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.
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.

No, I think the invincibility frames are a good feature and doesn't need changing. I was using it as an example to back up my argument for allowing bosses to have fast rising attacks. I think the invincibility frames are good and balanced, but there needs to be another threat to the player. I think a powerful fast rising attack for all bosses would be affective at punishing the player if they get too close. So far to my knowledge only SOR3 Shiva has this feature.

Sorry, I wasn't clear enough.
 
Could this be an exploit? You can continuously trap enemies in a combo as SOR2 Shiva. All cheats were disabled.

Here's me doing it on some galsias

 
No, I think the invincibility frames are a good feature and doesn't need changing. I was using it as an example to back up my argument for allowing bosses to have fast rising attacks. I think the invincibility frames are good and balanced, but there needs to be another threat to the player. I think a powerful fast rising attack for all bosses would be affective at punishing the player if they get too close. So far to my knowledge only SOR3 Shiva has this feature.

Sorry, I wasn't clear enough.
Ah yeah, now I understand. Indeed the SOR3 Shiva has it in the original and this is why it was added to SORX too.
I don't know the effect of adding this feature on other bosses but I can do some tests, maybe available on hard/mania only can be a good choice.


Could this be an exploit? You can continuously trap enemies in a combo as SOR2 Shiva. All cheats were disabled.

Here's me doing it on some galsias

Yes, this works the same as other playable characters in the game.

 
Could this be an exploit? You can continuously trap enemies in a combo as SOR2 Shiva. All cheats were disabled.

Here's me doing it on some galsias

LOL

that is a very old exploit that the SOR engine has always had, if you time your punches or combo animations you can keep enemies on a stunned animation for ever until they die.

many openbor modules have this flaw,
since i have not played sorx and sorx2 that much ( i always reserve it for couch multi)
i have not checked if this old trick is still viable....

@Kratus , did yout take any measures to get rifd of this, or do you think its best to keep it as the original games?

one solution i have in mind to avoid "timing tricks" is to have the pain animations feature random animaton speeds (all within a reasonable range), in that way it will be a lot harder for players to just spam enemies with rythmic or timed punches...

@O Ilusionista , if im not mistaken your module features variable animation speeds for when they rise and walk and maybe more?
 
LOL

that is a very old exploit that the SOR engine has always had, if you time your punches or combo animations you can keep enemies on a stunned animation for ever until they die.
Ah I remember Axel in the original streets of rage 2. Could repeatedly punch enemies to death and they couldn't move. That and Max's special ability being able to melt enemies health if they blocked him. I haven't tested if that's still in the game or not.

I was just a bit confused because in the cheat menu there's an option called "multi-hit glitch" or something similar. I haven't played around with it, but I always assumed that it was referring to the old combo-trap exploit.
 
I was just a bit confused because in the cheat menu there's an option called "multi-hit glitch" or something similar. I haven't played around with it, but I always assumed that it was referring to the old combo-trap exploit.
I posted a demo about the multihit which replicates the feature same as the original SOR2.

or do you think its best to keep it as the original games?
Yep, I'm following the original games. However, in case you want to skip that, you can do it easily by adding a small movement at each hit, the same as I'm doing when the attacks are blocked.
 
@O Ilusionista , if im not mistaken your module features variable animation speeds for when they rise and walk and maybe more?
Yeah, both rise animation duration and walkspeed in some enemies are random in my game, to avoid a bunch of enemies to walk together
 
Are you planning to balance the laser room of stage 6 of SOR3.

I don't even know how to describe it other than hell on earth. I lose about 4 lives there in that room and you need to in their multiple times to lower the toxin levels

The ninjas are stupidly aggressive, have insane amounts of health and the lasers literally juggle you. You never get hit by the laser once. you get hit by 2 shurikens, then get thrown, then hit the lasers, then hit the lasers again.

I lost a life in under 5 seconds because I was just unlucky. Everything attacked at once causing me to lose 3/4 of my health bar then the lasers hit me twice in a row finishing me off. I lost a life and I only touched the ground 3 times!

