Streets of Rage X (Windows / Android)

In Progress Streets of Rage X (Windows / Android) Beta 34

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The project is currently under development.
Man, this game blows me away every time I come back to see it. Would it be ok to make a small request? I'm the type of gamer who loves playing with as little much of a HUD as possible. Would it be possible to make an option to limit or turn off the HUD completely? ...Again, no big deal just a thought. Keep up the great work man and Thanks Again
 
Man, this game blows me away every time I come back to see it. Would it be ok to make a small request? I'm the type of gamer who loves playing with as little much of a HUD as possible. Would it be possible to make an option to limit or turn off the HUD completely? ...Again, no big deal just a thought. Keep up the great work man and Thanks Again
Thanks man :)

About the hud, in the next version it will be possible to hide some information like the hits, damage and k.o.
Currently it's not possible to turn off the entire hud, but I will think about it. Thanks for the suggestion!
 
Can you add an option to avoid time limit on stages? My brother and I really hate the timer in beat'em up games, makes we too nervous
 
Hey buddies!

Today is a preview of the totally new CPU Partner mode, where it's possible to call any character of the game as a friend (heroes, enemies and bosses).

I'm doing some experiments and adjustments on the partner's A.I. to look more like a "human" player. This new mode now can futurely accommodate 3 partners at the same time, but it's limited to only 1 for now.

Now you can choose between two hud modes, simple or full. Partners can spawn infinitely (for now) and do not have lives like players.

However, the playthrough will not be too easy because the partner can earn your score by killing enemies before you and players may not be able to accumulate much lives. It's a "double-edged sword".

I'm planning to create more videos of other content too, like playing my old hacks and testing other games, like some indie projects. This way I can bring new ideas for future new projects, or to update the current ones.

@DCurrent
You asked me to add Abadede as a CPU partner some time ago, now it's possible. :)

 
Man this is beyond cool! I like the CPU partner for those who playing it solo and help take off some of the attention.

Awesome job Kratus
 
Really incredible WOAW !!! The AI is so crazy, and it will be crazy to play with 3 of them !!! Thanks for this new feature :)
 
For me, cpu ai partner is a fundamental feature.
I played sor so much in all these years at the point of feeling a little bored when play alone, and not always there is a friend with free time to play with.
So, being able to play with cpu enemies partners too and even two or three at the same time, brings a lot of life to the game.
 
This is awesome buddy i can't wait to try out this new Co-Op mode it look's like alot of fun :) Any new's when you mite be releasing the new update?
 
Wow! I like this idea so much.
And particularly the fact to aim for an AI like a real player (kind of)
 
Not yet my friend, but I'm trying to launch at least the SOR1 route this year.
Hello man.

Im having a problem.

My main computer power supply is done and, im forced to use a notebook ( dual core, 1.80 ghz) for a month or perhaps two until i buy a new power supply.
The problem is the framerate, because it goes above 60 fps, but if i enable vsync, it goes sometimes below 60 fps depending of what happens on screen. and looks jerky (hd graphics control panel vsync has this problem too)

And rivatuner is not always limiting at 60 fps, sometimes goes above and sometimes below (looks jerky too)

I saw this in in the openbor github: openbor/opengl.c at master · rofl0r/openbor

// limit framerate to 200 fps
SDL_framerateDelay(&framerate_manager);


I want to know if you can make me the favor of compile a version of openbor with the framerate limiter at 60 (for sdl and opengl) if possible, so i dont have to use vsync or external programs to limit the framerate at 60 fps. And being able to play the game in my notebook until i can buy a new power supply.
 
@Kratus I watched the last video and I wanna thank you so much for the options you are putting to the CPU teammate(s). Those are exactly what I would like. You are great!
 
Guys, some small additions

Now it's possible to carry weapons through levels and stages. Plus now it's possible for the characters to pick weapons in the air, same as SOR4. In fact, the ninjas already have it in the original games but they rarely use it.

For now, it only works for:

- All playable heroes, against Jack's knives
- Playable/enemy Jack, against heroes and Jack's knives
- Enemy ninjas, against heroes kunai/swords only (once enemy ninjas doesn't throw kunai/swords, only stars)

However, I'm planning to add this feature for other projectiles but with a "one-shot" behaviour, same as the grenades in the original games, but extended to ninja stars and others.

 
Great work Kratus, I like this counter feature against projectiles. That would be nice if some enemies can use this feature too.
This would excellent if we can disarm an enemy equipped with a pipe or a sword that attacks the player 😉. The player gets the sword / pipe after this counter.
 
I always thought CVCollab mod was the first to have players carrying weapons, but not carrying weapons visibly. This one has its improvements especially carrying weapons in levels! Wow! I also like the weapon counter which Jack throws a knife. Marvelous job there, Kratus!
 
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