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.
The spritesheet is really cool, but if I start to add characters from other franchises the SORX will lose the original feeling. Guest characters are not a bad idea, but I need to think carefully before adding them.
I will add SOR Kamurocho ones but only because they had a crossover with SOR world. But thanks a lot for the suggestion anyway :) I saved both spritesheets.
Agree.There is a proverb,Going Too Far Is as Bad as Falling Short. Peaple always want too much,but too much is always not enough
 
Guest characters are not a bad idea, but I need to think carefully before adding them.
They Sor related so I figure they warrant your opinion, adding them isn't necessary. I might make use of the sprite sheets myself to see what I can come up with the moves represented.
 
I was playing a bit of SORR lately, which I actually heavily dislike these days but one thing I'll give 'em props for is how awesome Roo's full moveset is, and the way they were able to incorporate weapons for him in ways that look funny but are also badass (his knife specials are so fun!). I wondered if you planned on expanding Roo's moveset and if so, would you take the moves from SORR or try to avoid 'em? I'd love to play as that version of Roo but in a game that doesn't lag and doesn't have BS enemy AI lol
 
Which routes are complete so far?
All the routes 1/2/3 are complete and fully playable. I'm planning to add SMS/GG levels but only as an extra content, the default levels are all added.

I was playing a bit of SORR lately, which I actually heavily dislike these days but one thing I'll give 'em props for is how awesome Roo's full moveset is, and the way they were able to incorporate weapons for him in ways that look funny but are also badass (his knife specials are so fun!). I wondered if you planned on expanding Roo's moveset and if so, would you take the moves from SORR or try to avoid 'em? I'd love to play as that version of Roo but in a game that doesn't lag and doesn't have BS enemy AI lol
Interesting, I never played as Roo in SORR to be honest, I will take a look. Indeed I'm planning to expand his moveset, recently I received some cool sprites for star moves made by @seahorses , but I need to think about weapons.
 
Most of what he has is similar to yours aside from having some nice star moves kind of a rushing jump tail swing lol, and the abilility to use weapons. He holds them in his mouth and even has different poses for them (the pipe weighs his head down xD). His blitz with the knife is a cool uppercut sorta similar to Blaze's but my favorite is his knife special where he ducks and spins, slashing around him like a beyblade, lol.

I'm sure I've asked this before but I have the memory of a sieve, lol, will Electa eventually be similar to Elle from SORR? She was supposed to be my main in that game but her delays are awful lol.

Probably not something to think about now anyway lol. Long ways off from all that.

Today I tried using all 3 original trilogy presets (instead of my usual custom setup). It really did make the game feel totally different and like the originals, and I expected to feel disadvantaged but I didn't. I surprisingly enjoyed SoR 1 setup a lot, to the point where in my custom setup I changed jump and combo type to SoR 1 instead of 2 like it's been forever.

I have far more fun and less frustration playing this than SoRR, even the SoR 3 route (I hate SoR 3) is tolerable and the gas stage actually completable for me, lol.
 
I'm sure I've asked this before but I have the memory of a sieve, lol, will Electa eventually be similar to Elle from SORR? She was supposed to be my main in that game but her delays are awful lol.
Probably not something to think about now anyway lol. Long ways off from all that.
Indeed I'm avoiding any SORR content, but after the main content is done we can think about some upgrades for Electra.

Today I tried using all 3 original trilogy presets (instead of my usual custom setup). It really did make the game feel totally different and like the originals, and I expected to feel disadvantaged but I didn't. I surprisingly enjoyed SoR 1 setup a lot, to the point where in my custom setup I changed jump and combo type to SoR 1 instead of 2 like it's been forever.
I'm glad the presets are doing the job well. I'm planning to add an extra option in some features to change it automatically based on the route you are playing, something like "route based" option for things like "jump type" or "combo type".

I have far more fun and less frustration playing this than SoRR, even the SoR 3 route (I hate SoR 3) is tolerable and the gas stage actually completable for me, lol.
Awesome, thanks buddy :) It's great to see a veteran still giving feedback since my first SOR2X versions, this helps me a lot to see the development's progress along the time. And honestly it's an honor to be compared with SORR, the amount of work/love put into this game is really impressive, I will always respect that.

About the SOR3 route I'm planning to add an unlockable option to skip from stage 6 directly to stage 8 if the general is saved, similar to the original game maybe making it less boring 😅
 
Aww, I appreciate it but I dunno if I deserve to be called a veteran. That implies I'm really good at this stuff, lol. I've been playing SoR and beat 'em ups my whole life it's true but I'm a casual. People who play nothing but Mania and make it look easy probably deserve that title, but not me. I struggle on Normal in this game sometimes lol, and barely play Hard or above in any other SoR game (I HAVE beaten SoR 4 on Mania and I never want to even touch that difficulty again lol). Then again I'm also the kind of person who feels like if I get punched by a Galsia then I'm the worst player alive so there is that, lmao. Or like, I'll do a super cool combo, taking out a bunch of enemies, but then the ONE Nora who happened to sneak in and whip me at the very end will make me feel like the biggest moron ever because I didn't 'calculate' that she would do that when I know that any decent player wouldn't have been hit by her, etc. Mental health is a wonderful thing ^_^" This is probably why I don't enjoy anything, lmao.