Then I finally made the toxin level be 0. I thought I was finished. Until I accidently walked back into the room being forced to fight the ninjas again.
 
hell on earth
:ROFLMAO::ROFLMAO::ROFLMAO:

The ninjas are stupidly aggressive, have insane amounts of health and the lasers literally juggle you. You never get hit by the laser once. you get hit by 2 shurikens, then get thrown, then hit the lasers, then hit the lasers again.

I lost a life in under 5 seconds because I was just unlucky. Everything attacked at once causing me to lose 3/4 of my health bar then the lasers hit me twice in a row finishing me off. I lost a life and I only touched the ground 3 times!

Then I finally made the toxin level be 0. I thought I was finished. Until I accidently walked back into the room being forced to fight the ninjas again.
Don't worry, I made some balance adjustments just now based on your feedback. Honestly I played these a lot of times to the point I was used to entering in the "automatic" mode and not dying anymore. But all your feedback makes sense, thanks for the suggestion.
 
@Kratus
I think the game interprets the boomerang as another player as I get 2 health items when I should only get 1
antonio.PNGantonio2.PNG


I just had a ninja run off screen to attack the boomerang I just threw. Even enemies are attacking it as if it's a player

Also I'm 90% Antonio cannot kill the wall monster on stage 3. The boomerang and kick isn't high enough
 
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I think the game interprets the boomerang as another player as I get 2 health items when I should only get 1
Yes, it's a confirmed bug but already fixed some days ago. Anyway, thanks for the report.

Also I'm 90% Antonio cannot kill the wall monster on stage 3. The boomerang and kick isn't high enough
Confirmed, the height is not enough for Antonio to kill Vehelits. I will increase the collision box size for him, thanks for the report.
It happens due to some some changes in the collision system in the engine, in previous builds the Z axis is treated sometimes as Y too and you could hit him by simply moving the character up or down a bit in Z if the height is not enough. But now once the system works correctly as intended, some adjustments are necessary.
 
@DCurrent Thanks for the suggestion 😄, I'm enjoying a lot your idea of allowing the playable Mr. X version to call some allies using the energy stars. It's not exactly a rage attack but consumes all the three stars in order to balance the usage.
To prevent the screen from being full of Galsias, each wave has a lifespan of 60 seconds and a health amount of 1/2 of the player's health.


@O Ilusionista Thanks for the suggestion of pre-loading samples, it really worked in the same way as you described. As soon as I added a script to load all samples at once in a single task, I was able to see that it was not loaded twice or more due the same memory usage.
We need to update the manual with this info because it's a very useful method to load/play samples without creating a bunch of variables :)
 
@DCurrent Thanks for the suggestion 😄, I'm enjoying a lot your idea of allowing the playable Mr. X version to call some allies using the energy stars. It's not exactly a rage attack but consumes all the three stars in order to balance the usage.
To prevent the screen from being full of Galsias, each wave has a lifespan of 60 seconds and a health amount of 1/2 of the player's health.

Love it. It makes him much more effective without being brain-dead cheap, and fits his style perfectly - dirty! Also got a good laugh when R-Bear Shin Shoryuken'd them into the stratosphere! 🥊💥

I was able to see that it was not loaded twice or more due the same memory usage.

I've mentioned this a time or two before. The load sample function is just like sprite loading. The engine keeps a database of items loaded, and won't load the same resource twice. In the case of loadsample(), it just returns the ID of the already existing sample.

DC
 
Also got a good laugh when R-Bear Shin Shoryuken'd them into the stratosphere! 🥊💥
lol :ROFLMAO::ROFLMAO::ROFLMAO: I had good laughs at this moment too.

Yeah it was pretty cool. An extra touch would be to make enemies knocked down that hard to fall on the water :)
Hmm it's a good idea to be applied on both boat/beach stages, thanks buddy :)

and small chance random to spawn anyone stronger than galsia
Great! I can create a random list to randomize at least one of the three characters, thanks :)
 
@Kratus,

I had stage falls set up way back in a 2007 project. If you need a hand let me know. It's a lot easier to do in the engine version you're using.


ff_chronicals_water.gif


The end of this video shows it a little better - you can even make objects in the background interactive. In this case, sending a guy into the background at the right spot will bounce him off the boat. One hit sets it on fire, another hit sinks it and throws a bonus item into the playable area.

