Streets of Rage X (Windows / Android)

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

No permission to download
The project is currently under development.
Hello.

Can you make zan special (the one he throw a lot of energy balls) to not go through walls?
and can you make explosive barrels? (hit one, it starts to turn redish and then explodes after two or three seconds, put a little gas coming from it to know that is a explosive barrel)
 
Last edited:
Hello.

Can you make zan special (the one he throw a lot of energy balls) to not go through walls?
and can you make explosive barrels? (hit one, it starts to turn redish and then explodes after two or three seconds, put a little gas coming from it to know that is a explosive barrel)
Thanks for the suggestions, I liked both and will do some tests.
 
I forgot to mention the star attack of Adam (that white wave he throws, it goes through walls too)
Yeah, I thought better and made it for all projectiles that didn't have this feature yet (most of them are "non-weapon" type, like lasers).
In addition, in the the video below I'm testing a zoom effect for rage too. It can be enabled/disabled in the extra menu.
 
Yeah, I thought better and made it for all projectiles that didn't have this feature yet (most of them are "non-weapon" type, like lasers).
In addition, in the the video below I'm testing a zoom effect for rage too. It can be enabled/disabled in the extra menu.
Cool.

I like the zoom , but would be better with that little pause you put reduced in half, so it doesnt "obstruct" the flow of the gameplay.
I mean the zoom but with a quicker transition from zoom to normal camera again
 
Last edited:
Cool.

I like the zoom , but would be better with that little pause you put reduced in half, so it doesnt "obstruct" the flow of the gameplay.
I mean the zoom but with a quicker transition from zoom to normal camera again
Yeah, the zoom needs some adjustments. Currently I'm developing a code that does not depend on the engine cycle to run and avoid the v-sync or fps interference.

I already have this code applied in the "heal" bar, now everything is "timed" and the fps does not affect the recovery time, same as I applied in the "OK" bar too. There's only a few things to finish the adaptation of this code for the zoom feature.

During this process I can cut the pause effect by half.
 
@Kratus,

I just noticed something from another post - are you using the legacy remap system?

DC
Yes, I'm using it since the first SOR2X version. If I'm not wrong, I had some issues using "alternatepal" trying to change the character's and icons together.
But it's a good moment to try using it again, thanks for remembering. Is there any advantage related to memory or cpu?
 
Yeah, the zoom needs some adjustments. Currently I'm developing a code that does not depend on the engine cycle to run and avoid the v-sync or fps interference.

I already have this code applied in the "heal" bar, now everything is "timed" and the fps does not affect the recovery time, same as I applied in the "OK" bar too. There's only a few things to finish the adaptation of this code for the zoom feature.

During this process I can cut the pause effect by half.
Reading all the comments seems to me at least that for the first version of Sor x you are doing 1000000 things at once XD.

I mean, as a player of the fangame its great obviously. More things added, improved, fixed, but please dont burn out.

i saw some projects stopped because of that and would be very sad if the same happens here. The more i expend time modyfing stages and learning some things (the very little things i know at the moment XD ) i cant imagine how fast you are doing so much things at once, stages,characters,fixes, adding new options. Or illusionista too, working on different projects at the same time , i mean , its like a fucking full time work plus the work you all does for living.
 
Yes, I'm using it since the first SOR2X version. If I'm not wrong, I had some issues using "alternatepal" trying to change the character's and icons together.
But it's a good moment to try using it again, thanks for remembering. Is there any advantage related to memory or cpu?

In truth, you're using palettes whether you know it or not. Whenever there's a remap command, the engine uses some internal code to rework them into palettes anyway. I just can't imagine why you'd want to go with remap since palettes are simpler. Maybe I can help with the icon issue if I knew exactly what was happening.

DC
 
In truth, you're using palettes whether you know it or not. Whenever there's a remap command, the engine uses some internal code to rework them into palettes anyway. I just can't imagine why you'd want to go with remap since palettes are simpler. Maybe I can help with the icon issue if I knew exactly what was happening.

DC
Thanks for the help, I will try the "pallete" and "alternatepal" functions again. If I find any problem with icons, I will post here.
By reading the manual, it seems really simpler than "remap" function.

Reading all the comments seems to me at least that for the first version of Sor x you are doing 1000000 things at once XD.

