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.
Maxmania said:
Hi there! This game is great stuff, so congratulations for your work!

I want to ask if you can add an option to turn off projected shadows. Having both projected and sprite shadows just clash too much, and I like the sprite based ones better. Also a classic SFX option would be awesome too.

And now, some suggestions. Adam sprite set is just... a little off IMHO. Have you seen the Adam from SORR or BKM? And about the SOR1 and BKM routes, just focus on one of them. Having both seems redundant. I would do it BKM style with the original stages. I wouldn't recreate all the enemies, just the exclusive ones. You already have SOR2 Mr.X, Abadede, Bongo, Galsia, Signal, Electra... Just do SOR1 style recolors. For the exclusive ones you can use the BKM sprites.

Technically, Big Ben and Electra weren’t in SOR1, so Nora and Bongo still need to be recreated. Given we have multiple versions of the likes of Big Ben and Shiva, I feel like at least some alternate versions would be cool. Like Abadede for example could be the beta version who used an axe. Though the “enemy distribution” switch I mentioned would be cool to see newer enemies in SOR1 stages.
 
For me I care a LOT about authenticity. I already kinda hate that we're seeing SoR 3 Galsia on SoR 2 stages, etc. so I would definitely appreciate either appropriate enemies/sprites on the appropriate stages, or some kind of switch like Miru mentioned would be neat too. Variety is the spice of life and all that :)
 
Psykai said:
For me I care a LOT about authenticity. I already kinda hate that we're seeing SoR 3 Galsia on SoR 2 stages, etc. so I would definitely appreciate either appropriate enemies/sprites on the appropriate stages, or some kind of switch like Miru mentioned would be neat too. Variety is the spice of life and all that :)

But first he should work on finish all the playable characters he plan to add to the project (Sorr versions of the characters, kimono version of  enemies with extra moves, adrimus character sprites)

 
Psykai said:
For me I care a LOT about authenticity. I already kinda hate that we're seeing SoR 3 Galsia on SoR 2 stages, etc. so I would definitely appreciate either appropriate enemies/sprites on the appropriate stages, or some kind of switch like Miru mentioned would be neat too. Variety is the spice of life and all that :)
I care too, but those are redundant. I prefer focus over quantity. He added SOR2 and 3 Big Ben. If it were for me, I would add SOR3 Big Ben only and sprite edit his jump from SOR2 the best I could to fit it in his SOR3 sprite set.

The problem with the SOR1 enemies is that you have to recreate them from 0. One thing is edit one move, and another thing is to make a character from 0. Most of the time we end up with something like that Adam... Sorry, it surely was a lot of work, but it is ugly and doesn't fit. I always prefer to use official material if there is an equivalent.
 
Maxmania said:
Psykai said:
For me I care a LOT about authenticity. I already kinda hate that we're seeing SoR 3 Galsia on SoR 2 stages, etc. so I would definitely appreciate either appropriate enemies/sprites on the appropriate stages, or some kind of switch like Miru mentioned would be neat too. Variety is the spice of life and all that :)
I care too, but those are redundant. I prefer focus over quantity. He added SOR2 and 3 Big Ben. If it were for me, I would add SOR3 Big Ben only and sprite edit his jump from SOR2 the best I could to fit it in his SOR3 sprite set.

The problem with the SOR1 enemies is that you have to recreate them from 0. One thing is edit one move, and another thing is to make a character from 0. Most of the time we end up with something like that Adam... Sorry, it surely was a lot of work, but it is ugly and doesn't fit. I always prefer to use official material if there is an equivalent.

Depends of the point of view.

The adam in this project is good, but the difference between this adam and Sorr adam is that, this adam looks like a Sor 2 adam (it was made for a sor 2 hack so it makes sense).
And the Sorr Adam looks like a  bare knuckle 3 adam.

Both of them fit in my opinion.
 
Maxmania said:
Most of the time we end up with something like that Adam... Sorry, it surely was a lot of work, but it is ugly and doesn't fit. I always prefer to use official material if there is an equivalent.
You make me think I could make a new version of Adam based from his BKM's version and with some animations from SOR4. But first I should wonder about how much time it could spend and Kratus' opinion would be appreciated. The work wouldn't be easy anyway, by example it'd acquire to change the 4 frames of walk into 6 frames.
 
