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.
Great use of the stage.  I would have never suspected that the alien stage was from that game or the bedroom from Home Alone 2. 

Maybe you could add a stage based on the movie “A Nightmare on Elm Street” where the character is watching tv in bed and all of a sudden wakes up in Freddy’s lair.

Please keep up the good work.  Hopefully the Predator could also get an update.
 
Shinmrgrill: this is an excellent idea! I will study this and transpose this into game the best I can do ;). Tracker/Predator will have normally an update when Kratus integer him in the official version.
 
kimono said:
Kratus: These sprites are a mix between SORR, BKM and new moves that I created. You've got also Antonio here:
http://www.chronocrash.com/forum/index.php?topic=3895.75
I hope you can make some tests on SOR1 stage 1 route. Tell me if you need anything else ;).

Shinmrgrill: Thank you for your feedback. I tried my best to make a good Predator whip. The bedroom stage is a rework from Home Alone 2 SNES and the stage you attached as image is coming from Cosmo Police Galivan 2 SNES (see at 30:31):
There will be more inner (creature) body stages and new characters that will transform into monster to extend the Street of Nightmare mod soon (it's a surprise mod, mostly on Halloween time :p).

It's so sad that beat'em up in particular feels so...unfinished. Although it does have good stages at least.
 
kimono

*1995 Clock Tower (SNES)
**You could use the backdrops for some great backdrops.

https://www.youtube.com/watch?v=NnPLvYVq1Pc
https://vgmaps.com/Atlas/SuperNES/ClockTower(J)-BarrowsMansion.png

Here's a few more from this website below:
http://internetisinamerica.blogspot.com/2016/10/five-obscure-super-nintendo-horror-games.html
 
Kratus said:
Hey guys!

I received a lot of messages about a "freeze" problem in Android and other low hardware devices. I decided to make an emergency update version 1.9.3:
Here is the file:
https://drive.google.com/open?id=1MX7CsFRJYcH5-jamj3txHZdwmeyHR1sv

Worked like a charm! Thanks. I ran it on my Sega Genesis Mini flawlesly!
 
Shinmrgrill: I like this "Devo - Whip it" soundtrack and thanks for the suggestion, I've already planned to use Clock Tower backgrounds because it fits well with the bedroom but for a further development. I've got already some new materials for this mod but I won't show anything here because I think it's better to discover it by playing and not get spoiled ;).
 
kimono  :  I found it interesting to learn that "Clock Tower" was a scary SNES game.  I actually watched an entire walk through video and found it exciting.
I heard great tunes that really fit an 80's horror movie.

https://www.youtube.com/watch?v=FQm4eeFIeOg

 
Kratus  Yes the Adam launching kick was something he had in SoR1. You had to time the third hit of his combo slowly so that the uppercut would launch and the kick would send the enemy flying. I think it'd be really cool in your game because of the air juggles.. because we have lots of ways we can launch in 2X we can knock them up with a jumping kick and then use the "End Combo" to send the enemy flying into another bad guy. You can keep it true to SoR1 by making it only turn enemies into a damaging projectile if they are hit mid-air, and you have to time the combo right; but with the added juggles of 2X combined with the End Combo can use it in some new and interesting ways. REALLY hope that is the route you go with it!

EDIT: Sorry if it wasn't clear what I meant, I mean the final hit of his combo and the End Combo attack should both have the mid-air, enemy projectile properties. Being the same kick and all. I can already see some very interesting things as a result.

https://steamuserimages-a.akamaihd.net/ugc/1021695828429618321/E0A657C780B23E8C9C1A02A349BCCDFACE7E3600/

This is a picture of my Extra Menu and I honestly don't see "Command List" anywhere?
 
Yeah I agree, having his kick send the enemy plowing through other enemies would be a great callback.

I'd also love to see some his SoR 4 moves incorporated too such as his green flaming kicks, unless there's plans to make an SoR 4 version of him separately, though I imagine this would be really hard to sprite.

It's surprising how much I enjoy playing as Adam since he's more of the 'slow powerhouse' whereas I normally play the acrobats. If Cherry ever makes it into this game I'd play the heck out of her. She looks more fun than Skate even.

Oh something I've noticed is that the breakable objects (barrels, signs etc.) seem to have small hitboxes. It's harder to punch them than it was in the originals and in some cases you can only really hit them with certain moves, like jump attacks and such. Might be worth looking at them ^_^
 
New to this forum, so I apologize if this question has been asked already, but I am having problems trying to get the Streets of Rage 2X game to recognize my PS4 controller. Here's the situation:

- Streets of Rage 2X v1.9 converted to .app via WineBottler
- PS4 controller successfully connected to MacBook Pro running Yosemite 10.10.5
- PS4 controller has been verified to be usable via Streets of Rage Remake 5.0a which was converted to a .app file via WineBottler

Whenever I go into the CONTROL OPTIONS menu and try to configure Player 1, even with GAMEPADS ENABLED, the game does not recognize input from the PS4 controller.

Anything I'm missing? Any help is greatly appreciated!
 
Excellent MOD Kratus , IMO there is a ballanced gameplay here and it is similar to SOR2 and SOR3, only thing missing is that in SOR3 enemies use to attack from behind and they walk surround you. I loved this MOD and I played it on mania difficult. man this is really a pain on the @$$
 
Here's my playthrough of the 3rd route bro:

https://www.youtube.com/watch?v=kfSEqZCRO2Y

Can't wait to play with the bosses on Rebellion mode man, thanks again!!
 