 
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Attempted another playthrough and just ended up rage quitting. The enemy aggression is just ridiculous. They spam attacks like there's no tomorrow, which with juggling on just makes you bleed a health bar in seconds.

Also the SoR 1 Garcia's need to stop being so grabby. They do it CONSTANTLY and I don't remember them being like that in the original, or if they were, it certainly wasn't as annoying as it is here. And enemies feel like they move too fast sometimes. I assume Blaze is meant to be fast but trying to chase after enemies even with her felt like she was just always a little behind them and had to wait until they hit a wall for her to catch up. I'm not really a fan of the way they use weapons either. The amount of times I got hit with a pipe/knife that was thrown from OFF SCREEN (I can't dodge what I can't see coming) was a real pain and felt like a 'cheap shot'.

The damage is probably the other huge issue. You can have a full health bar and then this is what will likely happen: Antonio throws his boomerang. You dodge it and go in to combo him. He kicks you. Then he kicks you immediately afterwards because there's no delays after attacking, which juggles you. Then the boomerang returns and juggles you again. Those three hits total up to literally 70% of your health bar. And this kind of thing happens CONSTANTLY. It's no wonder dying several times on the first stage even is so common Enemy/boss damage is just too much, it seems.

I'm definitely looking forward to the fixes/changes to see if it improves the experience because right now I definitely wouldn't just play this for fun. :(
 
@Kratus,

I had stage falls set up way back in a 2007 project. If you need a hand let me know. It's a lot easier to do in the engine version you're using.


ff_chronicals_water.gif


The end of this video shows it a little better - you can even make objects in the background interactive. In this case, sending a guy into the background at the right spot will bounce him off the boat. One hit sets it on fire, another hit sinks it and throws a bonus item into the playable area.

Cool haha, the effect is awesome, I will try a similar method. Thanks man :)


Attempted another playthrough and just ended up rage quitting. The enemy aggression is just ridiculous. They spam attacks like there's no tomorrow, which with juggling on just makes you bleed a health bar in seconds.
Thanks for your time and the feedbacks :)
I suggest trying the next version before a final feedback, there's a lot of balance changes. But if you reached the point of "rage quitting", honestly I don't know if you will enjoy the game anyway. I remember similar feedback you posted related to the old SOR2X difficulty too, maybe there's a clash between my game's proposal and your expectation as a player, it's fine and totally understandable ;)

Let's see what you will think about the next beta, I'm very close to launching it. I would like to see a video showing your playthrough in the current version too, at least a single stage.

Also the SoR 1 Garcia's need to stop being so grabby
He is "grabby" in the original too but I can reduce the grab distance a bit, it makes sense.

And enemies feel like they move too fast sometimes. I assume Blaze is meant to be fast but trying to chase after enemies even with her felt like she was just always a little behind them and had to wait until they hit a wall for her to catch up
Already applied a speed reduction during backwalk movement for the next version but I'm wondering about what difficulty you selected. Enemies are not so fast like you described in "normal" (see the video below), but they are fast in "hard/mania".


The amount of times I got hit with a pipe/knife that was thrown from OFF SCREEN (I can't dodge what I can't see coming) was a real pain and felt like a 'cheap shot'
I can disable projectile throwing if enemies are offscreen, it makes sense.

which juggles you. Then the boomerang returns and juggles you again
Aerial recovery can interrupt juggles

They spam attacks like there's no tomorrow
Then he kicks you immediately afterwards because there's no delays after attacking
Hmm, there's a considerable delay between the attacks mainly because enemies/bosses now have the attackthrottle configured to interrupt attacks with 50% chance depending on the distance between players. Again, it seems that you are describing a "hard/mania" difficulty, not the "normal".
Look how Galsia acts, he does some hits then stops, walks back and then returns but sometimes not attacks even if close to Axel.


Then the boomerang returns and juggles you again
You can hit weapons with any attack, including boomerangs.

 
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