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've actually successfully added vaulting without scripting. scripting just made it easier, having nothing to reference made it a long task but I didn't want to make an SoR mod without vaulting especially considering all the ways it can be improved and utilized. Looking forward to the update.
 
Also I found other annoying bug while I edited this mod. Mr X shots drain player MP. I tried to eliminate this by reducing energy cost in Mr X .txt file but it doesn't work. I think it is bit unfair especially if MP is loaded by hitting enemies.

Nevertheless I'll still try to eliminate this. Challenge is form of fun :).

Edit: I already found this bug and fixed it. It was in dot command in Mr X shot entities. Properties of dot command I found in OpenBoR manual and changed them to not take player's MP. If someone wonder in OpenBoR manual are also instructions how to extract existing .pak files and recompile them, so everyone can extract .pak files and modify it.

It was my dream to create my own version of popular beat'em up and with OpenBoR (thanks to site owner Damon Caskey and other LavaLit team members) I can fullfill it. I think OpenBoR was created for this purpose so I don't see anything wrong with modify other modules unless author use his own created assets (f.ex. digitized sprites in Bad Ass Babes).
 
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.

Also this "improved" version has the same bugs as original "broken" version that I used (sorry for my sarcasm). Fortunately I reverse engineered this module and I can fix it, no matter which version it is. I mean I can remove hit boxes while doing offensive special attack, bosses rage attacks etc.

About mounted bikers - They toss only 1 grenade now and need to hit you to get more MP and toss more grenades

About Offensive Special - I´m following the original game, Offensive special are always vulnerable. In my hacks of the original BK3 genesis roms, I can see the original hit/beat boxes and I´m following this. But, the Defensive special aren´t vulnerable im my version and the original genesis give only a few frames invincible, it´s a advantage.

About Bosses Rage - I agree with you, in the old versions the Bosses are overpowered but I´ve changed and removed a lot of things. They fight like original genesis game now with the same weakness.

About regular enemies playable: It´s for fun only, you can remove if you don´t like it.

In my version I edited these things on my own. After a months with editing other OpenBoR modules it is piece of cake for me. But don't worry, I'll still give you a credit for making this game. Yes, I know how to remove player's hit boxes, bosses rage attacks and enemies on the stage, so in my version I will fullfill my wishes  :D.
 
sorry , but this was unfair, first playthrough is tedious, enemy swarming, some have ridiculous health, the bossess more crazy amount, character attack weak, i spam sp attack with max and axel , with infinite credits on haha, after finish, then the real enjoyment starts, every enemy is playable , with every unique strength. hope some rebalance and more moveset for 4 heroes added. thanks maker.
 
Hi!

The version 1.3 is ready for download with some fixes. Thank you to all who supported me, tested the game, or hated the game too ;D

https://kratusgh.blogspot.com/2018/06/streets-of-rage-2x-update-version-13.html
 
jack5881 said:
I really appreciate all the hard work you've done,big thanks for this final update and I see you again!

Thanks jack5881! After my last message, some people asked me to continue. Then the game will stay active and being updated  ;)

Blaze Rhodon 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.

Also this "improved" version has the same bugs as original "broken" version that I used (sorry for my sarcasm). Fortunately I reverse engineered this module and I can fix it, no matter which version it is. I mean I can remove hit boxes while doing offensive special attack, bosses rage attacks etc.

About mounted bikers - They toss only 1 grenade now and need to hit you to get more MP and toss more grenades

About Offensive Special - I´m following the original game, Offensive special are always vulnerable. In my hacks of the original BK3 genesis roms, I can see the original hit/beat boxes and I´m following this. But, the Defensive special aren´t vulnerable im my version and the original genesis give only a few frames invincible, it´s a advantage.

About Bosses Rage - I agree with you, in the old versions the Bosses are overpowered but I´ve changed and removed a lot of things. They fight like original genesis game now with the same weakness.

About regular enemies playable: It´s for fun only, you can remove if you don´t like it.

In my version I edited these things on my own. After a months with editing other OpenBoR modules it is piece of cake for me. But don't worry, I'll still give you a credit for making this game. Yes, I know how to remove player's hit boxes, bosses rage attacks and enemies on the stage, so in my version I will fullfill my wishes  :D.

Hi Blaze Rhodon! Thanks to choose my game as base for your project. I know that each one wants their own version of Streets of Rage and I can´t satisfy everyone. You can modify anything you want in any version, no problem for me. I will continue to making updates and fixes fullfilling my wishes too, because I know that my project is not finished yet ;)
If you want to know the last update, here is the link:
https://kratusgh.blogspot.com/
 
I will continue to making updates and fixes fullfilling my wishes too, because I know that my project is not finished yet ;)
If you want to know the last update, here is the link:
https://kratusgh.blogspot.com/
[/quote]
That would be good news for everyone,i'll support you either way!
 
