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.
Hey, I'm just reporting a crash I experienced. On SOR3 Stage 8 section A, I got hit by the rope trap. When the rope trap put me back on the ground, I immediately collided with a bike. Then the game just closed. I was playing as SOR3 Shiva.

Is there any game logs that I can upload that recorded the crash?


EDIT: Wait wtf. It keeps crashing over and over. It's done it 3 times now for no apparent reason. SOR3 Shiva on this level just completely breaks the game constantly for no reason. Both times it was just me walking. The only similarities was that a bike was on screen for all 3 occurances
Please, as soon as the crash happens, copy the OpenBorLog.txt and post here. Please, don't reopen the game otherwise the log will be overwritten.
 
@Kratus I recreated the crash, I think it definitely happens when Shiva gets hit with the bike
According to the log, the error is related to the scripted life bar for opponents only, seems that the code missed the target. I tried to replicate it but no success, I will keep trying.
It makes sense if you get hit but I still didn't understand how to replicate it during the simple walk with no hit. If you have more info about it, please post it here.
Thanks :)

EDIT: Checked the code and same as others it has a protection to not run if the target is NULL. Considering that the target is not cleared instantly during his death (only after blinking on the ground during a few time), there's no logic for it to happen in normal conditions.
Maybe there's some missing detail we need to catch in order to discover what's causing the crash.
 
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@Kratus I got round to providing a screenrecording of the crash. If you need more context let me know. It's just me walking into the bike and seeing the crash



EDIT - wtf is happening. This is happening to every single character regardless of level or game. My game has completely broken for no reason? Is there anything I can send you? This has literally appeared out of nowhere and now effects every single character. What the hell just happened??? Should I reinstall???

Here are my game files in case you need them. I have no idea where I went wrong for this to happen


I tried uploaded a 7zip and winrar file but no matter how much I compressed the site said it to was too big. Tell me if you can't access it as I've barely ever used mega and I know they have weird encryption stuff
 
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@Kratus I got round to providing a screenrecording of the crash. If you need more context let me know. It's just me walking into the bike and seeing the crash



EDIT - wtf is happening. This is happening to every single character regardless of level or game. My game has completely broken for no reason? Is there anything I can send you? This has literally appeared out of nowhere and now effects every single character. What the hell just happened??? Should I reinstall???

Here are my game files in case you need them. I have no idea where I went wrong for this to happen


I tried uploaded a 7zip and winrar file but no matter how much I compressed the site said it to was too big. Tell me if you can't access it as I've barely ever used mega and I know they have weird encryption stuff
@MrWaalrus
I'm downloading your files now to check what's happening. Please, rename your saves folder to saves.old and use this one instead, let me know if the problem still happens.

EDIT: I see that your executable has a modified date different from the original, did you try to modify something?
The original was compiled in May/15/2023 and launched officially in May/16/2023, but yours is showing May/27/2023. I downloaded a fresh copy from my Youtube video and from the forum resources and both keep showing May/15/2023.

Yours
1686252361742.png

Original
1686252432687.png
 
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I'm downloading your files now to check what's happening. Please, rename your saves folder to saves.old and use this one instead, let me know if the problem still happens.
Thanks. It's fixed now.

I discovered the unlockables menu yesterday and turned on a bunch of stuff (level select, infinite juggle etc). The issue only happened after I screwed around with unlockables so that might have something to do with it
 
Thanks. It's fixed now.

I discovered the unlockables menu yesterday and turned on a bunch of stuff (level select, infinite juggle etc). The issue only happened after I screwed around with unlockables so that might have something to do with it
I discovered what's causing the issue, your SORX_MENU shows that you changed the unlockables option "enemy health level" to "easy" and the crash started to happen.
Due to using this option most enemy health is halved, but bikers have the health of 1 and it's impossible to halve. If this option is disabled, the game is back to normal.

Thanks for helping me with this discovery :)
 
I discovered what's causing the issue, your SORX_MENU shows that you changed the unlockables option "enemy health level" to "easy" and the crash started to happen.
Due to using this option most enemy health is halved, but bikers have the health of 1 and it's impossible to halve. If this option is disabled, the game is back to normal.

Thanks for helping me with this discovery :)
Cool, I'm glad it's worked out.

As for the executable, I don't know. I got the game off the description of a youtube video but I don't know which one it was or whether it was yours. I've never modified the file, the only actions I've ever taken to game files was making a shortcut for desktop. I've seen multiple videos showcasing the public beta with download links but I don't know which one I actually downloaded it from.
 
