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.
Hi Kratus, great job on this 2.2 update with these alternate routes and npc summon ;).

- I tested Tracker as boss type and playable character. I like what you have done with him and hope that you will add his custom idle,run anim and throw basically (maybye one day, you will accept to add his complete version :) ).
- Seppuku is a nice alternate name and palette for Harakiri; he counters my jabs often, I must be careful :).
- Like always, it would be nice to be able to play with the custom recolored characters like Elle instead of Electra for example.

I will help you with the SOR1 and new alternate routes, just tell me what do you think of these SOR1 bosses if you have some time.

 
Thanks for all feedbacks and playthroughs, buddies  :D

Damon Caskey said:
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.
Damon Caskey
Yeah, exactly. Abadede is a "fast and furious" guy, and Max can do a lot of things that Ababadede can't.

About the "clothesline", I think you are saying about the last frame in the "Blitz" attack, right? After making a few tests, I agreed that a bbox need to be added, and the last atbox removed
He will stay a lot of time with this atbox activated and invincible. Thanks to show me that, I will add this fix in the next small update in a few days.

My goal is to have every playable enemy as a CPU partner too, and we can play with different combinations. Don't worry, one day it will become reality  :D

O Ilusionista said:
And I think he needs to be even stronger than Max.
O Ilusionista
It's true, I agree with you. In fact, the difference is not too big but I made Abadede a little more strong than Max.

kimono
I'm glad that you liked the enemy version of the Abadede  :)

About the scripts used on characters, from 1.6 to 2.2 unfortunately they changed a lot due to some tips and tricks I've learned and applied on them. But now there's not too many things to change in characters scripts, you can port all your mods to the latest version with no worries.

About the balance changes in your mod, I can help you more if you port to the latest version. It is because after the 2.0 version I added scripted attributes. So, the balance is a lot easier because all you need to do is to change the character's attributes values in one unique file and everything related to him will be changed. For example, if I change Galsia's power, all enemy/playable versions and weapon models will be changed together. However I will play your latest version to help in the balance changes.

About Seppuku, I searched for "Harakiri" on the web to see all related terms and I learned an interesting history about the samurai warriors. The Harakiri character has 3 palettes, and the third name I used is "Bushido", related to the honor code which contains the Seppuku (or Harakiri) ritual.

For every character palette that doesn't have a name in the original game, first I always search for related terms or history. For example, the third Abadede palette is "Savage", related to the WWE wrestler "Randy Savage". I was lucky because your hair style and cloth colors are very close  ;D

I'm very happy to see that you liked the official Tracker version! Thanks for all your support buddy!

Miru
You mean the Survival group mode? About the order, I'm following the same select screen order, but speaking about character's tiers, I think that subbosses are not common enemies like Galsia or Donovan, even if they aren't bosses. For example, in the original game you will never play a level that you need to fight against 2 or more Jacks, the same goes to Ash, Roo and Bruce.

About Onihime and Yasha I made a mistake, sorry. Now they will not appear as a pair anymore, because it was causing some problems in the group size counter.

16-bit Fighter
Sorry man, I didn't test yet because I was working on the custom select screen first. It was necessary to allow me to change the hero version at the select screen, but I will test soon  ;)

Davpreec and dafamily
Thanks for the tests and playthroughs  :)

pepodmc
It's a good idea to create menus to play custom mods. I will make some tests, thanks
 
Kratus,

Not really related to the game itself, but ever since the ending of SOR3, I always had in my head a special reason for the Max & Abadede rivalry. It's not just Max's strength. Abadaede is jealous cause Max is raking in the bucks with his "Thunderware" clothing line.

So3-end-0.png


Abadade: This is bull****, you got more money than Mister X and I'm stuck doing underground!
Max: It's all about the marketing kid.

;D

And on the subject, I don't want to get into suggestion overload, but if you ever considered character specific team tactics, here's one for you: If Max performs his stationary special while Abadede is close by and idle...

