Streets of Rage X (Windows / Android)

In Progress Streets of Rage X (Windows / Android) Beta 34

No permission to download
The project is currently under development.
I just discovered this project about a week ago. I have to say that SORX is truly exceptional. It's amazing how great this games feels to play. I may have a hard time going back to SOR4 after this. I'm very excited for the eventual complete version. Keep up the great work!

I've completed 10 playthroughs so far (Normal, Hard, and Mania) on both my Steam deck and Android phone. I've combed over the previous 80 pages on this forum, as well as the patch notes, so I'm somewhat famiar with the development history since SOR2X.

I'd like to offer some suggestions and fixes, if I may:

Suggestions:

Change Adam's character select portrait. His skin a little too light. Skin tone should be more like Skate's

Allow for juggling after enemy is dead. Sometimes it's just fun to keep beating their corpse 😆

Have police car animation scroll a little farther back to be closer to original SOR1 (I understand there may be technical limitations)

Make the hit boxes for some of the rage attacks a little bigger. The main ones I've been having issues with are Axel 3 and Blaze 2 (I understand that it's a design choice)

Separate button for back attack would be nice

Rework bottle to work like SOR1 (can still be thowable like all the other melee weapons)

Add an option to configure the buttons for navigating the menu. I don't like that changing the controls for gameplay also changes the buttons for the menu.

Add plank weapon. I know it's kind of redundant, but it adds a little variety and the noise it makes is nice.

Are there any plans to make Rebellion mode more unique? As it stands now, it's pretty much just the arcade mode with extra characters available (which is still cool)

Fix:

Sometimes the character is glowing white and holding an attack charge at the beginning of a stage (usually stage 1)

Sometimes, after a scene transition, the character keeps walking on their own until I press a direction

1up missing on stage 7 in SOR2 route (don't know if this is intentional)
 
I just discovered this project about a week ago. I have to say that SORX is truly exceptional. It's amazing how great this games feels to play. I may have a hard time going back to SOR4 after this. I'm very excited for the eventual complete version. Keep up the great work!

I've completed 10 playthroughs so far (Normal, Hard, and Mania) on both my Steam deck and Android phone. I've combed over the previous 80 pages on this forum, as well as the patch notes, so I'm somewhat famiar with the development history since SOR2X.

I'd like to offer some suggestions and fixes, if I may:

Suggestions:

Change Adam's character select portrait. His skin a little too light. Skin tone should be more like Skate's

Allow for juggling after enemy is dead. Sometimes it's just fun to keep beating their corpse 😆

Have police car animation scroll a little farther back to be closer to original SOR1 (I understand there may be technical limitations)

Make the hit boxes for some of the rage attacks a little bigger. The main ones I've been having issues with are Axel 3 and Blaze 2 (I understand that it's a design choice)

Separate button for back attack would be nice

Rework bottle to work like SOR1 (can still be thowable like all the other melee weapons)

Add an option to configure the buttons for navigating the menu. I don't like that changing the controls for gameplay also changes the buttons for the menu.

Add plank weapon. I know it's kind of redundant, but it adds a little variety and the noise it makes is nice.

Are there any plans to make Rebellion mode more unique? As it stands now, it's pretty much just the arcade mode with extra characters available (which is still cool)

Fix:

Sometimes the character is glowing white and holding an attack charge at the beginning of a stage (usually stage 1)

Sometimes, after a scene transition, the character keeps walking on their own until I press a direction

1up missing on stage 7 in SOR2 route (don't know if this is intentional)

Welcome to the community @Peezy!

DC
 
I just discovered this project about a week ago. I have to say that SORX is truly exceptional. It's amazing how great this games feels to play. I may have a hard time going back to SOR4 after this. I'm very excited for the eventual complete version. Keep up the great work!

I've completed 10 playthroughs so far (Normal, Hard, and Mania) on both my Steam deck and Android phone. I've combed over the previous 80 pages on this forum, as well as the patch notes, so I'm somewhat famiar with the development history since SOR2X.
@Peezy Hi friend, I'm glad you liked the game, and thanks a lot for the feedback :)

Suggestions:

Change Adam's character select portrait. His skin a little too light. Skin tone should be more like Skate's

Make the hit boxes for some of the rage attacks a little bigger. The main ones I've been having issues with are Axel 3 and Blaze 2 (I understand that it's a design choice)

Rework bottle to work like SOR1 (can still be thowable like all the other melee weapons)

Add plank weapon. I know it's kind of redundant, but it adds a little variety and the noise it makes is nice.
I agree with these suggestions, will check/test one by one.

