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.
SOR2X V2.2 UPDATE

Hey guys! Here's one more update that focuses on improvements and new features,.
If anyone finds bugs, problems or have suggestions, please let me know.

A last addition that I didn't post here before is about the cutscenes, now are scripted (intro, endings, game over). The webm ones were removed, except for the logos.
It will turn any text or image edition in the cutscenes easier, and makes the game lighter allowing a future new "light" version to be made for PSP (who do not play webm scenes) and other low hardware devices.

I want to thank and give credits to some people in this update:

pudu, by a lot of tests and new ideas
kimono by the new "Tracker" character the 2 new levels (Lava Bridge and Tracker's Lair)
Davpreec by all tests with musics and gameplays
pepodmc by all tests and new ideas in fighting mechanic
YMB 9 Shinzou by all tests and new ideas in fighting mechanic
dafamily by your gameplays

And everyone that reported bugs, give feedbacks and any other info that helped me to improve the game, specially Damon Caskey and O Ilusionista by all help with the engine.

Below is the update list:

Code:
- Created a new "Level Select" menu, now it needs to be activated in the "Extra Menu" and will be shown after the "Character Select" screen
- Created a flash effect when the "Charge Attack" is ready to be used. It will only warn the correct time, but will not guarantee that the "Charge Attack" will be performed because it can be interrupted by opponent attacks or animation changes
- Created a scripted quake, now is more customizable
- Created a new debug mode for wall adjustments
- Added the new "Tracker" character as a new boss at the Tracker's Lair (Credits to "Kimono")
- Added two SOR2 Game Gear stages (Lava Bridge and Tracker's Lair) as a optional route at the Alien Cave entrance (Credits to "Kimono" amd "CajNatalie")
- Added a "Good Ending" to the SOR3 route if the player destroys the last Neo X missile
- Added a "BGM Test" option at the "Features" in the "Extra Menu"
- Added a new Extra Menu option, is the "Player Arrow", that will show colored arrows to identify all players in the screen
- Added some hidden items in the SOR3 stage 7 (sor3_st7c) at the second battle against Shiva
- Added a "music replay" feature when the player changes the "Music Style" in-game. Now the music will start to play again using the new style
- Added after image effect for all dodge moves
- Added a "pause" effect when a character is thrown/slammed to anothers to simulate a heavy hit effect
- Added a new punch animation to SOR3 Shiva during the default combo move
- Added to "Vehelits" character a moving effect when take any hit, like the original SOR2
- Added a empty "Charge Attack" animation in all playable characters to disable the native engine charge function
- Added a new Extra Menu option, is the "Quick Respawn", that will make the player's respawn faster than the normal speed but will cut some animations during the death
- Added the a "death" animation in all playable characters to apply the new "Quick Respawn" feature
- Added a running animation for the  Mr. X
- Added the quake effect to a few layers in some levels
- Added a extra wall in Z axis at all closed elevators
- Added a "switch" code to not allow the "Jump Back" feature run all the time when falling in a hole, now it will run once
- Added a "anti wall stuck" script for Yamato while performing the "Double Slash" attack near any wall and left screen edge (SOR2 st1a, st3b and st6b)
- Added +1 music to the playlist, is the game intro music and now can be changed according to the "Music Style" option
- Added a script to change background/layers/panels colors according to the player progress in the level SOR3 st1b, same as the original
- Added a new green palette for Zamza character
- Fixed "Cancel System" problem that wrongly works in menus
- Fixed "Yes/No" option bug during "Route Menus"
- Fixed "Arcade Lock" bug that is not locking "Options" in-game. Now the "Pause" screen will be shown but the select key will not work
- Fixed "CPU Partner" behaviour during bike stages if the "Tutorial Screen" is shown, now he will stay stopped same as the enemies
- Fixed health and energy recovery bugs during some "no-damage" attacks, like Max's grab jump
- Fixed SOR3 Shiva's "cancel+rage" connection, now is faster than before
- Fixed "Super Armor" bug that is not reducing the damage taken by 1/2 for "burn" and "shock" attack types
- Fixed the "custom" playlist bug that never creates a correct folder to add new musics. Now the new "custom" musics folder will be "Paks/music/" and created when the music style is changed at the Extra Menu
- Fixed "Full Energy" sample problem during "Level Select" menu and in-game
- Fixed Sammy's "Running Attack" that allows the player to cancel in any "Jump Attack"
- Fixed wrong CPU partner's name in partner's menu after select him at the select screen
- Fixed bug in the dropping "Barrel" in SOR3 route stage 3 (sor3_st3a) that allows the player to grab it like an enemy
- Fixed Yamato's scripts to not stuck inside walls while using some "Hiding" skills
- Fixed "Route Menu" bug when the directional button is held before any arrow appears in the screen
- Fixed wrong Signal spawn position at the closed door in the stage 1 (sor2_st1a)
- Fixed lower wall problem in SOR2 route stage 1 (sor2_st1a), it will prevent some characters to be stuck at the left side of the screen at the beginning
- Fixed "falling" properties of some effects to fall correctly in any hole
- Fixed bug in the "Jump Back" feature that let the player stuck in the jump attack animation