Miru
I feel like having a full mobile route would be pointless
Yeah, currently the trilogy is the main focus and I'm not planning to add others until this step is finished.
After watching some BKM playthroughs again, I was able to see some differences compared with the SOR1 levels and maybe I could add only some of them without creating an entirely new route, same as I made with SMS/GG levels.

I also miss Shiva-2's projectile, as well as Harakiri's projectile Rage
I removed some custom moves to make them more close to the original ones. In addition I received custom sprites for a few characters and some of these moves will be used for them.


Maxmania
Hi there! This game is great stuff, so congratulations for your work!
Thanks!

I want to ask if you can add an option to turn off projected shadows. Having both projected and sprite shadows just clash too much, and I like the sprite based ones better
I totally agree with you, I'm working on it.

Also a classic SFX option would be awesome too
Yeah, certainly the game will have an option to change the SFX too.

Adam sprite set is just... a little off IMHO. Have you seen Adam from SORR or BKM?
This Adam was made by using SOR2 Axel as base, sincerely I don't think that it's off but certainly I'm planning on adding more Adam versions.

And about the SOR1 and BKM routes, just focus on one of them
Totally focused on SOR1 route

I wouldn't recreate all the enemies, just the exclusive ones. You already have SOR2 Mr.X, Abadede, Bongo, Galsia, Signal, Electra... Just do SOR1 style recolors. For the exclusive ones you can use the BKM sprites.
I haven't started creating  the SOR1 characters yet, but I have BKM, SORR and some customs too. I'm planning on adding the ones that fit closest to the original.


Psykai
I already kinda hate that we're seeing SoR 3 Galsia on SoR 2 stages
Yeah, me too  ;D
I'm working to add all versions of every character to be spawned in the proper routes.


pepodmc
this adam looks like a Sor 2 adam (it was made for a sor 2 hack so it makes sense).
And the Sorr Adam looks like a  bare knuckle 3 adam
Yeah, I think the same.


16-bit Fighter
You make me think I could make a new version of Adam based from his BKM's version and with some animations from SOR4. But first I should wonder about how much time it could spend and Kratus' opinion would be appreciated. The work wouldn't be easy anyway, by example it'd acquire to change the 4 frames of walk into 6 frames
I would appreciate it if you could improve the BKM Adam sprites, same as kimono did with the Harakiri. Some BKM characters need to reduce the excessive black borders, but will fit well in SOR2X.
 
I'm so glad to see some progress in this incredible project.
As I said before, this is the real deal.

It's definitely superior to SOR4 and a great improved alternative to Sorr.

Good luck to you, for this unstopable progress, with great inovative features.
 
16-bit Fighter said:
Maxmania said:
Most of the time we end up with something like that Adam... Sorry, it surely was a lot of work, but it is ugly and doesn't fit. I always prefer to use official material if there is an equivalent.
You make me think I could make a new version of Adam based from his BKM's version and with some animations from SOR4. But first I should wonder about how much time it could spend and Kratus' opinion would be appreciated. The work wouldn't be easy anyway, by example it'd acquire to change the 4 frames of walk into 6 frames.
This would be awesome! You have my support.

Kratus said:
Maxmania
I want to ask if you can add an option to turn off projected shadows. Having both projected and sprite shadows just clash too much, and I like the sprite based ones better
I totally agree with you, I'm working on it.

Also a classic SFX option would be awesome too
Yeah, certainly the game will have an option to change the SFX too.
Thanks for considering this!
 
Kratus said:
I would appreciate it if you could improve the BKM Adam sprites, same as kimono did with the Harakiri. Some BKM characters need to reduce the excessive black borders, but will fit well in SOR2X.
Maxmania said:
This would be awesome! You have my support.
Great! If I consider this project feasible I'll show you my first try in recouloring. I think it won't be done soon though but I'll keep this in mind.
 
I would reduce the energy of Vehelits.

He takes too much time to kill (even on normal), and you should reduce his "bounce distance" a little, he takes too much time to return to the left/right when you hit him (or/and make him move faster after being hit, 2x the speed)

And if he hit you, he should return to his normal speed, or something like that.
 
Man, it has been some time till i've seen something BOR related since Lavalit went under, but i gotta say king, your project seems extremely promising.

