Streets of Rage X (Windows / Android)

In Progress Streets of Rage X (Windows / Android) Beta 33

No permission to download
The project is currently under development.
While playing SORR, I started to hate him more and more. And all because of two things.
1) That's what it is, tell me
Streets of Rage Remake - v5.2 25.08.2023 10_30_36.png
and it's been since SOR 2
Fusion 3.64 - Genesis - ADAM IN SOR2 25.08.2023 10_47_12.png
so out of the whole trilogy i hate only the second part

2) The second thing I hate about SORR is the disgusting responsiveness of the controls.
playing the same SOR 2X control responsiveness was just a buzz, but in SORR I'm ready to swear several times

If you think about it, the remake has something to scold. And not only about those two things that I listed earlier.
But it already is.


Well, now the question is whether you will have any other projects besides SOR X.
Let's just say a project that uses the original sprites of the first part, with a slight redesign.
Remastered v1.png
Question number two. What do you think of the game The Combatribes?
Personally, I see potential in this toy, but it's not really revealed.
Combatribes - Snes9x 1.62.3 25.08.2023 11_31_54.png
This is the version I played for Snes. To be honest, I would like to see her remake on openbor
 
Last edited:
The game reached a point where it's bad if I constantly make changes at every request
I totally understand you and maybe what I will say would cause you more work, but after seeing your last video against Southern it has raised me a concern: the "beach ball effect".

This happens when you have a fall animation where the enemy stay on the same frame for a long time (or even stay on the same frame) while he is airborne, which makes him to look like those giant and lightweight balls tou see people playing on the beaches.

I know the source material doesn't have much frames, so what I do on those cases is to duplicate the frame of the high pain (in some cases, low pain works too) as the first frame of the fall animation.

Since everytime you hit an airborne enemy will make him to reset his fall animation, this will make him to change the pose when you hit him on air.

I know you are on a point where this would give a lot of work, but worth a try someday. It's a trick every game with high combo count should try - it's how it works in fighting games and engines like Mugen (the fall animation in Mugen, for example, is composed of many different animations /parts - I can't remember right now but it's something like 4 or 5 parts).
 
Well, now the question is whether you will have any other projects besides SOR X.
Let's just say a project that uses the original sprites of the first part, with a slight redesign.
Question number two. What do you think of the game The Combatribes?
Personally, I see potential in this toy, but it's not really revealed.
View attachment 4937
This is the version I played for Snes. To be honest, I would like to see her remake on openbor
The art style reminds me of Double Dragon Gaiden: Rise of the Dragons which was released recently.
Do you guys know that one?
I got it right at release and it might not have as complex fighting mechanics as SOR, but it adds some fresh elements to the genre that's been pretty conservative over the years, if not decades
 
While playing SORR, I started to hate him more and more. And all because of two things.
1) That's what it is, tell me
View attachment 4935
and it's been since SOR 2
View attachment 4936
so out of the whole trilogy i hate only the second part

2) The second thing I hate about SORR is the disgusting responsiveness of the controls.
playing the same SOR 2X control responsiveness was just a buzz, but in SORR I'm ready to swear several times

If you think about it, the remake has something to scold. And not only about those two things that I listed earlier.
But it already is.


Well, now the question is whether you will have any other projects besides SOR X.
Let's just say a project that uses the original sprites of the first part, with a slight redesign.
Question number two. What do you think of the game The Combatribes?
Personally, I see potential in this toy, but it's not really revealed.
View attachment 4937
This is the version I played for Snes. To be honest, I would like to see her remake on openbor


YES, The Combatribes would be great in Openbor.
Actually so many arcade/console games would be great in Openbor + some extra content, moves, playables bosses etc.
I sometimes feel a bit "bored" with so many Final Fight/Sor/Double Dragon mods. (Even if I freaking love many of them!!!)
What about Violent Storm, The Combatribes, The Punisher, Cadilliacs and Dinosaurs, Undercover Cops, Sengoku series... and many others...
Openbor can also basically change an average/bad game into a gem...
 
YES, The Combatribes would be great in Openbor.
Actually so many arcade/console games would be great in Openbor + some extra content, moves, playables bosses etc.
I sometimes feel a bit "bored" with so many Final Fight/Sor/Double Dragon mods. (Even if I freaking love many of them!!!)
What about Violent Storm, The Combatribes, The Punisher, Cadilliacs and Dinosaurs, Undercover Cops, Sengoku series... and many others...
Openbor can also basically change an average/bad game into a gem...
True, although I personally think it's difficult to find a *good* OpenBor project. I tried many that looked promising, but they ended up being average at best.
But again, perhaps that's subjective because SOR is the only beat em up I played out of all the retro ones, so perhaps nostalgia, familiarity and knowledge of the game in question play a role in this.
 
