Streets of Rage X (Windows / Android)

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

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The project is currently under development.
@Kratus I finally managed to recreate that glitch I was talking about on youtube. The infinite march glitch is in effect without it being enabled. I showed this on stage 2 SOR2 as Zan as I walked all the way to the end of the level and the enemies didn't spawn

As far as I know this is not exactly a bug, the game limits you to having 10 enemies so even if you go to the end of any level already having 10 enemies no more will appear until one is defeated, the real problem is due to the format in which the enemies appear basically when advancing in certain levels that have an item the enemies will appear at a distance from the items but with infinite speed activated the game tends to make the item appear at a distance from the player, that is, player item enemies then the item appears outside the screen since the player is in the corner so the enemy also appears outside in an area that is deleted as soon as it appears, simply making it so that if you defeat the 10 that appeared they will no longer appear and the game waits for you to defeat more
 
As far as I know this is not exactly a bug, the game limits you to having 10 enemies so even if you go to the end of any level already having 10 enemies no more will appear until one is defeated, the real problem is due to the format in which the enemies appear basically when advancing in certain levels that have an item the enemies will appear at a distance from the items but with infinite speed activated the game tends to make the item appear at a distance from the player, that is, player item enemies then the item appears outside the screen since the player is in the corner so the enemy also appears outside in an area that is deleted as soon as it appears, simply making it so that if you defeat the 10 that appeared they will no longer appear and the game waits for you to defeat more
I'm confused tbh. SOR2 is unbeatable when this is active as the elevators don't work and Shiva never attacks on stage 8. When I beat SOR1 and unlocked the rest of the content everything worked normally, the levels progressed like its supposed to instead of letting me walk all the way to the end. I don't see how this would be intentional. I spoke to the dev outside this forum and he sent me a clip of a bug with the intractible march cheat enabled, it perfectly matched my experiences despite not having any cheats unlocked. Apparently the free moving camera is a cheat you enable that has some already discovered issues with it, in my experience that cheat appeared to be turned on despite the fact I haven't unlocked it yet. It doesn't make sense how prevents you from beating SOR2, glitches some of the enemy spawns, only for it to immediately go away when you beat the game once. When I did it on stage 5, I defeated every single enemy yet R.Bear didn't spawn until 2 minutes later
 
@Kratus I finally managed to recreate that glitch I was talking about on youtube. The infinite march glitch is in effect without it being enabled. I showed this on stage 2 SOR2 as Zan as I walked all the way to the end of the level and the enemies didn't spawn
I would like to see some steps before, sometimes in your video the screen is totally black and I can't see what's happening. Based on the button press sounds, you are loading a previously saved game but if it came from other SORX installations, it must be erased too (same as the entire "Saves" folder).

It seems that there's some differences in your environment that are not present in mine or for the other testers, I tried to replicate the same issue but it didn't happen so far.
In addition, I updated the script that controls cheats to reinforce that the implacable march will be disabled/hidden by default, so there's no way to enable it even by accident. You can download the new game file using the same links I sent.

Also another catch with the infinite health cheat, the poison gas at the end of SOR3 depletes your health even with the cheat enabled
Thanks for the catch, fixed and uploaded the links.

I'm confused tbh. SOR2 is unbeatable when this is active as the elevators don't work and Shiva never attacks on stage 8. When I beat SOR1 and unlocked the rest of the content everything worked normally, the levels progressed like its supposed to instead of letting me walk all the way to the end. I don't see how this would be intentional. I spoke to the dev outside this forum and he sent me a clip of a bug with the intractible march cheat enabled, it perfectly matched my experiences despite not having any cheats unlocked. Apparently the free moving camera is a cheat you enable that has some already discovered issues with it, in my experience that cheat appeared to be turned on despite the fact I haven't unlocked it yet. It doesn't make sense how prevents you from beating SOR2, glitches some of the enemy spawns, only for it to immediately go away when you beat the game once. When I did it on stage 5, I defeated every single enemy yet R.Bear didn't spawn until 2 minutes later
Don't worry, the implacable now was removed because indeed it's more useful during the development, not for playthroughs. But what is a mystery yet is the fact that in your video it was enabled even with the other cheats disabled. Since they are all using the same scripts, all other cheats should be enabled together and not only one of them (plus it only works if the game was cleared once, as shown in the "getsaveinfo" line).

