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.
Here's a first level run with the Ninja grunt. It goes without saying most of the enemies are nowhere near effective as the player characters, but there are some exceptions. Ninja is one of them. IMO, he's the best of the grunts and outperforms some of the bosses too. All of his abilities complement each other perfectly to break up crowds and out cheese the bosses. The only thing he lacks is big combos or a rage attack, but his single strike power and grabbing reach let him do respectable damage while playing a hit and run game. Plus he's just a lot of fun to play.

 
Here's one more. This time Mr. X joins the party. Tommy Guns to a fist fight, it works out about like you'd expect...

 
Damon Caskey
Great playthroughs, buddy :)
I see that you perfectly got the true intention of the playable grunts. In fact, each grunt gives you some kind of "custom difficulty" level, and this is why I maintained all them with your original moveset.
Some new features will be added, like the ability to cancel grabs with "front+special", but I will not change the default structure too much. Even if I create an additional "full moveset version" for each grunt, the original will remain the same for fun.

Mr.Din
Wow, nice to see your feedback Din! Yeah, I got some ideas from SOR4 to make SOR2X more close to the new mechanic. I'm thinking about adding some kind of "SOR4 exceptions" option in future updates and get a few new features like you mentioned. I agree with you about the enemies getting itens, I can add it as an extra menu option in next updates.

Don't forget that everything in SOR2X is at your disposal to help in your projects, if you want. And if you have more suggestions, please let me know.

kimono
Thanks man! Your Streets of Nightmare is an awesome mod. In fact I'm thinking about doing something like a "zombie" mode where you need to fight against a horde of low level enemies, like Galsia and Donovan and need to survive each wave instead of walk through the level. In addition, it will be possible to manage obstacles too. But we can talk about custom modes after the default routes are all added

About the throw / slam editor, you can get it in SOR2X scripts folder v2.2. Look for the "debugs" folder and open the "DEBUG_GRABS". With this tool you can see exactly all position values to be added in the "@cmd position script". You can move the grabbed opponent, change frame, flip, etc. Remember, the script needs to be added in the grabbed entity, not in the grabber. You can use any character as a "sparring" for this purpose.

IlyaNev
Thanks bro. I will take a look in these sprites
 
Kratus,

If I could suggest anything for Rebellion, it would be allowing selection of Player Characters and AI partners. If you don't want to write NPC routines for all those enemies, just the ability to choose an AI player character would be cool.

Who doesn't want to see Max and Abadade tag teaming against Mr. X's crew?  :D

DC

 
I think the best solution to the original vs full moveset debate is to add it as an extra menu option of some kind; whether you want the original moveset of an enemy character or the full one. And yes, I do find some of the enemies a fun challenge to play as already. I agree with Damon on the NPC allies thing; I wanna build an army of Nora, Electra, Garnet, and Monalisa.
 
Who doesn't want to see Max and Abadade tag teaming against Mr. X's crew?  :D
Damon Caskey
Yeah, it will be very cool to see a playthrough like this :). Even if the CPU partner is not selectable at the "select screen" in Rebellion mode, you can also spawn any hero as a partner in-game. When any level starts, open the extra menu, go to "partners", highlight the "spawn" option, change to the desired character and press the "attack" button.

EDIT: After all SOR1 content is added, I will make a partner version for every enemy/boss in Rebellion.

Miru
I agree with you buddy. In future updates, now that a custom select screen is possible, I'm planning to add a function to change the character type. Ex: Axel SOR1/2/3, Blaze SOR1/2/3, Galsia "Full" or "Basic", etc
 
https://www.youtube.com/watch?v=2ZT0431lYTU&lc=UgxfQMUZtXumk6kHzOJ4AaABAg.9HHa02M5OYr9HIN_hMEsv6&ab_channel=davpreec
Finally got around to getting a playthrough done :) Loved it..... And my names in the credits  :D :D :D
 
Nice video Damon Caskey! Would you mind trying the new version of Abadede with some new moves in SOR Nightmare and give me a feedback?
I can send you a the current update by mp if you wish to. I think he's too strong currently and needs some balancing.
 
