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.
Psykai said:
I just saw the thread about 'if SoR 4 was in OpenBOR' and it got me thinking how awesome it would be if the redesigns for Axel, Blaze and Adam, and the new character Cherry, were recreated in SoR 2/3's pixel art form and added as additional characters for this project, since it's a combination of all the SoR games and technically there's now an extra one. I feel like it would be way too much work though to sprite all that though ^^"  It would be kinda fascinating to see these designs in the retro style, especially Cherry since she's a brand new character.

I've been playing this game quite a bit lately (had tons of fun playing Rebelion Mode with Monalisa yesterday) and I think this has already been mentioned but the routes could really use some kind of label. I was trying to do a purely SoR 2 route, got to Stage 8, and then when the choices appear, the one that points upwards seems to be pointing at the elevator, where you would normally expect to go to fight Mr X, so I went to that one, and it turned out to be the Dr Dahm lab route and kinda spoiled my run ^^" I think we need the game's logos to be displayed over the route or some kind of title for what stage it leads to to avoid that happening, though I think that's something that's already being fixed?
Psykai
Redesigns can be a good idea in future updates to avoid original SOR4 assets. In fact I have a lot of new plans before, like alternative versions of Axel and Blaze (SOR1/SOR2) and Custom characters.
About the routes, I can test some way to label it. I liked the original game logo but the image will be a bit ugly in small sizes.

YMB 9 Shinzou
I'm changing some things about the blog and other pages. Here is the new blog link, the content remains the same:
https://fgames9000.blogspot.com/
 
Kratus
I've started making a test to edit the first SOR stage. Have you already defined a percentage of upscaling? I chose +30% for my test but it'd be better to know if you chose another one. And do you already know other characteristics you want about this editing?
I don't do this to get you felt in a hurry about the planned SOR1 route and I just want to make some tests for the moment.
 
Hey guys!

There is a new update for SOR2X with a lot of changes based on the last feedbacks. Is basically to improve the game mechanics and to make the creation process more quick, specially to receive SOR1 content. For the next update I will start to add more characters, like Zan and SOR3 Shiva (as a robot version). After all SOR3 content is finished, it's time to start SOR1 content.

16-bit Fighter
I don't tested the SOR1 stages yet but now that this update 1.9 is launched, I will have more time to test. I think that 30% could fit well

What's new in the version 1.9:

- All settings changed by "Extra", "Partner" and "Survival" menus now are saved in a external file called "SOR2X.CFG". You don't need to configure the game every time you open it. This works for Arcade Lock too and once you locked, it will be saved and remains locked even if you close and re-open the game
- Added "Heal" feature after player/npc perform special move, like SF4 focus. Can be enabled/disabled in Extra Menu
- Added "Jump type" option in Extra Menu, now you can change between all SOR jump types (SOR1/2/3 types)
- Added a NPC partner menu option to respawn automatically if dies
- Added a NPC partner feature to call him in select screen using "Select button"
- Added "player indicator" arrow, like some rpg games. Now if you hold "Extra Button" + "Dodge" and press "Jump", player indicator can be enabled or disabled
- Versus damage is now defined by "Partner Menu", works at the same time for both "players vs players" and "players vs partners"
- Improved NPC Partner A.I., now is a little better than before and will always follow your caller's
- Rebalanced all enemies health scale. Now each additional player above 1 player will add more 10%. Difficult level "hard" add more 10% and "mania" add more 20%
- For basic enemies (Galsia, Donovan, Slum and Vice), the spawned number is doubled with 3 players or above in some places
- Shiva's Rage projectile now need maximum energy (3 stars) to perform, for both player/enemy versions
- Shiva's Special and Rise attack rate are reduced
- For modders, now the "vault script" is more simple to edit and more accurate
- For those that don't like to kill Roo (like me) now in SOR3 route he will escape if you kill Bruce first :D
- Now itens have a white blink effect to indicate that it is available
- Now max rush counter is saved between levels to calculate rush bonus at stage complete screen
- Now the Survival Mode starts in a Survival Menu first. You can configure some settings and select between three modes. Syndicate Mode is moved to Survival Mode and now is called "Battle Royale"
- Now all characters attributes that are shown in select screen have a scripted database. In other words, the screen shows the real attribute values loaded from an unique file, for players and enemies. For modders, you can change it in "Updated.c" and will affect all versions of this same character. For example, changing Galsia's power, will change both player and enemy versions. The same happens for Axel and Break, and so on...
- Now all projectiles have your power property automatically defined (offense) by your caller's power, avoiding errors caused by wrong values edited manually in the scripts
- Now all enemies (not bosses) names are ramdonly defined by script, and all names from all SOR2/3 versions are included
- Now mounted bikers have your colision boxes resized, is more easy to hit them
- Changed and improved select screen
- Changed "Counter", "Super" and "Rage" commands. Now all these moves are performed using energy button (See command list)
- Fixed bug in NPC partner's freespecial energy recover, now is disabled when "special cost" uses energy (like players)
- Fixed NPC partner's bug that don't fill health in elevator levels
- Reduced wall's health in SOR3 stage 3 (Bulldozer), that will be gradually increased according to players in game and difficult level
- Reduced some enemies amount in all SOR3 stages, for rebalance purpose
- Reduced health of some enemies (p-1 and particle robots, all jets), for rebalance purpose
- Reduced, cleaned and improved some scripts
- Updated command list with some new commands

