Streets of Rage X (Windows / Android)

In Progress Streets of Rage X (Windows / Android) Beta 35

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The project is currently under development.
Friend, I agree with you and even extend this affirmation for the people that want SORX exactly the same as the classic trilogy, but I believe that the comparison is inevitable. We can't ignore that the SORR was a very important part of the video game history, as well as SORX is leaving this mark too.

My biggest problem is when people request content from SORR like characters, levels, music, etc because I always try to avoid any asset from that game, but ideas for game mechanics or even menu options I still consider sometimes opening an exception in case it's a very good idea.

I know the comparisons come with the territory but tbh, doesn't make it any less annoying to see. Especially when most of the suggestions people make would basically be ripping off/blurring lines of this being a separate project.

I went back & played SoRR recently & it plays/feels more differently from SoRX than I had remembered - Which to me should be even more reason for it to be treated as its own entity.
 
Kratus, I just remembered a system... You know how Marvel Cosmic Invasion has that tag-team mechanic for special moves or even basic attacks (I recall it applying to basic attacks too)—an idea clearly inspired by Capcom's classic "Vs." fighting games. Well, perhaps that could be added to the project? I imagine it would require another extra button, or a specific button combination, to call in the CPU ally and unleash a joint special move.
I’m suggesting this because the SoRX combat system tends to get relatively chaotic, given how special moves simply knock enemies far away, not to mention the juggling mechanics.
 
Kratus, I just remembered a system... You know how Marvel Cosmic Invasion has that tag-team mechanic for special moves or even basic attacks (I recall it applying to basic attacks too)—an idea clearly inspired by Capcom's classic "Vs." fighting games. Well, perhaps that could be added to the project?
Don't get me wrong or take this personally, but I pray to *insert your deity here* that this never happens. That tag system, where people magically appear out of thin air, wouldn't make the slightest sense—just as it doesn't in other games.
In MvC, at least the characters jump in from the edge of the screen, as if they were already there watching the fight.
But seeing Max—at that size—simply teleporting into mid-air... that would be a terrible idea.
 
Don't get me wrong or take this personally, but I pray to *insert your deity here* that this never happens. That tag system, where people magically appear out of thin air, wouldn't make the slightest sense—just as it doesn't in other games.
In MvC, at least the characters jump in from the edge of the screen, as if they were already there watching the fight.
But seeing Max—at that size—simply teleporting into mid-air... that would be a terrible idea.
So, does that mean you didn't like the tag-team system added to Marvel Cosmic Invasion? Dude, that was one of the best things added to a beat 'em up! And you know, She-Hulk there is basically Max's size in terms of sprites.
Just think about how the police car also appears out of nowhere—I mean, really quickly—which doesn't make much sense either. But hey... it's a game; crazy stuff is allowed! XD

There's no reason for me to take it personally, since it's your opinion and I respect it. ;)
If all the police officers or police cars in the world were as fast as the ones in SoR, man, crime would be vaporized in an instant!
 
Which to me should be even more reason for it to be treated as its own entity
Yeah, indeed I agree with it.

an idea clearly inspired by Capcom's classic "Vs." fighting games
Sorry friend, I think that this mechanic is a bit out of the SoR concept. I even like the mechanic, but we could maybe save it for a possible Capcom/Marvel based project.

SoRX combat system tends to get relatively chaotic
O didn't understand exactly, what could be chaotic in the game?
 
Sorry friend, I think that this mechanic is a bit out of the SoR concept. I even like the mechanic, but we could maybe save it for a possible Capcom/Marvel based project.
No problem! ;)
O didn't understand exactly, what could be chaotic in the game?
As I mentioned in my other comment: it’s chaotic in the sense that special moves basically send enemies flying—you know, multiple enemies can go tumbling through the air—plus there’s the juggling mechanic at the edges of the screen.
 
Every now and then, some 'absolute geniuses' straight up pull up just to micromanage, throwing random new seasonings into classic dishes like they’re doing something. They completely butchered a perfectly good meal, and then just dipped.
 
I love how these dudes with the 'quiet-ass' type names are always the loudest in the room. They lowkey try to act like they have all the answers, but it’s pure noise. Named like a library but quacking non-stop like a whole duck. Bro, choose a struggle.
 
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So, does that mean you didn't like the tag-team system added to Marvel Cosmic Invasion? Dude, that was one of the best things added to a beat 'em up! And you know, She-Hulk there is basically Max's size in terms of sprites.
Not the way they did it. I have helpers in the Avengers project, but I don't make Captain America teleport out of nowhere :)
 

So my friend encountered this issue on his playthrough & corrected it by reloading the game.