1722887009263.png

Please let me know in case you have more information about.

As far as I know this is not exactly a bug, the game limits you to having 10 enemies so even if you go to the end of any level already having 10 enemies no more will appear until one is defeated, the real problem is due to the format in which the enemies appear basically when advancing in certain levels that have an item the enemies will appear at a distance from the items but with infinite speed activated the game tends to make the item appear at a distance from the player, that is, player item enemies then the item appears outside the screen since the player is in the corner so the enemy also appears outside in an area that is deleted as soon as it appears, simply making it so that if you defeat the 10 that appeared they will no longer appear and the game waits for you to defeat more
Around 11 in the SOR1 route and others around 2-6, in some very specific points it can have more or less than this amount.
 
I would like to see some steps before, sometimes in your video the screen is totally black and I can't see what's happening. Based on the button press sounds, you are loading a previously saved game but if it came from other SORX installations, it must be erased too (same as the entire "Saves" folder).

It seems that there's some differences in your environment that are not present in mine or for the other testers, I tried to replicate the same issue but it didn't happen so far.
In addition, I updated the script that controls cheats to reinforce that the implacable march will be disabled/hidden by default, so there's no way to enable it even by accident. You can download the new game file using the same links I sent.
Before the video, I just selected Zan, SOR2 and played through until the second level. I noticed while playing through it that the glitch was present so I quit and opened OBS. In the video, I went through the settings menu to prove that I hadn't enabled or unlocked any unlockables or cheats, reloaded the save file to go to the start of stage 2 and then demonstrated the glitch. I'm genuinely confused why this glitch is happening because as I said before I reinstalled the game multiple times and it remained. Is there any way I can show my environment? I sent you my game files in DMs. The save file didn't come from other installations, that save file was the only file I made and it was on that version just to showcase the glitch. There is no crossover across version 28 and 29.

When the recording started, I was already on that submenu screen. I got to that point off recording. I have no idea why the blackness was in the video, I didn't notice it when rewatching so I'm sorry for not explaining it sooner. During that moment I reloaded the save file

If the cheat is disabled my default, then I wonder if it's a gameplay bug rather than a cheat bug. Instead of the cheat getting enabled randomly, it might be the actual level progression system playing up. If you need anymore information I'll send it
 
gameplay bug rather than a cheat bug
It does not make too much sense, there's no event in both engine/game that activate the implacable cheat randomly during the playthrough, otherwise I would had other reports since I moved to v4 build some years ago. The script that manage cheats only runs during the main menu, not during the playthrough.

1722892984620.png

However, I noticed that the executable you sent has a different modification date. The original is February/13 but yours is August/4. I didn't execute yours and replaced by a fresh copy of the February/13 and had no issues during the tests so far.


As a confirmation I downloaded around 3 times the game file using the same link I sent for all testers and all of them show February/13 as the modification date. I suggest downloading again to guarantee that the executable is not modified or corrupted.
 
It does not make too much sense, there's no event in both engine/game that activate the implacable cheat randomly during the playthrough, otherwise I would had other reports since I moved to v4 build some years ago. The script that manage cheats only runs during the main menu, not during the playthrough.

View attachment 8831

However, I noticed that the executable you sent has a different modification date. The original is February/13 but yours is August/4. I didn't execute yours and replaced by a fresh copy of the February/13 and had no issues during the tests so far.


As a confirmation I downloaded around 3 times the game file using the same link I sent for all testers and all of them show February/13 as the modification date. I suggest downloading again to guarantee that the executable is not modified or corrupted.
I'm going to reinstall the game using the link in the DMs and start it completely from scratch with no difficulty / option changes and let you know what happens
 
It does not make too much sense, there's no event in both engine/game that activate the implacable cheat randomly during the playthrough, otherwise I would had other reports since I moved to v4 build some years ago. The script that manage cheats only runs during the main menu, not during the playthrough.

View attachment 8831

However, I noticed that the executable you sent has a different modification date. The original is February/13 but yours is August/4. I didn't execute yours and replaced by a fresh copy of the February/13 and had no issues during the tests so far.