- Fixed enemy waves bug when the game has 4 players at the same time and a CPU partner
- Fixed "Canceling System" problem that allows players to cancel attacks if is not hitting any enemy
- Fixed some problems caused by the last "Jump Back" update, reverted to old stable code
- Fixed weapons bug that don't allow them to fall in any hole correctly
- Fixed Zan's bug that closes the game when falling in any hole and die using weapons
- Fixed bug in Survival mode that randomly close the engine
- Fixed Survival countdown timer during "Group" mode who don't let the level go to the "Game Over" screen when all players are dead
- Fixed wrong K.O. counter in the Survival "Group" mode that sometimes doesn't allow a new spawn to be made
- Fixed the wall stuck problem in the green Signal at the stage 1 (sor1_st1a)
- Fixed Jet/Rocket's "Fly Up" animation at the beginning of each stage
- Fixed the hole detection problem for thrown weapons
- Fixed "Canceling System" if the player is above any platform
- Fixed the attack box of the Neo X last missile, that hit the players even after your destruction
- Fixed weapon falling velocity when hit any wall
- Fixed texts showing some special move names, now will back to work only for players
- Fixed the "Aerial Recovery" blink effect when the player is holding the attack button and press up+jump keys
- Fixed Break character color change according to life amount
- Fixed a bug in SOR3 stage 4, every enemy killed by the trains add +1 "k.o." to players
- Fixed all weapons velocity and direction while hit any wall
- Improved the "Select Screen" menu, now is possible to change the player using up/down keys and now the palette is changed in a second step
- Improved delay values during Kusanagi's jump attacks
- Improved toxic gas countdown precision in SOR3 stage 6
- Improved some scripts to clear variables and save memory, it works every time the game go to the "Title Screen"
- Improved "vaultStuck" script to guarantee that the players will not stuck inside walls during the "vault" animation
- Improved the script to play musics in each level, now is easier than before to customize
- Improved script to clear some graphics and audio files at the "Game Over" screen
- Improved Sammy "Blitz" attack using a kunai weapon
- Improved the landing frame function to be more precise after any jump
- Changed Roo's attributes, "Jump" +1 and "Speed" -1
- Changed position between "Hit, Damage and K.O" counters in the screen
- Changed some hitflashes in many characters
- Changed "Canceling System" ground parameter, now it will check player's base
- Changed some obstacles location in SOR2 stage 1 (sor2_st1a) to avoid stuck the player during respawn
- Changed the route selection order at end of the SOR2 stage 8 (sor2_st8a)
- Removed some unnecessary codes in grab scripts
- Removed excessive usage of the quake effects
- Removed diagonal directions from Max's "Rage" and "Front Special" for balance purposes
- Removed hostility to "Obstacles" from player properties, it will prevent homing projectiles from chase them
- Removed SOR3 Shiva death animation as a robot, now will be same as any human enemy
- Removed a small "Bike Stage" (sor3_st7d) space between the "Stage" presentation and the quick "Tutorial"
- Removed health recovery when hitting obstacles, same as the mp recovery (works only with "life+heal-hits" option enabled)
- Removed the "burn" effect during any laser hit
- Removed the blink effect during the "Charge Attack" if the character does not have more than 1 attack type (Ex: Yamato)
- Increased the speed of the "Wall Jumping" feature
- Increased the delay time to perform "Counter Attacks" after blocking
- Disabled the default quake when any character is falling, enabled only at specific events like slams or explosions
- Disabled "Level Menu" inside the first route level
- Disabled "Show Damage Combo+Hits" option during time over damage
- Disabled after image effect for all moves, except "Rage" attack, when the selected graphic effects option is "Original"
- Disabled default engine "Charge Attack" and improved the scripted "custom" version
- Adjusted some background issues in the in SOR2 st1a
- Adjusted some walls to fix bugs when any projectile is thrown close a wall in Z axis
- Adjusted the second Hakuyo spawn in SOR2 route (stage2b), now he will be spawned as soon the first Hakuyo is killed
- Cleaned and reduced some scripts in the Extra Menu
- Cleaned some duplicated scripts to save memory
- Revised the "Extra Button" for all characters and fixed "Call Partner" button bug that resets the default combo and allows an infinite sequence
- Revised and optimized K.O. and damage counters
- Revised and remade all blink effects triggered by damages (Burn, Shock, Guard Break, Aerial Recovery), now is activated by script
- Revised, cleaned and shortened all scripts
- Revised the spawn code that works during "Survival" mode using the "Group" option that sometimes cause no enemy spawn
- Doubled the "dust" effect when the graphic effect "original" is enabled
- Enabled the "quake" effect in the level SOR2 st6a
- Replaced all webm game cutscenes by a scripted version, the logos remains in webm (Sega, OpenBOR, F-Games, Streets of Rage)
- Slowed the Dr. Zero robot arm velocity
- Applied "Y Axis" velocity in all smokes
- Improved the "JumpBack" and "SafeLanding" codes (moved from the ondraw to onmovea script event)
- Synced spawn countdown to "game time" (not real time) in the "Survival Group" mode, now is more accurate
- Realigned Blaze's static "Jump Attack" sprites and beat/attack boxes
- Made more adjustments in SOR3 Shiva's "Rage Combo", decreased both initial speed and the reduction ratio to not miss the target
- Reduced "Charge Attack" time from 1.5 to 1 second

