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.
Davpreec: Thank you for this great video ;).
dafamily: Nice find, I never knew about this SOR2 3D ending. I like Big Ben eating apples and getting in great shape :).
Here are some improvements:
- Intro is in better quality
- Enemies have less life and some spawn only with 2 players and more
- Kusanagi enemies can now use kunai correctly
- Mr President's desk has more life

Please use this updated version of the route:
Open source: https://drive.google.com/file/d/1cLNQ7eyz9ST5eUwPLS6-BMvYyXIPB7v3/view
Pak: https://drive.google.com/file/d/1lbMeyiSpQMG-hvgYUI2iliNM_uRvgEI5/view
Can someone make a playthrough with an alternate palette of Mr President?

Kratus: Can you kindly explain me how @cmd aniEcount works? It seems to be correct for calling Mr President but not for Don Bongo (and maybye why these 2 characters don't stay at z 242 270 of the goodbye4 level?). I don't know why Mr President anim land doesn't work with up+jump. Maybye due to @cmd landSafe?
 
kimono said:
Kratus: Can you kindly explain me how @cmd aniEcount works? It seems to be correct for calling Mr President but not for Don Bongo (and maybye why these 2 characters don't stay at z 242 270 of the goodbye4 level?). I don't know why Mr President anim land doesn't work with up+jump. Maybye due to @cmd landSafe?
kimono
Nice route! About the aniEcount, this script will check the openborvariant "count_enemies" at each animation loop. If total number is less or more than the defined value, the animation will change.

Code:
void aniEcount(int type, void ani, int count) 
{//Animation changer with ENEMY count (ELEVATORS)
 //Type 0: Less than "count"
 //Type 1: More than "count"

	void self  = getlocalvar("self");
	int eCount = openborvariant("count_enemies");
	
	if(type == 0){
		if(eCount <= count){
			changeentityproperty(self, "animation", openborconstant(ani));
		}
	}
	
	if(type == 1){
		if(eCount >= count){
			changeentityproperty(self, "animation", openborconstant(ani));
		}
	}
}

I downloaded your mod and I can see two problems in Don Bongo:

1) You are using the incorrect "aniEcount" flag in animation follow1. The flag 1 is used if you want to check enemies more or equal than "number", in this case the correct flag is "0" because you want to check when the variant is less or equal than "2" enemies (President and Don Bongo respectively)

2) You are using the animation follow1 twice. I see in spawn animation a script "aniChange" for follow1, but this character have one follow1 used for "aniEcount" and another follow1 used for "@cmd doGrab", an attack move. The engine will go to the last follow1 version and then the "wait loop" will be always interrupted. I changed the last follow1 to follow3 and problem is fixed

3) About the "Z", you can see in original Mrx and Shiva a script called "@cmd minz". This script is used when I need the character to be beyond the "minz" limit and playing a "wait" animation (used for decoration purpose). However, the "@cmd minz" need to be set twice, one at spawn animation to deactivate the minz and another at the end of the "wait" animation to re-activate the minz. If the character avoid the correct animation that contains the "@cmd minz" that re-activates the limit, the character remains with the minz deactivated.

This is exactly what is happening to Don Bongo, he will go to the last version of the follow1 that contains no "@cmd minz" and will allow to move freely with no "Z" limit. The same goes to Mr. President, but the problem for this character is the bbox in the wait loop, that allows the player to grab and throw this enemy and again will jump the correct animation that contains the necessary "@cmd minz" to be re-activated. For the president, I removed the bbox of the "wait" animation and have no problems.

About the safe landing, need to fix your fall8/fall9 animations with the command @cmd keyFall, like this:
Code:
anim fall8 #FINISH/THROW TYPE 3
	landframe 2
	loop	0
	delay	30
	offset	91 103
	bbox 39 33 51 52
	hitfx	data/sounds/MediumKick.wav
	attack1 39 33 51 52 4 1 0 0 0 12
	frame	data/chars/mr._president/fall00.gif
			delay	999
	@cmd keyFall "ANI_LAND"
	frame	data/chars/mr._president/fall00.gif
		delay	8
	bbox 0 0 0 0
	sound	data/sounds/Falling.wav
	attack1 0 0 0 0 0 0 0 0 0 0
	frame	data/chars/mr._president/fall01.gif
	
anim fall9 #FINISH/THROW TYPE 2
	landframe 2
	loop	0
	delay	30
	offset	65 85
	bbox 48 11 29 74
	hitfx	data/sounds/MediumKick.wav
	attack1 48 11 29 74 4 1 0 0 0 12
	frame	data/chars/mr._president/fall900.gif
		delay	999
	@cmd keyFall "ANI_LAND"
	frame	data/chars/mr._president/fall900.gif
		delay	8
	attack1 0 0 0 0 0 0 0 0 0 0
	bbox 0 0 0 0
	sound	data/sounds/Falling.wav
	offset	91 103
	frame	data/chars/mr._president/fall01.gif

And for aerial recovery, need to add this function to the file "data/scripts/key/mr._president.c":
airRecovery();

