Streets of Rage 2X

In Progress Streets of Rage 2X By Kratus 2.3.1

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The project is currently under development.
Kratus said:
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.

For "balanced" mode, the 2.3.1 cpu ai partner behaviour is perfect.
But for "aggresive" it feels conservative, more taking in consideration that in the video was at maximun.
The 2.1 cpu ai partner behaviour for "agressive" (at maximun) was perfect, because the Ai dont think too much and hits a lot XD (as it should be in "aggresive" i think)

To resume, 2.3.1 actual "aggresive" (at maximun) should be the new "balanced"
And put the 2.1 "aggresive" (at maximun) as the new "aggresive" (at maximun)

Which file is responsible for determining how the cpu ai partner behaves?
 
No-Death Run Attempt using Robot X, with a thrilling conclusion!

https://www.youtube.com/watch?v=PM2YzOAk-ug

I'm mostly a casual player but it was great fun pulling this off. Personally I'm willing to write this off as a genuine No-Death Run.

Also did a run with SoR2 Electra, but it's such a grueling run that I don't know if I'm willing to link it directly here, haha.
 
There is a hitbox problem with axel and his sword attack


It seems that , when you make the attack near a chair or some of the other objects in the game, it doesnt hit it because the object is in the middle of his idle stance and the first frame of the attack that has a hitbox (sorry if i didnt explained myself well XD)


I dont know if it can be fixed doing that the hitbox of the attack starts more behind compared how it is now so the object will be hit.


Edit: what i mean is that, if you make that this part of the animation (the red square) has a hitbox, the object will be hit:

PFRmZB3.png





 
pepodmc

To resume, 2.3.1 actual "aggresive" (at maximun) should be the new "balanced"
And put the 2.1 "aggresive" (at maximun) as the new "aggresive" (at maximun)
Comparing the 2.3 with the 2.1 and 2.2, the bigger change related to partner's actions is the "block" animation range.

The fighting mode only changes the "aimove" property (chase, avoid, normal), is the same as other versions.
The "agression" only changes the "agression" property, it's the delay between every action. It includes all attacks and other actions like walk or jump, and it's same as other versions too.

Which file is responsible for determining how the cpu ai partner behaves?
You can change the blocking range inside the character's txt file. The other actions are managed by think scripts.

It seems that , when you make the attack near a chair or some of the other objects in the game, it doesnt hit it because the object is in the middle of his idle stance and the first frame of the attack that has a hitbox (sorry if i didnt explained myself well XD)
Thanks buddy, I took a look at the original SOR3 and it seems that I missed a atbox, but now it's fixed.

SOR2X fixed
DKaZkZg.png


SOR3
teZIy5i.png


LordKarasuman
No-Death Run Attempt using Robot X, with a thrilling conclusion!
Awesome, buddy! :)
 
Hello.

I was testing the Special moves cost "SOR2x Energy+life"

"- energy+life: you can spend energy stars first if had it, and then will spend life, similar to SOR3 "OK" bar but the energy will not be recharged by time, is by hitting enemies"

With the "Sor 3 OK bar" i think that "sor 2x energy+life" lost its purpose.

I mean, they are practically the same (in "Sor 3 ok bar" you can recharge stars hitting enemies too, plus the special bar for specials), but "sor2x energy+life" has more disadvantages.
You can do less specials and stars attacks because now, the specials use stars too.



Perhaps would be better to left "Sor 3 OK bar" and delete "Sor2x energy+life" and "Sor 2x energy only"
I feel a little redundant to have the three options with the recent inclusion of "sor3 ok bar"

If some people give an opinion of which special cost mode they use would be good.

I think that the majority would use "Sor 4 recovery (hits)" because its the more practical one.

In my case i like more the "Sor 3 OK bar" because i played Bare Knuckle 3 A LOT and im very used to the special bar.

But this is just a personal opinion.


 
pepodmc

Buddy, I understand your point, but maybe it's not a good idea to remove these modes. The "energy+life" and "energy only" will be refilled by hits, on the other hand, the "ok bar" will be refilled by time. There's many different player's styles, I can guarantee it due to a lot of different feedback I receive.