As a confirmation I downloaded around 3 times the game file using the same link I sent for all testers and all of them show February/13 as the modification date. I suggest downloading again to guarantee that the executable is not modified or corrupted.
@Kratus

So the weirdest thing happened, I reinstalled the game twice using the link you sent me. First time round I changed the window size and played as usual. I then progressively changed more options like the controls. The glitch didn't appear. I then installed it again, did the settings I used originally to "speedrun" the game and it worked there as well? I have no idea why this happened. Beta 28 got reinstalled twice and the glitch happened. Beta 29 had the glitch and I have evidence of it. Yet the moment I start from scratch and use the link you sent me (the same link and files as the glitched one from before) it now works. It's useless as it shows no actual glitches, but here's proof of it working


(performance not ideal, control setup ruined my movement in the first half and Barbon did his thing. I promise I'm not usually that bad lol)

So yeah, it's fixed itself somehow. This is weird.
 
I just had a small suggestion regarding the behavior of non-playable characters:
I like that they have human behavior, that is to say that their backwalk is the same movement as that of a classic player. Do you think you can incorporate this in the future?
 
I like that they have human behavior, that is to say that their backwalk is the same movement as that of a classic player. Do you think you can incorporate this in the future?
Did you mean removing the backwalk? I can make some tests to check it.
 
Did you mean removing the backwalk? I can make some tests to check it.

Technically you can't. There's always a backwalk, in that if you don't have one, they just play walking in reverse and it's not going to look good with SOR animations. Usually you'll want to use Backwalk, and just have the frames flipped so it looks like they are turning around and walking away the way a player does.

DC
 
Technically you can't. There's always a backwalk, in that if you don't have one, they just play walking in reverse and it's not going to look good with SOR animations. Usually you'll want to use Backwalk, and just have the frames flipped so it looks like they are turning around and walking away the way a player does.

DC
Thanks for the tips. Yeah, I thought of adding a script to flip the entity in the thinkscript, but the first tests looks like npc is a bit confused after flipping artificially and tooks a few more time to renew the battlefield data.
Visually it works fine, but I need more tests to see how to improve it.
 
Technically you can't. There's always a backwalk, in that if you don't have one, they just play walking in reverse and it's not going to look good with SOR animations. Usually you'll want to use Backwalk, and just have the frames flipped so it looks like they are turning around and walking away the way a player does.

DC
Yes, that's what I meant, about walking backwards. It's not a problem that the NPC sometimes distances itself. However, I prefer when he behaves like a human player and walks normally, as if we had a real partner in the game :).
From memory, I simply used a @cmd flip in my backwalk anim and everything was going great.
 
It might be worth trying to optimize the script for faster NPC reactions
Thanks for the tips. Yeah, I thought of adding a script to flip the entity in the thinkscript, but the first tests looks like npc is a bit confused after flipping artificially and tooks a few more time to renew the battlefield data.
Visually it works fine, but I need more tests to see how to improve it.
 
I simply used a @cmd flip in my backwalk anim and everything was going great.
Yeah, I did the same but even if visually it works fine, the npc looks a bit confused sometimes.
I saw that he keeps focusing on a certain opponent trying to reach a correct range before attacking, but the wrong direction makes him hesitate and keep moving as if trying to adjust the range again.
But I still have a few more tricks to try yet.

It might be worth trying to optimize the script for faster NPC reactions
I agree, thanks for the suggestion. I made it yesterday while testing the flip script, now it will reduce the action interval a bit plus now the aggression scale was reworked to increase the distance between lower and higher values.
But currently you can adjust the reaction by increasing the aggression value in the game settings > partners.
 
Kratus updated Streets of Rage X (Windows / Android) with a new update entry:

Beta 29

### BETA 29 ###

- Game: Added SOR2 Blaze.
- Game: Added a fade effect in the k.o./dmg/hit information based on the combo countdown for when the chain is about to end.
- Game: Minor fix in SOR2 Axel rage animation.
- Game: Minor fix in some character's sprites.
- Game: Minor fix in some character's grabbing attacks.
- Game: Removed transparent front layers in some levels, since it's used in the classics to hide items.
- Game: Added extra score if players pick up food with full health.
-...

Read the rest of this update entry...
 
Hi Kratus, I have tested your latest release on the windows client and the game looks really polish.

I noticed you are using 7612 for the openbor. The openbor on batocera is 7533 which is the last official release on github. Can you release it for the official release so anyone who runs batocera like myself can also use? Much appriciated.

Thanks,
Zulu
 
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