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.
Incredible work as always, Kratus. The SoR 4 style juggles feel fantastic and overall I just had a lot of fun playing. It's wonderful to have a proper High Score screen now too :) You're a genius for figuring that out!

I think the only thing I could possibly think of that feels 'missing' is that when using SoR 2 Jump Style, you can't do a 'backwards jump'. It was a trick in SoR 2 that myself and many players found essential to their tools and it doesn't seem to be a thing here :)

Very much looking forward to the big SoR 1 content update and other versions of the characters (is there hope for this year?)
 
Psykai said:
Incredible work as always, Kratus. The SoR 4 style juggles feel fantastic and overall I just had a lot of fun playing. It's wonderful to have a proper High Score screen now too :) You're a genius for figuring that out!

I think the only thing I could possibly think of that feels 'missing' is that when using SoR 2 Jump Style, you can't do a 'backwards jump'. It was a trick in SoR 2 that myself and many players found essential to their tools and it doesn't seem to be a thing here :)

Very much looking forward to the big SoR 1 content update and other versions of the characters (is there hope for this year?)

I don't think the grabbing from behind made it in, either. Anyways, I've been enjoying the "OK" bar in this update, along with the variety of other options included for players. The custom music doesn't seem to work either.

I also suggest adding "Legacy Electrocution"; where characters show skeletons when shocked. It could even be used in tandem with the modern electric effects to make it look more dazzling. Maybe even the "new style" effects from older versions of the game as an option?
 
https://www.youtube.com/watch?v=41sJ-k0AwJs

I've been having a blast with the new version.

Some things that stand out to me:

1) Oh my god BK3 Electra does 64 damage on forward special now. She packs such a punch when you use her, and fighting groups of them in SoR3 route incorrectly just means you get deleted. It's wonderful.
2) Shiva and Break are a LOT harder on SoR3 route.
3) Every enemy on Mania has gone from using regular walk to moving at dashing speeds at all times. You definitely need to be on your toes even more than in 2.2 now.
4) SoR4 juggle system being the default means Galsias, despite moving around a lot faster, are now a lot less lethal because they just drop where they are when you hit them out of a jump attack, and you can just keep them there when they get up.
5) SoR4 juggle system also means that enemies do not need the multihit glitch to just suddenly do lots of damage to you, because it's so much easier for you to get combo'd. It's doubly dangerous when you are a Rebellion character lacking a non-throw aerial recovery.
6) It seems like many (every?) enemy jump attacks have been nerfed heavily. Garnet jump kicks only hit me for 8 and I just kind of laughed. At 16 they were a serious threat but if it's just 8 it went from being pricked by a bumblebee to being prodded by a pillow.

Overall, thank you Kratus for 2.3, it all feels fresh and promising so far and I can't wait to try the extra stages.
 
That lightning sprite when doing a parry is great!

The same for shiva flash effect when doing his offensive special while running.

I really like those kind of details XD

Edit: i tested the "OK" bar more, and the recovery time of the bar is TOO slow compared with the time necesary to the bar to be full again in Sor3.

Can you please change the recovery time of the "OK bar" ?

Or add an option to manually modify the recovery speed of the OK bar.

I really liked how it was in this video you posted before:

https://www.youtube.com/watch?v=irbyDquJkUs
 
https://www.youtube.com/watch?v=0CYK1iNBAOk&lc=UgyrmjeRupUAvVwLQrd4AaABAg :)

https://www.youtube.com/watch?v=-6aFtqchs_I&ab_channel=davpreec
 
I'm very grateful for all feedback and playthroughs, it helps me a lot to improve the game. Thanks buddies :)

kimono
kimono said:
I hope that the SOR1 characters will be added to this route like the original one ;) .
Yes, as soon as the SOR1 route is complete, they will be added according to the original game.

Psykai
Psykai said:
I think the only thing I could possibly think of that feels 'missing' is that when using SoR 2 Jump Style, you can't do a 'backwards jump'. It was a trick in SoR 2 that myself and many players found essential to their tools and it doesn't seem to be a thing here :)

Very much looking forward to the big SoR 1 content update and other versions of the characters (is there hope for this year?)
Thanks to remembering this SoR2 "backward" jump trick, I totally forgot to add it. I developed today a code to include this feature in the SoR2 jump style and will be launched on a small patch in a few days.
About the SoR1, it will take more time than I thought because there's a lot of sprite rework to adapt in SoR2X format. But I will try to launch this year.