"To do" list:

- SOR3 Shiva (thanks to O Ilusionista for the sprites);
- Zan;
- New bike stages and new attack moves for the heroes (thanks to kimono for the sprites);
- New routes;
- Digital manual;
- SOR1 content (stages, characters, etc);
- Original graphics and sound effects as a alternative version;
- New game modes, like Versus (thanks to pudu for the idea), Training and Custom Characters mode (made by fans);

Download Version 1.9:
https://drive.google.com/open?id=1L8XrgeN2skVsSY4ujvYxqHHS-uSc2c24
 
Incredible work like ever, i love your improvements :)
Thanks to fix the "Versus damage" :D
In the video the NPC Partner A.I is really impressive :D
And fun idea to add the enemies names ramdonly defined lol ... excellent :p
 
Thanks for sharing the update!

This is truely impressive! I can't wait to try it.
And also see the new feature to be added.

I never imagined Openbor can be so flexible with custom menu elements.
It gives the feeling everything is possible.
 
Only about half-way through at the moment but everything feels great, and the Bikers FINALLY feel fair and managable. Stage 2 was easily my least favourite because of how they used to be. Thank you for addressing this! ^_^ I love the addition of the Jump choices and hope we can see more of these kinds of options in the future too (perhaps for weapons and such).

The life heal with specials was a really unexpected but great addition. It's wonderful to see some SoR 4 stuff in the game and I really hope we can get more of that in the future too ^_^

The only enemy I feel could use a little tweaking is the Knife Galsia. They feel far more annoying and difficult to deal with than they already were in the original SoR games, though it's kinda hard to explain how. Maybe it's just me ^_^" I find myself intentionally picking up knives just to throw them off-screen because I'd rather remove the risk of them picking it up than using it myself.

Abadede also uses his breakout move waaaay too much, to the point where you can't even formulate any kind of strategy 'cause the minute you touch him he's highly like to just go "WRAAAAAGH!" like an angry manchild. He can also two-shot you to death with his charging punch if he manages to juggle you with it. It's pretty rare but it happened in this playthrough and felt really unfair  :'(

Oh! Bongos also feel too fast. They're supposed to be fat and slow but they feel like some of the fastest enemies in the game sometimes :S especially with their bellyflop and jump kick. They bust out that out like they're acrobats lol
 
Kratus Really great work and enjoying it so far.. just a few points about a couple of things. The SF4/SoR4 recharging health you have made recharge over time but in SoR4 you have to fill it back up by hitting enemies repeatedly. I think that's a much better way to go about it because regaining over time is encouraging me to stand around and wait for it to recharge; rather than push on and fight.

The SoR1 jump you added is also is more like a SoR4 jump because you can only turn around in the air; in SoR1 you can actually steer the character like Super Mario. I love Sor1 jump so if it's possible please change it to that.
 
