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.
Thanks a lot for the update :)
Great work ...
I'm playing games with my little children, and can"t play with them so many hard mods.
Maybe you can also do the trick with an easy mode easier ?

 
O Ilusionista said:
jack5881 said:
Don't worry about people stealing your design work!Worry about the day they stop!
Lol. Will you say the same if someone steals your house? :)
LOOOL.

yeah stuff like that is the reason I'm probably not releasing any demos, honestly it would be nice to have securepak more open to the public especially considering the hard work that goes into projects like this.
 
DintheAbary said:
O Ilusionista said:
jack5881 said:
Don't worry about people stealing your design work!Worry about the day they stop!
Lol. Will you say the same if someone steals your house? :)
LOOOL.

yeah stuff like that is the reason I'm probably not releasing any demos, honestly it would be nice to have securepak more open to the public especially considering the hard work that goes into projects like this.

Sadly, the secure pak isn't secure anymore. People already know how to break it (and had stolen the Golden Axe Myth project, for example).
 
O Ilusionista said:
Sadly, the secure pak isn't secure anymore. People already know how to break it (and had stolen the Golden Axe Myth project, for example).
is nothing sacred anymore! but then again this is more reason to make it public, at least it would be a bit harder to break wouldn't it?
 
Whilist Blaze Rhodon II did credit Kratus, and received his approval, it's a shame she used the old and broken version. Next time, she should get permission to do this and use the newest version. Also, ADD characters, not just replace them. This sort of thing is second only to the BOR clones in filthiness.

https://www.youtube.com/watch?v=U_iMbrNYCk0&t=61s

This is what he said:

Thanks! Yes my friend, you can change everything you want. I made this game also to help the community that likes to modify the SOR2 / SOR3 roms with Pancake software. So, I tried to make it as easy as possible to edit in OpenBOR engine, which is even more flexible.
 
DintheAbary said:
had to stop at stage 5 game dragged a bit by this time but only due to enemies taking too long to kill and sub bosses still having boss things. This is a vast improvement, enemies don't hang around off screen, bosses less annoying but still challenging and mechanics feel more refined. going to have to play some more.
Thanks DintheAbary! I know the game still needs a lot of fixes but I'm working on it.
As for secure pak, it's interesting... Could you teach me how? Maybe I'll use it on future projects.
 
darknior said:
Thanks a lot for the update :)
Great work ...
I'm playing games with my little children, and can"t play with them so many hard mods.
Maybe you can also do the trick with an easy mode easier ?
Thanks for playing!
 
O Ilusionista said:
Cool. I will try it on Android to see how it works.
The videos was playing perfectly, the slowdown was on the shadow trail. But let me test.
Thanks O Ilusionista! If you find any bugs, please report me.
 
Miru said:
Whilist Blaze Rhodon II did credit Kratus, and received his approval, it's a shame she used the old and broken version. Next time, she should get permission to do this and use the newest version. Also, ADD characters, not just replace them. This sort of thing is second only to the BOR clones in filthiness.

https://www.youtube.com/watch?v=U_iMbrNYCk0&t=61s

This is what he said:

Thanks! Yes my friend, you can change everything you want. I made this game also to help the community that likes to modify the SOR2 / SOR3 roms with Pancake software. So, I tried to make it as easy as possible to edit in OpenBOR engine, which is even more flexible.
Yes, it's okay, I knew they would try to modify.  I'm glad this game is useful
 
Miru said:
Alright:

- Bikers are still  Fake Difficulty compared to their original counterparts. Here's some solutions:

** Make them work like the original game.
** Have not all of them toss grenades
** Introduce the SOR2X-style biker as a miniboss before introducing them as enemies.
** Defeated bikers could drop grenades for players to use.

- Fighting two Jets on the second level is a little weird. Maybe have no regular enemies there? Or a stage hazard you can trick them into taking damage from?

- You should either include different musical tracks for every section of a level or include a script to keep the music playing without interruptions or repeating.

- The mini-boss versions of the bosses shouldn't be able to use their Rage attack right off the bat, if at all.

- Maybe have the Special attacks first cost from the block bar, before it runs out and you use the life bar?  Too often I've been unable to use a needed Special to get out of a jam.

- Rage moves aren't performable with a weapon for whatever reason.

- Elemental attacks should register as elemental upon every hit, not just the last.

- There’s still no vaulting. To improve the vault, have more options when vaulting, like Izuna dropping the foe right away to fling them into enemies or onto the ground, or a combo to the backside.

- Rage could increase at a much faster rate when you are juggled. Because being attacked with little chance of recovery should really enrage someone, right?

- Maybe have the ability to "bust" a surrendering Electra?

- Overall, this game is a lot fairer and funner than before.
- BIKERS: I will test your suggestions

- JETS: regular enemies maybe is a good option... testing

- MINI BOSSES RAGE REMOVED: will do some tests. maybe in a easy mode...