Yeah like, don't get me wrong I LOVED SORR for a very long time and I'm still impressed by what they accomplished. I played like 7 runs per day sometimes (usually on Easy, so they were short, lol) and over a course of at least a few years back when, but going back to it now I just realized I hate the AI (even pre-5.2) for how relentless it is and how even on Easy the enemies will randomly gain bursts of speed like they're playing on Mania and can cheap shot you like nobody's business (even the Galsia's in SoR 4 are guilty of the unfairly fast jabs). I hate that kind of design, especially when there's difficulty options available that you can limit that kinda thing to. I also find the game horrendously unresponsive or input-laggy at times. The amount of times I tried to just input a run or blitz or dodge roll and the character just jerked or stood still is infuriating lol. Honestly, once SoR X has a larger full roster, SoRR will be made redundant for me. The only reason I go back to it is to play as different versions of characters, and characters like Elle, Roo, etc. But I'm now finding myself playing SoR X 3-4 runs in one sitting so that should give you an idea of your success ;)

One thing I AM noticing is that enemies are SUPER grab-spammy. It's worse if you're by a wall with a Signal. He will throw you at the wall, you air recover, but the nano-seond you land, he throws you at the wall again before you can do anything, and you can end up stuck in this endless cycle until either he randomly doesn't throw you, or you fail the air recovery and hit the ground. More terrifyingly, Abadede can spam you almost to death the same way with his back slam. It can be really tedious sometimes ^_^".

Speaking of which, are there any plans to add the SoR 1 style grab breaks (where the character kicks their legs and then throws the enemy that's grabbing them)? I always thought that was cool and it would certainly help deal with the SoR 1 Galsia better. In a similar manner to the Signals, Galsia can grab you, and then as soon as he lets you go, he grabs you again before you can start punching him xD It looks really awkward and feels a little frustrating.

Something that would help too is if Galsia couldn't grab you if they're holding a weapon. I don't think they could do that in the original game, or am I mistaken?

I was also wondering how much Z you are using on player hitboxes 'cause sometimes even though I'm standing pretty much right in front of an enemy, it feels like I'm just swatting the air and I can only assume it's because I'm pixels too above/below them. Just feels a little 'tight' sometimes and like they could be more generous. Similarly, thrown weapons tend to miss a LOT due to the same thing. It'll look like they're gonna hit an enemy, only to whizz by their head, lol. Enemies feel like they have way more in comparison, such as the SoR Hakuyo, who's flying kicks feels like it hits me even when I don't even look like I'm level with him at all.

You mentioned the sound effects changing to match the game. Would it be possible to have an option to choose sound effects like in SoRR? It might already be a thing I missed, lol.

Oh, something I wondered too. SoR 2 Axel doesn't have a Jump Up+Attack. Is this because he's an SoR 2 character (though I don't think SoR 3 originally had this anyway?) or is it because his 'Jump' skill isn't high so he has less air moves? I wondered how you were approaching that sorta thing. Max doesn't have one either but again I sorta figured maybe that's 'cause he's suppsoed to be bad at jumping, rather than just because he's an SOR 2 character. Will SoR 1 characters have even further limitations? Etc.

I keep thinking of extra things, lol. Y'know how like, default jump attacks let you alternate? For example you can use a jumpattack and then chain jumpattack2 then jumpattack again etc. I enjoy doing that and I figured if I put the jump setting on SORX+SOR1 I'd still be able to do that, but it seems not. I'm wondering if it might be possible to have some kinda toggleable 'air juggles on/off' type thing?

Oh I just noticed the Signal names are messed up. There was a Y.Signal named B.Signal, a G.Signal named Y.Signal, etc. lol
 
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One thing I AM noticing is that enemies are SUPER grab-spammy. It's worse if you're by a wall with a Signal. He will throw you at the wall, you air recover, but the nano-seond you land, he throws you at the wall again before you can do anything, and you can end up stuck in this endless cycle until either he randomly doesn't throw you, or you fail the air recovery and hit the ground. More terrifyingly, Abadede can spam you almost to death the same way with his back slam. It can be really tedious sometimes ^_^".
Thanks, I will take a look.