I mean, as a player of the fangame its great obviously. More things added, improved, fixed, but please dont burn out.

i saw some projects stopped because of that and would be very sad if the same happens here. The more i expend time modyfing stages and learning some things (the very little things i know at the moment XD ) i cant imagine how fast you are doing so much things at once, stages,characters,fixes, adding new options. Or illusionista too, working on different projects at the same time , i mean , its like a fucking full time work plus the work you all does for living.
1000000 things at once lol 😅

Don't worry buddy, I will not burn out :)
Sometimes I take a break from development and do other things, or rest a little.

But compared to rom hacking, which uses hexadecimal to edit the game (and it's really painful), OpenBOR is a paradise.
 
Thanks for the help, I will try the "pallete" and "alternatepal" functions again. If I find any problem with icons, I will post here.
By reading the manual, it seems really simpler than "remap" function.


It's so much simpler and quicker. There's no worrying about color references, pixel matching, or any of that. If you want to make a new color set of a model, you open up the color table, change some RGB values, save it as a new palette file and you're done. Palette and alternate pal can also accept .act files, so you don't even have to bother saving a palette image if you don't want to.

I like to keep one image with swatches in it as my base, and then build .act files off that, just because they are smaller (772 bytes for an 8bit color table). See image and attached palettes for example.

base.png

DC
 

Attachments

Why do the characters have double shadow? Just below the feet there is a black circle, and then the normal shadow
 
It's so much simpler and quicker. There's no worrying about color references, pixel matching, or any of that. If you want to make a new color set of a model, you open up the color table, change some RGB values, save it as a new palette file and you're done. Palette and alternate pal can also accept .act files, so you don't even have to bother saving a palette image if you don't want to.

I like to keep one image with swatches in it as my base, and then build .act files off that, just because they are smaller (772 bytes for an 8bit color table). See image and attached palettes for example.

View attachment 1072

DC
Wow, I should have learned this before, thanks @DCurrent. Now I understand what I did wrong, due to your explanation in this post.

Man, it's a lot easier than the legacy "remap" function because I can add new alternative palettes without creating a new character's palette with the new colors.

The secret is the "color table", it needs to be the same for all sprites. Once the table is cleaned and organized, you can edit the desired color directly in any image editor, and that's it.

Why do the characters have double shadow? Just below the feet there is a black circle, and then the normal shadow
Did you mean the latest SOR2X version? Yes, in this game you have the original sprite shadow and the OpenBOR reflected shadow, but I fixed it in SORX and now there's no double shadow anymore.
 
Hey buddies, one more progress report.

In this video I'm showing some advancements related to Extra Menu content. One of the most requested options is the Character change "in-game" and now it's fully implemented.

The second most requested option is the "back grab", commonly used by Max's players. For now, it's fully implemented only for the main heroes and for some enemies/bosses that have the "vault" move (Shiva and Roo). Other character's don't have the back grab yet, but it will be added in future updates.

A translation feature is working but it's not finished yet, I need to fix some accentuation issues used in some languages, but the text can be fully translated. The code I developed will auto-adjust spaces and alignment, so for most languages it can be added easily.

The shadow configurations now have a new option, the SOR type. It will draw some black lines in the ground similar to the original ones. The rounded shadow it's already adjusted for most characters, and the projected type needs only a few fixes only.

A last small addition is the zoom effect during the Rage move, same as some other fighting games. For those that don't like it, it can be easily disabled in the Extra Menu.
About the SOR1 characters, currently they are in progress and I will show some of them in action soon.



@pepodmc

The explosive barrel was added, plus I reworked most of the obstacle's death animation, like the broken statues and others.
I have all translation files ready to receive more languages, now it's a lot easier to translate than before.


@DCurrent

Thanks a lot for the palette tips, I'm changing all characters to use the palette/alternatepal functions. And now I'm reworking all sprites, converting everything to png.
 
@Kratus Hi, great work!!! I saw your last video. I would like to have the ability to play together with three partners and their HUDs to be like the player's and positioned to player 2, 3 and 4 as in Streets of Rage Remake.
 
@pepodmc

The explosive barrel was added, plus I reworked most of the obstacle's death animation, like the broken statues and others.
I have all translation files ready to receive more languages, now it's a lot easier to translate than before.
Thanks for the barrels, they look great.

Yeah, fucking ready to translate it to spanish :)
 
Back
Top Bottom