Allow for juggling after enemy is dead. Sometimes it's just fun to keep beating their corpse 😆

Have police car animation scroll a little farther back to be closer to original SOR1 (I understand there may be technical limitations)

Add an option to configure the buttons for navigating the menu. I don't like that changing the controls for gameplay also changes the buttons for the menu.
These ones unfortunately require huge changes in the coding structure and I need to skip for now, sorry friend. About the SOR1 cop car I focused on making it quicker in comparison with the original, which sometimes takes a long time and may interrupt the gameplay too much.

Separate button for back attack would be nice
This one already is possible by changing the extra button option in the game settings.

Sometimes the character is glowing white and holding an attack charge at the beginning of a stage (usually stage 1)

Sometimes, after a scene transition, the character keeps walking on their own until I press a direction
I will take a look at it, but these ones look more like a signal issue related to wireless/bluetooth controllers, it randomly happens while playing using my PS4 controllers through bluetooth in different games.

Basically the last button pressed will be memorized by the dongle and will be considered "held" by the operating system until the signal is recovered. In the SORX there's no code that performs such actions automatically without user interaction.
 
This one already is possible by changing the extra button option in the game settings.
I noticed this. But if I set the extra button to back attack, how do I then use the cop call?
I will take a look at it, but these ones look more like a signal issue related to wireless/bluetooth controllers, it randomly happens while playing using my PS4 controllers through bluetooth in different games.

Basically the last button pressed will be memorized by the dongle and will
These things happen while playing SORX on my Steam Deck in handheld mode, so I don't think it's a Bluetooth issue. I cannot replicate on Android, however, so I think you're on the right track.
 
I noticed this. But if I set the extra button to back attack, how do I then use the cop call?
In this case you can use the cop call by holding attack and pressing extra button, I added more details in the command list.
But I'm testing some different commands for the cop to avoid conflicts with other commands, will be added in the next beta.

These things happen while playing SORX on my Steam Deck in handheld mode, so I don't think it's a Bluetooth issue. I cannot replicate on Android, however, so I think you're on the right track.
I understand, thanks for the details. But using the case where the player character keeps walking, internally the engine will always await for an input for the walk animation and any automatic player action should be customized with scripts.

As an example, there's some Final Fight fan games where players will walk automatically during intro/outro cutscenes, but in these cases the codes involved may fail due to possible wrong codes, causing the player to walk infinitely. However, these scripts were not added in the SORX.

Although it hasn't received any feedback in this aspect, I will pay more attention to it.
Thanks :)
 
Credits to @seahorses for the new SOR2 Sammy sprites used in the super/aerial special moves (inspired by the SOR2 GG special), and Luke K. for rage/counter moves.

@seahorses Although I didn't make exactly the same move as the GG special, the sprites fit perfectly for the aerial rage. Thanks a lot :)

I love what you did with SOR2 Skate, but I'm not a fan for his super. I kinda against reused move because SOR3 Skate already using it. Maybe another super? This is my attempt for his 3 Stars Blitz.
Blitz 3 Stars.gif
And my reimagination of Zan's 2 & 3 Stars Blitz.
Zan Blitz 2 Stars.gifZan Blitz 3 Stars.gif
 
I love what you did with SOR2 Skate, but I'm not a fan for his super. I kinda against reused move because SOR3 Skate already using it. Maybe another super? This is my attempt for his 3 Stars Blitz.
To be honest I liked a lot the horizontal Corkscrew Kick you made for both Sammys. The SOR2 version is the one I use more due to the multihits, very effective.
However, this new move looks amazing, I will do some tests. Thanks buddy :)

And my reimagination of Zan's 2 & 3 Stars Blitz.
Wow! Thanks a lot! Certainly will fit very well in the beta Zan.
 
Sir, you have a good taste for references - I love that game.
Nice edits btw!
Thanks O. I love old fighting games.

To be honest I liked a lot the horizontal Corkscrew Kick you made for both Sammys. The SOR2 version is the one I use more due to the multihits, very effective.
However, this new move looks amazing, I will do some tests. Thanks buddy :)


Wow! Thanks a lot! Certainly will fit very well in the beta Zan.
I forgot to tell you my intention when I made that edits. It was intended to be multihits and with fx, but I didn't found fx that satisfied me yet. This is what I'm talking about.
Skate Rage FX.gifSkate SOR2 & SOR3 Horizontal Special.gif
 
Thanks O. I love old fighting games.