For example, I play with some friends in my country and some of them always use "energy+life". In this case they prefer to have 3 stars accumulated to cast "special moves" 3 times consecutively without waiting for the "ok" bar to refill.

Other friends prefer to use "energy only" because they never want to cast away your life accidentally, even if they have some other disadvantages. They prefer to create another way to deal with the disadvantages and stay safe, instead of changing your "special bar" mode and losing health.

So, basically:

energy+life:
- you can use the special move consecutively 3 times
- you can refill it faster than the "ok bar" depending on how many hits you did on enemies
- you can avoid losing health if have enough stars to use

energy only:
- you can use the special move consecutively 3 times
- you can refill it faster than the "ok bar" depending on how many hits you did on enemies
- you can always avoid losing health

Note that the characters can refill energy stars by taking damage too.
I also know some others that prefer to use the original sor2 mode, even with all disadvantages compared to the other modes. They prefer a harder experience more close to the original game.

I'm always playing with all bars to make tests, but at the moment I prefer to play in SOR4 modes for fast playthroughs. The others I use when I want a more challenging and harder playthrough.
The purpose of the Extra Menu is exactly that. The player is free to completely customize your gameplay.

It works like Street Fighter Alpha 3. You can choose between different "ISM" bars, each one with their own advantages and disadvantages.
In addition, I'm planning to add one more way to use special moves, same as the SOR1 by using items. I don't know yet how it will be made but maybe come together with the SOR1 route.

But I agree that it would be good to see the opinion of the community.
 
Would there be separate items in “SOR1 Item” mode for Supers, Specials, and Rages? Or is there a certain number of items you would need? Also, have you ever thought of adding riseattacks for the main playable characters, or is that going to stay special for Shiva-3? Has the version with Axel’s fixed sword attack been released yet?
 
How can i modify the distance between him and you in which a "Galsia_seat" start to get up?
How can i modify the starting position (on the stage) of your playable character when starting a stage?

There is a guy that ported one of Antiguf old Sor mods into Sor 2x (Sor zombies).

Would you allow him to post a link of the mod on his youtube channel? because he didnt posted the link because he doesnt have your authorization, but i dont know if is that you didnt allowed him or perhaps he didnt ask you yet.
 
pepodmc

How can i modify the distance between him and you in which a "Galsia_seat" start to get up?
You can change the range in the cancel script

How can i modify the starting position (on the stage) of your playable character when starting a stage?
It's possible to change this by editing the "spawn" function in the level file

Code:
spawn1			60 40 300
spawn2			90 60 300
spawn3			120 40 300
spawn4			150 60 300

Would you allow him to post a link of the mod on his youtube channel? because he didnt posted the link because he doesnt have your authorization, but i dont know if is that you didnt allowed him or perhaps he didnt ask you yet.
He didn't ask yet, but there's no problem. Blaze Rhodon already made it before, I have no problem if the modder uses SOR2X as base for a different game, same as SORR Maker does.
The only problem is if the modder wants to change the SOR2X base game trying to take control over the project, saying that it's an "improved" or "updated" version.
 
Buddies, this is a small video showing the current progress.
https://www.youtube.com/watch?v=5jkMKnZFrwA
The SOR1 stage 3 (Beach) has some new things. Now the rain is a "real rain", I'm using a particle system where each drop is an entity and disappear when touches the ground. And there's some footsteps at the lower border of the screen, where the wave comes.

The new level select menu now is smaller and more easy to use. Plus it saves a lot of space to show more info and a "level preview".
 
Hi Kratus, you've got some beautiful stages here :). Maybye the neon light on SOR1 stage 1 at the street crossing can be animated too.
I hope that you will use the SOR1 bosses that I recolored and with new moves for this SOR1 route. you can test them at SOR Nightmare and take a look at them at my Google Drive: https://drive.google.com/drive/u/0/folders/17sAh9y7ApquoeuZflyPUM9Q2SbVtBISr
I think I will add a run anim to Antonio too (one of my favorite SOR1 boss with Souther :) ).
I've made for example a special version of Onihime and Yasha based on their SMS version:
87348.png

jwRr8BE.png

HqgTcG5.png
 
That's really cool to see these levels! Are they from the new SORR version or from SOR Mobile?

kimono
I like your sprite sheet! Nonetheless I guess the special attack is new and I find the third frame doesn't match the second because of the direction. The last frame seems the move began from up forward while it actually started from up backward (sorry for my english).
 
