Streets of Rage X (Windows / Android)

In Progress Streets of Rage X (Windows / Android) Beta 33

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Kratus, I meant that when passing the game and when viewing the final highscores, the game remembers this. Then, if you exit the menu and click on load game, the screen will show these final highscores, and the game thinks it has been passed again. Thus, previously blocked options are opened in OpenBor projects, which in my opinion looks like a software bug.​

Hmm now I understand, thanks for pointing me this issue, tested and confirmed. Really this is a problem, I will think in other way to avoid it.
 
In the Sor2 stage 4 elevator when you finish all opponents, in the original game the scene speeds up before coming to a stop. Is that on the to-do list? And in stage 3 against Abadede boss, in SoRR before you approach him... The arena is silent and the lights are dim. As you get closer you see Abadede perched on top of the metal fence then he proceeds to leap down and the boss music begins. Hopefully that is also something you plan to add. Also when you are in stage 3 (Vehelits) the ground seems to blend with the characters, distorting them slightly with the fog/lines.
 
In the Sor2 stage 4 elevator when you finish all opponents, in the original game the scene speeds up before coming to a stop. Is that on the to-do list?
Honestly IMO it always was a weird behaviour, elevators tend to reduce the velocity from the current but I fixed it in SORX.

And in stage 3 against Abadede boss, in SoRR before you approach him... The arena is silent and the lights are dim. As you get closer you see Abadede perched on top of the metal fence then he proceeds to leap down and the boss music begins. Hopefully that is also something you plan to add
Sorry friend, I'm avoiding any SORR content or behaviour as possible but I can think of other exclusive presentation for this boss fight.

Also when you are in stage 3 (Vehelits) the ground seems to blend with the characters, distorting them slightly with the fog/lines.
Indeed the ground has no effect, it's a simple pure black image. The only effect in this stage is the fog in front of everything, there's no programmed distortion for characters.
Please, can you post a screenshot as an example?
 
Honestly IMO it always was a weird behaviour, elevators tend to reduce the velocity from the current but I fixed it in SORX.


Sorry friend, I'm avoiding any SORR content or behaviour as possible but I can think of other exclusive presentation for this boss fight.


Indeed the ground has no effect, it's a simple pure black image. The only effect in this stage is the fog in front of everything, there's no programmed distortion for characters.
Please, can you post a screenshot as an example?
Screenshot 2023-06-28 061500.pngScreenshot 2023-06-28 061619.png

As you can see, the characters look distorted with the fog going across them. It's not a huge deal, just looks more profound on a 40" big TV. On my phone its not that bad looking. Might need to mess around with the graphics filters in the options.
 
View attachment 4029View attachment 4030

As you can see, the characters look distorted with the fog going across them. It's not a huge deal, just looks more profound on a 40" big TV. On my phone its not that bad looking. Might need to mess around with the graphics filters in the options.
@SRC267
I didn't see distortion on the characters, just the fog covering everything. Keep in mind that this is exactly the same fog from the SOR2 once you are using the original graphic effects. You can see below both SORX/SOR2 side by side.

 
Sorry friend, I'm avoiding any SORR content or behaviour as possible but I can think of other exclusive presentation for this boss fight.

I suppose you could have him beating up an opponent as you approach him, and he proceeds to throw him at you, maybe a poor Galsia, something similar how the inner city boss Souther is slashing a victim in SoR1.
 
I didn't see distortion on the characters, just the fog covering everything. Keep in mind that this is exactly the same fog from the SOR2 once you are using the original graphic effects. You can see below both SORX/SOR2 side by side.

@SRC267 , in what type of screen are you playing, check if your graphics card has some kind of filter or effect turned on, what filters is your openbor using, etc...
 
And I will throw another idea - since your playable roster is small @Kratus , you can add a "random mode", where you start the stage with a randomly picked character.
I had a mode on my game where you fight a random boss too, but since I have too much players, I can't do the same with the players.
(Although you have mutiple weapons...hum, this could be tricky).
@O Ilusionista Thanks for the idea :) I applied the random select button in the next version.

@Psykai Thanks for the feedback about the charge attack, I reduced the delay and now it can be made as soon as the white blink effect starts, plus will stay until you release the button.

 
Pretty cool! If I can suggest a bit more, at the end of the random sort, the character should be picked automatically. Or the player can "gamble" with the random selection.
Currently the player needs to hold one buttom to randomize and confirm the character with another button. I will test your suggestion to make everything automatic, it's a good idea.
 
Currently the player needs to hold one buttom to randomize and confirm the character with another button. I will test your suggestion to make everything automatic, it's a good idea.
ah cool. So when player release the button, it could automatically pick the player.