I forgot to tell you my intention when I made that edits. It was intended to be multihits and with fx, but I didn't found fx that satisfied me yet. This is what I'm talking about.
View attachment 10447View attachment 10448
Amazing!! Okay, you convinced me, I will use the second one since the SOR3 Sammy uses it as a rage move, plus I will add multihits like the SOR2 one.
In addition, I will test the previous move you posted for the SOR2 Sammy.
Thanks :)
 
Amazing!! Okay, you convinced me, I will use the second one since the SOR3 Sammy uses it as a rage move, plus I will add multihits like the SOR2 one.
In addition, I will test the previous move you posted for the SOR2 Sammy.
Thanks :)
The previous move seems like it could fit as a counterattack animation for 2-Sammy.
 
Hi guys, I have recently discovered this wonderful project and want to say a big kudos to you for developing it! It is incredible, I remembered my teenage time playing Sega games :)

Also, there are a few things I wanted to suggest, maybe it will be interesting for the development team:

1. At first I have played SOR 2X, and now just tried SOR X. The First thing I wanted to notice, is that X is easier than 2X on "mania" difficulty, enemies 2X are more aggressive, X enemies kind of passive and give more time to think :D Maybe I haven't configured the settings properly, but I haven't found any "aggressive" settings.
2. Sor3 Stage6 elevator initially can't go upwards, there are 2 levels down to go, but the button for going up is still active, it was hard to understand, that there needed to go 2 levels down instead of 1 down and 1 up as original sor3 Sega game. Maybe it is possible to disable (make red) the up button if it is not being used if we are already at the top. Of course, if it is possible from the engine perspective.
3. In SoR Remake V5.2 there is a new playable character Rudra, maybe it is possible to add it to SOR X. As I understand all the new characters have their zone/route to fight with, so it will be cool to see a new enemy too!
4. I have noticed, that sor3 stage1 Shiva in his first appearance doesn't use the rage combo in SOR X, but he had used it in SOR 2X, maybe it is the "aggressive" difference I haven't configured.


Big thanks to the development team and everyone, who helped this project to be as it is❤️
 
Welcome to the community @mrfreeman. I'm the lead engine dev, not the dev for this game, but I can answer a couple of these for you. @Kratus is the game dev and should be along for the rest soon.

2. Sor3 Stage6 elevator initially can't go upwards, there are 2 levels down to go, but the button for going up is still active, it was hard to understand, that there needed to go 2 levels down instead of 1 down and 1 up as original sor3 Sega game. Maybe it is possible to disable (make red) the up button if it is not being used if we are already at the top. Of course, if it is possible from the engine perspective.

Possible yes, anything is because the engine supports a C scripting sub engine. It may be a design choice though, and if I am not mistake (I never play the SO2 Route) I believe there is randomization, so maybe at times you could go up. @Kratus could clarify.

3. In SoR Remake V5.2 there is a new playable character Rudra, maybe it is possible to add it to SOR X. As I understand all the new characters have their zone/route to fight with, so it will be cool to see a new enemy too!

Sorry friend, not happening. @Kratus has gone out of his way to not include SORR content out of deference to Bombergames. Moreover, a vocal portion of the SORR community has a tendency toward rabid fanboi behavior. Over the years they have maintained an unreasonably hostile stance toward both the OpenBOR community AND @Kratus despite him and others being respectful to the point of reverence. So unless @Kratus does a complete 180' on his ethical viewpoint, this is a non-starter.

DC
 
Possible yes, anything is because the engine supports a C scripting sub engine. It may be a design choice though, and if I am not mistake (I never play the SO2 Route) I believe there is randomization, so maybe at times you could go up. @Kratus could clarify.
This is sor3 route stage 6, where need to use the elevator to move between floors, destroy all control panels in different rooms, and save the hostage. If time is up - there will be killing gas.

Sorry friend, not happening. @Kratus has gone out of his way to not include SORR content out of deference to Bombergames. Moreover, a vocal portion of the SORR community has a tendency toward rabid fanboi behavior. Over the years they have maintained an unreasonably hostile stance toward both the OpenBOR community AND @Kratus despite him and others being respectful to the point of reverence. So unless @Kratus does a complete 180' on his ethical viewpoint, this is a non-starter.
Got it, it makes sense now.
 
1. At first I have played SOR 2X, and now just tried SOR X. The First thing I wanted to notice, is that X is easier than 2X on "mania" difficulty, enemies 2X are more aggressive, X enemies kind of passive and give more time to think :D Maybe I haven't configured the settings properly, but I haven't found any "aggressive" settings.

Glad you enjoy the game!

Only thing I could suggest to give yourself more of a challenge is to set the difficulty to Mania & then go to the unlockables section & change the settings to whatever skill level you're looking for.
Such as the ability to change the enemy amount to 3-4 players, enemies can take food, etc.

Hope that helps.
 
Back
Top Bottom