I'm a little baffled by the difficulty once again. I played the SoR1 Route and a regular Nora can knock off like a third of your health with a single whip combo and Antonio hits like a truck (and can spam-kick you to death...) I lost 2 lives on Stage 1 which should NOT be happening. Something feels off about it. I spent the whole time thinking "if this is what Stage 1 is like I don't even want to see the rest." I play to relieve stress, not cause it, haha.

EDIT: Played further and yeah, way too hard. The enemies are vastly overpowered it feels. I just had Bongo do half a bar of damage with his fire breath too. Like, that's insane. Also there's times it feels like there's way more enemies on screen than there was in the original game (the SoR1 Boat was the first time to make me go "what the hell?" with this). All this stuff is great for hardcore players but not for aging casuals like myself.

Also 2 Noras can stunlock you with their multi-hitting whips... The more I see, the less I like :/

Other than that, the presentation is amazing and this will absolutely beat SoRR as the best SoR fangame someday :) In many ways, it has already.
 
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I'm testing a new and easier way to perform rage moves and during my tests I figured out that holding attack and taping special is a good choice, same as SOR4 does with the star moves. The current QCF move (hadouken) or the energy+special (together) sometimes can fail or do special moves wrongly when there's no energy stars, but this new method is a lot more accurate plus with the advantage of using the the attack button which is pressed most times during the playthrough, turning easier the cancels too.

I'm thinking on letting the energy button available for some cost-free attacks too, used by a few playable enemies/bosses.

In short, it would be like this:

SUPER: Press energy while running
COUNTER: Press energy while blocking
RAGE: Hold energy and press special or hold attack and press special (if there's no energy stars, the new script will lock special moves if these button combinations are used).
COST FREE MOVES: Press energy while idle or walking (like Ninja's stars, Mr. X shots, etc).

That said, I would like to know what button combinations you are currently using before I remove the QCF and energy+special combinations. The alternative mode for block/dodge will be removed too, once we have a button exclusively used by these features.
 
I'm testing a new and easier way to perform rage moves and during my tests I figured out that holding attack and taping special is a good choice, same as SOR4 does with the star moves. The current QCF move (hadouken) or the energy+special (together) sometimes can fail or do special moves wrongly when there's no energy stars, but this new method is a lot more accurate plus with the advantage of using the the attack button which is pressed most times during the playthrough, turning easier the cancels too.

I'm thinking on letting the energy button available for some cost-free attacks too, used by a few playable enemies/bosses.

In short, it would be like this:

SUPER: Press energy while running
COUNTER: Press energy while blocking
RAGE: Hold energy and press special or hold attack and press special (if there's no energy stars, the new script will lock special moves if these button combinations are used).
COST FREE MOVES: Press energy while idle or walking (like Ninja's stars, Mr. X shots, etc).

That said, I would like to know what button combinations you are currently using before I remove the QCF and energy+special combinations. The alternative mode for block/dodge will be removed too, once we have a button exclusively used by these features.
Most of the time I have rage attacks disabled, as they are really cheap life loss when fighting bosses and not really worth it on the player, but when I played with rage moves ON, holding energy and pressing special seemed like the best/easiest/most convenient choice. Sometimes it did not register, but I reckon it must be the fact that I bound energy to left trigger, and triggers need some "warm up" before they register properly (like 1-2 presses once the game is started), perhaps due to their analog/axis nature rather than being simple buttons.

By the way, i listened to your advice and it seems that i must've been using the wrong button for counter (simply using neutral special)- energy button while blocking really works and makes fights more satisfying, even if its damage is a little weak :D
Right trigger to block and left trigger for energy works like a charm. I'm gonna miss this when playing SOR4 for sure, just like running lol
 
I'm a little baffled by the difficulty once again. I played the SoR1 Route and a regular Nora can knock off like a third of your health with a single whip combo and Antonio hits like a truck (and can spam-kick you to death...) I lost 2 lives on Stage 1 which should NOT be happening. Something feels off about it. I spent the whole time thinking "if this is what Stage 1 is like I don't even want to see the rest." I play to relieve stress, not cause it, haha.