- SPECIAL COST FROM THE BLOCK BAR: well, the original game has 12 specials using your own life and my version have 19. I´ve modified the item drop script from obstacles to have a more Apple and help Special usage. Anyway, I'll test your suggestion at least on the defensive special

- RAGE MOVES AREN´T PERFORMABLE WITH A WEAPON: I´ve removed Rage from weapon models because I didn´t want to make this move holding a weapon and it would also be a bit strange for the weapon to disappear and come back after finish the Rage move

- ELEMENTAL ATTACKS: not all hits are elemental, too much special effects at the same time will crash the game

- NO VAULT: all players have all grab moves from the front, but to use original grab back (Axel and Blaze) moves you have to hold DOWN + ATTACK. Sammy have vault but only to do Head Punches

- RAGE JUGGLE: have the same rate from ground attacks and any hit received also fills the defender Rage bar too, not only the attacker.

Thanks for the suggestions, i will do some tests.
 
Awesome, I'm looking forward to the end result! :) btw I seriously have to say your stage design is amazing, I haven't seen such fluid transitions for stuff like the elevator and even the camera movement.
 
KratusGH said:
Miru said:
Alright:

- Bikers are still  Fake Difficulty compared to their original counterparts. Here's some solutions:

** Make them work like the original game.
** Have not all of them toss grenades
** Introduce the SOR2X-style biker as a miniboss before introducing them as enemies.
** Defeated bikers could drop grenades for players to use.

- Fighting two Jets on the second level is a little weird. Maybe have no regular enemies there? Or a stage hazard you can trick them into taking damage from?

- You should either include different musical tracks for every section of a level or include a script to keep the music playing without interruptions or repeating.

- The mini-boss versions of the bosses shouldn't be able to use their Rage attack right off the bat, if at all.

- Maybe have the Special attacks first cost from the block bar, before it runs out and you use the life bar?  Too often I've been unable to use a needed Special to get out of a jam.

- Rage moves aren't performable with a weapon for whatever reason.

- Elemental attacks should register as elemental upon every hit, not just the last.

- There’s still no vaulting. To improve the vault, have more options when vaulting, like Izuna dropping the foe right away to fling them into enemies or onto the ground, or a combo to the backside.

- Rage could increase at a much faster rate when you are juggled. Because being attacked with little chance of recovery should really enrage someone, right?

- Maybe have the ability to "bust" a surrendering Electra?

- Overall, this game is a lot fairer and funner than before.
- BIKERS: I will test your suggestions

- JETS: regular enemies maybe is a good option... testing

- MINI BOSSES RAGE REMOVED: will do some tests. maybe in a easy mode...

- SPECIAL COST FROM THE BLOCK BAR: well, the original game has 12 specials using your own life and my version have 19. I´ve modified the item drop script from obstacles to have a more Apple and help Special usage. Anyway, I'll test your suggestion at least on the defensive special

- RAGE MOVES AREN´T PERFORMABLE WITH A WEAPON: I´ve removed Rage from weapon models because I didn´t want to make this move holding a weapon and it would also be a bit strange for the weapon to disappear and come back after finish the Rage move

- ELEMENTAL ATTACKS: not all hits are elemental, too much special effects at the same time will crash the game

- NO VAULT: all players have all grab moves from the front, but to use original grab back (Axel and Blaze) moves you have to hold DOWN + ATTACK. Sammy have vault but only to do Head Punches

- RAGE JUGGLE: have the same rate from ground attacks and any hit received also fills the defender Rage bar too, not only the attacker.

Thanks for the suggestions, i will do some tests.

- Cool!

- Thanks.

- Conversely, maybe mini-bosses can use their Rage attacks when you encounter them for the first time, but not in any later encounters?

- GREAT!!!!!

- I understand. But those weird older SOR fan-games did throw in some custom weapon attacks that maybe you could get permission to use as alternate Rage moves. And there are other attacks used where the weapons vanish.

- Games like Art of Fighting: Trouble in South Town and Avengers: United Battle Force use tons of VFX and I don't really see slowdown, but I understand this descision.

- It's your game, so if you don't want vault, go ahead. But do you like my ideas of improving it?

- Being juggled by hordes of enemies is to me only fair if there is a recovery mechanic or a revenge mechanic, which is why I suggested the increasing fill if juggled. Or, maybe have a recovery mechanic? Like air blocking? Even something as simple as the ability to juggle a character reduced over time? Super Final Fight Gold understands this well. I have been helplessly juggled out of continues often.

- Enemies hit by a defense special don't seem to knock other enemies over. I kinda understand, but maybe have that part trigger under specific circumstances?

- Particle/Molecule, although they are peniultimate bosses, should maybe be tweaked to be less unbeatable? Maybe add a trap to the stage, or allow their maces to hit each other under the right circumstance?
 
I'm guessing he doesn't like the vault because of it being poorly programmed? in SORZ/BKV, some enemies are capable of breaking out of the vault which wasn't possible in OG SOR trilogy. This even affected some grabs that used the vaulting script implemented instead of it being a grab script. Heck, a certain enemy was able to escape the vault grab animation before the throw was finished. That's my theory to why he doesn't implement it.
 
Actually earlier in thread he mentioned he doesn't like the vault mechanic at all. It's understandable though to be frank it's very jarring when using someone like skate who has a whole play style revolved around vaulting. It's really not too bothersome with Axel, Blaze and Max though.
 
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