Download:
https://drive.google.com/drive/folders/1YhRvW0lV-CNU68BPboJEB-R3VMEQMByF?usp=sharing
https://1drv.ms/u/s!AnTXKPMHlONnhNRY2xHFdLO7X39WQw

Gary
Nice job with the music, buddy! With this quality, certainly you can add all your remixes to the game as a official playlist.

pepodmc
Here a new bug playing at 4 players
Thanks! I revised the camera script in the v2.2.
 
Fantasic news and that is a hell of an update list hahaha. Downloading now and i will do a playthrough later.
And as alwasy im always for than happy to help with test :)
 
Kratus Fantastic to see this being updated. I'll try my hardest to get the soundtrack done in time for the final release, but as mentioned, it's gonna take a few months. Glad to see that people are seeing its worth :)


More streets of rage 1 upcoming
 
I suggest you add the option for old-style rage attack input (simply press energy button). Also, how do you perform the Super Attacks?

Edit: Super Attacks are Energy button when running.

Edit: The Tracker fight doesn’t have boss music for some reason. It just keeps playing the level music.
 
I suggest you add the option for old-style rage attack input (simply press energy button)
Miru
You have 2 ways to perform the Rage move
- down, front, energy
- energy+special (works if you press both at the same time or sequentially too).

If you are canceling another move into Rage, all you need to do is to press Rage, no need to perform the complete move (it works only with Rage, for the other cancels all keys need to be pressed normally).
It seems that the "command list" is not frequently accessed in-game. I will post some screenshots below:

CG6elKd.png


EKDcprW.png


Edit: The Tracker fight doesn’t have boss music for some reason. It just keeps playing the level music
Yes, I followed the original game. In SOR2 Game Gear version, Tracker doesn't have a boss music, because in fact the entire level is playing the boss music (at 16:45 of this video) .

https://www.youtube.com/watch?v=LBqU6Q_ofjo&feature=youtu.be&t=999
 
I have a suggestion; make the electric fence and conveyor belt shut off once you have defeated Dahm. It doesn't feel right that you can die on a level select screen.
 
