Thanks for all the feedback, buddies

This is not the final version, I'm doing many tests and will do all necessary adjustments according to every suggestion.
I'm not so sure about the shadows... I think it would have been better just an option to deactivate projected shadows to play with the sprite based shadows only, like in the originals. Removing shadows from sprites could lead to deleting legit pixels from characters body. In SORR this happens A LOT...
EDIT: In fact, you can see what I said just in the new video. See attached pic.
Man, I understand your point, but unfortunately all original shadows belong to the sprite design and can't be removed with scripts.
It's not an impossible task, I was able to enable/disable by changing models but it will double the total sprites amount and the game file will be much bigger than now.
In this case I prefer to remove all original shadows and adjust the wrong sprites one by one according to community's feedback, same as Miru suggested and like the image you posted.
In Abadede's example, I removed only the black pixels related to the shadow and tried to follow the default foot's design, but I can do adjustments if necessary.
In addition, most custom sprites I receive from the community don't have original shadows, same as the SOR1 that will be used. I will need to draw a shadow for every new sprite, delaying all game's development. In this case, it's better to make the opposite and maintain all sprites with no original shadow by default.
Your bike stages are great and I like the knives throw too

. I'm wondering if you will add the up, down and front attacks with the bikes?
Do you have all the sprites that you need?
The gfx shadows can be improved by simply lower the offset of these sprites.
Thanks! About the bike stage, different from SOR2X, I'm doing a more simple and quick level, close to the original. The player will not stay too much time playing there and for now we can let the simple punch. However, maybe we can do improvements and add some new moves after all the main content is finished, you sent me some good ones that can be used.
Fantastic as usual. Only thing I really don't like is the truck. It's just too fast and sticks to the PC like glue. I think you need to slow its movement down, or better yet, give the PC "running" when on the bike. Side dashing and back dashing would be really nice too. Not just for the maneuverability, but just to give you more things to do. It would be pretty simple to animate too:
- Run - No new animation needed. Maybe just add an engine rev and slightly speed up the wheel cycling. Done.
- Back dash - Maybe a quick dust spawn and brake screech.
- Side dodge - Use the wheelie animation. If you already plan on adding the wheelie animation as an attack, then just spawning some dust and a tire screech would work fine too.
Love Max's new moves. It's hilarious how they animate much better than SOR4 since that game never bothers with any true binding or Z axis correction. Also, think I have an idea for Max's grapple rage like we talked about. Use his rolling sprites to make a Death Cradle. He rolls them over and over back and forth (knocking down other enemies natch), then come out of the roll with a Giant Swing. I would have him finish by not letting go and instead using the momentum to slam them down hard on their back.
Anyway, just my two cents. It's all looking great.
DC
Thanks man! I'm doing adjustments in the truck's movements, you are right about the "glue"
About the bike's run/dash/dodge I liked your suggestion and will do some tests. In SOR2X you already can use a "run" animation by activating the "nitro" and it works like an attack too. However, I removed it on SORX to make it closer to the BK3 bike level, but it's a good thing to have back.
About Max's rage I'm really planning to give him an exclusive rage move while grabbing an opponent, he will be the only character allowed to do that (same as Sammy's exclusive rage move while jumping, is the only character that can do it).
I'm interested in knowing more about this Death Cradle, maybe if you have an example in another game I can try to recreate it. I'm thinking about let the Twisted Slam for the rage move, would be good to know your opinion about it.
For me its only a matter of adding a little inertia to the movement of the truck, like when a character walk on ice and tries to go in the opposite direction.
Because its true . it sticks like a glue, but gameplay wise is understandable why kratus made it that way.
If you give side and back dashing, will make the stage too easy because you will have a lot of maneuverability.
Yeah, in fact the truck's movement was directly connected with the gameplay. The first truck version was very slow and much easier to avoid, then I added speed to make it more challenging. However it needs some adjustments, the "inertia" suggestion is a good idea.
About the difficulty, the side and back dashing maybe can help on the first bike stage (the bridge), because this one is "timed" according to how many barrels are thrown from the truck and during this time you can avoid many attacks waiting until the level ends.
But for the second bike stage (the road), the stage will only end when all enemy bikers are killed and even if you can avoid all attacks by dodging, you will need to stop dodging and attack the enemies to finish this stage.
X name sounds cool and simple especially when called SORX. It's just that I always thought that X represented mr.X?
another alternative I think of is something identifying trilogy or something that represents the BOR engine itself.
It doesn't always have to be with a name but adding 3 lines to the x logo will also look attractive and represent the trilogy.
Another suggestion is Bare Knuckle: the streets of rage. Something that identifies the original but it might be too long
In fact the "X" on SORX is some kind of "heritage" from SOR2X, which was used to represent an advanced SOR2 version only.
I can think of a way to remember the trilogy by making small changes on the X design, it's a nice suggestion.
SOR Remake is guilty of both to the point its vehicle stages are basically punishment for taking a wrong turn.
You did a "sniper" shot on the point, "punishment" is the best word to describe. I will go a little far and say that I never liked most vehicle levels in a lot of games, including some classics. Most of them appear to be totally disconnected from the main game and I can't wait to finish.
This is why the new bike stages are shortened in SORX and now I added more challenges so that it doesn't get tedious.