Keep up the great work !!

Here's some feedback for ya.

- Small issues/Nitpicks

1 - On the SOR3 route, STAGE 3 [construction site] when you hit the falling barrels they just get smashed and fall down, instead of launching to the other side of the screen as a projectile, like in SOR3.

2 - Food does not give you points if you have full health.

- Some gameplay customization suggestions

1 - Multiple Extra Buttons - [Backattack/Charge Attack/Call Partner - One for each] Option - Having multiple extra buttons would give better accessibility to the player, making it easier and less awkward  than having to remember all the input combinations. That way if someone prefers it they can use it, and if someone doesn't they simply wont use it.

2 - A combined Special Mode [SOR 3 OK BAR + SOR4 Recovery [Hits] ] Option - As a way to encourage the player to use special attacks more frequently, while  rewarding them when using them in combos.

3 - A Combined [Parry Alt + Block] Block type Option - As a way to Block when the situation calls, while being able to re actively parry with the forward input, giving the player better tools to change from aggressive playstyle to a defensive re-actively one in the middle of the fight.

4 - Hide parts or the entire [Combo/Kills/DMG] HUD Option - More customization options, as sometimes the screen can get a little clustered, and the counter appearing may distract you for a moment, making you lose your focus.

Anyways, keep up the good work king!




 
Have you seen the new sprites added to the SoR 2-3 characters in SoR4? They were just added in The Mr. X Nightmare DLC to add new moves to old characters. It would be so awesome if you could use them to add some extra moves to the characters as well. To keep the combat fresh and more open ended. They may not as insane as the movelist in SoR Zombies but it’s still very badass.
 
yerboydrew said:
Have you seen the new sprites added to the SoR 2-3 characters in SoR4? They were just added in The Mr. X Nightmare DLC to add new moves to old characters. It would be so awesome if you could use them to add some extra moves to the characters as well. To keep the combat fresh and more open ended. They may not as insane as the movelist in SoR Zombies but it’s still very badass.
Those ain't new moves, just "new animations" with old sprites.
 
On the topic of MXN new moves, if anything, sprite edits could be done to make the moves look more unique, but still function like the ones in that mode. Like adding fire to Blaze‘s foot for her burning sweep kick.
 
Kratus, can you make a script that, when a Cpu Ai partner gets stuck with an object/wall in front of them (for more than 2 o 3 seconds) , your partner hit once and/or roll up or down taking in consideration if the enemy to attack is below or above him?

Sometimes, they keep stuck with objects/walls when there is an enemy above/below him/her in the stage in certains places, and instead of hit or go around the object/wall to reach the enemy position, they go in diagonal

Edit:

i dont know if consider this an error, but in Sor 2 5a you used as fg layer this sprite that moves with a different speed than the stage panel:

Zzc0Or4.gif


And in the panel , there are already all that holes in the metal:

qCAJJrp.gif


So when the fglayer moves above the panel, you can see the holes through holes


Minute 38

In the orginal and in Sorr for example, the Frontpanel moves at the same speed as the panel, so this doesnt happen in those games

Perhaps it looks better if you delete all the holes of the panel, and make that part all black, so the only holes visible will be the ones of the fglayer and it will look as in the original but maintaining the diferent layer speed
Sorry if the video is too dark






 
Hi Kratus. I've made some improvments in the bar and the brain lab levels. Check them out and use them if you like.

EDIT: I've also made a better stage 6, with better positioned exits and 6 rooms, so you can put in some traps. It's kind of more faithful to the original stage. I think it would be better to reduce the requirements to the exit to 3. Use it if you want, but be warned that the color palette may not be correct, cause I got exit door from a different source.
 
Maxmania
Hi Kratus. I've made some improvments in the bar and the brain lab levels. Check them out and use them if you like.
Thanks, I agree with the fix in the bar's level.

I've also made a better stage 6
Thanks buddy, but I'm already working on a better stage 6 too. A lot of things will change to make it more close to the original.
- added more rooms
- the requirements for the exit are 3 too
- secret floor is now accessible
- all additional trap rooms are accessible
- the only thing I did not finished yet is the General Petrov room

sahMdrY.gif


pepodmc
Kratus, can you make a script that, when a Cpu Ai partner gets stuck with an object/wall in front of them (for more than 2 o 3 seconds) , your partner hit once and/or roll up or down taking in consideration if the enemy to attack is below or above him?
It's a good idea, thanks. I can maybe use the "onblockp" event to do it.