Miru said:
I have a suggestion; make the electric fence and conveyor belt shut off once you have defeated Dahm. It doesn't feel right that you can die on a level select screen.
Thanks buddy, I totally agree with you. It will be changed in the next update.

In addition, I don't know if someone had the same issue, but I discovered yesterday that the game will not play musics placed in external folders (Ex: Saves, Packs or any other) when is packed. This is strange because the engine can create new folders and txt files using "filestream" functions, so I understand that then the engine can read/write any external content, except for musics.

Too bad, because I forgot to make only this test before launching the new v2.2, I apologize for that :-\
A friend tried to play external musics and gave me this feedback. After reading the log, the engine says that the music can't be played even if the path is correct. I tried to use other folders, change the name to upper/lowercases/switchCases but nothing.
In resume, when the game is packed it will only play the musics that is inside the PAK at the path "data/music/". If you unpack the game, you can play musics from any place.

If someone has any light, please let me know. Thanks!
 
Kratus,

I found a possible bug. After completing a game (SOR2 Route), switching any option in the extra menu triggers triggers a shutdown with Invalid filename used in openfilestream error. Might want to check your filestream scripts.

[list type=decimal]
[*]Start up module for the first time.
[*]Play through SOR2 Route (I used Blaze)
[*]Go to extra menu.
[*]Change a value. Engine will shut down and throw the filestream error.
[/list]

DC
 
Damon Caskey

Thanks for the tests and report, buddy! Please, let me ask one thing. This error happens after the SOR 2 route is fully cleared (beating Mr. X) or only entering in stage 1 at the first gameplay is it enough to crash?

It seems to be the same problem other players reported, for some reason Google Drive is corrupting my files :( After downloading the game again, they have no crashes.
About the filestream error log, it's normal to happen once during the first time the Extra Menu is accessed, with no crashes. I accidentally discovered that some types of filestream error logs have a "passive" behaviour and do not close the game, like some audio error logs. But if this error is repeated more than 1 time, it really is a problem.

For coincidence, this will be one of the first errors in the log in at the first gameplay because the SOR2X.cfg file does not exist. I need to learn more about how to manage filestreams correctly, if you have a way to avoid this error, please let me know.

Below is the download link for the One Drive files, in case you want to test again:
https://1drv.ms/u/s!AnTXKPMHlONnhNRY2xHFdLO7X39WQw
 
Kratus said:
Damon Caskey

Thanks for the tests and report, buddy! Please, let me ask one thing. This error happens after the SOR 2 route is fully cleared (beating Mr. X) or only entering in stage 1 at the first gameplay is it enough to crash?

I'm not sure. In my case I cleared the game first. I haven't tested with just starting and exiting a game. I do know once it started, the bug was permanent. Restarting the engine didn't help. The only thing that worked was starting a fresh folder with only the engine and pack. I probably could have found the offending .bin file, but went for the quick shotgun remedy so I could play. It's a fun module. :)

DC
 
Damon Caskey said:
Kratus said:
Damon Caskey

Thanks for the tests and report, buddy! Please, let me ask one thing. This error happens after the SOR 2 route is fully cleared (beating Mr. X) or only entering in stage 1 at the first gameplay is it enough to crash?

I'm not sure. In my case I cleared the game first. I haven't tested with just starting and exiting a game. I do know once it started, the bug was permanent. Restarting the engine didn't help. The only thing that worked was starting a fresh folder with only the engine and pack. I probably could have found the offending .bin file, but went for the quick shotgun remedy so I could play. It's a fun module. :)

DC

Is good to know that, thanks for the report. So, maybe the problems were related to some corrupted "cfg" or "save" file.
 
Resident close quarter combat experts Max and Blaze head out to give Mr. X a little grappling demonstration.  :)


DC
 
Damon Caskey said:
Resident close quarter combat experts Max and Blaze head out to give Mr. X a little grappling demonstration.  :)

DC
Amazing! I'm watching the entire gameplay now :)
 
Kratus: Congratulations for this great update ;). If anyone has a save to share, I wish to test Tracker and the Tracker's Lair.
I will continue to work on alternate routes and special bosses for you; do you think that one day Street of Nightmare can be a full custom route for SOR2X?

