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.
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.
 
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.
Good point, usually mobile users tend to minimize apps while they are running important tasks, causing some weird behaviours.
 
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.
 
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.
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.
 
@pudu @lanyer I'm doing several tests with different button combinations trying to find a definitive layout, maybe I found a solution for everything . Please, could you take a look at this test build? It's not an official beta, just a draft.

Only Axel was changed as a test, basically the "super" was turned into a "running special" and can be done by pressing the "special" button while running (obviously costs health instead of energy stars). So far this layout looked very good due to some reasons:

- explore a little more the special button, allowing players to make more moves using less buttons
- exclusive rage button, allowing a easy use of rage moves in any situation plus solving conflicts like performing rage while running with no accidental "super" usage
- optionally I can change the counter attack command to "hold defense and press attack" instead of pressing energy, maintaining even more the focus on the attack button
- simplify the gameplay to "special/attack/jump" button in 70% of the time in a more classic way to play (if I'm not wrong the SOR Remake also has the running special, can be good for those to are familiar with this move)

Additionally in this build I changed the cop call to "hold attack and press extra button" only in case the extra button is currently used for other functions like call partner or back attack, otherwise cops can be called with a one-shot key. In addition, now the cop call is defined by default to the extra button usage in all presets.

PS: Counter still costs 1 star, rage still costs 3 stars.
Everyone feel free to test this draft and give suggestions too, I would like to know your opinions.
 
My friend, this is a good suggestion. I need to go home and take a good look at it and compare it. I will reply you later.
 
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.
 
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.
@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.
 
Last edited:
@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.
There is no big problem with running special skills alone. The problem is the button to cancel the moves.
 
I forgot to say that running special skills, I think the previous energy consumption is better, because →+S is enough, if the running special skills are deducting HP, the frequency of use will be lower.
 

Sorry for the late reply/input.
A few more things I've came across in Beta v19 are as follows:

* 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.

* 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. 😅

& 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.
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.

On a side note, I haven't yet played the version with the updated controls but will try to give feedback for that soon.
Also, 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. 🙌🏾
 
SORX - 0004.png
SORX - 0000.png
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
 
* 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.
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. 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.

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.

* 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. 😅
Yeah 😅, but I watched the video and it looks like normal behaviour. While trying to escape from the squeezer's attack, you walked to the left and pressed jump, but once Nora was in your "grab range", you grabbed her and the jump button triggered the vault animation. The squeezer hits Nora and your animation just continues normally as intended.


& 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.
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.

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.
Exactly, the cop's missile only hit enemies inside the screen area and they must be vulnerable.

On a side note, I haven't yet played the version with the updated controls but will try to give feedback for that soon.
Please, I suggest to wait the next beta because I'm preparing some controller fixes.

Also, 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. 🙌🏾
No problem buddy :) I'm always grateful for all your tests and feedback, people that are constantly helping the development certainly deserve the name in the credits.

View 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
@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 feedback :)
 
Last edited:
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.
I see what you're saying about Blaze/Skate's aerial throws so I understand that part.
After I posted that, I opened Streets 3 just to confirm if Blaze's front throw was affected by the Big Bens & it worked against them.
Personally, I feel that her as a Judo expert is probably why that was allowed/an exception.


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.
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.
Also a side reason why the moves are a lot stronger in 2 than in Streets 3. 😄


Please, I suggest to wait the next beta because I'm preparing some controller fixes.
Okay, no problem.
I will say in the meantime I tend to assign the extra button to back attack & personally think running specials are a good idea. May add to extra combo potential.


No problem buddy :) I'm always grateful for all your tests and feedback, people that are constantly helping the development certainly deserve the name in the credits.
Just finally glad to be of assistance. Been following this project from Streets of Rage 2 X days!
 
Kratus updated Streets of Rage X (Windows / Android) with a new update entry:

Beta 22

### 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...

Read the rest of this update entry...
 
@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.
 
@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.
Sorry friend, I didn't compile a Linux build of the engine yet, but I will add to my todo list.
As soon as it's available I will post here.
 
@Kratus I was thinking it might be a good idea to give a brief explanation as to what some of the options are like this.

tquv991.png
 
I've just finished the SOR1 route and I had a bug with the police call counter - at the 5th level I picked up an additional police call and did not spend it. Then, on the 6th level, I picked up another police call. There should have been a "3" on the counter, but there was a "2". At first I thought that it was impossible to have more than two police calls, but a little later it turned out that this was a bug with the counter, because in the battle with boss "Hara-Kiri" I used the police call three times.
 
Last edited:
Back
Top Bottom