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.
Maxmania
It would be good to change the extra menu button to the ESC key in the touch controls. If there is a way to trigger this menu in game, I haven't found it...
In fact I'm using the screenshot key to simulate a kind of "select" key, and it's hidden at the center of the screen. Unfortunately I can't define the Esc key for that function because this key can't be mapped as a controller's button in the Windows version.

One is the ship layer problem that was reported some posts ago
Yeah, I agree. Already fixed

an the other is the custom offensive special of SOR2 Shiva
I will take a look, it seems to be a good addition

Also, talking about Max, have you seen his new running and rolling sprites in SORR 5.2? Those are more authentic
Totally agree, I will take a look. I'm always trying to avoid the most SORR sprites possible, but I can open a few exceptions.

SOR3 route was very good too. I like playing all the 8 stages back to back, and since there aren't cutscenes, it fits very well together. My only complaint here is the stage 6, but you're improving it, so everything good. I have to say, I LOVE what you've made with Zan. Changing one of his back throws to his neutral grab command is genious, and adding his missing final hit to his grab combo is the icing on the cake.

I love how you're trying to stay as vanilla as possible in the structure and aesthetics. Keep the good work!
Thanks! In addition, all alternative levels at SOR3 stage 5 will be added, plus one more bike stage too (the one in the bridge).
 
Kratus said:
Maxmania
It would be good to change the extra menu button to the ESC key in the touch controls. If there is a way to trigger this menu in game, I haven't found it...
In fact I'm using the screenshot key to simulate a kind of "select" key, and it's hidden at the center of the screen. Unfortunately I can't define the Esc key for that function because this key can't be mapped as a controller's button in the Windows version.
Oh! Wasn't aware of the hidden button. Thanks!

I'm trying now rebellion mode with SOR3 Shiva. I noticed he has his standard combo reversed. In the original game, the devs didn't use the first hit of the combo, and it looks like an oversight. I think the combo should be like SOR2 Shiva. BTW, loving the stronger final crash with flashing screen in the special command.
 
Maxmania said:
Kratus said:
Maxmania
It would be good to change the extra menu button to the ESC key in the touch controls. If there is a way to trigger this menu in game, I haven't found it...
In fact I'm using the screenshot key to simulate a kind of "select" key, and it's hidden at the center of the screen. Unfortunately I can't define the Esc key for that function because this key can't be mapped as a controller's button in the Windows version.
Oh! Wasn't aware of the hidden button. Thanks!

I'm trying now rebellion mode with SOR3 Shiva. I noticed he has his standard combo reversed. In the original game, the devs didn't use the first hit of the combo, and it looks like an oversight. I think the combo should be like SOR2 Shiva. BTW, loving the stronger final crash with flashing screen in the special command.

No, its not reversed.
Kratus only changed the third hit of the combo using the unused sprite of shiva.

The original third hit of the combo used the grab punch animation, which wasnt too good in the combo because it had short reach compared to the first two punches.
in this video shows that sometimes he misses the third hit of the combo because of the short reach of the sprite

 
Hi Kratus, I see your recent progress on SOR1 stage 4 / 5 / 6 and they are all very nicely done ;) . The stage 6 can be linked with the Ringmaster route.
I hope that you will use the redesigned SOR1 boss and enemies that I made too :), like this Slash enemy present on the SOR1 cartridge box:
raw

https://drive.google.com/file/d/1K5IeploHT_k8nNUm1Uo8HY3JX5JjPPPV/view?usp=sharing
https://drive.google.com/file/d/1zCU24Mog4HnTk7tX3ZNd3o335vbYMFGc/view?usp=sharing
 
kimono said:
Hi Kratus, I see your recent progress on SOR1 stage 4 / 5 / 6 and they are all very nicely done ;) . The stage 6 can be linked with the Ringmaster route.
I hope that you will use the redesigned SOR1 boss and enemies that I made too :), like this Slash enemy present on the SOR1 cartridge box:
raw

https://drive.google.com/file/d/1K5IeploHT_k8nNUm1Uo8HY3JX5JjPPPV/view?usp=sharing
https://drive.google.com/file/d/1zCU24Mog4HnTk7tX3ZNd3o335vbYMFGc/view?usp=sharing

Maybe we could even have the Uzi guy in a green vest and bandana (Vice edit, most likely) added in, which SORR didn’t do? We could also be able to actually fight the Sniper, rather than just avoid him.
 
Miru: Yes, I can make a good edit of Vice to fit to this bandana guy, that's a good idea ;). The uzi can be simply a special attack like the Mac Agents.
 
pepodmc said:
No, its not reversed.
Kratus only changed the third hit of the combo using the unused sprite of shiva.

The original third hit of the combo used the grab punch animation, which wasnt too good in the combo because it had short reach compared to the first two punches.
in this video shows that sometimes he misses the third hit of the combo because of the short reach of the sprite
Yeah, I know. I meant reversed taking into account SOR2 Shiva, because, having all the same sprites as that one, is an odd decission by the devs to change the combo to what it is in the final version, so probably is an oversight seeing that SOR3 has many unfinished stuff. The combo is better and more consistent in the SOR2 order.
 