Psykai
- Galsia: I can reduce your dash speed while is using knifes, but I checked the original game today and he is really a boring enemy  ;D

- Abadede: You are right, I checked the original SOR2 and you can hit him a little more than SOR2X. I can increase your escapehits value to get more closer to SOR2

- Bongos will be revised too. In original SOR2 he is more slow, I really forgot it, sorry. About bellyflop and jump kick, the problem is the enemy/npc types don't use "jumpdelay" before "jumpattacks" (like players). However, I can create a freespecial jumpattack including jumpdelay and make it a more slow move

YMB 9 Shinzou
- Recharging health: In fact, I followed SF4 focus system. Once you used any special, you can't get hit by enemies otherwise the recovery will stops, forcing the player to fight well and use some defensive moves like dodge or block. I not followed SOR4 recovery system because you already have some skills that will be recharged by hitting enemies repeatedly, that are energy skills (Counter, Super and Rage attacks).
However, I think is possible to add it as a option in Extra Menu and you will choose the recovery mode by hitting enemies or by time

- Jump types: If you use SOR1 jump type alone he will flip direction only. But you can make combinations in Extra Menu and use SOR1+SOR3 type that can steer the character. The SOR1 streer is very slow and accordint to my tests in original game today, the great difference is the flip feature. I think that SOR3 steer is better than SOR1 and you can combine both.

Thank you all for the feedbacks and compliments! I will launch a small update (like version 1.9.1) to fix these small problems in the next days. If you find more issues, please post here.

In the videos below I show some examples of Jump types, Health recharge and other new features
https://www.youtube.com/watch?v=dybSNzhryYk
https://www.youtube.com/watch?v=eJX7UIUYbvE
 
Kratus It makes sense if it's more based on SF4 but I think the recharge on hits is the better system; otherwise am gonna just camp until it recharges. Just my view it's up to you ultimately
 
Fantastic update keep up the good work :) and heres my playthrough of the lastest version https://www.youtube.com/watch?v=iCW6TCDysD0
 
Man I just played this mod for the first time 2 weeks ago and you already have a new update out and I liked a lot of what I saw in your videos. I'll try this out for a while tonight.  8)

X)
 
Not yet DL but it still keeps beeing such a precision work in progress Kratus!
I agree with YMB 9 Shinzou about the recovery system after a special.

About SOR1 stages, I have some questions. First, do you know where to find files of every SOR1 complete backgrounds? Do you already have some specific expectations about the graphic aspect? I'm keeping making my test for the first stage and, by example, besides the front layer, do you want other layers?
I'd like to use only the colours of MD palette and I suppose it's what you expect but the ones I found have slighty differences for each colour with the colours from ripped sprites (I mean not only yours). Does anyone have an answer? Anyway I hope I'm clear.

Here is the palette I use.
Game_Gear_Palette.png
 
16-bit Fighter: Hi and thanks for your concern. Currently, there's no need to work on SOR1 stages, there are already SOR1 Bare Knuckle Mobile that fits to SOR2/SOR3 size.
Some gfx were redesigned by CajNatalie and I've sent all that Kratus already needs to set to his game.
If you always want to make something and lend a hand, some SOR1 characters needs to be recoloured.

Kratus: You are a great scripter to offer so much options to an OpenBor game, congrats for this hard work. I'll support you with some sprites until the end ;).
 
Hi guys! According to your feedbacks, I made some changes in this small update version 1.9.1:

- Added one more option in Special Cost, now you have two options of the "Heal" feature. You can re-fill your health by time or by hitting enemies;
- Fixed issue in Jump type option that let the player incorrectly controls enemies jump together with your own jump. Now it will affect players only;
- Fixed issue in select screen that make you lose one lives even if you not confirm the selected CPU partner;
- Fixed issue that don't spawn Bruce in Survival mode "Group";
- Reduced Big-Ben's fire run and roll speed. Now is more like original SOR2 speed;
- Reduced Galsia's move with knives. Now is more like original SOR2 speed;
- Changed the use of Special by enemies (bosses too). Now there is a rate according to each difficult and is more flexible.
For example, if you are hitting Abadede sometimes he can use a Special move (Groaaarr ;D) to escape. In the old method he had a fixed rate to escape, that is if he gets more than 1 hit. Each enemy had your own rate but all were fixed.
Now in the new method all enemies have a same fixed value that is more than 3 hits. But if in "Normal" difficult he has a chance of 25% to escape. "Hard" is 50% and "Mania" is 75%. Even if the enemy escapes, the trigger is when he gets more than 3 hits, that is better than 1 or 2 hits of the old method.
This will affect the enemies that has escape moves when he get hits only (like Abadede or Shiva), not works for throws or slams. Enemies like R. Bear will escape while grabbed even if not get any hit because is a separate system.

kimono
I not tested your SOR1 Bare Knuckle Mobile stages pack yet but now that I have more time, I will to do it. CajNatalie really made a excelent work with these images and maybe can fit very well. Thanks for send me these content.