Damon Caskey said:
Someone forgot to warn Mister X this is Suplex City....
Damon Caskey
Very cool as I expected  :D

kimono
I think he's too strong currently and needs some balancing
Buddy, I didn't understand... You mean that the SOR2X Abadede is unbalanced? It would be cool if you told me some things you didn't like in the game, we can talk about and fix if it is possible ;)

The last balance changes were done in a very detailed way, using a "damage table" as base and following some values carried from the original games. This is why I made the "show damage" feature, you can check that "Abadede" damage is very close to "Max" damage.

Below is a basic version of the damage table I'm using. The characters will not always do exactly these damages because it depends on a few factors like combos, super armor, etc... But it is the real intended damage.
Code:
	runat	sp1	sp2	air	counter	super	rage	w.rage
axel	30	48	84	72	48	72	216	150
blaze	20	32	64	40	32	48	160	192
max	48	64	96	96	64	72	240	192
sammy	16	16	48	32	24	64	96	96
adam	36	48	72	48	48	84	216	192
zan	32	64	80	80	64	48	192	160
								
barbon		48	48		48		216	
jet	64	32					192	
zamza	16	32	64		32		160	
abadede	64	64	96				256	
bear		64	112				240	
harakiri96	96	32x3(96)	96		184	
particle	80	80				280	
shiva	48	48	72		48		198	
mrx		40	64					
								
monalisa	32	64				160	
break	30	48	84		48	72	216	
yamato	72	72	72				144	
robot x		80	100				270	
rocket	32/48	16	32x3				160	
shivabot48	48	84		48		210	
neo x	40	90	80				100x3	
tracker	16	80	64				144

 
Kratus said:
kimono
I think he's too strong currently and needs some balancing
Buddy, I didn't understand... You mean that the SOR2X Abadede is unbalanced? It would be cool if you told me some things you didn't like in the game, we can talk about and fix if it is possible ;)

I think that he was talking about his custom abadede (with new moves) from Sor 2x nightmare mod.
 
pepodmc said:
Kratus said:
kimono
I think he's too strong currently and needs some balancing
Buddy, I didn't understand... You mean that the SOR2X Abadede is unbalanced? It would be cool if you told me some things you didn't like in the game, we can talk about and fix if it is possible ;)

I think that he was talking about his custom abadede (with new moves) from Sor 2x nightmare mod.
pepodmc
Yeah, it's true. I thought that he was making a new Abadede because the default one is unbalanced. Let's wait for him to confirm, kimono I apologize if I'm wrong, sorry for the confusion.
Anyway, maybe the table can help him to adjust his new Abadede, or any other character.
 
I think abadede needs to be a tad broken. Take a look at the size of that guy...
And I think he needs to be even stronger than Max.
 
O Ilusionista said:
I think abadede needs to be a tad broken. Take a look at the size of that guy...
And I think he needs to be even stronger than Max.
O Ilusionista,

Take a closer look. Abadede looks taller, but only because Max rarely stands erect. His arms are a little bigger, but body size is the same and Abadede skips leg day. He might beat Max arm wrestling, but in total body strength Max will crush him.

Max isn't just stronger, he's clearly the more intelligent and technical wrestler too. Abadede is just like the guy they based him on: The Ultimate Warrior. Only a couple of moves, but insanely fast, high energy, runs in and just bum rushes everybody. Max is slow, methodical, has to work his way in, but once he gets hold of you... game over.

You see this reflected in the original game. Abadede's maximum single hit output is 32HP. Max's is 70, and that's not even his strongest move. For a more direct comparison, look at their identical German Suplex. Abadede: 32, Max: 64. Even when you account for player characters having generally higher damage output than enemies, Max is obviously meant to be the more powerful wrestler. But Abadede gets in to land his a lot easier with his speed and better striking.

I think the way SOR2X Abadede plays now works great. He's fast and furious, like he should be. He got a damage boost, but Max is still capable of doing a lot more. The only really unbalanced thing I could find is his clothesline. After the inititial swing when he's still recovering it remains fully invincible and still has an active hitbox. That's a bit unfair. Elsewise he's good to go.

