Streets of Rage X (Windows / Android)

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

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Hi guys, I have recently discovered this wonderful project and want to say a big kudos to you for developing it! It is incredible, I remembered my teenage time playing Sega games :)
Thanks for the feedback, my friend :)
Glad you liked the game!

1. At first I have played SOR 2X, and now just tried SOR X. The First thing I wanted to notice, is that X is easier than 2X on "mania" difficulty, enemies 2X are more aggressive, X enemies kind of passive and give more time to think :D Maybe I haven't configured the settings properly, but I haven't found any "aggressive" settings.
Indeed the SOR2X project started very unbalanced if compared with SORX today, but along the years I received many feedback from players and gradually was making adjustments.
However, same as @Blit-X- TV [LIVE] suggested, you can make some changes in the game settings. I can think of a few more unlockable options to allow turning the game even harder in future updates

2. Sor3 Stage6 elevator initially can't go upwards, there are 2 levels down to go, but the button for going up is still active, it was hard to understand, that there needed to go 2 levels down instead of 1 down and 1 up as original sor3 Sega game. Maybe it is possible to disable (make red) the up button if it is not being used if we are already at the top. Of course, if it is possible from the engine perspective.
In the SORX I made this level including the unused content from Sega, plus with a few new things, this is why it looks longer.
About the elevator, I added some arrows like the original to show if there's more levels up/down.
Below you can see the full map.

1744677670526.png

3. In SoR Remake V5.2 there is a new playable character Rudra, maybe it is possible to add it to SOR X. As I understand all the new characters have their zone/route to fight with, so it will be cool to see a new enemy too!
Sorry friend, same as @DCurrent said, I'm avoiding any SORR content at all cost and there's no plans to change it. The only exception I opened so far is for the Super Shiva created by Adrimus, and only because the original author voluntarily sent the spritesheet and gave me full authorization.

4. I have noticed, that sor3 stage1 Shiva in his first appearance doesn't use the rage combo in SOR X, but he had used it in SOR 2X, maybe it is the "aggressive" difference I haven't configured.
Yes, indeed it was intentional. In this case I followed a similar idea from Sega, where the first Shiva is a bit nerfed if compared with the "bad ending" boss battle.
 
Glad you enjoy the game!

Only thing I could suggest to give yourself more of a challenge is to set the difficulty to Mania & then go to the unlockables section & change the settings to whatever skill level you're looking for.
Such as the ability to change the enemy amount to 3-4 players, enemies can take food, etc.

Hope that helps.

Thanks, yeah, the unlockables look nice!
 
Indeed the SOR2X project started very unbalanced if compared with SORX today, but along the years I received many feedback from players and gradually was making adjustments.
However, same as @Blit-X- TV [LIVE] suggested, you can make some changes in the game settings. I can think of a few more unlockable options to allow turning the game even harder in future updates
Got it, thanks. Yeah, it will be cool to have an option to set the same level of "aggression" as it was in SOR 2X.

In the SORX I made this level including the unused content from Sega, plus with a few new things, this is why it looks longer.
About the elevator, I added some arrows like the original to show if there's more levels up/down.
Below you can see the full map.

View attachment 10492
Nice, thanks! I haven't noticed those arrows at the start :D


Also, I have noticed, that some characters don't have rage attacks, for example, Electra has no rage attack (3 stars). I haven't found how to perform her electric whip attack, currently, her "special" attack is dropping to the ground to avoid any income attack, maybe it makes sense as a special move for idle state, but for special move state, it is better to add an electric whip attack. I understand this is beta and not all the characters are finished, but at least to be sure I don't miss anything :)

I just checked, and SOR 2X Electra has an electric whip attack as a special attack with a move. It is probably a bug, then in SOR X.
 
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Also, I have noticed, that some characters don't have rage attacks, for example, Electra has no rage attack (3 stars). I haven't found how to perform her electric whip attack, currently, her "special" attack is dropping to the ground to avoid any income attack, maybe it makes sense as a special move for idle state, but for special move state, it is better to add an electric whip attack. I understand this is beta and not all the characters are finished, but at least to be sure I don't miss anything :)

I just checked, and SOR 2X Electra has an electric whip attack as a special attack with a move. It is probably a bug, then in SOR X.
In the latest versions I moved most enemy specials to running attacks. They already have a very limited moveset, so now you can perform some stronger moves without a health cost.
 
@Kratus, I think I have found a bug. If a player enables special moves as "Sor3 'OK' bar", then character R.Bear has auto-heal on run+attack move. So the move costs special power, but increases HP for some reason. Maybe there is a logic to work normally with special moves as "Sor4 recovery", but I think it is good to add specific handling for "Sor3 'OK' bar.
 
@Kratus, I think I have found a bug. If a player enables special moves as "Sor3 'OK' bar", then character R.Bear has auto-heal on run+attack move. So the move costs special power, but increases HP for some reason. Maybe there is a logic to work normally with special moves as "Sor4 recovery", but I think it is good to add specific handling for "Sor3 'OK' bar.
Thanks friend :) I fixed it right now. I forgot to remove a line that makes this move to trigger the special move scripts and affects health.
I already checked other characters but only Bear had this problem.
 