I like the way that you made visual editors. I don't know if a throw / slam visual editor on the fly is possible too?
If you have some request that I can make too, I'll be glad to help you :).
Example: Added a run cycle to Souther like pepodmc requested:
ootwnLg.png

All SOR1 bosses will be playable after the Street of Nightmare story is finished once + one hidden route.
 
kimono said:
Kratus: Congratulations for this great update ;). If anyone has a save to share, I wish to test Tracker and the Tracker's Lair.
I will continue to work on alternate routes and special bosses for you; do you think that one day Street of Nightmare can be a full custom route for SOR2X?

I like the way that you made visual editors. I don't know if a throw / slam visual editor on the fly is possible too?
If you have some request that I can make too, I'll be glad to help you :).
Example: Added a run cycle to Souther like pepodmc requested:
ootwnLg.png

All SOR1 bosses will be playable after the Street of Nightmare story is finished once + one hidden route.

Great work man! Thanks for taking the time to do this.

I will upload a walkthrough with Souther when he is ready.

 
pepodmc: Thanks! So much good things can be done for these SOR1 bosses :).
dPAkLQU.png

Speaking of slams and throws, I've got this problem with the Souther double kick finish:
- With Sid for example, he's hit himself during the attack
- With Galsia, he's not hit but there is no hitfx
https://www.youtube.com/watch?v=FRgdVgvlgfg&feature=youtu.be

Here's the double kick move:
Code:
anim grabforward2 #DOUBLE KICK FRONT SLAM
	fastattack 1
	jugglecost 5
	forcedirection -1
	loop	0
	delay	8
	offset	49 93
	hitfx	data/sounds/sf/HighKick.wav	
	sound	data/voices/souther/souther1.wav
	hitflash flash
	@cmd slamstart
	@cmd position 1 6 0 0 0
	@cmd antiwall 40 -40 0
	sound	data/sounds/sf/LowAttack.wav
	frame	data/chars/souther/grabatk100.gif
	frame	data/chars/souther/grabatk101.gif
	frame	data/chars/souther/grabatk102.gif
	@cmd position 3 12 6 0 0
	attack1 40 37 59 28 8 1 0 0 15 12
	frame	data/chars/souther/grabatk103.gif
	attack1 0 0 0 0 0 0 0 0 0 0
	@cmd spawn01 "quake_high" 0 0 0
	@cmd leaper -1 2 0
	@cmd depost 0
	@cmd finish 18 2 -1 2.5 0 0
	@cmd landframe
	frame	data/chars/souther/grabatk104.gif
	@cmd clearL
	frame	data/chars/souther/grabatk105.gif
 
I sat down and played the new version and so far I'm enjoying the new updates. i haven't played since 1.2 so it's like learning the game all over again. I do like a lot of the things carried over from Streets 4 though it could use some fine tuning.

Naturally I jumped to using Max first and I think one nitpick I have is that there is no back grabs in this game which I feel effects Max the most of all characters since he doesn't have a vault animation. The air grab is a really fun move to combo, the only thing I can suggest is maybe giving the starting animation some forward momentum to make it easier to catch an enemy after a scissor kick. The run is a bit too slow imho but I understand the reasoning behind it.

Next I moved onto Axel and... this guy can cancel grand upper into dragon wing and dragon smash I haven't stop doing it since lol. One thing I have to get used to (unless this changes) is the headbutt and charge attack not knocking enemies into each other which is a big habit I picked up from playing 4. A few suggestions I would make is giving more juggle ability to dragon smash, maybe giving dragon wings last frame a horizontal launch and wall bounce affect like in 4 and reworking the charge attack to work a bit more like 4. I think 4 added an extra layer to charge attacks that would be great to have in the mod, maybe even utilizing his round house from SoR1 for the animation ti give it more power.

The other characters I haven't played extensively but I like what was done with Zan's fireball mechanic, Blaze was fun to try out and Adam has a couple of interesting things that could be expanded upon.

Overall I think the mod has come a long way, Mania is pretty insane, I think enemy item pick up really needs some tweeks and should probably be removed for bosses. Charge attacks could use some spicing up like I mentioned above, until 4 came along there wasn't a lot of use for them imho and now seeing wall bounce in this mod makes me think this is a perfect opportunity to utilize the mechanic more.

Playing this more extensively makes me hunger for new environments, enemies etc in this system, maybe even new characters. I think it's a fine job!
 
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