Miru
Miru said:
I don't think the grabbing from behind made it in, either. Anyways, I've been enjoying the "OK" bar in this update, along with the variety of other options included for players. The custom music doesn't seem to work either.

I also suggest adding "Legacy Electrocution"; where characters show skeletons when shocked. It could even be used in tandem with the modern electric effects to make it look more dazzling. Maybe even the "new style" effects from older versions of the game as an option?
The "grabbing from behind" was not added yet because it will change a lot of things in the grab system, not only the grab animation. But it's in my plans to be tested in future updates.
The "custom music" needs some engine changes because I discovered that the music will only be played on external folders if the game is "unpacked". I'm working to fix it.
About the "Legacy Electrocution", it was not added because not all characters have the correct sprites. But I will take a look at the SORR sprites and maybe get some.

LordKarasuman
LordKarasuman said:
I've been having a blast with the new version.

Some things that stand out to me:

1) Oh my god BK3 Electra does 64 damage on forward special now. She packs such a punch when you use her, and fighting groups of them in SoR3 route incorrectly just means you get deleted. It's wonderful.
2) Shiva and Break are a LOT harder on SoR3 route.
3) Every enemy on Mania has gone from using regular walk to moving at dashing speeds at all times. You definitely need to be on your toes even more than in 2.2 now.
4) SoR4 juggle system being the default means Galsias, despite moving around a lot faster, are now a lot less lethal because they just drop where they are when you hit them out of a jump attack, and you can just keep them there when they get up.
5) SoR4 juggle system also means that enemies do not need the multihit glitch to just suddenly do lots of damage to you, because it's so much easier for you to get combo'd. It's doubly dangerous when you are a Rebellion character lacking a non-throw aerial recovery.
6) It seems like many (every?) enemy jump attacks have been nerfed heavily. Garnet jump kicks only hit me for 8 and I just kind of laughed. At 16 they were a serious threat but if it's just 8 it went from being pricked by a bumblebee to being prodded by a pillow.

Overall, thank you Kratus for 2.3, it all feels fresh and promising so far and I can't wait to try the extra stages.
About Shiva and Break, all bosses had your A.I. improved overall, I developed scripts to change your actions during the fight and make them smarter.
About the enemy jump attacks, yeah, in fact they have been nerfed to make the damage output more leveled and balanced. Now the juggles are easier to perform and most enemies can't react to it, the damage output needs to be lowered a little.

pepodmc
pepodmc said:
Edit: i tested the "OK" bar more, and the recovery time of the bar is TOO slow compared with the time necesary to the bar to be full again in Sor3.
In fact you discovered an issue, but we have two situations: v-sync on and v-sync off
If you are playing with v-sync off, the speed is very very close to the original. Maybe it seems to be slower because the original have 6 bars and SOR2X have 4 bars, but at the end all them will fill in a very close speed

https://www.youtube.com/watch?v=q4bmj_rzwa4

If you are playing with v-sync on, really there's a problem here. In fact I didn't play too much with v-sync on due to the input lag, and I didn't see that the "OK BAR" is not synced with the current FPS limit.
I fixed it today and will launch on a small patch in a few days, thanks for showing me that.

EDIT: If you are playing on Android, the "OK BAR" will be slower too..

Davpreec and LordKarasuman
I'm watching all playthroughs now. Thanks!!
 
Kratus said:
I'm very grateful for all feedback and playthroughs, it helps me a lot to improve the game. Thanks buddies :)


pepodmc
pepodmc said:
Edit: i tested the "OK" bar more, and the recovery time of the bar is TOO slow compared with the time necesary to the bar to be full again in Sor3.
In fact you discovered an issue, but we have two situations: v-sync on and v-sync off
If you are playing with v-sync off, the speed is very very close to the original. Maybe it seems to be slower because the original have 6 bars and SOR2X have 4 bars, but at the end all them will fill in a very close speed

https://www.youtube.com/watch?v=q4bmj_rzwa4

If you are playing with v-sync on, really there's a problem here. In fact I didn't play too much with v-sync on due to the input lag, and I didn't see that the "OK BAR" is not synced with the current FPS limit.
I fixed it today and will launch on a small patch in a few days, thanks for showing me that.

