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.
Oh thanks God. The cyborg or zombie ideas are pretty bad, tedious and would lower this game quality from one of the best game ver made with OpenBOR to another BOR clone with terrible ideas mixed in.

I loved the back grab idea, Max really need it :)
I love Tracker, a character that never appeared in the franchise.

And I'll love if one of Dotemu's original ideas of bringing Joe Musashi, from Revenge of Shinobi, in SoR4 be possible in SoRX

But I have to agree that we don't need zombies or cyborgs

I don't know @Kratus full plans, but he already has a lot of SoR1 and SoR4 material and doesn't make sense to, at least to me, move away from this.
 
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I love the Tracker character, a character that never appeared in the franchise.
Thanks to @kimono for creating the Tracker's sprites. In fact this character appears officially in the SOR2 Game Gear version.
You can see the boss fight at 16:50

Playing with Zamza, his jumpattack recovers life every time and very fast. Also, the mechanics of that jump is a bit strange when I push jump and attack in quick succession
Thanks for reporting this bug, in previous versions this jumping attack was a special move, but now it's a normal move.
I forgot to remove the scripts related to life recovery during SOR4 special bar usage.

About the mechanics, I will slow down the Y velocity a little. Zamza's jumping attack really has a different mechanic compared to other normal jumping attacks, but most advantages are related to "juggles" and "otg", but the animation itself is the same as the original game.

If you use his jumping attack without these features, the quick succession will not have too many advantages.
 
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@keyzer: I already thought about adding some Sega characters to SOR universe (like Moonwalker who is playable nowadays). About Joe Musashi, I believe that the ninja Kusanagi can be a good candidate with an alternate palette in order to fullfill this role:
DY8WP5e.png
iigMKV6.png
wHZexnk.png
U2igqxr.png
You can try him at Goodbye Mr President route here: SOR2X_V1.9.3_Goodbye_Mr._President_2021.rar
One of my goal I will add more frames to him to make a complete character :) .
 
Playing with Zamza, his jumpattack recovers life every time and very fast. Also, the mechanics of that jump is a bit strange when I push jump and attack in quick succession

@keyzer: I already thought about adding some Sega characters to SOR universe (like Moonwalker who is playable nowadays). About Joe Musashi, I believe that the ninja Kusanagi can be a good candidate with an alternate palette in order to fullfill this role:
DY8WP5e.png
iigMKV6.png
wHZexnk.png
U2igqxr.png
You can try him at Goodbye Mr President route here: SOR2X_V1.9.3_Goodbye_Mr._President_2021.rar
One of my goal I will add more frames to him to make a complete character :) .
really liked the character, a good starting point!

if your goal is to make him come closer to Joe, some details need to be polished, like the run animation when holding a weapon, the voice samples from the original and his characteristic downward jump kick

do you think that these details can be accomplished?
 
@keyzer: Yes, this is possible to add him a down jump attack and change his run animation when holding a sword weapon. I think this is better to let him closer to the standard SOR ninja but everybody can see the Shinobi reference. He can be a mid boss named Musashi or Shinobi some where in the game, why not :) .
 
another thing that I want to share

at least for me, is very frustrating can't be possible to do a rage attack while holding an enemy

happens a lot when surrounded after a fall and I want to stand up and do a rage attack and some enemy come in my hold range area and I lose my input

Does more someone experience this?

And is the possibility of rage attacks from the hold position in the plans of future releases?
 
another thing that I want to share

at least for me, is very frustrating can't be possible to do a rage attack while holding an enemy

happens a lot when surrounded after a fall and I want to stand up and do a rage attack and some enemy come in my hold range area and I lose my input

Does more someone experience this?

And is the possibility of rage attacks from the hold position in the plans of future releases?
Currently I'm applying a rage move during the grab animation only for Max as an exception, because it's his specialty (same as the Sammy is the only that can cast rage during jump and Zan is the only that can throw energy balls by getting any weapon).

Talking about "special and energy moves" in general, the most common rule used in the development is: the greater the damage of the attack, the greater the restriction of use. So, the three energy moves are the strongest attacks of the game and each one have your own requirement to use:

Counter - available only during "block" animation
Super - available only during "run" animation
Rage - available only during "idle/walk/canceling" animations

As a suggestion, you can use the other rage input commands to avoid using the directional and this way you will not grab any enemy. The inputs for rage moves are:

Input 1: Down, Front, Energy (sequential)
Input 2: Energy, Special (sequential)
Input 3: Energy+Special (both at the same time)

But it doesn't mean that I will never consider adding rage during grab animation, but for now I will start adding it firstly for grapplers.
 
@Kratus,

This (05:15) is an example of a Death Cradle. I think it would make a great rage move for Max, and wouldn't take much editing since you can use his rolling sprites from Thunder Tackle. You could have him roll back and forth across the screen area a couple of times with his victim, doing minor damage to other enemies, then come up and finish with a Giant Swing or big pile driver of some sort.


DC
 
@Kratus,

This (05:15) is an example of a Death Cradle. I think it would make a great rage move for Max, and wouldn't take much editing since you can use his rolling sprites from Thunder Tackle. You could have him roll back and forth across the screen area a couple of times with his victim, doing minor damage to other enemies, then come up and finish with a Giant Swing or big pile driver of some sort.


DC
Yeah, now I understand better, it's a good idea. I will do some tests, now that I got Max beta sprites from the SOR2 beta rom, I can create more moves for the two versions.
 
Max with new grabs would be great, he's one of my favorite characters since Megadrive's Street of Rage 2, great work Kratus, congratulations.
I second it about the more advanced grab content.
Mostly For Max as a wrestler.
For Blaze as a Judo fighter

Also, you guys are unstopable!
@kimono your edits are so great!
 
Hello, first of all congratulations to you guys for the awesome work.

I just installed OpenBor on my Nintendo Wii and the first game I've downloaded to make a test was SOR2X (due to the high rating and recommendations) but it does not load.
It gives a message saying the game is not from sega with an yellow load bar in the bottom of screen. But, when the bar is near the end, the game closes and goes back to the homebrew channel. I was wondering if I did something wrong or if this is maybe a memory limitation of wii, which brings me to a question : are all openbor games compatible with the wii port? Is SOR2X compatible?
(I also tried crisis evil 2 and it worked)

Thanks in advance and keep doing the wonderful work!!!
 
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