Good point, usually mobile users tend to minimize apps while they are running important tasks, causing some weird behaviours.I only ever notice spawn problems like that when a save has been loaded after a restart without completely shutting down the game and a new reboot.
Honestly I didn't have problems with this new layout, but it's a valid point. I will think about other key options that are good for both Windows/Android, thanks for the feedback.One thing I have to mention, my friends and I, who have tried beta21, think that it is very inappropriate to change the button calling the police support to A+S. Because A and S are two high-frequency keys in battle. Calling the police for support is not a high-frequency action. Pressing A and S frequently in a tense battle is very easy to call the police by mistake. And consciously avoid pressing A + S at the same time, it will also interrupt the juggling that was originally memorized. Personally, I think it is more reasonable to set one or both of the buttons as low-frequency buttons, such as Defense + S or Defense + T, because in reality, before calling for air strikes, you have to do defensive/covert actions first. This setting has certain practical rationality.
@pudu Thanks for the feedback. What do you think about the running special? Any conflicts?I have tested and discussed with my friends many times, my suggestion is: the rage menu option is a good choice, the player can press E+S or D F E or E,
I agree with you about calling the police,
However, I suggest that the extra button can add a shortcut switch without the menu option, which will be much more convenient. You can use "Defense+extra button" to change the use of the extra button, for example, "CALL COPS" toggles "CALL PARTNER" toggles "CHARGE ATTACK" toggle "BACK ATTACK" etc.
You can add a prompt to switch extra button subtitles
The above is my personal and my friend's suggestion, maybe you have more suggestions.
There is no big problem with running special skills alone. The problem is the button to cancel the moves.@pudu Thanks for the feedback. What do you think about the running special? Any conflicts?
People in general are asking me to make the commands less complicated, I thought about it a little and it seems that currently the amount of button combinations make people kinda lost without a default and definitive method, maybe adding more options will not solve too much.
Glad you liked the cop call in the extra button, we consider it solved. The extra button shortcut may not help to simplify things, I need to do some tests first.
EDIT: Let's stick with your suggestion (E+S or D F E or just E) for the rage command in the next beta. Then we can collect more feedback.
By default when Bongo was created I applied the weight system to all throws/slams, and then gradually I'm adding some exceptions mainly for special grab moves.* Blaze's front throw on Bongo is treated like a suplex (being crushed by him).
I'm not sure if that is intended but at least to me, the throw seems more like a shove so find it a bit odd - Especially as it's the same one that can be done in the air.
Yeah* There were a couple times where I was under the press in stage 6 & did either a blitz or special attack & it looked a bit funky. The clip will show it better than I can explain it around 1:35.![]()
This is intended, most vehicle's collision damage are fixed in 30 (bulldozer/train/car), bike damage is 16, but the cop's missile is 60 due to the extra "explosion+fire" damage.& lastly, this one is just going off how it seemed but the cop attack seemingly did less damage for whichever enemy got hit by the car upon calling it.
Exactly, the cop's missile only hit enemies inside the screen area and they must be vulnerable.The ones who got hit seemed not to be affected by the flames. It might be because they're off screen, I don't know.
Please, I suggest to wait the next beta because I'm preparing some controller fixes.On a side note, I haven't yet played the version with the updated controls but will try to give feedback for that soon.
No problem buddyAlso, thank you SO much for that surprise mention in the credits!!!
I'm actually honoured to be included, this is my joint top 1 favourite game series ever.![]()
@Mr.Hunter Yeah, this is a default engine behaviour if a character is above any platform. Once the conveyor is a small-height platform, this may look weird but this is already listed in the engine fixes list. Thanks for the feedbackView attachment 4849
View attachment 4851
It seems to me that someone has already talked about this but had no screenshots or videos
I can assume that this is somehow related to the layers of the level itself
And this is me playing in beta 19
I see what you're saying about Blaze/Skate's aerial throws so I understand that part.By default when Bongo was created I applied the weight system to all throws/slams, and then gradually I'm adding some exceptions mainly for special grab moves.
The Blaze/Sammy aerial throw works in a different way because both player/enemy already are in the air and they don't need to pull up the opponent using their own strength, they just push them down using a bit of strength and the natural gravity.
However, in Blaze's front slam it looks like she needs to pull up the opponent a bit before pushing them down and this is why Bongo will fall over her.
I can think about opening an exception for Blaze's front slam, but I need to check all other characters that have this move too, otherwise it will look a bit weird.
That was always weird to me too but in my head I just put it down to the characters being so fuelled with rage regarding Adam's kidnapping that all the adrenaline gave them a boost in strength.A thing always looked strange for me in the classics is, in SOR2 Big-Ben can be thrown/slammed normally and in SOR3 not, even if guys like R. Bear look heavier lol.
So, to fix this behaviour I removed the weight system for Big-Bens but fully applied it in most throws/slams made in the Bongo due to his "extra" size/weight compared with the other characters.
Okay, no problem.Please, I suggest to wait the next beta because I'm preparing some controller fixes.
Just finally glad to be of assistance. Been following this project from Streets of Rage 2 X days!No problem buddyI'm always grateful for all your tests and feedback, people that are constantly helping the development certainly deserve the name in the credits.
### BETA 22 ###
- Game: Changed the cop call command, now can be done by holding attack and pressing extra button (or pressing extra button directly if configured in the settings)
- Game: Added a new "rage command" option to choose between some predefined options (energy button, energy+special or qcf+energy)
- Game: Minor icon and HUD adjustments, default to 17x17 same as in the select screen
- Game: Minor grab distance adjustment for bosses, increased Z range but decreased X range a bit to...
Sorry friend, I didn't compile a Linux build of the engine yet, but I will add to my todo list.@Kratus
I'm really sorry to bother you, as I know you are busy (and the progress of this is incredible I might add).
I didn't mean to go on about this, but please please please could I have a beta of this to try on Linux?
Even if you can instruct me how I might throw a collection of files together to make this playable, as it won't function under wine currently.
I can post error messages if anyone is interested.
Many thanks if this is possible.