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.
dafamily said:
Here's me getting my ass handed to me is the latest version of the game 2.1 on the SOR2 route bro:


I shouldn't have add Skate as the CPU partner lol!!  I noticed enemies can hit you off screen is there any chance you could make them stay on screen as most of the time the CPU player as attacking the enemies when they were off screen, I just had to wait until they were done until I could progress!!

Other than that, great work man!!  Looking forward to the next version!!

After you choose "call partner" as the extra button, put "follow caller" in "manual".

With this configuration, the cpu partner will go his way without following you all the time.
And if the cpu partner goes to much off screen to hit enemies (or at any time) you can press the extra button key (the key you configured as "extra button" in control options) to be able to "call your partner" (will appear "call" above him/her)

After that,  the cpu partner will go where you are on the screen. Pressing the extra button key again, will deactivate the call feature.
 
dafamily said:
I shouldn't have add Skate as the CPU partner lol!!  I noticed enemies can hit you off screen is there any chance you could make them stay on screen as most of the time the CPU player as attacking the enemies when they were off screen, I just had to wait until they were done until I could progress!!
In order to avoid this situation, I include in my mod a script for the CPUs that make them to tend to walk back when they are too much at left or right of the screen. That also allows for the CPUs no to be too much hit if offscreen enemies have a longer range.
 
YMB 9 Shinzou said:
Kratus

Hey man.

Played through it again with a friend and thought it would maybe be an idea to add some kind of vocal tell to the enemies before they activate their rage? As it is now it feels very random and in some instances impossible to react to. Maybe even like a fighting game "activation freeze" before the super comes out? Maybe even a bar beneath the boss to show when their rage is full?

Would make it feel like there is more strategy involved in fighting a boss. Right now a no death run can potentially be ruined without having a way to react or strategize.

Cheers.

YMB 9 Shinzou
Hey buddy, thanks for the feedback.

About the rage skill used by bosses, in fact this "unpredictability" is intentional. In older versions, the bosses will spawn a little effect when the rage is full and ready to be used, but it makes them very predictable and the player can wait until he spends the rage uselessly by performing the dodge move. Also, even if I add a method to show bosses rage, he can use the "cancelling system" and connect rage with some other attacks, sometimes the player can't escape.

However I can test a way to show bosses rage, maybe by showing the same "stars" below the life bar and playing a sound, like the players. But any addition in this aspect will have a extra menu option to enable/disable.

dafamily
Great gameplay bro! About the CPU partner, you can have a better experience if you use the "call partner" button, like pepodmc said.

16-bit Fighter
In order to avoid this situation, I include in my mod a script for the CPUs that make them to tend to walk back when they are too much at left or right of the screen. That also allows for the CPUs no to be too much hit if offscreen enemies have a longer range
Yes, it's a good way to call back the CPU partner automatically. In fact SOR2X has this script even before the call button addition, but it will only activate if the both player/partner has a distance bigger than 450 pixels, something close to the left/right borders of the screen.
 
Kratus said:
Another thing that I'm thinking is about the sprites for SOR1 content. Everyone knows that I'm always avoiding to use SORR content, but I'm always giving a lot of credits and special thanks to them in the entire game (intro, press start, endings, etc). Currently I'm using all Bombergames's music in SOR2X and MAYBE I can apply the same exception for a few more assets, only in some situations:

- for some missing sprites, like SOR2 Axel "running". Even if I draw it myself, it will not be too much different from Bombergames's version because both will use the original as base
- for SOR1 levels only, they are better than the original resized ones I have. I will not use any other level asset
- for any content that is the same as the Bare Knuckle Mobile, like SOR1 characters. Except for the black borders on Mobile version, they are very close

About the sor 1 characters, there is a guy that made a "classic sor 1 axel" with more moves (run,roll, special, etc) that have no problem if other people use his sprites, he even put a download link to them :



https://sorr.forumotion.net/t827-sprite-mod-sor1-axel-classic


----------------------------------------------------------------------------------------------------------------------------------


Edit 2:


I believe that i founded a new bug:

The sprites of the stage are different because im porting sprites to learn how to add stages, layers, etc.



 
Edit 2:

I believe that i founded a new bug:

The sprites of the stage are different because im porting sprites to learn how to add stages, layers, etc.
pepodmc
I didn't understand what the bug is
 
pepodmc said:
Kratus said:
Edit 2:

I believe that i founded a new bug:

The sprites of the stage are different because im porting sprites to learn how to add stages, layers, etc.
pepodmc
I didn't understand what the bug is


Axel died at the end (lose a life), like if the wall eat him
But the version 2.2 was not launched yet, and there's a lot of changes made in antiwall scripts from the version 2.1. Maybe this is what caused the confusion.
 
Kratus said:
But the version 2.2 was not launched yet, and there's a lot of changes made in antiwall scripts from the version 2.1. Maybe this is what caused the confusion.

This was one bug report of Sor 2x v2.1, the last version released at the moment, you are the only human with 2.2 in his hands.

We told you about bugs because perhaps there are some you didnt saw,  and to help you we can report you about the bugs to fix them for future releases.

