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 Kratus for listening to us, this update with the vault system is awesome! I think the next step is reworking on the Syndicate boss, I've got Mr X. in mind and an enhanced version of Zamza with some new sprites like a walking animation, grabattack... I can make this for you if you want.

I'll test Harakiri and come back with a feedback  :D
 
Kratus said:
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:
https://youtu.be/G_oH5QTBUes

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

I hope you enjoy!
This game is really awesome. Do you think it could be optimized to work on the Wii?
I understand that if you haven't a Wii you won't be interested in wasting your time for this but maybe @msmalik681 can help and we can have a good "revision" for the Wii. As it is actually it fails to load at the first loading screen.
 
Report stuff like this to: http://www.chronocrash.com/apps/wiki/obor/index.php?title=Category:Wii_Compatibility_List

and I will try to update the mods that do not load or work.

Edit:  :o 336MB this may be a bit too big for the Wii maybe.
 
Hey Kratus, I've posted it in the front page and I will share on Facebook page too :)

I got your game yesterday and I can say - what a great work!

• Now the game is more fluid
• I haven't no slowdown on the rage moves. There is a little FPS drop on that alien stage, but its normal. And nice work on that boss.
• Its way more enjoyable.

Congrats for such great work. It's really cool to see more elaborated works, specially when it comes from someone of my country - Tamo junto :)

I was looking for a stage where people could react when the boss falls on the ground and I can't believe I forgot about that stage!
I had the same idea for quite long time - "great minds think alike" :)

I have some points to share:
- Isn't Max front + special move (the shoulder dash) expected to be invincible, like this special move is? I don't remember how this worked in SOR2.
- Max has a problem with knife - it miss a lot. Watching the debug, I saw that you've covered only the knife with an attack box. It's more suitable that the attack box cover at least his forearm. Since the bbox aren't solid, the target can easily escape by getting closer to you and this breaks the experience.

Keep the good work.
 
O Ilusionista said:
- Isn't Max front + special move (the shoulder dash) expected to be invincible, like this special move is? I don't remember how this worked in SOR2.

I'm not sure what Kratus intended, but in SOR2, forward specials had no invincibility at all. Only stationary specials. Really, front specials kind of sucked all around.

- Max has a problem with knife - it miss a lot. Watching the debug, I saw that you've covered only the knife with an attack box. It's more suitable that the attack box cover at least his forearm. Since the bbox aren't solid, the target can easily escape by getting closer to you and this breaks the experience.

This - it's a common mistake for authors (Mugen, OpenBOR, etc.) to make super accurate attack boxes in relation to the sprite. I still do it even knowing better. Mechanically, this is usually a really bad idea. Check out boxes in professional games (the polished ones like SNK and Capcom). You'll notice there's plenty of dissonance between the boxes and the sprites.

Keep the good work.

THIS. This is soooooo much better. Before you had put way too much emphasis on difficulty for its own sake. There's nothing at all wrong with difficulty, but it should be for the right reasons. The player should never feel hopelessly out gunned. This is one of the things that made SOR2 so great, and why SOR3 is often derided despite the advances it made. In SOR2, there was no doubt your character was a vicious fighter able to wreak anyone toe to toe. It was up to YOU the player to make that happen, and when you lost, you lost because you needed more practice. In SOR3, you lost because the enemies were cheap, and your player was weak. The only way to win was being that much cheaper.

In your previous versions, it was like SOR3. Spam specials and jump kicks, run away and hide while your meter builds, then do it all again. Failing that, just wear them down with the continue button. Except yours was even worse. Mooks could cheap you off the screen in seconds. Every boss made you look like a chump in every way - the only thing that phased them was a rage move, and that's if they didn't just decide to blow through it with their own. Even then they had enough HP to tank anything you could throw at them. You had to wonder why Blaze and her friends were stupid enough to step foot outside. Honestly, it was close to unplayable, and that's extra sad because (as I mentioned before), this is a technical masterpiece.

Fast forward to your latest update. Now there's still difficulty, but it comes from intensity. I don't mean swarming enemies (that's another mistake), but fighting intensity. You have to stay moving, varying your offense, keep the combos going, and never let up. Do that and you can win. Don't and you're toast. It's frenetic, and not everyone's cup of tea, but fair. Well done sir!

I once said over on the Streets of Rage Remake forums that OpenBOR could easily accommodate everything in SORR and then some, but only if someone stepped up to the plate. Thus far, no one really has until today. You sir, have crafted a superb piece of work. It's very different - certainly nothing close to the original SOR experience, but unlike say, the garbage SORXXX, it's the kind of difference that you actually want to pick up and play. Congratulations!