16-bit Fighter
My default method to get sprites and backgrounds is to use a hacked version of the Gens emulator, that allows me to change layers and add pink background instead of default black. This method gives me a pure image with all default colors, but some sites like Sprite Resource has good quality sprites too

YMB 9 Shinzou
If you want to fill health by hitting enemies, now you have it as an new option in Extra Menu :)

Psykai
About Galsia, Abadede and Bongo:
Based on your feedback and some tests that I made in original SOR2, I changed some things. The only thing that I not changed is about Bongo jump attacks, because in the original SOR2 he is a "acrobat" too  ;D.
However, I have plans to split Big-Ben in two versions, SOR2 and SOR3. Maybe this can make more easy to beat because they will have less skills each. SOR2 version will have jump move and SOR3 will have roll move (both will use fire attacks). For now I think that these changes can help a little

Here is the file:
https://drive.google.com/open?id=1ByReHOvuIf0X2kXcyATK9EZY14-gfn0P

Thank you all again, please keep sending your feedbacks!
 
Kratus Thanks a lot dude.. will try it out right now!

Can I ask about the changes concerning the special inputs... it's f,f + Energy to do a 1-Star move and qcf + Energy to do a 3-Star move right? Would it be possible to bind 3-Star moves to Energy and Special, like Back Attack can be Jump and Attack together as another option? I just find that for quick cancels or tight juggles into 3-Star moves the qcf + Energy to be a tad awkward.
 
Kratus Also unsure if this is intended but doing a 1-Star special will store the f,f input so long as you hold forward. This means pressing Energy will cause another 1-Star to come out for as many Stars as you have, or pressing Attack does an instant Blitz. Even if this is a bug then I kinda hope you keep it, gives Sammy some real easy conversions after a 1-Star!
 
Kratus  I found that npc's attack power will not restore HP after using special skills, but time recovery is possible,You forgot to add new features to npc ;D
 
pudu said:
Kratus  I found that npc's attack power will not restore HP after using special skills, but time recovery is possible,You forgot to add new features to npc ;D
pudu
Thanks! Fixed and link updated.

YMB 9 Shinzou
Yes, 1-Star moves works like a "run attack" but uses "energy" button instead of "attack" button, and 3-Star moves need qcf + energy command. I will think about another way to use it as a alternative command.

However, I have an information that can help you for now. Qcf is used only if you perform 3-Star move from Idle animation, but you can cancel other attacks in 3-Star moves by pressing energy button only and no need to use qcf. Don't worry about conflicts with other energy moves, because Counter attack works only when block an attack, and Super attack works during run animation only.

For example, if you hit any enemy with Axel's "grandupper" and did at least 1 hit, all you need is to press energy button after that and will cancel grandupper in rage attack (if has 3 stars). I call it as "Rage Cancel" in my scripts and all heroes has at least 1 Rage Cancel move.
I will create a tutorial with some info about it in a new mode called Training in future updates, together with a digital manual too.

About f,f input I think it is an engine feature that memorizes the running instance if you hold forward button after some moves. Don't worry, I will not try to remove because I like it too  ;)
 
kimono said:
16-bit Fighter: Hi and thanks for your concern. Currently, there's no need to work on SOR1 stages, there are already SOR1 Bare Knuckle Mobile that fits to SOR2/SOR3 size.
Some gfx were redesigned by CajNatalie and I've sent all that Kratus already needs to set to his game.
Okay, good thing if it matches! I can even say I'm relieved. It was very ambitious. ^^'

kimono said:
If you always want to make something and lend a hand, some SOR1 characters needs to be recoloured.
So I'd like answers about MD palette. Is this one I showed right? If so, why its colours doesn't perfectly match with theses of MD ripped sprites?
 
I show you an example:
J5mPZzh.png

The aspect is better with colour separation, recolouring applied to the whole spritesheet helps a lot to make better news moves and palettes.
 
Back
Top Bottom