So when the fglayer moves above the panel, you can see the holes through holes
I would reduce the energy of Vehelits.
And if he hit you, he should return to his normal speed, or something like that
Thanks. I agree with these changes, and will be added in the next update.
Vehelits speed now is doubled and the health is lower, seems to be more close to the original.

nedflandeurse
I'm so glad to see some progress in this incredible project.
As I said before, this is the real deal.
It's definitely superior to SOR4 and a great improved alternative to Sorr.
Good luck to you, for this unstopable progress, with great inovative features.
Thanks man!

RealExpanderHours
Man, it has been some time till i've seen something BOR related since Lavalit went under, but i gotta say king, your project seems extremely promising.
Thanks!!

1 - On the SOR3 route, STAGE 3 [construction site] when you hit the falling barrels they just get smashed and fall down, instead of launching to the other side of the screen as a projectile, like in SOR3.
I agree with it, will be added.

2 - Food does not give you points if you have full health
I will check the original, but if I'm not wrong another member suggested it too. I will consider add this to the next update

1 - Multiple Extra Buttons - [Backattack/Charge Attack/Call Partner - One for each] Option - Having multiple extra buttons would give better accessibility to the player, making it easier and less awkward  than having to remember all the input combinations. That way if someone prefers it they can use it, and if someone doesn't they simply wont use it.

2 - A combined Special Mode [SOR 3 OK BAR + SOR4 Recovery [Hits] ] Option - As a way to encourage the player to use special attacks more frequently, while  rewarding them when using them in combos.

3 - A Combined [Parry Alt + Block] Block type Option - As a way to Block when the situation calls, while being able to re actively parry with the forward input, giving the player better tools to change from aggressive playstyle to a defensive re-actively one in the middle of the fight.
For combined features I can make tests in future updates.

4 - Hide parts or the entire [Combo/Kills/DMG] HUD Option - More customization options, as sometimes the screen can get a little clustered, and the counter appearing may distract you for a moment, making you lose your focus
It's a good suggestion adding more options to change the hud, I will consider making some tests.

yerboydrew
Have you seen the new sprites added to the SoR 2-3 characters in SoR4? They were just added in The Mr. X Nightmare DLC to add new moves to old characters. It would be so awesome if you could use them to add some extra moves to the characters as well. To keep the combat fresh and more open ended. They may not as insane as the movelist in SoR Zombies but it’s still very badass
Thanks for the suggestion, but I'm focused on making the moves more close to the original games. Maybe it can give me some ideas for new super or rage moves, but the other moves will remain original.
 
Kratus said:
Maxmania
Hi Kratus. I've made some improvments in the bar and the brain lab levels. Check them out and use them if you like.
Thanks, I agree with the fix in the bar's level.

I've also made a better stage 6
Thanks buddy, but I'm already working on a better stage 6 too. A lot of things will change to make it more close to the original.
- added more rooms
- the requirements for the exit are 3 too
- secret floor is now accessible
- all additional trap rooms are accessible
- the only thing I did not finished yet is the General Petrov room

sahMdrY.gif
That stage 6 looks very promising!
 
I've replayed SOR2 and 3 routes on Android and I have some suggestions.

It would be good to change the extra menu button to the ESC key in the touch controls. If there is a way to trigger this menu in game, I haven't found it...

SOR2 route was nearly perfect, but I have 2 complaints. One is the ship layer problem that was reported some posts ago, an the other is the custom offensive special of SOR2 Shiva. I think the offensive special he has in SORR fits better. Also, talking about Max, have you seen his new running and rolling sprites in SORR 5.2? Those are more authentic.

SOR3 route was very good too. I like playing all the 8 stages back to back, and since there aren't cutscenes, it fits very well together. My only complaint here is the stage 6, but you're improving it, so everything good. I have to say, I LOVE what you've made with Zan. Changing one of his back throws to his neutral grab command is genious, and adding his missing final hit to his grab combo is the icing on the cake.

I love how you're trying to stay as vanilla as possible in the structure and aesthetics. Keep the good work!
 
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