Man, I beat endurance mode on Mania but my run was labeled as "Custom", so I assumed it must've been because I played with AI partner,
So I started another run solo, beat the entire Endurance mode on Mania AGAIN, but my run is still marked as "Custom" :(
Is this because of Endurance mode?
I've never played it before, so I don't really know if it does that normally. I wish I had known that sooner...
I did not use enemy health modifier because I know it labels the run as "custom"
Bez tytułu.png
 
True, although I personally think it's difficult to find a *good* OpenBor project. I tried many that looked promising, but they ended up being average at best.
But again, perhaps that's subjective because SOR is the only beat em up I played out of all the retro ones, so perhaps nostalgia, familiarity and knowledge of the game in question play a role in this.
"good* OpenBor project"
You still can make a good project yourself ;)
 
super armor - it's pretty cheap, especially on normal enemies, like that highest level Donovan
@zales360 You read my mind lol, Donovan is the one I hated most when I saw the super armor active, no way to use it on a regular enemy, never (unless you have some kind of cheat to enable it for all enemies as a custom difficulty). I totally agree with you on adding more health (or adding some better moves) instead of giving him super armor.

Is this because of Endurance mode?
Yes, both endurance mode and enemy health level will change the difficulty to "custom", once the difference in the score/ko/duration will be a lot bigger and must be justified in the hi-score screen.

Here's some lines of the code
C:
//RENAME THE DIFFICULTY TO "CUSTOM" IF BOTH "ENEMY HEALTH" AND "ENDURANCE" OPTIONS ARE CHANGED
if(hLV != "disabled" || endur == "enabled"){diff = "custom";}

and it's been since SOR 2
@Mr.Hunter Yeah, I had many problems aligning sprites in this back slam while making some SOR2 hacks.

2) The second thing I hate about SORR is the disgusting responsiveness of the controls.
Although I agree with this point technically, I think this is understandable due to the technology and tools available in the 2000's era, certainly if SORR received more updates it would become better. Things that today are easy and basic for us may not be too easy to develop 10 or 20 years ago. Indeed I believe Bomberlink was a hero due to what he did with the resources he had.
We can take old Arcade or Genesis games as examples, I still don't understand how to at least start a new game using the Assembly language and coding a game using the tile system lol, this is crazy IMO.

Well, now the question is whether you will have any other projects besides SOR X.
Let's just say a project that uses the original sprites of the first part, with a slight redesign.
If I'm not wrong @O Ilusionista had this idea some years ago, maybe you both could make a partnership in this project, I like the idea. I will go even farther and you could make some kind of "demake '' putting the SOR2/3 characters in the SOR1 graphic style, maybe some kind of SOR Pocket (SORP).
Until the official SORX release with all the planned content, unfortunately I don't have too much time to think on another project at the moment.

I totally understand you and maybe what I will say would cause you more work, but after seeing your last video against Southern it has raised me a concern: the "beach ball effect".

This happens when you have a fall animation where the enemy stay on the same frame for a long time (or even stay on the same frame) while he is airborne, which makes him to look like those giant and lightweight balls tou see people playing on the beaches.

I know the source material doesn't have much frames, so what I do on those cases is to duplicate the frame of the high pain (in some cases, low pain works too) as the first frame of the fall animation.

Since everytime you hit an airborne enemy will make him to reset his fall animation, this will make him to change the pose when you hit him on air.

I know you are on a point where this would give a lot of work, but worth a try someday. It's a trick every game with high combo count should try - it's how it works in fighting games and engines like Mugen (the fall animation in Mugen, for example, is composed of many different animations /parts - I can't remember right now but it's something like 4 or 5 parts).
@O Ilusionista Is something like this?


Random fall frames.

I did some tests but I don't know... It didn't look good with original SOR sprites. And even if I put +1 frame in the fall animation, faster hits during a juggle still stuck the opponent in the same first frames, like some official game does.

