameplay experience more close to the original SOR2.

Thanks man, I will update the game in a few days

kimono and Shinmrgrill
This predator "monster" version scared me a lot  ;D
Tracker has a great move list, congratulations! Is good to see it. Maybe we can add him as the first character in the new Custom Mode.
The only little problem may be some players will not understand that he is an original SOR character, because some of them not played Game Gear version. But I'm curious of what we can make with this great move list

alucard2009
Thanks. Classic versions will be added in future updates

16-bit Fighter
Thanks for all help man, is good to know more about MD palette. I will post the stage tests soon
 
Kratus said:
Wow, it's a honor see DC playing SOR2X!!

Kratus No problem man. I'm a very picky consumer. Even professional games won't hold my interest beyond the first level if they are missing certain things. From what I see you understand that fundamentals and production value are not optional, and as a result IMO this is really something special. I'd love to see what you could do with an IP of your own.

Very nice gameplay, specially when you knocked Harakiri with Max's big punch

Thanks. My SOR2 mains were always Max and Blaze, mainly because of their grappling. Blaze is just as brutal as Max in the right hands. Incidentally, I think Max's rage should be a grapple of sorts, or maybe give him a second one when in a grapple position.

I really need to label all routes and I'm working on it for the next small update. It's my fault to not make it before, sorry

Awesome. Yeah right now it's just a guessing game, and doesn't always make sense. You can see in stage 8 after Bear Jr. I took the up arrow. The entrance to SOR2 elevator is visually in the background, so that's what I expected, and instead ended up in SOR3 factory... wha? lol

But the point that makes me to choose SOR3 sprites is because of the character's move list, that is bigger than SOR2. But I decided to make a classic SOR1 and SOR2 versions of Axel and Blaze (maybe SOR2 Sammy too) in future updates.

I understand that, believe me. I'm glad you are taking up the challenge anyway. The SOR3 sprites obviously have more to work with, but good lord they are ugly. The running animations are well done, but that's where it stops. Horrible dithering, bad angles, and silly design choices (really Blaze - go go boots?). Just poor artwork all around. Axel and Shiva got the worst of it. We joked about it before in this thread I think. When they face off in SOR2 it's two bad mo'fos in an epic showdown. SOR3? Couple of drunks fighting over a beer at last call.

I understand you and that's why I separated the new moves in new buttons, like energy and dodge buttons. If you use Extra Menu to disable some options and disable all Extra buttons, you can have a gameplay experience more close to the original SOR2

Just to be clear, when I said I didn't like the extra buttons, it's only the command scheme I'm talking about, not the moves. More moves is never a problem. I just prefer exhausting all the command possibilities from fewer buttons first. My own projects have larger move sets than most one on one fighting games, but I only use three action buttons (Attack, Jump, Defend). That's 8 possible commands, and just one more button doubles it to 16.

Again, that's just my opinion. Some people like one button for everything. The way you play tends to matter too. I usually play on keyboards, so extra buttons tend to be difficult to access. It's a lot easier when you play with a controller and the extra stuff can be assigned to comfortable positions. One thing I've done is rather than map commands out to buttons, I allow players to map unused buttons to macros (ex: Attack3 = Attack + Jump, Attack4 = A+J+D). The end result is is similar to what you have already with your menu options, but by macro mapping you might be able to simplify some of your command scripts.

Anyway, take all that as it is: Opinions. Tis your project. Looking forward to the next update!

DC
 
I just completed the game with Axel.  Too bad the city blew up.  On a sidenote,  what's up with this crazy scientist always running in the background?
Is he trying to exercise?
 

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Shinmrgrill said:
On a sidenote,  what's up with this crazy scientist always running in the background?
Is he trying to exercise?

Come on man, even mad scientists have to get their cardio in!

DC
 
Any plans to having Sonic, Tails or Knuckles as guest character?
Or perhaps extra stages that has Sonic and company in the background?

Maybe you could have chasing that crazy scientist.

Or Ryu Hayabusa from the Sega Genesis game of Ninja Gaiden.  Seems it’s like SOR style.

https://m.youtube.com/watch?v=cG46fNsBtHc
 
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