Maxmania said:
pepodmc said:
No, its not reversed.
Kratus only changed the third hit of the combo using the unused sprite of shiva.



The original third hit of the combo used the grab punch animation, which wasnt too good in the combo because it had short reach compared to the first two punches.
in this video shows that sometimes he misses the third hit of the combo because of the short reach of the sprite
Yeah, I know. I meant reversed taking into account SOR2 Shiva, because, having all the same sprites as that one, is an odd decission by the devs to change the combo to what it is in the final version, so probably is an oversight seeing that SOR3 has many unfinished stuff. The combo is better and more consistent in the SOR2 order.

thats subjective, plus if you have the possibility to have differences between different versions of characters is a good thing
 
kimono
Hi Kratus, I see your recent progress on SOR1 stage 4 / 5 / 6 and they are all very nicely done ;) . The stage 6 can be linked with the Ringmaster route.
I hope that you will use the redesigned SOR1 boss and enemies that I made too :), like this Slash enemy present on the SOR1 cartridge box:
Thanks buddy! Sorry to not post the videos here before.
I will take a look at your sprites when I finish the stages.

https://www.youtube.com/watch?v=Ubwf2jsggS0&lc=UgzzmVw85h9aRcDQao14AaABAg
https://www.youtube.com/watch?v=ezk03Dp69uw&lc=UgzFUbKe4f47XYM3y7l4AaABAg

Miru 
Maybe we could even have the Uzi guy in a green vest and bandana (Vice edit, most likely) added in, which SORR didn’t do? We could also be able to actually fight the Sniper, rather than just avoid him
A Vice edit it's a very good idea, the Sniper guy too

Maxmania pepodmc
Yeah, I know. I meant reversed taking into account SOR2 Shiva, because, having all the same sprites as that one, is an odd decission by the devs to change the combo to what it is in the final version, so probably is an oversight seeing that SOR3 has many unfinished stuff. The combo is better and more consistent in the SOR2 order.
Yeah, although I prefer the SOR2 Shiva combo, I tried to make the SOR3 version closest to the original. I can't guarantee but I'm testing a script to change some behaviours in the extra menu, maybe I can add it as an option in future updates.
 
I have a suggestion for something you could look into; the Link Counter from Astra Superstars. Astra Superstars has a quite interesting combo counter; they have a Hit Counter, which works as your typical combo counter in any other game, alongside a Link Counter, which takes note of the individual inputs used to make a combo. So, a combo may be displayed in the game as a 5 hit combo that was also a 2 link combo (2 attack inputs causing 5 hits of damage). I personally feel like this system would be very useful for beat em up games in particular; as it is often easier to score hit combos, which are often considered default methods of some kind, than in vs fighters.

This would also be very helpful in a training mode to build and keep track of combos players create. It would also go hand-in-hand with combo descriptions/announcements like in Capcom fighters, Skullgirls, etc. (KI in its earlier installments worked a bit differently due to the combo system being so strict on dial-a-combo)
 
Using SORR background material for the SOR1 route makes the look great but don't you think it clashes a little with the other routes, Kratus? Sorry if you already answered to this question.

Another thing comes to my mind, since your game is inspired by the SOR2 style, maybe it would be relevant to make the SOR1 stages less linear. I mean they are just horizontal (except the elevator stage) and without parts/mid-stages. That said, I have no idea for the moment to make them more complex and I guess it's not easy.
 
O_Ilusionista
O_Ilusionista said:
Dude, your game keeps getting better and better.
Keep the good work!
Thanks buddy!!  :)

16-bit Fighter
Using SORR background material for the SOR1 route makes the look great but don't you think it clashes a little with the other routes, Kratus? Sorry if you already answered to this question.
To be honest, I think that the SOR1 SORR material fits ok with the others, however, not all stages (some of them have good panels but very basic backgrounds) but certainly most of them are overall superior if compared with the original SOR2/3.
Comparing all options that we currently have (original SOR1 or BK Mobile), I think that it's the best option for now. Futurely I can make some changes, maybe create all of them from scratch, once the three main routes will be finished and I will have more time.

Another thing comes to my mind, since your game is inspired by the SOR2 style, maybe it would be relevant to make the SOR1 stages less linear. I mean they are just horizontal (except the elevator stage) and without parts/mid-stages. That said, I have no idea for the moment to make them more complex and I guess it's not easy.
It's a good idea for future updates, maybe create an additional level only for the bosses. For now, I'm following the original content but I will not discard this possibility.

