Streets of Rage X (Windows / Android)

In Progress Streets of Rage X (Windows / Android) Beta 35

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of course not. Genesis doesn't have enough power to handle this game.
This is not a rom hack, its full game
Oh wow thats wild af. I'm literally getting back into retro gaming like today, and this was the first thing I wanted to add as a cartridge for the sega lol I got avp (the arcade) in a cart form for snes
 
Kratus updated Streets of Rage X (Windows / Android) with a new update entry:

Beta 35

### BETA 35.CC3 ###
- Game: SOR1 Blaze, minor collision box adjustments, blitz/special attacks animation revision.
- Game: SOR1 Onihime, minor collision box adjustments, blitz/special attacks animation revision.
- Game: SOR3 Blaze, minor weapon position adjustments.

### BETA 35.CC2 ###
- Engine: Added AppImage files for Raspberry Pi O.S., both tested on a Pi 3 using Bookworm 32bit (compiled on a Buster O.S. with glibc 2.28) and Trixie 64 bit systems.
- Game: BKM Adam, many sprite...

Read the rest of this update entry...
 
@Kratus I was playing the latest beta (the video should be on my channel tomorrow) and I noticed two things:
- Before the battle against Yamato, a shuriken briefly appears on the screen. I thought it was a bug, but when I checked the original game (since I didn't remember it clearly), Yamato appears throwing the shuriken with a *Predator*-style transparency effect. I'm not sure if it would be better to have Yamato at about 10% transparency, as it currently looks like a glitch—since there’s no one there and Yamato only appears later.
VIDEO_2022.mp4_snapshot_00.24.06.812.png

- I ran into issues during the section with the "X" robots. After one of them laughed near the edge of the screen, he went off-camera, and I couldn't hit him (nor could he hit me). I tried using the police, but that didn't work either. I could hear that there was more than one "X" robot; they were laughing and shooting but missing me, and things stayed that way for a while until I lured them back onto the screen by running to the left.
VIDEO_2022.mp4_snapshot_00.51.51.486.png
 
@Kratus I was playing the latest beta (the video should be on my channel tomorrow) and I noticed two things:
- Before the battle against Yamato, a shuriken briefly appears on the screen. I thought it was a bug, but when I checked the original game (since I didn't remember it clearly), Yamato appears throwing the shuriken with a *Predator*-style transparency effect. I'm not sure if it would be better to have Yamato at about 10% transparency, as it currently looks like a glitch—since there’s no one there and Yamato only appears later.
Thanks buddy, I will test your suggestion :)

- I ran into issues during the section with the "X" robots. After one of them laughed near the edge of the screen, he went off-camera, and I couldn't hit him (nor could he hit me). I tried using the police, but that didn't work either. I could hear that there was more than one "X" robot; they were laughing and shooting but missing me, and things stayed that way for a while until I lured them back onto the screen by running to the left.
Thanks for the catch, I replicated the same situation you mentioned and in fact the Robot X stays outside of the screen, laughing and trying to shoot.

This happens because this character walks in a straight line only. Due to the distance, he will try to shoot but since certain projectiles are removed when outside of the screen, if players or cpu partners keep the same position at the screen edge, he will enter into a shoot/laugh loop.

Based on your image, Abadede is trying to chase him, causing the loop. In situations like that at the cpu partner mode, I suggest using the "call" button, this way you can stop the cpu partner attacks temporarily.

I will improve the Robot X behaviours to avoid this kind of situation.
 
Thanks buddy, I will test your suggestion :)


Thanks for the catch, I replicated the same situation you mentioned and in fact the Robot X stays outside of the screen, laughing and trying to shoot.

This happens because this character walks in a straight line only. Due to the distance, he will try to shoot but since certain projectiles are removed when outside of the screen, if players or cpu partners keep the same position at the screen edge, he will enter into a shoot/laugh loop.

Based on your image, Abadede is trying to chase him, causing the loop. In situations like that at the cpu partner mode, I suggest using the "call" button, this way you can stop the cpu partner attacks temporarily.

I will improve the Robot X behaviours to avoid this kind of situation.

OpenBOR can do the predator invisibility no problem if you want to insert that. It's a double buffer sub-screen effect. You can probably do it yourself already, but if not let me know and I'll show you.

DC
 
OpenBOR can do the predator invisibility no problem if you want to insert that. It's a double buffer sub-screen effect. You can probably do it yourself already, but if not let me know and I'll show you.
Thanks man. I will do some tests with the current Yamato invisibility based on alpha, but the double buffer sub-screen effect is a very interesting idea, at least more faithful to the original.
 