EDIT: If you are playing on Android, the "OK BAR" will be slower too..

well, one Bug less XD

Is there a way to manually modify the recovery speed of the OK Bar in a txt or cfg or something like that?
 
pepodmc

Is there a way to manually modify the recovery speed of the OK Bar in a txt or cfg or something like that?
Yes, you can modify the recovery speed by editing the file "data/scripts/updated/main_drawok.c".
Inside this file, you will need to increase the "addTime" value to increase the recovery speed:

Code:
int addTime	= 0.008;		//HOW MUCH POINTS WILL BE ADDED DURING THE BAR RECOVERY
 
Coming from experience with playing this on Parsec, I feel like in the future you could add a way to adjust how many credits each player gets, and whether the credits are shared between all players (as it is right now) or separate. Maybe add enemy wall-jump?
 
Miru said:
Coming from experience with playing this on Parsec, I feel like in the future you could add a way to adjust how many credits each player gets, and whether the credits are shared between all players (as it is right now) or separate. Maybe add enemy wall-jump?

would be easier for you to enable infinite credits
 
Miru

how many credits each player gets, and whether the credits are shared between all players
The function that controls the "shared credits" is the "noshare" and needs to be defined at the levels.txt file. This function is not accessible with scripts and can't be changed in the menu, sorry buddy.
The pepodmc suggestion is good too, but I will think about adding an option to increase the total credits. I left the credits shared to make it similar to arcade games and encourages a "good" teamwork for multiplayer playthroughs.

Maybe add enemy wall-jump?
This feature was added but not all enemies have it. The characters that has wall jumping are:
- Blaze
- Sammy
- Shiva (SOR2/SOR3)
- Monalisa
- Roo

I didn't add it to all characters to create some differences between them. For example:

- Axel and Adam has the "bowling" ability, that throw enemies against others by using some skills like Axel's Dragon Wing or Adam's Strong Kick. The "bowling" effect is used by the throw/slams for all characters by default, but Axel and Adam have this exception for some special attacks too
- Blaze and Sammy has the "edge/wall jumping" ability, that gives some advantage to escape from enemies and perform faster/higher jumping attacks
- Max and Zan has the "super armor" ability, that allows them to get 1 hit while the guard bar is full without show the pain animation, and with a 50% damage (only for the FIRST hit too)  

The bosses also have the same abilities, everyone according to your fighting profile. The only exception for bosses is that they can't have the "block" and the "super armor" at the same time, different from players (for example, Abadede has armor and Harakiri has block).
 
Here's my playthrough of the newest version 2.3 bro:

https://www.youtube.com/watch?v=nMSF3IXb1EM

Loving the new update man, the new SOR4 system is insanely awesome as you can do mad combos/juggles with the enemies!!  ROFL, my hands started to kill me in the later levels lol!  I should of increase the lives as I lost a credit, but it was all on me lol :o

Nothing much else to say man, amazing job as usual!!  Looking forward to seeing the SOR1 route whenever it gets done man!!

Thanks again for all your hard work bro, greatly appreciated!!
 
Considering the fact we fight two consecutive Monalisas in the Group mode, should the same apply to Particle and Molecule? Or Onihime and Yasha from the first once they get added in? I've also never seen Rocket spawn in Group mode so far...
 
I've also never seen Rocket spawn in Group mode so far...
Yeah, I didn't add him because he is a nerfed version of the SOR3 Rocket, except for some exclusive moves, everything is the same. But I will include it he future updates, it's a good suggestion.

Considering the fact we fight two consecutive Monalisas in the Group mode, should the same apply to Particle and Molecule? Or Onihime and Yasha from the first once they get added in?
In the case of the two Monalisas in SOR2X, in fact it's a bit different from Particle and Molecule.
For example, in Mona/Lisa boss fight, they will always come together because both will share the total health of a normal boss, plus she has an exclusive teamwork attack that only works when both are alive.
As for the Particle/Molecule boss fight, the Particle is the main boss and has a normal amount of health, but all others (Molecule/Oxygen/Uranium) work more like as an assistant and your health is halved. The SOR2 Jets work like this, the blue is the main boss and all others are only assistants.

However, I will consider your suggestion of making the Particle/Molecule works same as Mona/Lisa. The SOR1 Onihime and Yasha will work the same as Mona/Lisa too.
 
Back
Top Bottom