I'm glad that you will continue to update your fantastic game  ;D.
Vault animation is the move to integer in order to keep the SOR gameplay feeling.

I've got an idea: why not adding a SOR3 route with the possibility to choose SOR2 or SOR3, actually you already have SOR3 sprites in your game.

I will make tests with 2 versions of Michael Jackson, Thriller and Smooth Criminal just for fun :) :
205rw2r.gif
nyy0sl.gif
 
Hey Kratus, there's a bug with the controllers in SoR2X.

I've been playing it with a couple of friends and the controls always get messed up to an unworkable state. The bug is that, on the main menu, what you set the controls as - 'P1', 'P2', etc... do not correspond with the actual player you end up as when you start a new game. Some P1 ends up as P4, for example.

It's a pretty devastating bug - swapping controllers doesn't help, because each controller has different buttons maps. I have yet to get a 4 player game successfully configured.

Anyways, thanks and otherwise good work on a fantastic game.
 
I just want to show you a preview of Moonwalker for SOR:
10xspiw.jpg


I need some help for a better rage attack: I don't know how to make a semi transparent halo and if it's possible changing background tone to a darker one (See 1:21).
I hope you like this character :)
1zyuio9.jpg
 
Yes excellent, really good idea :D
But I think it lacks frames or some animations are to change because there really seems to be that Mickael has a huge broom in the ass :( lol
 
Thanks for your kind feedback. It's only me who need to be a better character creator, it's not the base sprite fault.
@Darknior: What do you think it's important to change according to you?
 
Your work is really good. But the original sprite you are using is always right as an i.
It will be some work but some sprite must be redraw with some movement take from real SOR characters when they throw an ennemi for exemple.
Mickel can't throw an enemy without moving :(
And for the super movement if it can danse, it can be fantastic :p Just some movement, with the blue light ... the hat, some stars ... something more spectacular ;)
 
kimono said:
I'm glad that you will continue to update your fantastic game  ;D.
Vault animation is the move to integer in order to keep the SOR gameplay feeling.

I've got an idea: why not adding a SOR3 route with the possibility to choose SOR2 or SOR3, actually you already have SOR3 sprites in your game.

I will make tests with 2 versions of Michael Jackson, Thriller and Smooth Criminal just for fun :) :
205rw2r.gif
nyy0sl.gif

Hello kimono! I´m glad that you liked the game. About SOR3 route, maybe I can use this in an SOR3X but I will think about it. And for vault animation, I´m making some tests.

PS: Nice work with Michael Jackson!! Maybe you can create an entity in rage move that have some large black sprites in alpha mode to darken the entire screen, and make this entity move or spawn with XPOS coordinates.

adamaxis said:
Hey Kratus, there's a bug with the controllers in SoR2X.

I've been playing it with a couple of friends and the controls always get messed up to an unworkable state. The bug is that, on the main menu, what you set the controls as - 'P1', 'P2', etc... do not correspond with the actual player you end up as when you start a new game. Some P1 ends up as P4, for example.

It's a pretty devastating bug - swapping controllers doesn't help, because each controller has different buttons maps. I have yet to get a 4 player game successfully configured.

Anyways, thanks and otherwise good work on a fantastic game.

Hello adamaxis! Unfortunately this is an engine issue, not game bug. But I´ve already reported.
Thanks for play the game!
 
Hi! Here goes a big update:

- Updated engine version from 4432 to 6330
- New "plug and play" feature for joysticks, no need to restart engine if controller is unplugged
- Added "VAULT" system
- Added new "hard" difficult
- Added Harakiri boss from Bare Knuckle Mobile (Thanks to @kimono)
- Added dodge animation if holding a weapon
- Added delay in block animation when release the button
- Fixed Max hold weapon bug
- Fixed Rage escapehits bug in some bosses (Abadede/Shiva/Mr.X), can´t escape if hit
- Fixed same characters/colors bug
- Changed moto biker grenade condition, only the Green/Red bikers throw 1 grenade
- Changed Max air pile condition, only grab if the enemy is in the air
- Changed some graphic effects
- Changed Max Rage animation
- Rebalanced all difficult levels, enemies have their life/speed/aggression changed
- Reduced "default combo" (atchain) delay for all characters, more easy to do
- Reduced some enemy groups size in Stage 7 Elevator
- Extended time for mania difficult
- Counter animation does not fill Rage bar anymore if hit any enemy
- Improved K.O. count precision

Youtube:

Download:
https://drive.google.com/open?id=1l90FKwlKEiuupj4sXLBsweIMTm81BWCX

I hope you enjoy!
 
Great improvments

& Harakiri is a good addition.

My thing is though it's not possible for bombergames to lend Mr X's idle stance sprite from their game? (I mean, Max has his running animations so)
 
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