Streets of Rage X (Windows / Android)

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

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The project is currently under development.
Legitimately I just tried to play Remake for the first time in a while and I HATED the feel of it. It felt so slow (for me anyway, the enemies were having a whale of a time :V), the inability to juggle was throwing me off and just everything about it made me wish I was playing SoR X instead, and I honestly don't think I can ever play Remake again.

So whole-heartedly agree with this being the best SoR game out there.

The biggest problem I had with Remake were visual problems. I know I complained about an issue regarding the pirate ship ride in SOR X (I believe this was fixed), but the level is much worse to play in Remake (the ride always winds up looking like it's split into vertical slices). SOR X finds a way to skew closer to the original's warmer color palettes and better recreates stages as well.

I think the best thing about combat in SOR X is that it encourages you to experiment and find ways to chain moves to improve your combo streak. There's a certain euphoria you get when you're able to feel like you've mastered some of the systems and get into a good flow state.
 
but the level is much worse to play in Remake (the ride always winds up looking like it's split into vertical slices)

Much as I bag on SORR for all the mistakes they made, I think that one is a little unfair. It's exactly how that stage would have looked in the original had Sega not been lazy and actually tried to make the ship ride act like a ship ride. That's that's how vertical line scrolling looks on the Genesis - sixteen pixels wide minimum, and so the stripping effect.


Lots of Genesis games used vertical line scrolling to give the illusion of tilting or rotation, and those games get praised to this day for how amazing they look. SOR2, for all its greatness didn't bother when it should have. Just slapped on a bit background effect and called it a day. Bombergames fixed that. He's obviously using an intentionally limited nearest neighbor software rotation to do it, but the visual comes out the same.

SORX just happens to use OpenBOR's graphics suite to add real software rotation to the background. It looks better, but it's a bigger departure from what you could do back in the day. If @Kratus wanted to, he could have also rotated the foreground, sprites, etc, but just made the stylistic choice not to.

DC
 
Another one for SORR is slow but it was always meant to be tepid, 1:1 fan service. SOR4 would be a fairer comparision, and there's no allowances for how dogshit that is. @SaddlingBlaze91 is right, this has flow for days.
 
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Hi all 😁

loving the game - its the perfect balance between SOR Remake and SOR4. Still needs a little work to be as fluid as SOR4 bu its 95% there! :D Really amazing stuff.
Would like to be able to have back attack as a single button though 🤔

Just wondering, is there a comprehensive moves list anywhere? I can't seem to find one and as I keep messing around with the game I keep finding different things I can do.

I saw in a YouTube video, some sort of lighting parry which bosses (Zamza and Shiva mainly) keep doing on me, but when I parry, it just seems to block like normal.
Am I doing it wrong or is there something else I need to do?

A full character novelist would be greatly appreciated though if anyone happens to have one?

Many thanks and keep up the amazing work 😃👍
 
loving the game - its the perfect balance between SOR Remake and SOR4. Still needs a little work to be as fluid as SOR4 bu its 95% there! :D Really amazing stuff.
Thanks friend :)

Would like to be able to have back attack as a single button though 🤔
You can customize it in the game settings at the controls/extra button section.

Just wondering, is there a comprehensive moves list anywhere? I can't seem to find one and as I keep messing around with the game I keep finding different things I can do.
There's a global command list accessible during the pause menu.

I saw in a YouTube video, some sort of lighting parry which bosses (Zamza and Shiva mainly) keep doing on me, but when I parry, it just seems to block like normal.
Am I doing it wrong or is there something else I need to do?
This is the "counter attack". You can perform it by holding block button and pressing the energy button when blocking an attack (works even without blocking an attack too).

View attachment 11478
I'm gonna change the propeller later and maybe change the gun into rocket launcher. Now I need to sleep..
Thanks a lot, buddy :)
I will test it ASAP.
 
Thanks a lot, buddy :)
I will test it ASAP.
I change my mind. I gave him a Gatling gun instead as a reference from SOR 1 Player 2 Police Special. Helmet added to match the Police Car special.
Murphy.gif
Added Explosions fx (added resized FX because the previous seems too big)
Explosions FX.pngExplosions FX.png

Reference
Player 2 Police Car Special.gif

The Gatling gun sprites used is from PS2 game Makai Kingdom. Credits to CrimsonPenguin for the spritesheet.
 
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I change my mind. I gave him a Gatling gun instead as a reference from SOR 1 Player 2 Police Special. Helmet added to match the Police Car special.
View attachment 11479
Added Explosions fx (added resized FX because the previous seems too big)
View attachment 11480View attachment 11483

Reference
View attachment 11482

The Gatling gun sprites used is from PS2 game Makai Kingdom. Credits to CrimsonPenguin for the spritesheet.
That's fantastic, and I'd forgot P2 had the different call. Such a nice touch back then. I wonder how it would work here though with a max of four players. As someone who only plays single, I'd like to still see it sometime. Maybe it could be randomly chosen?
 
