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.
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).
I understand your arguments, but I don't agree with them. One of the biggest mistakes, and a very common one, is trying to compare (or import) specific situations from games of one genre to another—a common occurrence, for example, is trying to transform beat 'em ups into side-scrolling fighting games, which I completely abhor.

I've never played Doom Eternal, but what I saw in the video was enough to bother me (sound-wise).

Your suggestion comes from a different type of gameplay, with a different rhythm. In my opinion, it would be like asking for an audible warning when the player is low on energy—the player looking at the HUD is the least they can do.

I like some visual (and even audible) cues for certain concepts, but in this case, that doesn't apply. I'm all for helping the player during gameplay, but never doing the work for them.

If I could give an example using a game I'm developing, it would be this: I've seen some players get stuck on this screen because they simply didn't try to run and jump to hit these enemies high up. After analyzing their gameplay, I've come to the conclusion that it's not worth putting a warning on this part, as it's very basic and the player needs to do their part too.
pdc - 0030.png

But this is my perspective; Kratus might have a different take.
 
I understand your arguments, but I don't agree with them.

I could understand that, like for yourself, some players wouldn't want this. For players like myself, it is something that would add value to the game; something that would have a material effect on my gameplay experience.

So, then a simple compromise could be to add an option for this. It can default to off, so to hear it, one has to explicitly turn on the chime.
 
I do understand it, I just think its a waste of dev time x such minimal reward.

I neither think this is a waste of development time, nor do I think it's a minimal reward:
- A good use of dev time is updating a product in a way that makes its users happier. This is an example of that. Those who don't care for it, don't have to use it, and others that do, like myself, will be happy that this feature exists.
- I know my own feelings, and I know that this is something that's going to positively enhance my gameplay experience by a tangible amount. When I'm fighting a large mob, I want to keep my eyes on my character, and on the enemies. Unless I get hit by a goon, I don't have to take my eyes off my character and look at the hud, because I know my energy is full. But, the OK bar requires me to do that, because if I don't, I'll hurt myself when I push that button. So, my eyes go back and forth from my char to the hud, only because if I don't, I could inadvertently kill myself. That's not an enjoyable game loop for me, so a chime would help avoid lots of that back and forth glancing from the hud to the character.
 
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.

Agreed with O Ilusionista, this will get annoying REAL fast with the rate the bars will recharge over the course of a single gameplay - Let alone for 4 players.
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.

This is an intended feature indicative of the original game to not spam the specials...
In fact, IIRC, in the Japanese version of Streets 3, the damage is higher if you repress special without any levels on the OK bar & gradually decreases the closer it gets to being full compared to the US/PAL versions.
 
This is an intended feature indicative of the original game to not spam the specials...
In fact, IIRC, in the Japanese version of Streets 3, the damage is higher if you repress special without any levels on the OK bar & gradually decreases the closer it gets to being full compared to the US/PAL versions.

Hi, Blit-X- TV [LIVE] -- Thanks for the feedback. My retort follows.

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I'm not suggesting the current modes should be removed, nor that this mode should be made the default. This would be an additional mode for those who prefer that particular balance. Those who want to play the game faithfully to the originals can continue to do so. I choose SORX for its improvements and updates.

Losing life when doing specials comes by way of Final Fight, from which SOR took inspiration for many of its mechanics.
In the context of Final Fight, that behavior makes sense. After all, that was an arcade game from the 80's, whose purpose was to get the players to pump-in as many quarters as possible. So, you can do a cool special, but it's going to cost you life, which means that you have to feed the arcade more quarters. SOR adopted that suicide behavior from the old school arcade quarter munchers. And, I guess, that's part of the charm of the old school SOR games. But remakes and adaptations need not be chained to designed decisions influenced by 8O's Capcom executives.

One can speak of "unbalance" related to a "SOR3 + SOR4" mode, but I don't think that's going to amount to much. Currently, there's the following ways that the game can be trivialized, and it doens't really matter because, at the end of the day, it's about having fun.
1. You can put the game in easy mode which makes the game dead simple.
2. You can put the game in hard mode, but give yourself a bunch of lives -- which basically translates to infinite health.
3. You can make all drops be food, which may as well be infinite food.

Some players are very good at games, but other (like myself) are average, at best.
So, to me, "balance" is about matching the challenge level to the skill of the player.
Too easy, and the game is boring, and too hard and it becomes frustrating.
I want to be able to create the goldy-lock zone of balance.

The way I personally like to play is like so:
- Set lives to 9
- No continues
- 2x or more enemies
- Hard difficulty, because I find mania enemies too tanky for my taste.
- Sometimes I flirt with having no food drops, but it's too hard with suicide button.

Recoverable energy (aka, SOR4 mode) doesn't refill your life, it just keeps it at the level where the last enemy took it down to.
Since there's alot of enemies at once, it helps to be able to do lots of special moves, keep health level in check, and to have top-notch mobility.
So, I think from my particular playstyle, you can see why 'OK' bar + recoverable health would be desirable to some.
 
I downloaded this, but so far, my numerous attempts at trying to get it to run on my Neo Z1 Android 11 Emuelec box have proved futile. My only success thus far has been with archives packed simply enough with a .pak file, and an executable, which I can easily drag and drop to the OpenBor file. Any configuration different from that, no dice.
I play it on my android retroid pocket. Just choose the android version here in downloads and install the apk.
 
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.
Hi friend. Thanks for the feedback :)
Even if I don't implement some suggestions, I'm always open to hear about them.
Let's talk about your points.

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.
I didn't understand this point. Are you meaning to allow the 1 star move from the original BK3/SOR3? Like, the Axel's improved grandupper, etc.
And there's no "forward > forward > special" in the game, only "forward > forward > attack/energy".