DC

 
Damon Caskey said:
but unlike say, the garbage SORXXX
Honestly DC, you don't strike me as the type to say that a mod is garbage. But when you actually do say it, it must be pretty bad I think. So I looked it up on YouTube and yeah, it does look pretty bad. That game is literally swarming you with enemies and chaos everywhere. It's a good example of how NOT to make a mod :P
 
Edit:  O Ilusionista, I meant to quote this and accidentally scrubbed and saved it instead. You'll need to fix it back. Sorry...  :-[
 
MadGear said:
Honestly DC, you don't strike me as the type to say that a mod is garbage.

Under normal circumstances, no, I would not speak that way. But that thing IS garbage, end to end, and in every aspect. The game over screen is Blaze getting raped.... that should tell you all that you need to know. Oh, and authors also made a point to disrespect Bombergames AND us in one sitting, getting themselves banned from two forums in one stroke.

I only brought it up because (assuming they had a plan at all), you can tell they were going for the same sort of frenetic in your face combo heavy action that Kratus did. Almost like Aliens vs. Predator, with SOR characters. What they produced instead was a clinic on how not to build modules or conduct yourselves as people. Kratus crafted a technically amazing project that unfortunately needed some serious tweaks to be playable. But he listened to feedback, made the right adjustments, and is well on his way to having one of the most prolific modules in our scene.

DC
 
Damon Caskey said:
The game over screen is Blaze getting raped.... that should tell you all that you need to know.
Oh wow (not in a good way). That is just messed up. I've never played the mod so I didn't know. I'm gonna avoid that mod like the plague.
 
Damon Caskey said:
MadGear said:
Honestly DC, you don't strike me as the type to say that a mod is garbage.

Under normal circumstances, no, I would not speak that way. But that thing IS garbage, end to end, and in every aspect. The game over screen is Blaze getting raped.... that should tell you all that you need to know. Oh, and authors also made a point to disrespect Bombergames AND us in one sitting, getting themselves banned from two forums in one stroke.

I only brought it up because (assuming they had a plan at all), you can tell they were going for the same sort of frenetic in your face combo heavy action that Kratus did. Almost like Aliens vs. Predator, with SOR characters. What they produced instead was a clinic on how not to build modules or conduct yourselves as people. Kratus crafted a technically amazing project that unfortunately needed some serious tweaks to be playable. But he listened to feedback, made the right adjustments, and is well on his way to having one of the most prolific modules in our scene.

DC


I agree. There exist better swarm-style brawlers in this engine.
 
I can't afford to play it now but congratulations for the improvements! As said, the first released wasn't really playable but if it's now the case, this mod is unavoidable. ^^
 
I play SORXXX and it wasn't a good mod by any standards and there are tons of SOR mods varying on from bad to decent but this one is different because based on the feedback and the improvements within it, I think we got ourselves a potential solid module like Illusionista and DC mentioned earlier. So congratulations Kratus!
 
First, I have to thank all Openbor staff to make this fantastic engine. This help me to realize a long time dream after SOR Remake, my own SOR game. After hacking original SOR roms (thanks to @Gsaurus and @RedCrimsom, great SOR hackers) for a long time, I´ve need to stop due to some rom limitations.
If anyone wants to know the hacks (Street Fighter/Final Fight/SOR Bosses), here is the link to my youtube channel: https://www.youtube.com/channel/UCP75iA2wLACP1p-3r2TB6Gg?

Second, I´m always listening all suggestions because it help me a lot to improve and fix the game. And I´m perfectionist too  ;D

O Ilusionista said:
Hey Kratus, I've posted it in the front page and I will share on Facebook page too :)

I got your game yesterday and I can say - what a great work!

• Now the game is more fluid
• I haven't no slowdown on the rage moves. There is a little FPS drop on that alien stage, but its normal. And nice work on that boss.
• Its way more enjoyable.

Congrats for such great work. It's really cool to see more elaborated works, specially when it comes from someone of my country - Tamo junto :)

I was looking for a stage where people could react when the boss falls on the ground and I can't believe I forgot about that stage!
I had the same idea for quite long time - "great minds think alike" :)

I have some points to share:
- Isn't Max front + special move (the shoulder dash) expected to be invincible, like this special move is? I don't remember how this worked in SOR2.
- Max has a problem with knife - it miss a lot. Watching the debug, I saw that you've covered only the knife with an attack box. It's more suitable that the attack box cover at least his forearm. Since the bbox aren't solid, the target can easily escape by getting closer to you and this breaks the experience.

Keep the good work.

Thanks man, tamo junto!

About front special, the original game have bbox in all frames but I can remove it from some initial frames. About static special, the original game have some frames invincible at animation start but in SOR2X I give a "plus" and make all frames invincible, without any bbox.