I change my mind. I gave him a Gatling gun instead as a reference from SOR 1 Player 2 Police Special. Helmet added to match the Police Car special.
View attachment 11479
Added Explosions fx (added resized FX because the previous seems too big)
View attachment 11480View attachment 11483

Reference
View attachment 11482

The Gatling gun sprites used is from PS2 game Makai Kingdom. Credits to CrimsonPenguin for the spritesheet.
Amazing job as always!! Now with these new sprites, the cop call is complete, having a gatling gun and a grenade launcher.
Thanks a lot :)
 
That's fantastic, and I'd forgot P2 had the different call. Such a nice touch back then. I wonder how it would work here though with a max of four players. As someone who only plays single, I'd like to still see it sometime. Maybe it could be randomly chosen?
Thanks Psykai. My intention was to let the rocket launcher as is on land (Police Car) and the gatling gun on air (helicopter).
I miss that game a lot. It's an incredible tactical RPG, where you can equip swords, knives...machine guns...drills, bricks, plant pots, haha
btw, nice work!
Thanks O. To be honest, I don't know much about any PS2 game. Sega Megadrive 2 was my only console I had. I did play some PS1 back in the day through rentals or borrowed from my friend. I'm sure it was a good game because the spriteworks are gorgeous.
 
NO, I mean I could lose all my health and then spam the air special to refill my health like picking up street meat.
I remember it happening in previous builds, but after applying a fix it's not happening to me anymore.
What are your game settings? Are you using some cheats?

EDIT: Nevermind, I already checked your settings in the video. I saw that at 9:43 the green bar increased the size but the health was not properly subtracted.
I replicated the exact same situation in a fresh download of the beta v33 but it didn't happen to me. I'm still trying.
Try to erase (or rename) your current saves folder and see if it solves the problem.


I checked the logic and it looks normal. In the beta v33 I added a line to always subtract health when canceling a normal jumping attack with aerial special, even before the animation changes.

1758498599810.png

However, after checking my GitHub, I saw that this fix was made only a few days before I started the beta v34. So, I suppose you are using a file that was distributed during the closed beta tests, that is not exactly the final version.

I suggest downloading the file again and see if the issue persists. For the next closed beta tests, I will add a temporary label to identify these versions better.

1758500050811.png
 
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Hi Kratus,

I have played this game alot over the last year. I mostly play with Adam, because I like his moveset the most. This post is about making some requests that I think are improvements.

The reason I'm asking is because I love your game, and I'm going to be playing it for many years to come, so I have a vested interest in the game being as good as it can be.

I'm asking for these modifications in the context of Adam, but they may also be applicable to other characters.

--------------------------------------------

1. When rage/super is turned off, please make pressing the specials button perform the normal 1-star move, without having to press "forward > forward > special" to do it. Currently, pressing the button does nothing, even when you have stars.
It is important to keep the lunging forward movement that occurs with that move, because it's important for connecting against opponents that are a little away from melee range -- that will allow for using it for combos and juggles. That is, pressing the special button should act as if the character did a dash and immediately did the special 1-star move. This includes when standing, walking, and running, pressing the button should do the move.

2. When the 'OK' bar fills up, please give a little sound effect to indicate this. This would be similar to how getting 3 stars plays a little sound effect. This way, it's not necessary to continue glancing at the top-left to keep track on whether it's up or not.

3. When setting the energy button to charge attack, which for Adam is the kick, please make it so the kick links into more attacks. Currently, there are a few moves that feel like they should link into the kick, but do not. When playing, you get the feeling like they should -- your hands natually want to do those combos, but they just dont work. The following would be ideal:
A. 1 punch into kick
B. 2 punches into kick
C. On 3 punches, which Adam does an uppercut, it could use about 2 frames less delay before the kick comes out.
D. During the rush elbow.
E. When doing his normal front slam, about 3-4 frames less delay before he can kick.
F. The 1-star punch should be linkable into the kick.

4. Today, it's possible to assign the special move, energy move, and charge-attack (extra) to a button. Getting them to perform their action requires a timing like fighting games. For some players, they might find some value to that timing but, generally, this is not a fighting game, so having to time presses for combos doesn't have the same value as in a fighting game. Being a beat'em up, it has a more lenient combo system. I think it would be an improvement to be able to _hold_ either of the special, energy, or extra button and have the move come out at the earliest possible time. This would help out alot with juggles; it becomes less about precise timing, and more about button sequence choice.

5. Currently, the special moves can be set to the following modes:
a. SOR2 life
b. SOR3 'ok' Bar
c. SOR4 recovery

Pretty please, add another option for "SOR3 + SOR4", which works as a combination of the SOR3 'Ok' bar, and the SOR4 recovery. It would work in the expected way:
The 'OK' bar gives you a free special move. When pressing it without being full, it would deduct recoverable bar, like SOR4. The timing of the 'OK' bar and the recovery speed should be exactly like they are today.