Or even better - don't show a select screen to the player (that was my original idea). Instead, some cutscene like a jackpot machine. So the players would pick a character totally out of random :)

Dunno if you are looking for some more ideas, but I know there is a challenge where the player can't pick the same characters for two consecutive stages (or can't pick it again if he dies with it) that could be cool to have. I think @Miru can explain you more about it
 
As you can see, the characters look distorted with the fog going across them. It's not a huge deal, just looks more profound on a 40" big TV. On my phone its not that bad looking. Might need to mess around with the graphics filters in the options.
Ah, probably this is thanks to the fullscreen option you are using: there is an option to preserve the ratio, and one to stretch to fit
If you use Strecth to fit, it will distort some pixels, because 480x272 pixels when set to full screen at 1080p is rendered at 1906x1080 (instead of 1920px wide), and if you choose Stretch, it will stretch the 1906px wide to 1920px, distring some pixels on the process.

MMPR - 0012.png

There is nothing wrong with the game or the engine. Its the video setting.
 
ah cool. So when player release the button, it could automatically pick the player.

Or even better - don't show a select screen to the player (that was my original idea). Instead, some cutscene like a jackpot machine. So the players would pick a character totally out of random :)

Dunno if you are looking for some more ideas, but I know there is a challenge where the player can't pick the same characters for two consecutive stages (or can't pick it again if he dies with it) that could be cool to have. I think @Miru can explain you more about it
I call that the “Capslocke” challenge, after “Nuzlocke” in Pokemon. Basically, you can’t pick a character anymore after they lose their last life, (so they are treated as being dead) you cannot change this character until they lose their last life, and you may only select one character from a set of different characters. (Perhaps different game versions of each character?)
 
Or even better - don't show a select screen to the player (that was my original idea). Instead, some cutscene like a jackpot machine. So the players would pick a character totally out of random :)
After a few more tries I was able to make an automatic randomization using one button only, now the player just taps the random button and after 1 second the character will be selected automatically without a second button used as a confirmation.

Thanks a lot for the idea :) it's different from your original idea but due to the select screen complexity I will maintain this way for now, it's very cool haha and added one more challenge to the playthroughs. I still need to include more codes to randomize between different heroes versions in future updates (like the 3 Axel's versions) and this format will fit perfectly.


I call that the “Capslocke” challenge, after “Nuzlocke” in Pokemon. Basically, you can’t pick a character anymore after they lose their last life, (so they are treated as being dead) you cannot change this character until they lose their last life, and you may only select one character from a set of different characters. (Perhaps different game versions of each character?)
This is an interesting concept, I can make some tests as soon as the hero's roster is added. Thanks buddy :)
 
After a few more tries I was able to make an automatic randomization using one button only, now the player just taps the random button and after 1 second the character will be selected automatically without a second button used as a confirmation.
Amazing! I loved the result.
The randomization adds more replay factor to the game :)

Nice work!
 
Kratus updated Streets of Rage X (Windows / Android) with a new update entry:

Beta 13

### BETA 13 ###
- Game: Minor fix on cpu partner attack rate
- Game: Added a new "unlockables" option to allow enemies to attack when they are off-screen
- Game: Increased the velocity of the classic sor3/bk3 dodge move
- Game: Fixed the infinite health cheat bug where subtracts life during throw/slam even if enabled
- Game: Updated the command list with new "aerial throw" and "charge attack" informations
- Game: Minor fix in the sor3 Ash boat sprite
- Game: Reduced the damage of all common...

Read the rest of this update entry...
 
Ah, probably this is thanks to the fullscreen option you are using: there is an option to preserve the ratio, and one to stretch to fit
If you use Strecth to fit, it will distort some pixels, because 480x272 pixels when set to full screen at 1080p is rendered at 1906x1080 (instead of 1920px wide), and if you choose Stretch, it will stretch the 1906px wide to 1920px, distring some p

Ah, probably this is thanks to the fullscreen option you are using: there is an option to preserve the ratio, and one to stretch to fit
If you use Strecth to fit, it will distort some pixels, because 480x272 pixels when set to full screen at 1080p is rendered at 1906x1080 (instead of 1920px wide), and if you choose Stretch, it will stretch the 1906px wide to 1920px, distring some pixels on the process.

View attachment 4047

There is nothing wrong with the game or the engine. Its the video setting.
I tried it but didn't really see a difference. I just tried the super eagle filter and that did improve the visuals. So i'll be keeping that setting for the big screen.
 
I call that the “Capslocke” challenge, after “Nuzlocke” in Pokemon. Basically, you can’t pick a character anymore after they lose their last life, (so they are treated as being dead) you cannot change this character until they lose their last life, and you may only select one character from a set of different characters. (Perhaps different game versions of each character?)

This is an interesting concept, I can make some tests as soon as the hero's roster is added. Thanks buddy :)
nightslashers 21C does something like this by accident, if a character dies and runs out of continues, --say on controller 2 - you can't select it anymore - you have to pick another character

you can see it on those game-play videos by "time to play videogames" i posted on the NS thread

if you can figure out whay this is you may be able to perfect it
 
In SORX, when the phone booth is broken, the pieces are 4 identical square pieces, which feels unnatural and kind of weird. However, in Sor1 of sega MD,the shape of fragments are more diverse. Maybe it can be improved.
SORX.png
Bare Knuckle - Ikari no Tekken ~ Streets of Rage (World) (Rev A)-230703-121859.png
 
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