Wow. I am blown away by these updates Kratus. Unique Select Screen music based on the route, being able to choose between original and remade soundtracks, and of course the stages are looking incredible. I'm so excited to see more now!

Just a couple of things I noticed:
- The neon signs/lights disappeared when you completed Stage 1
- The wind sound in Stage 2 feels a bit too loud, especially with how often it occurs. I could see it getting a little annoying after a while ^_^" It's a cool effect though.
 
Wow, you are the best, the new update looks very good, the level selection looks simple and beautiful, and the new stage (sor1) is very good. I have been looking forward to it for a long time.
 
kimono said:
I think I will add a run anim to Antonio too (one of my favorite SOR1 boss with Souther :) ).
I've made for example a special version of Onihime and Yasha based on their SMS version:
87348.png

jwRr8BE.png

HqgTcG5.png

This looks really good!
 
kimono said:
Hi Kratus, you've got some beautiful stages here :). Maybye the neon light on SOR1 stage 1 at the street crossing can be animated too.
I hope that you will use the SOR1 bosses that I recolored and with new moves for this SOR1 route. you can test them at SOR Nightmare and take a look at them at my Google Drive: https://drive.google.com/drive/u/0/folders/17sAh9y7ApquoeuZflyPUM9Q2SbVtBISr
I think I will add a run anim to Antonio too (one of my favorite SOR1 boss with Souther :) ).
I've made for example a special version of Onihime and Yasha based on their SMS version:
87348.png

jwRr8BE.png

HqgTcG5.png

This is fantastic buddy :) Also Kratus This new update look's awesome i can't wait to play it :)
 
Hi buddies, thanks for all the feedback :)

About some questions:

kimono
I hope that you will use the SOR1 bosses that I recolored and with new moves for this SOR1 route. you can test them at SOR Nightmare and take a look at them at my Google Drive:
Your edits are always awesome. After finishing all levels, I will focus on the characters and we can test all yours.

16-bit Fighter
That's really cool to see these levels! Are they from the new SORR version or from SOR Mobile?
The SORR and SOR Mobile are very close, but I'm using the SORR ones as base.
Even if they have a good quality, a lot of sprite rework is needed to match the 480x270 resolution and fits in the OpenBOR system.
I will get only the necessary to create the SOR1 route, but I'm planning to add the Mobile levels as one more route.

Psykai
Just a couple of things I noticed:
- The neon signs/lights disappeared when you completed Stage 1
- The wind sound in Stage 2 feels a bit too loud, especially with how often it occurs. I could see it getting a little annoying after a while ^_^" It's a cool effect though.
You're right, it needs some adjustments. Thanks for the feedback :)
 
I feel like having a full mobile route would be pointless (were there any exclusive levels in that version?), and that function would be better served with a “level aesthetic” switch in the Extra Menu, allowing you to pick from original, mobile, perhaps the Game Gear versions, and possibly even Remake V5 and even V4 later on. A similar option for enemy spawns could work too. SOR2 Master System’s levels, however, do have more of a point in being added due to the differences in design and layout compared to the Genesis and Game Gear versions.  I also miss Shiva-2's projectile, as well as Harakiri's projectile Rage. Maybe turn their current Rage moves into Supers and add back the old Rage moves? Or are you gonna save those for "full" versions?
 
Hi there! This game is great stuff, so congratulations for your work!

I want to ask if you can add an option to turn off projected shadows. Having both projected and sprite shadows just clash too much, and I like the sprite based ones better. Also a classic SFX option would be awesome too.

And now, some suggestions. Adam sprite set is just... a little off IMHO. Have you seen the Adam from SORR or BKM? And about the SOR1 and BKM routes, just focus on one of them. Having both seems redundant. I would do it BKM style with the original stages. I wouldn't recreate all the enemies, just the exclusive ones. You already have SOR2 Mr.X, Abadede, Bongo, Galsia, Signal, Electra... Just do SOR1 style recolors. For the exclusive ones you can use the BKM sprites.
 
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