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.
I'm new but I tried and failed to find a manual to the game. So I've registered to ask. I'd like to know the movelist of the characters or how to unlock all enemy characters, etc. I'm with v2.3. Thank you.
 
All commands should be found in the Extra Menu under "command list", which is found under "controls". For the record, Super Attacks have you press Energy when running, and Rage moves are D, F, energy.
 
Miru said:
All commands should be found in the Extra Menu under "command list", which is found under "controls". For the record, Super Attacks have you press Energy when running, and Rage moves are D, F, energy.

Thanks. And how about unlocking characters? Do I have to beat the game once?
 
kmc said:
Miru said:
All commands should be found in the Extra Menu under "command list", which is found under "controls". For the record, Super Attacks have you press Energy when running, and Rage moves are D, F, energy.

Thanks. And how about unlocking characters? Do I have to beat the game once?

Yes. Beat the game once for Adam and Zan. Beat it again to get the Rebellion mode and playable enemies. The playable enemies do not have complete movesets.
 
Miru said:
kmc said:
Miru said:
All commands should be found in the Extra Menu under "command list", which is found under "controls". For the record, Super Attacks have you press Energy when running, and Rage moves are D, F, energy.

Thanks. And how about unlocking characters? Do I have to beat the game once?

Yes. Beat the game once for Adam and Zan. Beat it again to get the Rebellion mode and playable enemies. The playable enemies do not have complete movesets.
Miru
Thanks for the help, buddy :)
 
I have a suggestion; a ranking/score screen for Survival; where we don’t have score, but it records number of KOs, time elapsed, and HP remaining instead of score. Another suggestion is to make blood and other additional effects separately toggleable from the “Legacy style effects”, to allow for blood being turned off in general, and the addition of SD blood, super sparks, etc to the game.
 
SOR2X Cyborgs looks okay, but the new assets added clash with the original ones due to the way their effects are handled , and suffer from poor animation timing and excessive gore. Cyborg enemies don’t seem to have differences beyond the cosmetic from the regular ones.
 
Miru said:
SOR2X Cyborgs looks okay, but the new assets added clash with the original ones due to the way their effects are handled , and suffer from poor animation timing and excessive gore. Cyborg enemies don’t seem to have differences beyond the cosmetic from the regular ones.

Its a mod man, dont be so strict XD


I mean, some mods try to complement the original game style, and other mods break the rules a little to give it a fresh look in some way.

Yeah its cosmetic, but there is a lot of work in this, to make it look like a cyberpunk version of the game.

 
Really enjoying the new patch, though I haven't been able to update to 2.3.1.

https://www.youtube.com/watch?v=25MpSoKlpVI

Some comments!

- I can beat SoR2 route with BK3 Electra, holy lord. 64 DAMAGE AND 256 DAMAGE COMBOS BAYBEEEEEEE
- I can't say enough how great the juggle changes are. For players able to profit off of them, it is amazing what you can pull off whether by benefiting from the new extra off-the-ground window or from the wall juggling.
- The juggles are also a double-edged sword, especially in the case of players using Rebellion characters. I think I've said this before but I'll say it again; without air recovery you can often die as fast (or faster!) than in 2.2 when the multhit glitch was active.
- Much respect to Kratus for making SoR2 Shiva's battle noticeably distinct from SoR3 Shiva. To be honest, they're both real bastards.
- Harakiri was actually pretty difficult in 2.2 but if you were certain specific characters he was a lot easier. This is no longer the case and he can (and often will) punish you hard for messing around with him like you used to. Because he's better at blocking, and he's as good at chaining his attacks together as everywhere, it's much easier to lose lives (or get completely walled off from passing the game depending on your character) against him. Also, summoning two Southers is a nice touch.
- SoR2 Jet was nerfed as a battle due to his lower damage and shorter range on his grab, but I think this makes perfect sense. In 2.2 for half the cast he was probably the hardest boss in the game, you can fight him anywhere from 3-4 times while on SoR2 route or its derivative fork routes, AND you ended up going against him as early as Stage 2. His rebalance (along with Harakiri's aforementioned rebalance to make him much tougher) worked tremendously to make the game a much smoother and more sensible experience.
- No seriously, who pushed the idea to make Ninjas so erratic to the point of constantly trying to rush you down from both sides? You beautiful sinister bastard, hahahahaha.
- I feel like global nerfing of all aerial damage was mostly the correct decision, but damn it hurt Mona/Lisa and SoR2 Electra hard. They were super reliant on their jump kicks, and Mona/Lisa's throw got nerfed on top of that. Oof. I'd beg you to change some values back but I completely understand why they were made.
- Enjoyed the Ringmaster battle.
- Enjoyed the new bike stage, though I was wondering if I accidentally skipped the boss doing it.
- Enjoyed the stage that replaces the bike stage if you're a Rebellion character.
- Gonna make a pass at doing a no-death run though I have to think long and hard about who to do it with. Might just go cheesy with Mr. X.
 
Miru said:
SOR2X Cyborgs looks okay, but the new assets added clash with the original ones due to the way their effects are handled , and suffer from poor animation timing and excessive gore. Cyborg enemies don’t seem to have differences beyond the cosmetic from the regular ones.

A fully agree with Miru on this one.
The mod is... basically add some cyborg over the enemies, add a half naked character and excessive gore.