Speaking of which, are there any plans to add the SoR 1 style grab breaks (where the character kicks their legs and then throws the enemy that's grabbing them)? I always thought that was cool and it would certainly help deal with the SoR 1 Galsia better. In a similar manner to the Signals, Galsia can grab you, and then as soon as he lets you go, he grabs you again before you can start punching him xD It looks really awkward and feels a little frustrating.
You can use the grab escape move by pressing the attack button while grabbed, and if you have full guard points too. Maybe I can add it in future updates but I first need to add native back grabs for enemies, for now they can only use frontal grabs.
Indeed this is not a bad idea.

Something that would help too is if Galsia couldn't grab you if they're holding a weapon. I don't think they could do that in the original game, or am I mistaken?
Honestly I don't remember, thanks for the catch. I will check it.

I was also wondering how much Z you are using on player hitboxes 'cause sometimes even though I'm standing pretty much right in front of an enemy, it feels like I'm just swatting the air and I can only assume it's because I'm pixels too above/below them. Just feels a little 'tight' sometimes and like they could be more generous. Similarly, thrown weapons tend to miss a LOT due to the same thing. It'll look like they're gonna hit an enemy, only to whizz by their head, lol. Enemies feel like they have way more in comparison, such as the SoR Hakuyo, who's flying kicks feels like it hits me even when I don't even look like I'm level with him at all.
Indeed all attack boxes have the same Z width of 12, with a few exceptions for some SOR3 vehicles like bulldozer or trains. I already tested bigger sizes like 15 but it looked too big for the SoR sprites scale.


You mentioned the sound effects changing to match the game. Would it be possible to have an option to choose sound effects like in SoRR? It might already be a thing I missed, lol.
You already can change the sound effect type in the features menu through the "s.e. type", but maybe I need to fix this option name with a better one haha.
Original: Each character will play its original sounds.
SOR1/2/3: Based on original sound effects for each game.

Oh, something I wondered too. SoR 2 Axel doesn't have a Jump Up+Attack. Is this because he's an SoR 2 character (though I don't think SoR 3 originally had this anyway?) or is it because his 'Jump' skill isn't high so he has less air moves? I wondered how you were approaching that sorta thing. Max doesn't have one either but again I sorta figured maybe that's 'cause he's suppsoed to be bad at jumping, rather than just because he's an SOR 2 character. Will SoR 1 characters have even further limitations? Etc.
This is more due to the spritesheet size than a default feature for all characters. SOR3 ones have a bigger moveset, the jump up are in fact the sprites used by the SOR3 "team attack", when heroes grab and throw each other.
For now I'm only adding default moves but I can make some upgrades along the time.

if I put the jump setting on SORX+SOR1 I'd still be able to do that, but it seems not
Indeed it's possible, the jump type does not lock/unlock jumping attacks, just changes the jump animation movement.

I'm wondering if it might be possible to have some kinda toggleable 'air juggles on/off' type thing?
It's already possible to turn juggles off in the "game settings" menu through the "juggle system" option.

Oh I just noticed the Signal names are messed up. There was a Y.Signal named B.Signal, a G.Signal named Y.Signal, etc. lol
Except for bosses and some specific enemies, all other common enemy names are randomized using a global list based on all the three original games, including some unused ones. So you may ffind SOR3 names in SOR2 or SOR1 routes too.
 
Small change, now the default characters in the select screen for Arcade/Survival modes will be based on the route selected. At least until the SOR1 versions are developed, the SOR2 versions will be used as default for this route.

Could give different characters in Sor2 and Sor3 different moves,and let players freely choose them in all routes?
After all, after so many years of development, the design concept of SORX is no longer a clone of the original, but a fusion and transcendence of the original.
 
Could give different characters in Sor2 and Sor3 different moves,and let players freely choose them in all routes?
I don't know if I understood correctly, please can you give an example?

After all, after so many years of development, the design concept of SORX is no longer a clone of the original, but a fusion and transcendence of the original.
Although I had added a few improvements, the concept I planned initially is focused more on the classics. To be honest I'm not planning to skip it too much, but I can make some small upgrades along the time.
 
I don't know if I understood correctly, please can you give an example?


Although I had added a few improvements, the concept I planned initially is focused more on the classics. To be honest I'm not planning to skip it too much, but I can make some small upgrades along the time.
For example:
Sor2 Axel and Sor3 Axel should not only have different skins, but also different special moves. And have a dedicated position in the character selection screen,like Break.
 
Sor2 Axel and Sor3 Axel should not only have different skins, but also different special moves
Indeed Axel/Blaze already works this way, there's many differences between SOR2/SOR3 versions like collision boxes, delays, hit-pause and energy moves.

Rage move
1719564625124.png

And have a dedicated position in the character selection screen,like Break
Although there's no hero character in the Rebellion mode, in the CPU partner mode they already are using a separated slot in the select screen, including SOR2 Axel/Blaze.

1719564496453.png
 
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