Miru
I have a suggestion for something you could look into; the Link Counter from Astra Superstars. Astra Superstars has a quite interesting combo counter; they have a Hit Counter, which works as your typical combo counter in any other game, alongside a Link Counter, which takes note of the individual inputs used to make a combo. So, a combo may be displayed in the game as a 5 hit combo that was also a 2 link combo (2 attack inputs causing 5 hits of damage). I personally feel like this system would be very useful for beat em up games in particular; as it is often easier to score hit combos, which are often considered default methods of some kind, than in vs fighters.

This would also be very helpful in a training mode to build and keep track of combos players create. It would also go hand-in-hand with combo descriptions/announcements like in Capcom fighters, Skullgirls, etc. (KI in its earlier installments worked a bit differently due to the combo system being so strict on dial-a-combo)
I watched some videos, the game seems to be good but it's very fast and I didn't understand how it works  ;D
But I think that this system may fit better for beat'em ups that are based on Street Fighter/KOF games.
 
Now that every route has its own character select screen music, would be cool if you can recreate each character select screen as they were in the original games (perhaps add a background in the sor 2 character select screen so it doesnt look so empty)

Edit:

The cpu ai partners are not attacking vehelits, they go to where it is but dont attack.


 
So I took Jack through Mania. He's the worst character in the game for actually being able to do it, but he CAN do it lmao. For some reason he can get juggled for longer than any other character in the game which is really funny. Kinda makes playing him not for the faint of heart, though.

https://www.youtube.com/watch?v=Vzi-ds67vB8

After that amusing but grueling experience, I decided to take another crack at the tier list.

Tier List based on Ver 2.3.1 Mania Difficulty Solo, at 9 Lives per continue, with either SoR2X juggle or SoR4 juggle and nothing else adjusted, and no CPU partners (in fact, in Mania CPU partners can hurt more than help a lot of the time).

If a character cannot complete Mania, then they are ranked beneath D automatically.

Keep in mind I'm not the best player, so take all of this with a grain of salt.

S [My top picks for Mania 1LC.]
Mr. X, Robot Mr. X

A [Among the easiest characters in the game to use. Mania 1CC isn't a challenge.]
Shiva (SoR2), Shiva (SoR3), Abadede, R. Bear

B++ [Much better than the other B-tier characters, but have odd quirks pushing them down from A. 1CC's are otherwise pretty simple.]
Harakiri, Jet (SoR2), Jet (SoR3), Yamato

B+ [Can complete most/all SoR2 and SoR3 routes on Mania. 1CC attempts can have brief hiccups.]
Particle, Barbon, Zamza, Neo-X, Tracker, Zan

B [Can complete most/all SoR2 and SoR3 routes on Mania. 1CC is a challenge.]
Blaze, Adam, Max, Axel, Break

C [Can complete most/all SoR3 and SoR3 routes on Mania. 1CC is a struggle.]
Skate, Electra (BK3), Ringmaster, Mona/Lisa, Ash, Raven, Bruce

D [Can complete 3-7E route on Mania. 1CC is largely impossible.]
Electra (SoR2)

D-- [Can complete 3-7E route on Mania. 1CC is a pipedream since you're barely even capable of passing the game on this difficulty.]
Jack

E [I can play these characters comfortably on lower difficulties.]
Hakuyo, Kusanagi, Big-Ben, Bongo, MacLeod, P-1, Roo

E- [Somewhat worse than other E-tier characters but still capable of doing lower difficulties.]
Garnet, Fog, Tiger, Slum, Vice

F [I do not want to use these characters.]
Galsia, Donovan, Signal

1CC: 1 Continue Clear
1LC: 1 Life Clear (no deaths)
3-7E Route: Take SoR2 route until you defeat Harakiri on Stage 6, then take the bike/truck side route instead of going into the factory. Easiest route in the game as you fight Abadede and R. Bear only once, fight Jet only twice, and duck both Shiva battles.
 
pepodmc
The cpu ai partners are not attacking vehelits, they go to where it is but dont attack.
Yeah, it's true. I fixed it for the next version, now the cpu partner will attack vehelits normally.

Now that every route has its own character select screen music, would be cool if you can recreate each character select screen as they were in the original games (perhaps add a background in the sor 2 character select screen so it doesnt look so empty)
The select screen is very hard coded and it's not a good idea to change the position of some elements and text depending on the selected route.
However, I'm planning to change other things like music, portraits and background.

LordKarasuman
Man, great playthrough as always. Thanks for your detailed analysis and tier list, it helps me a lot to make adjustments.
 
The garbage being more spaced out than the original is a good thing, but there should be less garbage on the floor in general. I feel like more enemies edited off of player characters would be good additions, so that one edit of Blaze-3 isn’t out of place. The car sprites also need a lot of work, especially the one driven by the sub-boss of the stage.
 
IlyaNev said:
What about my first stage of Russian SoR 2x? I waiting for your opinion


SoR Russia was an excellent mod.
My problem which i find repulsive is the enemies design. They are so much out of place and over the top. If they could be replaced with the usual ones, or at least less "disgusting", then the mod would be on of the best.
 
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