EDIT: Played further and yeah, way too hard. The enemies are vastly overpowered it feels. I just had Bongo do half a bar of damage with his fire breath too. Like, that's insane. Also there's times it feels like there's way more enemies on screen than there was in the original game (the SoR1 Boat was the first time to make me go "what the hell?" with this). All this stuff is great for hardcore players but not for aging casuals like myself.

Also 2 Noras can stunlock you with their multi-hitting whips... The more I see, the less I like :/

Other than that, the presentation is amazing and this will absolutely beat SoRR as the best SoR fangame someday :) In many ways, it has already.
Thanks for the feedback :)

The damage and aggression are really out, I totally agree with this point. About the SOR1 enemies amount, while playing the original I discovered that this game doesn't have a group size limitation like SOR2 or SOR3, if you walk until the next stop point you will spawn every enemy possible, and I replicated this same behaviour to maintain the fidelity.

 
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Iv'e always liked the first part of the entire Streets of Rage trilogy.
There has always been something special about her for me to return to
the streets again and again.
Apparently because of the great love for the first part, I liked BKM.
But one question hauntedvmy mind. What would happen if this BKM was
made better. Well, see for yourself, this cloud be a full-fledged
remake of the first part on a push-button mobile phone, and just
thought already sounds cool.

And it upsets me a little that in BKM you can't play for the same Adam
(apparetly because of this I am in original SOR 1 and play as Adam)

If someone disagrees with me, you can correct me.

In any case, I would like to see this whole thing on Open BOR.

And what else would I like to say. I'm glad to be here on this forum.
 
Iv'e always liked the first part of the entire Streets of Rage trilogy.
There has always been something special about her for me to return to
the streets again and again.
Apparently because of the great love for the first part, I liked BKM.
But one question hauntedvmy mind. What would happen if this BKM was
made better. Well, see for yourself, this cloud be a full-fledged
remake of the first part on a push-button mobile phone, and just
thought already sounds cool.

And it upsets me a little that in BKM you can't play for the same Adam
(apparetly because of this I am in original SOR 1 and play as Adam)

If someone disagrees with me, you can correct me.

In any case, I would like to see this whole thing on Open BOR.

And what else would I like to say. I'm glad to be here on this forum.
During the SOR1 route development I was thinking the same as you about a better BKM version. I made this route trying to mix the best of both BKM+SOR1, but sometimes I think on adding the original BKM stages too in future updates.
The BKM Adam will be added certainly, you will play with him someday in SORX :)
 
During the SOR1 route development I was thinking the same as you about a better BKM version. I made this route trying to mix the best of both BKM+SOR1, but sometimes I think on adding the original BKM stages too in future updates.
The BKM Adam will be added certainly, you will play with him someday in SORX :)
I like SOR X more and more :). I believe that SOR X is not just a project.
This is a project that has put a lot of effort into in.
And I'm glad that I was at least a small but part of this project
 
I'm a little baffled by the difficulty once again. I played the SoR1 Route and a regular Nora can knock off like a third of your health with a single whip combo and Antonio hits like a truck (and can spam-kick you to death...) I lost 2 lives on Stage 1 which should NOT be happening. Something feels off about it. I spent the whole time thinking "if this is what Stage 1 is like I don't even want to see the rest." I play to relieve stress, not cause it, haha.

EDIT: Played further and yeah, way too hard. The enemies are vastly overpowered it feels. I just had Bongo do half a bar of damage with his fire breath too. Like, that's insane. Also there's times it feels like there's way more enemies on screen than there was in the original game (the SoR1 Boat was the first time to make me go "what the hell?" with this). All this stuff is great for hardcore players but not for aging casuals like myself.

Also 2 Noras can stunlock you with their multi-hitting whips... The more I see, the less I like :/

Other than that, the presentation is amazing and this will absolutely beat SoRR as the best SoR fangame someday :) In many ways, it has already.
I agree that Noras can be annoying with their range and stunlock-ish behavior, especially when there's more than 1.
I also noticed that sometimes the player gets swarmed with enemies like in Mania mode, even though I'm playing normal. That's why I don't recommend the SOR3 route in this version or you'll toss the controller out the window during the tunnel stage lol. The SOR2 elevator (the Stage 7 industrial one, not the one in the office) is also quite notorious, but not as bad - it's mostly due to one very annoying enemy type, not the numbers themselves.

Also, you should definitely check out game's settings - some of them make the whole experience easier or at least more manageable.
Don't forget the "Extra menu" in main menu, it has lot of stuff.
For instance, turning off the rage attacks turns them off for both the player AND bosses. Counter, block, run and dodge don't seem to affect bosses so feel free to enable em and make use of these.