Hey Kratus, have you ever thought about adding achievements? Just to give an example: In version 5.2 of SoR Remake, defeating the trainer without hurting Roo earns you the "Kangaroo Friend"; that sort of thing would be a really nice touch.
Adding a shop (similar to the one in SoRR) would be great too—it would really boost replayability.

Well, just a few things that crossed my mind while playing SoRX the other day. =)
 
With no offense, but it's not a good idea to keep suggesting stuff from SORR. The idea here is to be unique and stay away from that game (no offense)

I agree about not following in their shadows, but it's not like SORR invented the idea of a shop or achievements. That also said, SORX as-is already has FAR more customization options than SORR in the option menus. Other than juvenile silliness like light sabers, ban hammers, and nude Blaze, what exactly could you add?

DC
 
Hey Kratus, have you ever thought about adding achievements? Just to give an example: In version 5.2 of SoR Remake, defeating the trainer without hurting Roo earns you the "Kangaroo Friend"; that sort of thing would be a really nice touch.
Adding a shop (similar to the one in SoRR) would be great too—it would really boost replayability.

Well, just a few things that crossed my mind while playing SoRX the other day. =)
Hi friend. I appreciate the suggestions, but indeed the unlockables section already works for this purpose.
Currently I'm leaving it fully enabled due to the beta state, where every time I'm changing a lot of stuff and people lose their save files after every new update.

But after the beta state is finished, I'm planning to define some rules for it, but more focused on the Mega Drive format instead of the SORR shop. Something like "clear 2 times to unlock" or even a few hidden stuff enabled after completing certain tasks in-game (like the Shinobi music in the Yamato boss stage, already added) or pressing a button sequence.
 
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Us retro-heads naturally loathe in-game 'shops' because they completely bastardize the core gaming aesthetics of the hardcore arcade and home console eras.
Even if it’s just with free, in-game currency, a 'shop' instantly triggers our PTSD from modern commercial microtransactions. The UI layout and the whole grinding logic feel too damn close to those predatory 'skin shops' and pay-to-win storefronts in modern mobile and live-service games. It just reeks of that inescapable, nickel-and-diming commercialism of modern gaming. The second the word 'SHOP' pops up on the screen, the pure immersion we crave is dead in the water.
 
I agree about not following in their shadows, but it's not like SORR invented the idea of a shop or achievements.
I know, but that wasn't my point—I was referring to the fact (you can see this on several previous pages) that a lot of people suggest things like "like in SORR," "like they did in SORR," "add content X from SORR," etc., when the author's idea is precisely to create something unique.
 
With no offense, but it's not a good idea to keep suggesting stuff from SORR. The idea here is to be unique and stay away from that game (no offense)
It’s inevitable to compare them, since in essence they are the same game—setting aside, of course, the reworked sprites, scripts, and so on. So, unfortunately for you, many users kept coming here suggesting things from SoRR because it shares the same "backbone."
Us retro-heads naturally loathe in-game 'shops' because they completely bastardize the core gaming aesthetics of the hardcore arcade and home console eras.
Even if it’s just with free, in-game currency, a 'shop' instantly triggers our PTSD from modern commercial microtransactions. The UI layout and the whole grinding logic feel too damn close to those predatory 'skin shops' and pay-to-win storefronts in modern mobile and live-service games. It just reeks of that inescapable, nickel-and-diming commercialism of modern gaming. The second the word 'SHOP' pops up on the screen, the pure immersion we crave is dead in the water.
Many classic arcade games feature shops—not exactly like the one in SoRR, but shops nonetheless. The ones that come to mind right away are:

Dungeons & Dragons - Tower of Doom and Shadow over Mystara;
Forgotten Worlds;
Dark Seal;
River City Ransom;
Wonder Boy in Monster Land.

And some modern ones...

Double Dragon Gaiden - Rise of the Dragons;
Fight'N Rage;
And—would you look at that—Streets of Rage 4, in the Mr. X Nightmare.
Hi friend. I appreciate the suggestions, but indeed the unlockables section already works for this purpose.
Currently I'm leaving it fully enabled due to the beta state, where every time I'm changing a lot of stuff and people lose their save files after every new update.

But after the beta state is finished, I'm planning to define some rules for it, but more focused on the Mega Drive format instead of the SORR shop. Something like "clear 2 times to unlock" or even a few hidden stuff enabled after completing certain tasks in-game (like the Shinobi music in the Yamato boss stage, already added) or pressing a button sequence.
No problem, Kratus... I understand. It’s good to know there will be requirements for these things. :)
 
So, unfortunately for you, many users kept coming here suggesting things from SoRR because it shares the same "backbone."
I don't want to sound arrogant, but in my experience, the fact that both are based on the same game is far from being the reason.
The reason is much simpler and more uncomfortable (because I already saw it happening thousand of times in more than 20 years), but I don't want to derail the thread.
 
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