There are somethings which are cool, like the first enemies and Zamza. But the author spent more time making a half naked enemy than coding things.

Yeah its cosmetic, but there is a lot of work in this, to make it look like a cyberpunk version of the game.
I will be totally honest here: it doesn't look a cyberpunk version of the game, it looks a bad soft porn hack of the game.

For example, what was that at 20:22???
 
I feel like jump attack damage could depend on how the juggle system is set, perhaps? It would also have been cool if Harakiri sent in Souther first, then Stealth, to add more variety to his battle. I understand if we wait for the rest of SOR1 to add Ringmaster to the Survival mode, too.
 
O_Ilusionista said:
Miru said:
Yeah its cosmetic, but there is a lot of work in this, to make it look like a cyberpunk version of the game.
I will be totally honest here: it doesn't look a cyberpunk version of the game, it looks a bad soft porn hack of the game.

For example, what was that at 20:22???

Hyperbole level

13620115_10154299828363430_5878208160158407954_n.jpg


Are you serious? they are robots XD, its like saying that dbz is soft porn because frieza is naked lol. His design is like that, and nothing more
 
pepodmc yes, I am serious. you have your opinion, I have mine. And you missed my point.
Those low level edits kinda ruins his game, sadly.

just few things are cool, said I said above.
 
O_Ilusionista said:
pepodmc yes, I am serious. you have your opinion, I have mine. And you missed my point.
Those low level edits kinda ruins his game, sadly.

just few things are cool, said I said above.

I got your point, is only that some things you said are exaggerated, thats why i put the frieza example.

But as you said, eveyone has a different opinion
 
suhmai/antyguf's work is edgy in a series that's more gritty, than anything. I understand the appeal of their work but I also understand that it can be off-putting.

So, back to OG 2X. I just now noticed it but Robot Mr. X uses the SoR2 ("uuuaaaaargh") boss defeat scream rather than the SoR3 boss defeat scream ("hwaaaaaah!"). Is that intentional?
 
I noticed that the bomb grab and throw still isn’t in yet. It would be cool to see Break and Robot X start off with their normal death cries that fade into the one the other robot enemies use. Would SOR2 Master System be a full route, given how different it is from the Genesis and Game Gear ones?
 
Miru
a ranking/score screen for Survival
I didn't add yet because it's heavily scripted, but I'm considering adding it in future updates.

Another suggestion is to make blood and other additional effects separately toggleable from the “Legacy style effects”, to allow for blood being turned off in general, and the addition of SD blood, super sparks, etc to the game.
I agree with a separate option for blood. As for the other effects, I think that it's not good to have a single option to manage each special effect in the game.

I feel like jump attack damage could depend on how the juggle system is set, perhaps?
Hmm I think that's not a good idea, the damage of all jump attacks were too high in previous versions.

It would also have been cool if Harakiri sent in Souther first, then Stealth, to add more variety to his battle
You mean the Jet character? Maybe it's a good idea, will be more close to the original boss battle, thanks

I noticed that the bomb grab and throw still isn’t in yet
It will be added in future updates

Would SOR2 Master System be a full route, given how different it is from the Genesis and Game Gear ones?
If I have the proper sprites, certainly will add it



LordKarasuman
I just now noticed it but Robot Mr. X uses the SoR2 ("uuuaaaaargh") boss defeat scream rather than the SoR3 boss defeat scream ("hwaaaaaah!"). Is that intentional?
Yes, it was intentional because I used the Mr. X as base, but I'm changing some voices to make it more close to the original games.

I feel like global nerfing of all aerial damage was mostly the correct decision, but damn it hurt Mona/Lisa and SoR2 Electra hard. They were super reliant on their jump kicks, and Mona/Lisa's throw got nerfed on top of that. Oof. I'd beg you to change some values back but I completely understand why they were made
There's another point on changing the jump attack damage. Different from the original games, you can cancel one jump attack in another multiple times (Monalisa can do it) and this way you can increase the total damage output easily. In addition, now you have the "aerial special" for some characters that can deal an additional damage too.



pepodmc
Its an AWESOME modification concept
Thanks for showing this mod, I already saw it before. The custom sprites are interesting, the author sometimes contacts me to show some of your work and he does a nice job.
But he knows that I'm focusing more on the original games, he uses SOR2X only as a base to your own gameplay, it will not be added as official.

I need to agree with Ilu and Miru about the custom content, would be good if the author could code some different things, like new moves.
Certainly if I have his ability for creating sprites like that, I would create a totally new game, maybe a commercial project.



O_Ilusionista
For example, what was that at 20:22???
He "flew" using the special move lol  ;D ;D ;D
It seems that he removed the "special" moves cost, maybe it's a good idea adding some limitation to avoid the abuse of this move
 
Hello.

I was testing the cpu partners and saw that now, they tend to block "just in case" a lot (i suppose that is to make counters more often and when there is a galsia with a knife or enemy with high reach like particle)


And this with the "agressive" option at maximun.

I would say that this approach of Max and other characters would be better for the "balanced" option, but for the aggresive at maximun i want a "balls to the wall" cpu partner XD (exactly how it was in version 2.1)

Can you make the cpu partner behaviour with the aggresive option at maximun the same as 2.1 version?
 
pepodmc

Yeah, in fact I increased the blocking range to all partners due to some feedbacks, but now I'm testing a script to change it according to the selected "fighting mode" option in the extra menu.
 
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