That said, you might want to set lives to 9 and continues to at least 3-5, because the current version is still a beta and needs some balancing (especially some untouchable bosses)
I'm not a pro SOR player either, the only route I was able to beat without continues was SOR1 and just because I played as Zan - give him a try, his range is very helpful.
I feel that Mr Kratus here is either going to nerf him or buff the other characters :D

Edit: Also, when you beat the game 1, 2, 3 and 4 times you unlock new stuff which can further improve your experience, such as AI partner, infinite juggle (if that's your thing) etc.

Edit2: In case you missed it (like i have), check out "command list" in Extra Menu -> Controls - it tells you how to perform all the new tricks available in this project, such as air recovery (up + jump after enemy sends you flying)
 
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Hey I have some questions about the cheats menu

  • What is implacable march? I'm playing around and can't notice a difference.
  • Can you allow players to save cheat configs? Infinite energy is fun but it resets every game. Nothing crazy, just a minor annoyance

I'd also like to add that infinite health doesn't work properly. Falling in the manhole in stage one of SOR2 causes you to lose health. Also getting thrown by the Signals (not sure about other enemies) also makes you lose health. Also a weird thing happened, while playing as Onihime in the Jack section of stage 1, I randomly lost all health for no reason. I was just walking in a straight line and I instantly died and respawned. Infinite health kind of works but is very buggy

Lastly, are you planning to add more sprites and animations for some of the characters. I know it's being faithful to the original, but I think some characters could have some extra moves added in.

For example, you could give all the bosses a unique fast rising attack. R. Bear could shoot to the sky with a big uppercut and a jet could fly really high and set fire to enemies below him. I think these extra attacks would be cool and could be toggled on and off in the options menu similar to the rage attack. All of the bosses are so unique there are some super creative alternate attacks you can do.

So far, the only deterrent to hitting bosses immediately after knocking them is their invisibility frames. I think an actual gameplay reason that is a direct threat would make bosses a bit more challenging and make them vary from other characters


EDIT - Also sometimes cheats aren't available. Even through I've enabled them in unlockables, when go to the cheats menu it says there aren't any available
 
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EDIT - Also sometimes cheats aren't available. Even through I've enabled them in unlockables, when go to the cheats menu it says there aren't any available
I might be wrong but I think they are enabled directly from unlockables. No cheats appear in the "cheats" menu for me either, but they do work once enabled in "unlocks", tested on infinite juggle
 
I might be wrong but I think they are enabled directly from unlockables. No cheats appear in the "cheats" menu for me either, but they do work once enabled in "unlocks", tested on infinite juggle
That is how it works for me, but a few times it didn't work at all for some reason. I checked the unlockables menu and cheats were enabled, but I go to the cheats menu and none are available. I have to restart the game to gain access to them. I think it's a bug because once it's enabled it should be available, but sometimes this isn't the case.

This has happened twice so far and seems to be random.

I think the entire cheats system needs looking at, some of them are very buggy, lacking explanation, turn themselves off and sometimes the entire menu becomes unavailable even though it's enabled in settings


EDIT:

 
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  • What is implacable march? I'm playing around and can't notice a difference.
This allows you to walk freely to the end of the current level with no stop points.

  • Can you allow players to save cheat configs? Infinite energy is fun but it resets every game. Nothing crazy, just a minor annoyance
The cheats are reworked in the engine and to be honest I didn't test all of them entirely. I will check and look for solutions for all your reported bugs, thanks.
Just a note about the holes, as an exception the character must lose life and die in this case otherwise he will be stuck forever inside holes. However, I can adjust the script that does the partial damage in order to make him go back to the surface if the damage is not enough to kill the player.

Lastly, are you planning to add more sprites and animations for some of the characters. I know it's being faithful to the original, but I think some characters could have some extra moves added in.
I'm planning to test some exclusive new supers for every entity in future updates for the ones that don't have it in order to allow them to use the energy stars.



So far, the only deterrent to hitting bosses immediately after knocking them is their invisibility frames. I think an actual gameplay reason that is a direct threat would make bosses a bit more challenging and make them vary from other characters
I don't know if I understand correctly, do you want to remove the invincibility after a knockdown or you want to extend the current duration? Currently only heroes/bosses have it, normal enemies don't have it.
 
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