Sor-team-max_abadede.gif


DC
 
Kratus, I know that indeed Jack is rare and only appears once or twice per level, and never together. This makes him more akin to Roo, Ash, and Bruce, now that I think about it, than it does Big Ben and his ilk. I feel like the bosses should go by level, with the bosses from the first levels of the three games fought back to back, to have a more even difficulty. For example;

Antonio - Jack - Barbon - Ash
Souther - Jet - Bruce - Roo - MonaLisa
Abadede Junior - Zamza - Tracker - Break
Bongo - Abadede - Yamato

Maybe add an option for the irregular bosses Vehilits and Dahm to appear? Maybe the Mr. X and Shiva in the survival mode would have name changes too?
 
Damon Caskey said:
Kratus,

Not really related to the game itself, but ever since the ending of SOR3, I always had in my head a special reason for the Max & Abadede rivalry. It's not just Max's strength. Abadaede is jealous cause Max is raking in the bucks with his "Thunderware" clothing line.

So3-end-0.png


Abadade: This is bull****, you got more money than Mister X and I'm stuck doing underground!
Max: It's all about the marketing kid.

 ;D

And on the subject, I don't want to get into suggestion overload, but if you ever considered character specific team tactics, here's one for you: If Max performs his stationary special while Abadede is close by and idle...

Sor-team-max_abadede.gif


DC
Damon Caskey
Cool theory ;D. The "Max vs Abadede" rivalry is the one I like most, followed by "Axel vs Shiva".

I like the idea of a tag team attack using certain moves... First I thought of making it during grabs, like SOR3, but I had some problems when more than 1 player is using the same character. But it is possible to make by adding a "non-grab" throw move using "@cmd slamstart2". I will make some tests

Miru
I liked the idea of ordering the bosses in survival mode according to the game/level they appear in. I think that including sub bosses in this new order does not fit very well, in this case I can make them as common enemies and add to the random spawn code.

Irregular bosses may not be a nice idea because they are using specific scripts related to the level they appear, we can have some problems. About to create new names for Mr. X and Shiva, I didn't created it because they are "final bosses" and appear once, but it can be cool and I will think about it.
 
I think the sub bosses being rarer common enemies in survival mode would work.  My idea for Shiva's alternate names were Rahkshasa and Asura.
 
While i was adding the Sorr stage sprites, i saw glitches in some stages/textures/effects.

And the problem is the filter "Super 2xsai"

It causes glitches is some sprites (little color points that come and go). Watch the video in fullscreen and look the part of the stage iluminated by the light.

Perhaps would be better if you delete that specific graphic filter, because at least in my computer, its the only graphic filter that causes problems with some stages/textures/effects sprites.

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



-------------------------------------------------------------------------------------------------


Gameplay of stage 1 with modified sprites:

https://www.youtube.com/watch?v=1pA8uZhtUSM

Would be great if the guys playing videogames (after you beat two or three enemies) break the windows to go to hit you on the streets XD
 
The screen lock (That one thing that prevents enemies from being launched offscreen) is the best thing in the upcoming update. Tetsuo9999 did a cool job showcasing it alongside some sick combos.
 
pepodmc said:
Would be great if the guys playing videogames (after you beat two or three enemies) break the windows to go to hit you on the streets XD

pepodmc,

Yeah... you're in the middle of a 1CC run on Shinobi, and then you look up to see Max and Axel breaking spines outside like it's their job. Would YOU be in a hurry to go out there?!  :o

DC
 
Damon Caskey said:
pepodmc said:
Would be great if the guys playing videogames (after you beat two or three enemies) break the windows to go to hit you on the streets XD

pepodmc,

Yeah... you're in the middle of a 1CC run on Shinobi, and then you look up to see Max and Axel breaking spines outside like it's their job. Would YOU be in a hurry to go out there?!  :o

DC

HAHAHA
hilarious but true  ;D ;D


Happy new year to all from argentina!
 