This file will look like this:
Code:
#import "data/scripts/key/main.c"

void main()
{
	airRecovery();
	vault();
	onScreen();
}

When making a playable character, I suggest to always check the default heroes animations and scripts to see how it works. Axel, Blaze, Max and Sammy contains most of the basic functions of any other playable character, except for some different characters like Jet and a few others

I hope it can help

EDIT:
dafamily
This video is really hilarious ;D ;D
Thanks for sharing it
 
Thank you Kratus for yours lights, I understand better now how these functions work ;).
Felipe B. silva has done a complete SOR1 route but used Bar Knuckle Mobile's resources:
 
Hi

I think SOR2x can beat SORR over time, when Kratus will have added SOR 1 and the new boss characters of SOR1 will be playable I think that with the combo rage special we will have a high level gameplay !

After having the details like adding firearms, small menu with a shop, a small senario & adding a ranking for the survival mode .

From this point on we will have the best SOR game ever, this and my personal opinion thank you  8)



AntonioBW.png


 
Shinmrgrill: Hi, Tracker will have an extended idle anim with a Predator scan and a Falcon drone. Elle will be revised and 2 completed SOR characters (one custom and one enhanced SOR3 boss) will come for Halloween time. I will work hard on Street of Nightmare 2020 version, count on me ;).

web explorer: The main SOR1 characters are finished and Kratus has got some good materials for SOR1 route.
O Ilusionista: I'm agree with you, SOR2X is for me a great successor to SOR1, 2 and 3 and the best SOR version beyond the official SOR4 :D.
 
O Ilusionista said:
To be honest, I think SOR2X already beats SORR :)

I'm agree with you, SOR2X is for me a great successor to SOR1, 2 and 3 and the best SOR version beyond the official SOR4

I think SOR2x can beat SORR over time, when Kratus will have added SOR 1 and the new boss characters of SOR1 will be playable I think that with the combo rage special we will have a high level gameplay !

After having the details like adding firearms, small menu with a shop, a small senario & adding a ranking for the survival mode .

From this point on we will have the best SOR game ever, this and my personal opinion thank you

Thank you friends, it's a honor to hear that! New update soon
 
I'm super excited for the SoR 1 characters (and 2). My only issue with this game right now is the lack of playable characters compared with SoRR and SoR 4.

This game will definitely beat SoRR though eventually. Especially knowing all the enemies and bosses will be playable with full movesets someday (obviously take a long time, but it's an amazing idea).
 
Here is some more soundtracks for your game bro:

https://www.youtube.com/playlist?list=PLVRWUl6xEwyVQBlbolbl-C8LhOaFNuGI-

Streets of Rage Prototype OST:

https://www.youtube.com/playlist?list=PLL4UkNHg1vPtxbJHBy0_PKljEhKSt9yTE
 
Hi
i would love to see Axel from SOR 2, in the masterpiece of kratus SOR 2X
I find that Axel from SOR2 is the best sprite

;)

180
 

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web explorer said:
Hi
i would love to see Axel from SOR 2, in the masterpiece of kratus SOR 2X
I find that Axel from SOR2 is the best sprite

;)

180

The idea is good.
I think you can start editing him by swapping sprites.
It's very easy (it just take some free time)
 
Hi nedflandeurse thank you

I really know nothing in sprite how to create or modify an already existing file

unfortunately there is no tutorial in French

and I still can't quite figure out how it works


:( :-[
 
Speaking of SOR2 Alex...

Kratus
Sorry, I take way more time than I expected (I guess because it's my first time and Axel's colours logic is hard to get) but after sweat, blood and tears, it's done! Tell me if something is missing or not understood though. ;)
Some squares in the palette just below are thin to show what colours are rare (I forgot some though). Since I didn't receive some reply from you by PM I decide to correct a few pixels (added or with changed colour).

gpit.gif
pvth.gif

02cl.gif

 
Hey guys, sorry for keeping you waiting. I was working on the last update 2.0 version and there's a lot of changes.
Now that the game is launched, I will have more time to check all messages.

16-bit Fighter
Sorry man, checked my PM but I didn't receive any message before.
Great work with sprites, I understood your smart palette and is very good. It will need a lot of work in the game to apply to all characters, but we can make the first test with SOR2 Axel. I'm downloading your image now to make it. Thanks!

About the new 2.0 version, I need to give credits to:

- pudu, for all tests and suggestions
- O Ilusionista and @pataboy, for sending some fantastic SOR3 Shiva sprites used in special moves
- O Ilusionista, for the original graphic effects idea. Thanks to your last gameplay, now it is fully implemented
- kimono, for sending great sprites used in bike stage. He made all attack moves and there's more to come in future updates
- msmalik681 for the fantastic Android compilation tutorial

The game was totally revised to make it more balanced, and now is fully prepared to receive SOR1 content.

Android users will have great news. Now the touch layout can be changed in Extra Menu, and the APK will fully install both OpenBOR and PAK files at the same time. The same goes for the new Windows installer too.