He also asked me to ask if the flashing/strobes in the game; most notably the lightning during the Barbon boss fight in Streets 2 could be turned off as an option as he is pretty sensitive to certain types of flashing. Think some of his people are also sensitive/epileptic.
He had an issue with the rage move activation as well but I suggested he turned the zoom in off & he said it made it better.
 
If memory serves, the lights can be switched back to the originals in the options; well, I remember Kratus showing that on YouTube a few years ago. As for the rain lightning, I think using the classic version might solve it? It has effects that are very close to the Mega Drive version.
 
He also asked me to ask if the flashing/strobes in the game; most notably the lightning during the Barbon boss fight in Streets 2 could be turned off as an option as he is pretty sensitive to certain types of flashing. Think some of his people are also sensitive/epileptic.
Like @SilentMRG said, the original graphic effects at the "features" option already disables many things, including the lightning during the Barbon boss fight.

So my friend encountered this issue on his playthrough & corrected it by reloading the game.
Thanks for the report :)
It may be a minor issue with the chip damage during the block.
 
That said, have you considered a virtual in-game manual to your game? Maybe in the style of a parody of a Genesis game manual?
Yeah, I already thought of adding an in-game manual but I think it would be better to make a PDF using the Mega Drive style.
This way I can have more freedom to create the content, I don't want to bloat the game file too much.

Something like this.

1783980521881.png
 
Kratus, I think it would be cool to add the SoR1 HUD for the SoR1 route and the SoR2 HUD for the SoR2 route—although the "classic" HUD is basically just the SoR2 HUD with the credit count in blue, whereas in the original version it's red. Anyway, for the SoR3 route, it would—as you know—use the SoR3 HUD with that special meter from the original game. These features could be added to the standard version with an "on/off" toggle, while the classic version would have them enabled by default without the option to turn them off.
 
An SoR 1 HUD in general as an option would be awesome, but I imagine due to things like the energy meter, stars, etc. that weren't in the first game, it might be hard to implement. Would be pretty cool though!

As a random aside, @Kratus, I'm obsessed with color palettes, and in a lot of OpenBOR games I tend to unpack the game and create my own palettes for the playable characters. Of course I understand why you've made unpacking the game not possible to protect your work, but I wondered if you could maybe find some kinda way in which people could still at least add their own palettes to the playable characters? Probably not possible but thought I'd ask :)
 
An SoR 1 HUD in general as an option would be awesome, but I imagine due to things like the energy meter, stars, etc. that weren't in the first game, it might be hard to implement. Would be pretty cool though!

As a random aside, @Kratus, I'm obsessed with color palettes, and in a lot of OpenBOR games I tend to unpack the game and create my own palettes for the playable characters. Of course I understand why you've made unpacking the game not possible to protect your work, but I wondered if you could maybe find some kinda way in which people could still at least add their own palettes to the playable characters? Probably not possible but thought I'd ask :)
Don't know if it's just me?.. but I've always loved SoR3 Yellow/Black Axel more than the classic Red/White/Blue
 
Kratus, I think it would be cool to add the SoR1 HUD for the SoR1 route and the SoR2 HUD for the SoR2 route—although the "classic" HUD is basically just the SoR2 HUD with the credit count in blue, whereas in the original version it's red
An SoR 1 HUD in general as an option would be awesome, but I imagine due to things like the energy meter, stars, etc. that weren't in the first game, it might be hard to implement. Would be pretty cool though!
I already thought of making it but it would require huge changes in the whole game, honestly I think that the effort is not worth it.
In addition, the main idea is to bring the SOR1 game to SOR2/SOR3 patterns aesthetically.

As a random aside, @Kratus, I'm obsessed with color palettes, and in a lot of OpenBOR games I tend to unpack the game and create my own palettes for the playable characters. Of course I understand why you've made unpacking the game not possible to protect your work, but I wondered if you could maybe find some kinda way in which people could still at least add their own palettes to the playable characters? Probably not possible but thought I'd ask :)
Some time ago I put this feature in my "test" list. I need to check how it would work, it's a good idea anyway :)

while the classic version would have them enabled by default without the option to turn them off
The idea in the classic version is to keep the same menu functionality. Although I change some options by default, I think it would not be good to "remove" or "lock" them.
The concept is more "suggestionable" than "mandatory". I usually prefer when players choose the way they want to play, this is why I added many options.
 
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