As it is today, pressing the 'OK' without it being full and getting life deducted feels like the player just made a mistake. Like, "dang, I didn't press it at the right time". It's like a suicide button. However, if it had a recovery option, then it feels more like a trade off, like you're gambling that you'll make it out intact and will be able to recover the life. That's much more interesting mechanic than a suicide button.

Thank you very much for the work you have done and continue to do.

Regards,
-- a fan
 
Hi Kratus,

I have played this game alot over the last year. I mostly play with Adam, because I like his moveset the most. This post is about making some requests that I think are improvements.

The reason I'm asking is because I love your game, and I'm going to be playing it for many years to come, so I have a vested interest in the game being as good as it can be.

I'm asking for these modifications in the context of Adam, but they may also be applicable to other characters.

--------------------------------------------

1. When rage/super is turned off, please make pressing the specials button perform the normal 1-star move, without having to press "forward > forward > special" to do it. Currently, pressing the button does nothing, even when you have stars.
It is important to keep the lunging forward movement that occurs with that move, because it's important for connecting against opponents that are a little away from melee range -- that will allow for using it for combos and juggles. That is, pressing the special button should act as if the character did a dash and immediately did the special 1-star move. This includes when standing, walking, and running, pressing the button should do the move.

2. When the 'OK' bar fills up, please give a little sound effect to indicate this. This would be similar to how getting 3 stars plays a little sound effect. This way, it's not necessary to continue glancing at the top-left to keep track on whether it's up or not.

3. When setting the energy button to charge attack, which for Adam is the kick, please make it so the kick links into more attacks. Currently, there are a few moves that feel like they should link into the kick, but do not. When playing, you get the feeling like they should -- your hands natually want to do those combos, but they just dont work. The following would be ideal:
A. 1 punch into kick
B. 2 punches into kick
C. On 3 punches, which Adam does an uppercut, it could use about 2 frames less delay before the kick comes out.
D. During the rush elbow.
E. When doing his normal front slam, about 3-4 frames less delay before he can kick.
F. The 1-star punch should be linkable into the kick.

4. Today, it's possible to assign the special move, energy move, and charge-attack (extra) to a button. Getting them to perform their action requires a timing like fighting games. For some players, they might find some value to that timing but, generally, this is not a fighting game, so having to time presses for combos doesn't have the same value as in a fighting game. Being a beat'em up, it has a more lenient combo system. I think it would be an improvement to be able to _hold_ either of the special, energy, or extra button and have the move come out at the earliest possible time. This would help out alot with juggles; it becomes less about precise timing, and more about button sequence choice.

5. Currently, the special moves can be set to the following modes:
a. SOR2 life
b. SOR3 'ok' Bar
c. SOR4 recovery

Pretty please, add another option for "SOR3 + SOR4", which works as a combination of the SOR3 'Ok' bar, and the SOR4 recovery. It would work in the expected way:
The 'OK' bar gives you a free special move. When pressing it without being full, it would deduct recoverable bar, like SOR4. The timing of the 'OK' bar and the recovery speed should be exactly like they are today.

As it is today, pressing the 'OK' without it being full and getting life deducted feels like the player just made a mistake. Like, "dang, I didn't press it at the right time". It's like a suicide button. However, if it had a recovery option, then it feels more like a trade off, like you're gambling that you'll make it out intact and will be able to recover the life. That's much more interesting mechanic than a suicide button.

Thank you very much for the work you have done and continue to do.

Regards,
-- a fan
As of now the 3rd hit (Upper cut) knocks the enemy to far for his kick to land consistently
I am afraid this will get annoying pretty fast.
I can break the game with that. A full Iframe forward Special with full meter. then I can get my health back after spamming more Specials.

Adam’s upper cut knocks away the enemy too far so that his kick misses a lot.
 
I am afraid this will get annoying pretty fast.
Hi O Ilusionista, thanks for the reply. I would counter your point with the following:
- When the player doesn't use the OK action, then the bar won't need to fill up, and therefore the chime will not play. That accounts for most of the time.
- When the OK button is pressed, it takes some time for the bar to fill up. So, even when using at the maximum rate, the chime would only happen after a few seconds.
- The idea is that we actually _do_ want to hear the chime whenever the bar fills up, so it's something that we want. That chime means something good.
- The chime doesn't have to be annoying or long. It's expected to be a short, pleasant sound.

As an example of production use, there is Doom Eternal. In that game, a chime is played whenever Doomguy's dash refills. The interval between chimes is rather short, since it's common to always be dashing. Even then, it doesn't get annoying (at least, I've never heard complaints about it).
See the following links:
- Just the chime:
- The chime in action:
 
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