Here is the test video for original SOR2 Max:
https://drive.google.com/open?id=1fOVwsLF0U3uUwCnNvajx-x-doTNXtQa8

Here is screenshot from the original BK3 rom debug:
Axel - https://drive.google.com/open?id=1S8rE2yWZo8nOfDDV5Z0YSfEeR8twLN-M
Blaze - https://drive.google.com/open?id=1nQjX6B0WVHGD5nUx74KueQo1zHuGINP8
Sammy - https://drive.google.com/open?id=180-EWTVimnDYg_2-WUWOlc9uVGs0F3vG

About weapons atbox, I´ve tried to make more accurate possible but I agree with you and it can be sometimes bad. In the next version I will extend atbox for entire arm of all characters, like original game.

Damon Caskey said:
THIS. This is soooooo much better. Before you had put way too much emphasis on difficulty for its own sake. There's nothing at all wrong with difficulty, but it should be for the right reasons. The player should never feel hopelessly out gunned. This is one of the things that made SOR2 so great, and why SOR3 is often derided despite the advances it made. In SOR2, there was no doubt your character was a vicious fighter able to wreak anyone toe to toe. It was up to YOU the player to make that happen, and when you lost, you lost because you needed more practice. In SOR3, you lost because the enemies were cheap, and your player was weak. The only way to win was being that much cheaper.

In your previous versions, it was like SOR3. Spam specials and jump kicks, run away and hide while your meter builds, then do it all again. Failing that, just wear them down with the continue button. Except yours was even worse. Mooks could cheap you off the screen in seconds. Every boss made you look like a chump in every way - the only thing that phased them was a rage move, and that's if they didn't just decide to blow through it with their own. Even then they had enough HP to tank anything you could throw at them. You had to wonder why Blaze and her friends were stupid enough to step foot outside. Honestly, it was close to unplayable, and that's extra sad because (as I mentioned before), this is a technical masterpiece.

Fast forward to your latest update. Now there's still difficulty, but it comes from intensity. I don't mean swarming enemies (that's another mistake), but fighting intensity. You have to stay moving, varying your offense, keep the combos going, and never let up. Do that and you can win. Don't and you're toast. It's frenetic, and not everyone's cup of tea, but fair. Well done sir!

I once said over on the Streets of Rage Remake forums that OpenBOR could easily accommodate everything in SORR and then some, but only if someone stepped up to the plate. Thus far, no one really has until today. You sir, have crafted a superb piece of work. It's very different - certainly nothing close to the original SOR experience, but unlike say, the garbage SORXXX, it's the kind of difference that you actually want to pick up and play. Congratulations!

DC
Thanks DC! There are some things to improve in SOR2X yet and I have a lot to learn about the engine. My goal is to get as close as possible to the original SOR2 game, but with some updates that not will broke too much the "core" mechanic that SEGA did.
 
I have a sheet of the Predator-like boss from the Game Gear version, who might be fun to see in the game.

SBMM_SOR_Tracker2.png


You seem to have all the Sor2 mechanics down pat so far, except for breakout moves always costing life. But, I'm still looking into the possibility of an SoR3-style cooldown system for the special attacks moves, which I've previously asked about. Capcom-style forward throw from combo seems like a nice fit as well. I never expected Max to pull that sick clothesline! I hope eventually all moves have unique animations. Though not really needed, Capcom-style extra special attack moves (D U A, RUNJUMPATTACK, and pressing attack at the apex of jump) could be a nice icing for this cake.

Also, maybe as a nod to your old hacks, Haggar, Guy, Cody, and Maki could take on the raging streets with their bared knuckles...
 
This game is amazing but the only thing I dislike is the timer dead center at the bottom of the screen when there is easily enough room to work with to situate it at the top center of the screen. Other than this graphical counter placement I think everything else is brilliant.

Great work put into it @Kratus.
 
The most accurate MOD based on SOR2, as DC said this is a masterpiece, I have to say thank you very much to give happiness to all SOR lovers around this forum. Great work kratus. And thank you for adding vault system which is a basic characteristic of a SOR game. Amazing my friend. Bravo!!!
 
@Miru He brought back the vault in this update

& I did not know about the game over scene in SORXXX because I was so frustrated with that mod that I pressed buttons furiously just to continue where I died. & That mod is abysmal in every sense of the word. Barbon/Wayne/Vulture was overpowered in that mod because of his grab being programmed into a slam. So unfair. This mod blows SORXXX out of the water definitely.
 
MaxBeta said:
This game is amazing but the only thing I dislike is the timer dead center at the bottom of the screen when there is easily enough room to work with to situate it at the top center of the screen. Other than this graphical counter placement I think everything else is brilliant.

Great work put into it @Kratus.
Thanks man!! About the timer I understand your point and really tried a way to put it on top center of the screen. The problem is the 4 players lifebars and icons. But I have an idea to reduce the space used by timer, like the image:

https://drive.google.com/file/d/1tgZCeHMDy9oNdRPmh8U3JG6wnaq1kika/view?usp=sharing
 
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