Thanks friend :) I fixed it right now. I forgot to remove a line that makes this move to trigger the special move scripts and affects health.
I already checked other characters but only Bear had this problem.
Nice, thanks!


I also have 2 suggestions to add:

1. Add a selectable option for "extra button" to perform the "run+attack" move. We can select "back attack" there, which can also be done by pressing "jump+attack.", so why not add another multihit combo shortcut?
2. Add 2 more "extra buttons", for example "extra button 2" and "extra button 3". So it will be possible to have a shortcut for multiple spamable combos.
 
suggestion:
add bounce effect for moves that send enemies flying to the ground like axel's jumpspecial or max's air throw (grab-jump-attack)
ik they do bounce now but without shockwave effect and they aren't bounce that high. feel kinda underwhelming
 
Nice, thanks!


I also have 2 suggestions to add:

1. Add a selectable option for "extra button" to perform the "run+attack" move. We can select "back attack" there, which can also be done by pressing "jump+attack.", so why not add another multihit combo shortcut?
2. Add 2 more "extra buttons", for example "extra button 2" and "extra button 3". So it will be possible to have a shortcut for multiple spamable combos.
@Kratus Could you please explain if it is possible to implement feature "run+attack" combo on 1 key with some custom script? I mean to write a C script and apply it to the game? I saw there is some OpenBOR script engine.
 
@Kratus Could you please explain if it is possible to implement feature "run+attack" combo on 1 key with some custom script? I mean to write a C script and apply it to the game? I saw there is some OpenBOR script engine.
@mrfreeman Yes friend, it's possible, but to be honest I haven't decided yet. I added back/charge attacks because the original SOR3 originally have dedicated buttons for these moves, but the running attacks does not make too much sense to trigger using a single button press.

I still need to make more tests but I can't guarantee that it will be added.
 
@mrfreeman Yes friend, it's possible, but to be honest I haven't decided yet. I added back/charge attacks because the original SOR3 originally have dedicated buttons for these moves, but the running attacks does not make too much sense to trigger using a single button press.

I still need to make more tests but I can't guarantee that it will be added.
Surely, no worries. I just wanted to ask if I can do it for my local copy of the game, without adding to the game release.
 
Starting the tests, SOR1 Axel over the BKM version. Still needs many adjustments, currently I'm deciding the moveset and trying to improve the palette since the BKM characters have many differences when compared with the OG SOR2.

Credits to @Mr.Hunter and @GekiPurple by the creation and improvements.

I'm still considering having more versions due to seeing some good works around there.

1745962890654.png
 
Looks pretty cool! I'll admit, visually, it really feels like I'm just looking at an SoR2 Axel edit, rather than a true representation of an SoR1 Axel like SoRR accomplished (I know and respect you don't want to use their sprites, but I'd hoped you'd make or source your own take on the SoR1 characters instead). I CAN see the edits on the idle and such to make it a little different, but it's not enough to distract from the base, though maybe it's just 'cause I'm SO familiar with SoR2. It makes me less hyped for future versions of characters, thinking they might just end up being similar edits. It doesn't look like you're playing as SoR1 Axel, it just looks like you're playing as a skin or edit of SoR2 Axel with a couple minor move differences, similar to Beta Max (but with Beta Max it 100% makes sense and is understandable because he is from the same game and is just an early version of the same instance of the character). As a fan I was a smidge disappointed, but as a developer, I can totally understand the limitations and why it is the way it is. And maybe a full resprite could be possible in a much later future update or something, who knows :)

That said, I do like the details you incorporated, such as making sure he still had the jump knee (which was my main concern he'd be lacking continuity-wise) and the way you remade his co-op move as an alternate air move. Even his Offense Special; at first I was like "oh, it's just the SoR2 one with less hits", but thinking about it lore-wise, it's almost like this could be his 'original' version of the move, before he perfected it for SoR2, so looking at it that way made me kinda like it and see it as character growth/progression :)
 
View attachment 10712
From a visual perspective, the thighs seem a bit too long,right?
@lanyer Hmm I think it's correct, if compared with the original +125% it matches similar proportions.