But only just in case, because like in this situation, you were already working in antiwall scripts for version 2.2 to fix that kind of bugs.

But i understand the confusion  ;D
 
No problem buddy, I'm always grateful for any bug report or feedback. I asked that before due to the "2.2" version in your video title. If someone sent any 2.2 beta for you, there's some fixes that are already made to avoid the player stuck in walls.

Patreon members have early access to all beta versions in my page. I'm always launching weekly updates, here's the link if you want to take a look:
https://www.patreon.com/fgames9000

EDIT:
About the SOR1 Axel, I can use the SORR for now as an exception. The exclusive/original characters I meant before are the ones like Rudra, Trucker, Ninjo and other characters that don't exist in any official version (and the official includes Master System and Game Gear too). The same rule goes to all levels.
 
pepodmc said:
Kratus said:
pepodmc said:
Kratus said:
Edit 2:

I believe that i founded a new bug:

The sprites of the stage are different because im porting sprites to learn how to add stages, layers, etc.
pepodmc
I didn't understand what the bug is


Axel died at the end (lose a life), like if the wall eat him
But the version 2.2 was not launched yet, and there's a lot of changes made in antiwall scripts from the version 2.1. Maybe this is what caused the confusion.

This was one bug report of Sor 2x v2.1, the last version released at the moment, you are the only human with 2.2 in his hands.

We told you about bugs because perhaps there are some you didnt saw,  and to help you we can report you about the bugs to fix them for future releases.

But only just in case, because like in this situation, you were already working in antiwall scripts for version 2.2 to fix that kind of bugs.

But i understand the confusion  ;D

I think this may be the HACK of the early 2.2 beta, and the pause menu can be seen to be changed. In addition, this recognition wall movement has been corrected before. The current latest beta version should be better.
 
Kratus said:
No problem buddy, I'm always grateful for any bug report or feedback. I asked that before due to the "2.2" version in your video title. If someone sent any 2.2 beta for you, there's some fixes that are already made to avoid the player stuck in walls.

Patreon members have early access to all beta versions in my page. I'm always launching weekly updates, here's the link if you want to take a look:
https://www.patreon.com/fgames9000

EDIT:
About the SOR1 Axel, I can use the SORR for now as an exception. The exclusive/original characters I meant before are the ones like Rudra, Trucker, Ninjo and other characters that don't exist in any official version (and the official includes Master System and Game Gear too). The same rule goes to all levels.


Sorry man, i didnt saw that i put 2.2 instead of 2.1, i will delete the video instantly  :-[


About sorr 1 axel, thats great news!

pudu said:
I think this may be the HACK of the early 2.2 beta, and the pause menu can be seen to be changed. In addition, this recognition wall movement has been corrected before. The current latest beta version should be better.

No, its 2.1, but i made a mistake and put 2.2 in the title of the video.

Sorry for the mistake XD
 
Kratus said:
No problem buddy, I'm always grateful for any bug report or feedback. I asked that before due to the "2.2" version in your video title. If someone sent any 2.2 beta for you, there's some fixes that are already made to avoid the player stuck in walls.

Patreon members have early access to all beta versions in my page. I'm always launching weekly updates, here's the link if you want to take a look:
https://www.patreon.com/fgames9000

EDIT:
About the SOR1 Axel, I can use the SORR for now as an exception. The exclusive/original characters I meant before are the ones like Rudra, Trucker, Ninjo and other characters that don't exist in any official version (and the official includes Master System and Game Gear too). The same rule goes to all levels.

What about SoR1 stage? What sprites of enemies done? I want to made my sprites enemies.
Does this dude look like Biden?
2.png
 
Hi IlyaNev, that's a good beginning. the face is just a little big. You can use this custom MacAgent as a base if you wish:
xumuHOQ.png

I'll will add some more moves to him in a further update.
I have finished almost all SOR1 characters, so no worries about that. An example with Bongo (basic style):
0K8UbTE.png

dsURKhh.png

If you wish to help, some characters needs to be recolored and color separated.
 
kimono said:
Hi IlyaNev, that's a good beginning. the face is just a little big. You can use this custom MacAgent as a base if you wish:
xumuHOQ.png

I'll will add some more moves to him in a further update.
I have finished almost all SOR1 characters, so no worries about that. An example with Bongo (basic style):
0K8UbTE.png

dsURKhh.png

If you wish to help, some characters needs to be recolored and color separated.

Thank you so much! I have drawn sprites of Russian and Ukrainian politicians:
2-18-1.png

You have sprites of this enemy?
87351.png
 
You are talented to make some new faces ;).
No, this Master System boss needs to be resized to SOR2/3 Genesis standard.
 
kimono said:
You are talented to make some new faces ;).
No, this Master System boss needs to be resized to SOR2/3 Genesis standard.

I have sprites for size Sor2, but I haven't programming experience
ringmaster.png
 
IlyaNev: You have resized at 200% at nearest neighbor. Here is a sprite comparaison:
wg4tzRH.png

I think that this Ringmaster needs to be completely redrawn.
 
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