I just want to have a human controllable Max and Abadede at once. Come on Kratus, add the player characters to rebellion mode!  :D

DC
 
Thank you Kratus, the enemy version of Abadede completed is good, but the playable Abadede is a true bulldozer :).
Currently, I understand better why I'm having some problems to transfer datas from SOR2X1.6 to SOR2X 2.2, some scripts are renamed and the scripts commands are case sensitive.
Ex: 1.6 @landframe -> 2.2 @landFrame
    1.6 @landsafe -> 2.2 @landSafe
    1.6 @spawnbind -> 2.2 @spawnBind   
    1.6 @finish -> 2.2 @slam
    1.6 @shooterB -> 2.2 @shootB
    1.6 @antiwall -> 2.2 @antiWall
    1.6 @throweap -> 2.2 @ThrowWeapon

Here you can encounter and play with all SOR1 bosses:
- Antonio
- Souther
- Bongo (maybye needs an attack combo with higher damage)
- Abadede (too powerful here :) )
- the Inu and Yasha sisters (I'm working on their transformation currently)

The Thriller character is playable too, but still in beta version. Please be indulgent, this is just a demo for testing purposes :p :
https://drive.google.com/file/d/1lQKbA04Nd-BcqWU-ud11CgnXGLH7L0wW/view?usp=sharing

I'll be glad if you guys, help me to balance these SOR1 bosses ;).
Damon Caskey: The dream team for SOR Nightmare would be playing as Moonwalker and Thriller as NPC ally :).

 
Kratus said:

After you finish adding the sor 1 route, can you add a new menu for customs routes similar to the sormaker one?

paipTKP.png



As i told you before, i plan in the future (if im able to) to make routes for Sor 2x of:

Cadillacs and Dinosaurs
Captain Commando
The Punisher
Knights of the Round

And i think that would be great if we can have a menu to select different custom routes to play, so if i or other users want to add new routes, we can add it to the base Sor 2x.

 
Kratus said:
I agree with you buddy. In future updates, now that a custom select screen is possible, I'm planning to add a function to change the character type. Ex: Axel SOR1/2/3, Blaze SOR1/2/3, Galsia "Full" or "Basic", etc

For the enemies, I could see both a "game version" select where applicable and a "moveset" select, so Electra would be SOR2/3, then "Basic" or "Full", so it would open up more roster slots for 4/scrapped/8bit/Remake/custom enemies to the roster.

I also wonder why Jack is the first "boss" in survival, whereas other subbosses are treated as fodder? Shouldn't Jack also be fodder? There could be an option whether or not to include subbosses as bosses or fodder. I also noticed that only Onihime and Yasha appear as a pair in Survival. Should there be an option to have Particle/Molecule and Bruce and Roo as pairs too?
 
Kratus
Have you made some test about Axel's smart palette? It's just to know because I'd like to tell you I plan to make Max's but not in a defined date (at less before 2022). So the day you know when you release the next update (and keep in mind, please, I'm not trying to make you under pressure ^^), I could make my progress faster in order the smart palette to be ready at the right time (if it's before 2022 lol).
 
Here's my playthrough o the latest version 2.2 bro:

https://www.youtube.com/watch?v=vu4bVLYRpcE

I did it on normal difficulty with a CPU partner should of put it on a higher difficulty lol!! Also i showcase the newer stages the SOR2 Game Gear Tracker stage as well as the SOR biker stage!!  Do you have any plans on doing the same thing that the newest version of Remake did with the biker stage with having the option to walk through the whole stage and beat the enemies, it would be cool if you could!!

While on the Dr. Zero fight I noticed the CPU partner isn't able to dodge the laser, the partner keeps running into it even if you use the call button, you can see that here:

https://youtu.be/vu4bVLYRpcE?t=3145

I lost a few lives because of that!!

Other than that good work bro, looking forward to seeing what else you can come up with for us! ;)
 
Back
Top Bottom