The fighting mechanic has been updated with new features. The new Cancel System is similar to KOF 2002 and Counter Attacks are more like SF Alpha series. Also, Wall Jumping was added in this version, similar to Guy in Final Fight and the Wall Bouncing is more like SOR4.

For those that don't like the high resolution graphic effects, now it can be changed to original mode at the Extra Menu. Also, there's a new option to show damage by each hit, like Ragnarok Online and other RPG games.

All CPU partners have better A.I. and can't go off screen anymore. Also, there's a new function in Extra Button, it's the "Call Partner" feature. Now your actions are more manageable with this button.

Here are all the changes:

- REBALLANCE: All characters had you attributes revised/changed to make him more balanced
- Now the game will be easier to install thanks to both Android APK and Windows installers
- New Characters added: Zan, Shiva (SOR3), Bongo (SOR3) and Electra (SOR2)
- New CPU Partners: Blaze, Max, Sammy, Adam and Zan
- New Extra Menu options: Graphic Effects, Show Damage, Item Drop, Cancel System, Wall Bouncing and Jumping, Touch Layout, Follow Caller
- Added new attack moves in "Bike Stage", removed bike collision, acceleration now is automatic, brake now will let enemies to passthrough
- Added new command in "Complete Screen", if hold any direction button, the counter will resume faster
- Added new "Bowling" feature in Adam and Barbon's kick, now will throw opponents against others
- Added new command for Dodge/Block usage by pressing "Attack+Special" buttons
- Added "Turbo Key" feature during select screen and level select menus, hold the directional buttons to change characters/levels faster
- Added "Jump Back" feature when players/partners are falling in the hole, now will reduce life instead of instantly kill
- Added "Safe Landing" feature for all playable enemies when hold "Up+Jump" keys
- Added little invincibility time after "Aerial Recovery" and "Rise Attack" moves
- Added little invincibility time after "Rise" move for all playable enemies
- Added "Drop All" feature when any player is respawned
- Added "Arrow" indication for CPU partner when respawn
- Added "Call Button" feature to call back the CPU partner
- Added a new palette for enemy "Break" character (Robot Axel)
- Added a "Frozen" feature during block-counter move to let the opponent vulnerable
- Added Blaze front+special while grabbing an opponent
- Added an automatic palette change code to all CPU partners
- Added "Restore Defaults" command in Extra Menu
- Added "Wall Jumping" feature for some characters: Blaze, Sammy, Roo, Shiva and Monalisa
- Added "Wall Bouncing" for all characters
- Changed "Toxic Gas" time in SOR3 route stage 6, now is the same for all difficulties
- Changed enemy's aggression, now will be a little more aggressive than before. Some players reported that sometimes the enemy will not attack, confirmed and changed
- Changed "Extra Menu" layout
- Changed Sammy's rage while holding a "Kunai" weapon
- Changed Harakiri's rage move
- Changed block-counter move from "hold" to "press" button at exact moment the block sample is played
- Increased recovery rate of "Special Cost by Hit", will be faster than before
- Increased hitboxe's height of all obstacles, now is more easy to destroy
- Increased Max's attack box during rage using "Pipe"
- Increased computers platform size in gas stage, the enemy was passing to the back part of the computers
- Revised all graphic effects, added original SOR effects as a new option
- Revised, removed, cleaned and organized a lot of scripts
- Revised all playable enemie's dodge and back attacks buttons, now are the same button as all heroes
- Fixed "Special" usage while grabbing an opponent that let him frozen
- Fixed some bugs during some stage's presentation
- Fixed some "Holes" bug when the character is falling at high speeds
- Fixed code that add lives at every 100k
- Fixed some after image bugs
- Fixed continue counter that renews even if the player is joining
- Fixed some route arrows bugs
- Reduced toxic gas damage from 40 to 10 at every second
- Reduced excessive usage of "Dodge" and "Jump Attacks" by some enemies
- Reduced weapons usage from 4 to 3 times
- Improved CPU partner A.I.
- Improved "Charge Attack" command when players held attack button
- Updated "Command List"
- Removed "Super Armor" feature during bike stage

And here are some links

Downloads section:
https://drive.google.com/drive/u/1/folders/1YhRvW0lV-CNU68BPboJEB-R3VMEQMByF

Windows *.exe:
https://drive.google.com/file/d/14s3xHrFkNvKkic_Mw0n1-LsrmbDy0PGG/view

Windows *.zip:
https://drive.google.com/file/d/1M5c59y6CZcz3hWfDhGgOTb5UmbzTu0Q1/view

Android *.apk:
https://drive.google.com/file/d/1mHdZaHiQ8wwrHkNDpJydjCx3bJkelypN/view

Game file *.pak:
https://drive.google.com/file/d/14gVelwcG8kcaZdGzZDN818KZKMjcRtyw/view

Please, let me know if find any bug

dafamily
Thanks for the prototype tracks, is very good to know it

web explorer
Thanks! I will add SOR1/SOR2 characters soon
 
Great, this time there are many updates, the game seems to be more and more perfect, and there are systems and functions that are rarely or never seen in openbor.
 
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