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.
Sorry friend, I will need to skip this one. I'm trying to follow the classics as closely as possible, mainly in the audio aspect. I only added a sound for the rage move when full because the original BK3 plays a sound when gaining new stars, plus it does not happen all the time.

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.
Another one I need to skip, friend, sorry. The SORX has a cancelling system, which has a pattern for all cancelable attacks.
They start from the basic attacks gradually connecting with stronger attacks: default combo > running attacks > special attacks > rage attacks (similar to some Capcom's games logic).

In addition, any weaker attack can be canceled into stronger attacks, you don't need to always follow this exact sequence.
About Adam's kick, this is part of the default combo and not a special move. So, it would be weird if only he would be allowed to cancel stronger attacks with a basic 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.
Hmm I don't know if I understood exactly. Currently we have specials that can be triggered with a single button press (defensive, offensive and aerial), rage moves work in the same way.

I even understand if a QCF+punch move like hadouken or supers QCFx2+punch could be configured to a "one shot" key (if I'm not wrong SF6 has it in the modern controls), but the SoR moves already are simple if compared with other games.

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.
To be honest they would not work well together, mainly from the "code" point of view.
First because both codes are big and many things works only if others are disabled. Plus would add an unnecessary complexity.

The idea is to replicate the original systems, I don't see too many advantages in mixing both. The SOR3 Ok bar already makes the game very easy to allow a free special, we only need to wait a little. On the other hand, the SOR4 system allows a full recovery and can be very fast depending on the character you are playing.

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.
Even in the originak BK3, honestly I never saw it as a suicide button.
Internally, the Ok bar works with 5 levels. I mean, no health will be subtracted if full, but each level subtracts a defined amount based on how close it is from the max.

So, it's basically a trade where the player should analyze the cost/benefit. Sometimes it can be good to use a special move even if the Ok bar is not full, but having the benefit of not taking any damage plus hitting 2 or more opponents around, at a small health cost.

Remember that when selecting the SOR3 Ok bar, same as in the original game, you become invincible during the whole special animation and applies for all the 3 special moves (not only the defensive like SOR4/SOR2 modes).

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:
Friend, I understand your point, but I think that Doom is not too appropriate to use as a comparison.

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.
I'm still testing but didn't happen to me yet, I think you are not using the final beta 33, in which have the fix for this issue.

Adam’s upper cut knocks away the enemy too far so that his kick misses a lot.
Hmm I would like to see a video, in my tests the kick is working fine.

 
I have a suggestion: When calling for reinforcements, let the police cars or helicopters zoom across the screen from left to right(or top to bottom). The entire process should be smooth and natural, without any pause in the gameplay. Characters could even perform combo moves while the explosions. This way, the whole game rhythm won't be disrupted.
 
So, to me, "balance" is about matching the challenge level to the skill of the player.

Can be argued a skilled player would also count how long it takes for the OK bar to fully recharge & keep that in mind.

Losing life when doing specials comes by way of Final Fight, from which SOR took inspiration for many of its mechanics.
In the context of Final Fight, that behavior makes sense. After all, that was an arcade game from the 80's, whose purpose was to get the players to pump-in as many quarters as possible. So, you can do a cool special, but it's going to cost you life, which means that you have to feed the arcade more quarters. SOR adopted that suicide behavior from the old school arcade quarter munchers. And, I guess, that's part of the charm of the old school SOR games. But remakes and adaptations need not be chained to designed decisions influenced by 8O's Capcom executives.

..That's a staple of most beat 'em up games... The whole point is risk vs reward.
If you want to spam special moves for free, there's fighting games. 😅

One can speak of "unbalance" related to a "SOR3 + SOR4" mode, but I don't think that's going to amount to much. Currently, there's the following ways that the game can be trivialized, and it doens't really matter because, at the end of the day, it's about having fun.
1. You can put the game in easy mode which makes the game dead simple.
2. You can put the game in hard mode, but give yourself a bunch of lives -- which basically translates to infinite health.
3. You can make all drops be food, which may as well be infinite food.

Kinda makes the whole SoR3 + SoR4 mode redundant if you ask me.
May as well just ask for no special damage.
 
I have a suggestion: When calling for reinforcements, let the police cars or helicopters zoom across the screen from left to right(or top to bottom). The entire process should be smooth and natural, without any pause in the gameplay. Characters could even perform combo moves while the explosions. This way, the whole game rhythm won't be disrupted.
Friend, I understand your point. But in this case I'm just following a classic mechanic present in the original SOR1 game, like @O Ilusionista mentioned.
 
I know I haven't been posting much news but it's due to the amount of work in progress for the next update.

About the SOR1 Blaze, I'm reworking the whole sprite sheet. The base is from BKM, but I'm making color separation to allow both original SOR1/BKM palettes. In addition, I'm changing some details, like replacing the SOR2 boot style with the SOR1 style.

Also the moveset will be changed (default combo, back attack, etc), please disconsider the one presented in the video. I reworked the idle animation, since the BKM is totally static, plus I'm reworking a lot of bright effects missing in the BKM sprites.

The other update is related to a possible "classic resolution" version. I will not replace the current one, just adding one more option for the people that want the original pixel size, with bigger characters in the screen but still widescreen proportion natively. In addition, I'm changing some details in the visual aspect to look more like a Genesis game, this is why the background is using the SOR3 one, plus the select screen uses the original portraits (that can change based on the route selected).

Due to the X axis reduction in the screen space, I had to rework all the waiting points but all of them followed the classic trilogy. I maintained the Z axis space in the level and just added a camera up/down movement.

I'm also collecting all Sega CD voices that will be added as an option in the game settings, in the same way as the BK3/SOR3 voices.

 
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