Happy new year for all  :)

pepodmc
Great progress with the stages buddy
Perhaps would be better if you delete that specific graphic filter, because at least in my computer, its the only graphic filter that causes problems with some stages/textures/effects sprites
The filters are included in the engine, not in the game. I can't remove them

Damon Caskey
Yeah... you're in the middle of a 1CC run on Shinobi, and then you look up to see Max and Axel breaking spines outside like it's their job. Would YOU be in a hurry to go out there?!  :o
Yeah, it's true buddy ;D ;D ;D ;D

Miru
Thanks to show me the alternative names for Shiva, we can use them.

The Kurisu remembered that I didn't post here my last SOR2X gameplay showing some news, I apologize for that. I recorded a quick video showing some features below:

- Screen edge lock, that will don't allow the enemies to go out of the screen during a fight
- SOR4 juggle system, will reduce the dropv during all common attacks (attack1, attack2 and attack3)
- Removed a lot of entities used on levels for decoration purpose, I'm now using layer scripts to make simple effects, thanks to the tutorial posted by Damon Caskey
- Added the transparency trick in some big obstacles and front layers, thanks to the tutorial posted by O Ilusionista
- New scrolling screen speed adjustment, I created it because some players like the slow speed and others like the fast speed

Here's a quick video:
https://www.youtube.com/watch?v=NU5Oc42m3xw
 
By the way, my alternate names for Mr. X were Tommy (as in "tommy gun) and R. Baron (Robber Baron), though I think he might need only one alternate name unless the SOR1 version is also getting in.
 
Kratus said:

i know that i asked about this before, but will try one more time XD.


Can you add the special metter from Streets of rage 3?

You added different options to replace the special metter, are they are good ones. But im so used to the Sor 3 special metter that i cant change the habit i have of playing with it.

You added a lot of different options to Sor 2x (even in 2.3 with the screen lock feature) so i know that you have the  skill to add the special metter to sor 2x.

Is there a limitation in openbor that does not allow you to implement it?
I mean, openbor can do anything that Sorr engine can, or not?
 
pepodmc said:
Is there a limitation in openbor that does not allow you to implement it?
I mean, openbor can do anything that Sorr engine can, or not?

Take it easy pepodmc. There are no engine limitations preventing Kratus from adding a SOR3 style meter, but this is his project and his prerogative. He gets to decide what goes in and what doesn't. Look at the title... it's Streets of Rage 2X. SOR3 stuff is obviously not a high priority, but he's already already added the most extensive menu and option system of any OpenBOR module made to date. Give it time. :)

Personally, I'd like to see it go the other way. As in adding SOR2 sprites as an option. IMO, SOR3 sprites are ugly as sin. Just look what happened to Blaze:

Sor-blaze-idle.gif


The gloves came back and that's cool. But what's with the go-go boots and unnecessary chest bouncing? Then her face... is she drunk? If so she's in good company, Axel and Shiva are completely inebriated. There's even an brief anatomy error where she twists her wrist in an unnatural direction for one frame. Surprised O Ilusionista hasn't mentioned that mistake. Overall though, she got off lucky. Most other sprites also received horrible dithering treatments. Roel once wrote about the art difference and said it much better than I.

But... I get why Kratus went with SOR3 sprites. The sheer difficulty and time of adding all those extra animations is quite the barrier, and he's pledged not to swipe SORR content. So it's all good. :)

DC

 
Damon Caskey said:
pepodmc said:
Is there a limitation in openbor that does not allow you to implement it?
I mean, openbor can do anything that Sorr engine can, or not?

Take it easy pepodmc. There are no engine limitations preventing Kratus from adding a SOR3 style meter, but this is his project and his prerogative. He gets to decide what goes in and what doesn't. Look at the title... it's Streets of Rage 2X. SOR3 stuff is obviously not a high priority, but he's already already added the most extensive menu and option system of any OpenBOR module made to date. Give it time. :)

Personally, I'd like to see it go the other way. As in adding SOR2 sprites as an option. IMO, SOR3 sprites are ugly as sin. Just look what happened to Blaze:

Sor-blaze-idle.gif


The gloves came back and that's cool. But what's with the go-go boots and unnecessary chest bouncing? Then her face... is she drunk? If so she's in good company, Axel and Shiva are completely inebriated. There's even an brief anatomy error where she twists her wrist in an unnatural direction for one frame. Surprised O Ilusionista hasn't mentioned that mistake. Overall though, she got off lucky. Most other sprites also received horrible dithering treatments. Roel once wrote about the art difference and said it much better than I.