1747260995890-gif.10715


Looks pretty cool! I'll admit, visually, it really feels like I'm just looking at an SoR2 Axel edit, rather than a true representation of an SoR1 Axel like SoRR accomplished (I know and respect you don't want to use their sprites, but I'd hoped you'd make or source your own take on the SoR1 characters instead). I CAN see the edits on the idle and such to make it a little different, but it's not enough to distract from the base, though maybe it's just 'cause I'm SO familiar with SoR2. It makes me less hyped for future versions of characters, thinking they might just end up being similar edits. It doesn't look like you're playing as SoR1 Axel, it just looks like you're playing as a skin or edit of SoR2 Axel with a couple minor move differences, similar to Beta Max (but with Beta Max it 100% makes sense and is understandable because he is from the same game and is just an early version of the same instance of the character). As a fan I was a smidge disappointed, but as a developer, I can totally understand the limitations and why it is the way it is. And maybe a full resprite could be possible in a much later future update or something, who knows :)

That said, I do like the details you incorporated, such as making sure he still had the jump knee (which was my main concern he'd be lacking continuity-wise) and the way you remade his co-op move as an alternate air move. Even his Offense Special; at first I was like "oh, it's just the SoR2 one with less hits", but thinking about it lore-wise, it's almost like this could be his 'original' version of the move, before he perfected it for SoR2, so looking at it that way made me kinda like it and see it as character growth/progression :)
@Psykai Thanks for the feedback :)

I'm sorry to disappoint you, I felt the same when I saw that Sega recycled some SOR2 sprites in the Bare Knuckle Mobile. Honestly I expected a complete rework based on the first game but using the SOR2/3 proportions.

However, this Axel in fact makes sense because I'm trying to stick with as many original sprites as possible. So, considering that the BKM is an official Sega remake of the SOR1, I'm just following the original content and putting BKM characters in the SOR1 route.

Indeed we are very lucky to have this BKM game and the amazing @Mr.Hunter edits, otherwise we may never have a SOR1 route in the SORX, or maybe I would have even stopped at the old SOR2X since the BKM existence was one of my main motivations to keep developing the entire trilogy.

I'm still doing many adjustments to make him different from the Axel2, but I confess that it's not easy 😅
And like I said in a previous post, I can maybe add more variants with different sprites in future updates.

 

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Indeed we are very lucky to have this BKM game and the amazing @Mr.Hunter edits, otherwise we may never have a SOR1 route in the SORX, or maybe I would have even stopped at the old SOR2X since the BKM existence was one of my main motivations to keep developing the entire trilogy.
As they say, "I came to the right place at the right time."

Looks pretty cool! I'll admit, visually, it really feels like I'm just looking at an SoR2 Axel edit, rather than a true representation of an SoR1 Axel like SoRR accomplished (I know and respect you don't want to use their sprites, but I'd hoped you'd make or source your own take on the SoR1 characters instead). I CAN see the edits on the idle and such to make it a little different, but it's not enough to distract from the base, though maybe it's just 'cause I'm SO familiar with SoR2. It makes me less hyped for future versions of characters, thinking they might just end up being similar edits. It doesn't look like you're playing as SoR1 Axel, it just looks like you're playing as a skin or edit of SoR2 Axel with a couple minor move differences, similar to Beta Max (but with Beta Max it 100% makes sense and is understandable because he is from the same game and is just an early version of the same instance of the character). As a fan I was a smidge disappointed, but as a developer, I can totally understand the limitations and why it is the way it is. And maybe a full resprite could be possible in a much later future update or something, who knows :)

That said, I do like the details you incorporated, such as making sure he still had the jump knee (which was my main concern he'd be lacking continuity-wise) and the way you remade his co-op move as an alternate air move. Even his Offense Special; at first I was like "oh, it's just the SoR2 one with less hits", but thinking about it lore-wise, it's almost like this could be his 'original' version of the move, before he perfected it for SoR2, so looking at it that way made me kinda like it and see it as character growth/progression :)
I haven't fully finished this Axel.
I created him based on my impressions of BKM, I was always confused by the fact that there
he is a banal, slightly sharpened version of SOR 2 (and in some cases even thinner)

In my list of production hell,
regarding Axel BKM, I had 2 points

First, just give him original gloves, purely because BKM, in its idea, was a remake of the first SOR (and in fact, we have a cut-down citizen in several places).

And in the second point, try to implement
the entire standard of the original SOR 1. And this
and the original stand with other animations. I set myself perhaps too unachievable plans (which is why I sometimes have mood swings), but I really want to create it in such a way that it does not cause doubts in everyone (including me as the creator)

Now I borrowed a laptop from my friend, and I will try to at least a little but get back into the game
 
And in the second point, try to implement
the entire standard of the original SOR 1. And this
and the original stand with other animations.
@Mr.Hunter Hi buddy, thanks a lot for the BKM Axel sprites. I would like to know more about the new Axel you have in mind.
I'm planning to use your BKM Adam too.
 
@Mr.Hunter Hi buddy, thanks a lot for the BKM Axel sprites.
Hello friend, I am glad that my works are not forgotten

I would like to know more about the new Axel you have in mind.
It’s too early for me to say anything about Axel, since he’s still in the “planning” stage.
Axel BKM SOR 1 style (полный стиль).png
During my previous work with him, I repeatedly noticed that they all have "Echoes" of their originals, and in this case,
for Axel it was that very shot of the stand with pepper. Who became my second test subject (the first was Blaze, but more about her later)

Continuing with the topic of Axel, now I have thoughts about his face and hair. Oh, and his hand


I am also a little afraid that I have raised your expectations,
which is why I am afraid that I will disappoint you when I release the result.
 
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