But I will make more tests in other characters too, thanks for the suggestion buddy :)
 
"good* OpenBor project"
You still can make a good project yourself ;)
If I tried, it would most likely end up being one of those "average at best" games lol.
I meant that the reason SORX is the only OpenBor project I enjoy (and i enjoy it a lot) is because SOR is the only retro beat em up i played.
Perhaps there are some good Final Fight, Double Dragon or Battletoads OpenBor projects out there, but since I've never played the originals, I can't fully appreciate them, you know?
 
If I tried, it would most likely end up being one of those "average at best" games lol.
I meant that the reason SORX is the only OpenBor project I enjoy (and i enjoy it a lot) is because SOR is the only retro beat em up i played.
Perhaps there are some good Final Fight, Double Dragon or Battletoads OpenBor projects out there, but since I've never played the originals, I can't fully appreciate them, you know?
Step by step, buddy.
No one can be that effective day one. of even after a couple of weeks.
 
Hey @Kratus , have you thought about adding a different neutral special for Adam? I think it would be cool if he had an unique special rather than one that's very similar to Axel's, so one of his SOR4 specials would fit perfectly (either spinning kick or split kick).
I realize that it might not be as simple as editing the code, since it requires extra sprites, but maybe it's something worth considering, since adding new content isn't entirely out of question? ;)
I would gladly help with the sprites, but I'm only somewhat skilled with a pencil - when I tried working on digital art, I felt like a cripple :(

Also, do you think it's possible to make the SOR3 vehicle stages optional? I'm not gonna lie, they're not exactly fun, so it would be great if we could skip them, or maybe in the future there could be a choice to either drive, or fight your way through? :)

I played some survival mode today, and I think it's different from what it was in the past (or maybe i'm confusing it with the terrible SORR survival mode) - it's actually fun and I think it's a good idea to have some extra modes like this one, as it always adds the longevity to the game.
Perhaps one day there will be a mode that lets you have a standard set of lives, with random stages and random enemies? That would be sick!
 
Hey @Kratus , have you thought about adding a different neutral special for Adam? I think it would be cool if he had an unique special rather than one that's very similar to Axel's, so one of his SOR4 specials would fit perfectly (either spinning kick or split kick).
I realize that it might not be as simple as editing the code, since it requires extra sprites, but maybe it's something worth considering, since adding new content isn't entirely out of question? ;)
I would gladly help with the sprites, but I'm only somewhat skilled with a pencil - when I tried working on digital art, I felt like a cripple :(
I can try to draw Since I'm already a little familiar with pixel art :)

But since I'm not so long ago to take a rest, it will be a little hard for me to return to duty
 
Last edited:
@O Ilusionista Is something like this?


Random fall frames.

Hmm maybe random one is better? :unsure: since first video looks weird

I did some tests but I don't know... It didn't look good with original SOR sprites. And even if I put +1 frame in the fall animation, faster hits during a juggle still stuck the opponent in the same first frames, like some official game does.

But I will make more tests in other characters too, thanks for the suggestion buddy :)

happened to me too 😭 @O Ilusionista gives very good suggestion and I love the result, However sometime sprite limitations complicate the process
 
I've been doing some further "testing" (totally not just having fun *wink wink*) with Skate, and I gotta say - I used to hate him in the original games and SORR, but he's pretty fun to play in SORX.
In fact, he's so fast that one time i was able to knock an opponent away, dash past him and bounce him back from the opposite side, Dragon Ball Z style lol.
His speed suprisingly makes him surprisingly good at defense, because you can evade most dangers. I still can't get used to his lack of back throw though, and I often get hit from behind. That said, he's still a good character for saving up lives, just takes some time to take down enemies.
BTW I'm playing with no blocking, counters or rage attacks, because i used to rely on these a lot, and switching between other beat em ups was difficult :D

There's only one issue - his back mount makes him as vulnerable as Max's chokehold, but deals less damage. Perhaps you could consider buffing the damage, or adding invincibility frames when he's on top? :)
Right now the move is very risky, because it leaves you vulnerable, and doesn't deal enough damage to justify it, so most of the time I just don't bother using it, which is a shame because it's a cool move.

Also, could you tell how much damage does each character deal per full standard combo? I know that the faster someone hits, the less damage they deal, but it's hard to take note of full combo damage even with dmg numbers on. It feels like Skate and Blaze are far behind everyone else in this regard, but maybe that's just me.
 
And even if I put +1 frame in the fall animation, faster hits during a juggle still stuck the opponent in the same first frames, like some official game does.
That is normal - very fast combos will make it to repeat the same frame and its not an issue. But it starts to be an issue when you have not fast and long combos.