Nice run! And seeing someone who's actually good at the game struggle with the poison gas section  kind of confirmed something I've been thinking that the timer for the poison gas is too short. I had the exact same trouble of not knowing where I was supposed to go and having to defeat enemies every single time you mess up and go the wrong way. It's impossible to complete on your first run without bleeding lives until you memorize exactly where you have to go, and even then you don't really have enough time to do all 4 rooms without running out the poison gas timer, especically if you're playing low-damage characters like Skate and Blaze. It makes me not want to even play that route. I hated that part in SoR 3 too though to be fair so maybe I just don't like SoR 3  ;D

I'm really looking forward to Streets of Rage 1 levels, and more playable characters/versions though. With the current roster I can only really play and have fun with Blaze, Skate and Adam and it's starting to feel a bit stale and boring so definitely looking forward to more characters. Rebellion Mode can be fun but there's only a tiny handful of characters that it really feels enjoyable with (who wants to play as a character with only 2 moves like Galsia? lol). It will be better once the playable enemies/bosses have full movesets. My favourites to play in that mode are Zamza and Monalisa. Once Monalisa has a full moveset and basic combos and stuff she's gonna be tons of fun.

I still feel like the difficulty in some areas is a little much for Normal. The SoR 2 Stage 7 elevator for example has a Ninja and Haukyo wave that is insane and an almost guaranteed life loss unless you're really on your game. The Ninjas in general in this game are way too annoying and dodgy. They spam the shadow dodge thing like crazy and it just makes fighting them tedious. They were already the hardest enemy in SoR 2 and 3 so I don't think they needed to be made any harder, lol.

There's also a real issue with enemies evading the player, particularly the Electra's. They have a habit of running off screen and just camping there for ages. It takes forever to kill them 'cause they just play keep-away all the time and it makes them really tedious to deal with and I get bored of having to deal with them most of the time ^_^"

I still feel like jump attacks from enemies come out too quickly, not just with Bongo as mentioned before but enemies like Hakuyo and Tiger too. It's kind of hard to explain really, it's just a feeling when playing that the enemy jumps just don't feel quite right. The Tigers in SoR 3 are some of the scariest enemies in the game because of this.

Also noticed that grabbing enemies seems weirdly hard sometimes? Like you try to walk into them and you walk right past them. Doesn't always happen but it happens often enough to kinda ruin your gameplay and end up taking unecessary hits just 'cause your character wouldn't connect with the enemy.

A couple of fun suggestions too:
- It would be cool to see Weapon types as an option in Extra Menu, as well as more options to make the game feel like other SoR games. For example being able to turn blocking, running and dodging off to make it feel more like SoR 4 (gotta get that practice in!)
- It would be awesome to see Adam get updated with some of his SoR 4 moves, especially his 'Power Fang' special.

I'm loving this game though, been playing it a ton lately :)
 
Hey guys! Thanks for the feedbacks, I'm listenning to all suggestions for the next version. Due to SOR4 launch I will take a break on the updates but I'm working in some new content, like SOR1 routes and Zan/Shiva SOR3.
 
Thats really awesome, Kratus!
I am really happy that your game runs flawlessly on my sega genesis mini, just like a real sega game.
Thanks man!
 
I have a question. When I put custom soundtrack in SoR3 route Stage 6, I set to play the same track all over again, but when I leaving computer room it resets to the beginning, I tried all the options but result is always the same. It looks like this in levelspawn main.c script:
Code:
		//STAGE 6
		if(branch == "sor3_st6a"){
			music = "43";
			playmusic("data/music/"+mStyle+"/"+music+".ogg", 1);
			setglobalvar("musicStopped", NULL()); //FLAG USED TO NOT STOP OR RESTART CURRENT MUSIC
			}
		if(branch == "sor3_st6b"){
			if(getglobalvar("musicStopped") != NULL()){ //FLAG USED TO RESTART THE MUSIC IF IS STOPPED
				music = "43";
				playmusic("data/music/"+mStyle+"/"+music+".ogg", 1);
				setglobalvar("musicStopped", NULL()); //FLAG USED TO NOT STOP OR RESTART CURRENT MUSIC
			}
		}
		if(branch == "sor3_st6c"){
			if(getglobalvar("musicStopped") != NULL()){ //FLAG USED TO RESTART THE MUSIC IF IS STOPPED
				music = "43";
				playmusic("data/music/"+mStyle+"/"+music+".ogg", 1);
				setglobalvar("musicStopped", NULL()); //FLAG USED TO NOT STOP OR RESTART CURRENT MUSIC
			}
		}
		if(branch == "sor3_st6d"){
			if(getglobalvar("musicStopped") != NULL()){ //FLAG USED TO RESTART THE MUSIC IF IS STOPPED
				music = "43";
				playmusic("data/music/"+mStyle+"/"+music+".ogg", 1);
				setglobalvar("musicStopped", NULL()); //FLAG USED TO NOT STOP OR RESTART CURRENT MUSIC
			}
		}
		if(branch == "sor3_st6e"){
			if(getglobalvar("musicStopped") != NULL()){ //FLAG USED TO RESTART THE MUSIC IF IS STOPPED
				music = "43";
				playmusic("data/music/"+mStyle+"/"+music+".ogg", 1);
				setglobalvar("musicStopped", NULL()); //FLAG USED TO NOT STOP OR RESTART CURRENT MUSIC

Additionally I recorded video where this behaviour occurs: https://www.youtube.com/watch?v=KgayWv2M5jw

Also in SoR3 Stage 8C I encountered invisible wall blocking my way to actual wall, I removed Robot X clones, because they would be look like White Rock Shooter and she doesn't fit here. Maybe I add different character in the future in this place.
 
One thing I must give credit to Blaze, he actually acknowledges the creators of the mods he edits, unlike the LNS crowd who grab stuff from Pierwolf and go around acting like they did everything from the ground up.
 
Back
Top Bottom