Streets of Rage X (Windows / Android)

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

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Hi, without using wine it is possible to use pak on the openbor included in batocera to play? :) I own an ancident arcade cab and have 15khz available and use native openbor of batocera enable me to play 15khz progressive :)

Pretty sure that's an older version of OpenBOR, and certainly an unofficial one. So not likely. There is an OpenBOR for Linux distros that @msmalik681 maintains, so that's the most likely path if you want to avoid WINE.

DC
 
Hmm I would like to see a video, in my tests the kick is working fine.


I'll give time stamps for Adam's kick

I was referring to borski9 wanting the sor 3 meter mixed in the with sor 4-meter types. I was just saying if it was possible to use both meter types at once. I could break/Cheese the game with the SOR 3 Meter giving me Full Iframes on forward specials. Then I could get my health back with the SOR 4 meter after using more specials.

Personally, I THINK that SOR 2, SOR 3, SOR 4, meter types cover how 95% how people would want to play the game. I would rather you add ability for the player to hold any enemy and while holding the enemy you could input Forward, Forward and hit energy button to use a star move. Similar idea for the using the blitz attack while holding an enemy. (SOR 4 lets you do that)


For ADAM's kick missing. 95% of times that it the kick missed was due to air juggling and the enemy gets pushed away when you auto combo them in the air. (To be specific)

Adam's upper cut lifts enemies in the air so when you add the extra height to the enemy's hit box. With how the enemies get pushed away from you as you auto combo them (in air juggle state). His waist high final kick will miss.

I know you like to keep hitbox in line with character's sprite range.

His kicks work pretty well when the enemy is on the ground.


Time Stamps
48:44 to 48:50

50:16 to 50:20

53:08 to 53:12

59:33 to 59:38

1:02:17 to 1:02:23

1:05:06 to 1:05:22
 
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.

In the video her lead leg is bent at strange angle.

image.jpg
 
Hi, without using wine it is possible to use pak on the openbor included in batocera to play? :) I own an ancident arcade cab and have 15khz available and use native openbor of batocera enable me to play 15khz progressive :)
Hi friend. Some time ago I posted instructions about how to run SORX in Batocera system.
I strongly recommend using the engine build that comes with the zip file (7612), otherwise you can have problems.

I would rather you add ability for the player to hold any enemy and while holding the enemy you could input Forward, Forward and hit energy button to use a star move. Similar idea for the using the blitz attack while holding an enemy. (SOR 4 lets you do that)
Hmm I didn't know that SOR4 allow that, interesting. I will make some tests, liked the idea.

For ADAM's kick missing. 95% of times that it the kick missed was due to air juggling and the enemy gets pushed away when you auto combo them in the air. (To be specific)

Adam's upper cut lifts enemies in the air so when you add the extra height to the enemy's hit box. With how the enemies get pushed away from you as you auto combo them (in air juggle state). His waist high final kick will miss.

I know you like to keep hitbox in line with character's sprite range.

His kicks work pretty well when the enemy is on the ground.

Time Stamps
48:44 to 48:50

50:16 to 50:20

53:08 to 53:12

59:33 to 59:38

1:02:17 to 1:02:23

1:05:06 to 1:05:22
Now I understand your point. I thought it was related to the hit box in the Y axis, but after watching the video I saw that the opponents are too far in the X axis.
So, it indeed may happen depending on the opponent's collision box size.

1759174317601.png

1759174534925.png

Usually for "falling" animations I make a bbox size that covers the center of the body.
I could even make a bbox that covers the whole sprite, but it will create big empty areas where the attacker / opponent sprites will be too distant from each other, giving a weird collision aspect.

1759174838347.png
I can even use multiple bboxes for these cases, but due to the amount of work required for all characters, it's better to go back to it in another moment.

In the video her lead leg is bent at strange angle.
The lead leg facing left should look straight like this.
Thanks for the catch, indeed some original BKM sprites are weird. I already was reworking her idle animation and used the moment to fix this issue too.


in this year will be beta 34?
Yes friend, I'm working to finish at least until December.

awesome mod(y)
Thanks friend :)
 
Hi friend. Some time ago I posted instructions about how to run SORX in Batocera system.
I strongly recommend using the engine build that comes with the zip file (7612), otherwise you can have problems.


Hmm I didn't know that SOR4 allow that, interesting. I will make some tests, liked the idea.


Now I understand your point. I thought it was related to the hit box in the Y axis, but after watching the video I saw that the opponents are too far in the X axis.
So, it indeed may happen depending on the opponent's collision box size.

View attachment 11554

View attachment 11555

Usually for "falling" animations I make a bbox size that covers the center of the body.
I could even make a bbox that covers the whole sprite, but it will create big empty areas where the attacker / opponent sprites will be too distant from each other, giving a weird collision aspect.

View attachment 11556
I can even use multiple bboxes for these cases, but due to the amount of work required for all characters, it's better to go back to it in another moment.



Thanks for the catch, indeed some original BKM sprites are weird. I already was reworking her idle animation and used the moment to fix this issue too.



Yes friend, I'm working to finish at least until December.


Thanks friend :)
The combo 😭 The back kick 😭 My main is back 😭 💚
 
The timing is off on her last attack. She lacks of momentum? I'm sorry I can find the right word. Maybe it's just me being nitpicky.
I don't know if I understood the point, is her attack too fast or too slow? I still need to make some adjustments to match the OG game.
 
I don't know if I understood the point, is her attack too fast or too slow? I still need to make some adjustments to match the OG game.
I can't remember about the OG but I made her knockdown in this frame because it adds momentum for her to do the back flip. At least it makes more sense to me. Maybe later I can record my test game if my crappy notebook can handle it.

Blaze 31.2.png
 
I can't remember about the OG but I made her knockdown in this frame because it adds momentum for her to do the back flip. At least it makes more sense to me. Maybe later I can record my test game if my crappy notebook can handle it.

View attachment 11582

I would add that the flip probably could use some... For lack of a better term: "weight" to it like a slower lead up to the flip/enemy stun animation before the knock back.
 
I can't remember about the OG but I made her knockdown in this frame because it adds momentum for her to do the back flip. At least it makes more sense to me. Maybe later I can record my test game if my crappy notebook can handle it.

View attachment 11582
I understand, I believe that this momentum happens more in the last grabbing attack than during the combo ender.
For this momentum, the closest sprite the BKM has is this one.

1759516745879.png

In the video we can see that she flips faster during the combo ender, unlike the last grabbing attack where she pauses a bit before flipping..

I would add that the flip probably could use some... For lack of a better term: "weight" to it like a slower lead up to the flip/enemy stun animation before the knock back.
Yeah, makes sense. I will test it.

Last one for a while, early dubstep bangers and bit of tribal sounds.

Amazing job with the custom tracks :)
 
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