But... I get why Kratus went with SOR3 sprites. The sheer difficulty and time of adding all those extra animations is quite the barrier, and he's pledged not to swipe SORR content. So it's all good. :)

DC

Whoa the sor2 blaze sprite is so much better! Never noticed lol mind blown ???
 
[quote author=Damon Caskey]
DC


[/quote]

I take it easy, really, its only that he added so much things that i dont understand the specific "no" to the special metter that, as other options he added, will be an optional one. But yeah, i hope time is the only thing needed.

About the sor 2 sprites, mmmmm. I like more Bare Knuckle 3 so perhaps my opinion is biased, but the sor 3 sprites look better for me , like a small evolution of sor 2 sprites (anatomy problems aside XD ) i like the more mature look of the characters compared to sor 2. (a normal thing if you think about it, the characters are a little older)

Its like comparing dragon ball z "cell arc" art style with "majin buu arc" art style.

Plus , there is a tendency of saying that Sor 2 is better than sor 3, even when gameplay wise, bare knuckle 3 has better gameplay with more moves.


edit: And looking to Blaze sor 2 sprite, it looks like she has a red waste bag tied to the foot:

Sin-t-tufflo.jpg



 
pepodmc said:
Kratus said:
i know that i asked about this before, but will try one more time XD.

Can you add the special metter from Streets of rage 3?

You added different options to replace the special metter, are they are good ones. But im so used to the Sor 3 special metter that i cant change the habit i have of playing with it.

You added a lot of different options to Sor 2x (even in 2.3 with the screen lock feature) so i know that you have the  skill to add the special metter to sor 2x.

Is there a limitation in openbor that does not allow you to implement it?
I mean, openbor can do anything that Sorr engine can, or not?
pepodmc
Yes man, I remember that. Don't worry, this feature is pending in my list, but I need to finish other features first.
And I agree with DC, there are no engine limitations preventing me from doing it. In fact, compared to other things I already added, this feature is not too hard.

But I have to ask a question. Do you want me to replace the "green healing" bar with the "OK" bar, or you want to replace the stars only? Because there's a big difference between them.
The stars are an illustrative feature to show the MP, and will don't change anything in the fighting mechanic. On the other hand, replacing the "green healing" bar by a "OK" bar will change the entire structure of the special moves usage. I'm not saying that it's impossible, but it will take more time to develop and can cause some new bugs.

Damon Caskey
Yeah buddy, I need to agree about the sprites. Although I don't think that SOR3 style is too bad, it seems that the authors tried to draw more details than the Genesis resolution/colors can show with no loss (same as some digitized sprites present in MK/MK2).

The SOR2 sprites will be added as new characters, like SOR2 Axel or SOR1 Blaze, and others like Galsia will have an alternative version. Although I'm always avoiding SORR sprites, I can use a few of them to do a complete moveset for those characters.
Speaking the truth, the only thing that motivated me to use SOR3 sprites over SOR2 at the beginning of this project was the moveset only, graphically I prefer SOR2 too.


And today I'm bringing some news. In the video below I'm showing a small preview of the next new features. I'm adding a Custom Hi-Score screen, now you can write your initials (3 letters) and the game will save some additional info like the current difficulty, time played, total k.o. and an icon to show what character was used. At the moment, your score will be saved only if you finish the entire game and write your initials before the countdown reaches the limit.

Also, now OTG is present and other things like Edge Bouncing/Jumping, same as SOR4.
https://www.youtube.com/watch?v=Wx1bO3cMGrE
 
This is just... incredible. And to think this is before the SoR 1 stages and SoR 1 and 2 characters are added. When this project is complete it will seriously be the definitive retro SoR experience, even better than Remake. And with the SoR 4 features thrown in it's even better. All that'll be missing is Cherry and Floyd, lol.

Seriously though, amazing work.
 
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