How do I delete the save file on android?
Delete the files from the SAVES folder.
 
Hey @Kratus , have you thought about adding a different neutral special for Adam? I think it would be cool if he had an unique special rather than one that's very similar to Axel's, so one of his SOR4 specials would fit perfectly (either spinning kick or split kick).
I realize that it might not be as simple as editing the code, since it requires extra sprites, but maybe it's something worth considering, since adding new content isn't entirely out of question? ;)
I would gladly help with the sprites, but I'm only somewhat skilled with a pencil - when I tried working on digital art, I felt like a cripple :(
I appreciate the suggestion and it is really good, but we could save the ideas to the other Adam versions, this one already had many changes and I prefer to keep the original author's sprites too. And it's time to step forward to the remaining

Also, do you think it's possible to make the SOR3 vehicle stages optional? I'm not gonna lie, they're not exactly fun, so it would be great if we could skip them, or maybe in the future there could be a choice to either drive, or fight your way through? :)
Hmm, maybe not a lot of fun like other stages but maybe not too bad enough to be removed and lose the originality. But I liked the idea of walking on them both, maybe a new unlockable in future updates. Thanks for the suggestion :)

I played some survival mode today, and I think it's different from what it was in the past (or maybe i'm confusing it with the terrible SORR survival mode) - it's actually fun and I think it's a good idea to have some extra modes like this one, as it always adds the longevity to the game.
Perhaps one day there will be a mode that lets you have a standard set of lives, with random stages and random enemies? That would be sick!
We can think in more different game modes after the main content is finished.

I've been doing some further "testing" (totally not just having fun *wink wink*) with Skate, and I gotta say - I used to hate him in the original games and SORR, but he's pretty fun to play in SORX.
In fact, he's so fast that one time i was able to knock an opponent away, dash past him and bounce him back from the opposite side, Dragon Ball Z style lol.
His speed suprisingly makes him surprisingly good at defense, because you can evade most dangers. I still can't get used to his lack of back throw though, and I often get hit from behind. That said, he's still a good character for saving up lives, just takes some time to take down enemies.
Glad you liked him. What you described is exactly my intention, focus on speed, jump and combos. Since the classics I always thought he needed some buffs due to the lack of reach and power.

There's only one issue - his back mount makes him as vulnerable as Max's chokehold, but deals less damage. Perhaps you could consider buffing the damage, or adding invincibility frames when he's on top? :)
Maybe more damage, indeed he is not invincible during this move in the original.

Also, could you tell how much damage does each character deal per full standard combo? I know that the faster someone hits, the less damage they deal, but it's hard to take note of full combo damage even with dmg numbers on. It feels like Skate and Blaze are far behind everyone else in this regard, but maybe that's just me.
Usually I see the total damage in a combo looking on the info panel at the left side of the screen below the enemy life bar. Simply beat an enemy alone and see how much damage it does, if I'm not wrong the total damage for Axel/Blaze/Max/Sammy/Adam/Zan is 32/16/60/16/32/36.

But remember that each character has their own particularities. For example, Max does the biggest damage in total but has the worst combo reset and needs the opponent much closer in order to do the maximum number of combos during the second hit. On the other hand, it's a lot easier for Blaze to hold any enemy to death with the same combo reset in normal distance. In addition, the lack of damage during normal moves is compensated by the energy moves available faster than the others.

Hmm maybe random one is better? :unsure: since first video looks weird
To be honest I didn't like it in the original SOR sprites, but it fits well in your SF89.

That is normal - very fast combos will make it to repeat the same frame and its not an issue
Yeah buddy, I agree with you. I only mentioned this because in the end the result will be close, with no frame variations most times even if I have many, unless I randomize the first. If the classic SOR had at least one more intermediate frame between the frames 1 (air) and 2 (ground) the effect would look better, in the same way as you suggested.
But the idea is not bad, I will make some experiences with custom sprites.
 
There's only one issue - his back mount makes him as vulnerable as Max's chokehold, but deals less damage. Perhaps you could consider buffing the damage, or adding invincibility frames when he's on top? :)
Right now the move is very risky, because it leaves you vulnerable, and doesn't deal enough damage to justify it, so most of the time I just don't bother using it, which is a shame because it's a cool move.
It's supposed to be a vulnerable move like Max's neck snap & Axel's Dragon Smash.
 
Back
Top Bottom