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.
Hello, my friend. This work is very good! I've always supported you!
And then a little female characters would be good enough ☺ Thanks !
 
That doesn't look right for Nora. Her whipping arm
Hey guys, here's some new content added to the game.
I'm really enjoying learning about how to work with sprites, I have big plans for future updates.

Finally I was able to create an exclusive Souther version for SORX. The body was completely redrawn over a resized BKM version and the head uses the SORR format, but the face received a few improvements once some SORR sprites have no eyes, same as shown on the image.
View attachment 2232

Signal SOR3+SOR1 and Nora using BKM Electra as base.
View attachment 2233
That doesn't good on Nora. One of her hands is missing and in every iteration of the game, she had both hands intact with long gloves.
 
Hey guys, one more update on sprites. This time I'm replacing the Max running animation with my edit based on BK3 Axel.

From this point, there's no more original SORR sprites in the game and no assets overall, once all music was replaced by Maestro Draven tracks. In addition, now only the original tracks will stay inside the game file, all other playlists will work from an external folder allowing the SORR musics to be used if you want (plus reducing the size of the game file).

Max run.gif
 
Yes! Actually I kind of liked this old SORR 5.1 run based on CVS2 Zangief.

But yes, sure ,the new one gives a more unique style to this mod.
 
This video shows the new Jet propulsion system, which replaces the old (and ugly) method based on forcing a change in the character's position frame-by-frame using "seta" function.

With this new code I can apply the propulsion to any character, plus now I can control many aspects like velocity, and turn it off at any time. For the playable version now the items can be picked up normally by simply deactivating the propulsion.

This way the Jet character has now the same behaviour of the original SoR games.

EDIT: I will share the Jet script as soon as I make it more organized and properly commented, I still need to do some tests.



This another video I'm showing the newly added moves based on the BK3 unused sprites for Blaze and Sammy.

In addition, now all the 3D effects were replaced by normal 2D effects, but still better than the original. This way the game feels more close to an official SoR game, avoiding a lot of sprite style clashes.

 
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Those look really nice @Kratus. If I may, I do think maybe those extra sprites would be more suited to an air-throw.

DC
@DCurrent

Thanks buddy. Yeah, I agree with you, to be honest I was not satisfied either.
I worked a little more on it and developed a way to perform this move in the air, similar to Chun-Li's air-throw.



Will there be a video/screenshots to showcase the new non-3D effects?
@Miru

The new effects are in the latest videos, including hitflashes, explosions and other effects.
I will post one more video tomorrow showing an entire SOR1 stage playthrough, you can see those details better.
 
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Air thow version looks like a good option.
For Sammy particularly because it seems like he can do it from higher peak of jump.(y)
For Blaze it looks ok, but looks like she can do it only "close" to the ground.
(Either because she cannot jump higher or the animation is slower, or she cannot launch opponent high enough... I'm not sure)
Do you know why?

Blaze unused sprites always gives me the feeling she could have a riding move similar to Sammy's "Migraine attack", but she would be slapping the opponent instead :cool:
If this option is not taken in the future, I'll consider adding it to my custom girl "original" character in SorX

Also, I have another question.
Are all the extra moves always available, or we can choose either playing "vanilla" Sor 3 Sammy or "SorX" version of Sor 3 Sammy ?
I'm not requesting such a feature, just I'm curious if it is planed.

As I said on YT, I really like how this project goes ! The ultimate Sor experience.
 
@DCurrent

Thanks buddy. Yeah, I agree with you, to be honest I was not satisfied either.
I worked a little more on it and developed a way to perform this move in the air, similar to Chun-Li's air-throw.




@Miru

The new effects are in the latest videos, including hitflashes, explosions and other effects.
I will post one more video tomorrow showing an entire SOR1 stage playthrough, you can see those details better.
Hey, man, this airdrop is great! But Each character has a different airdrop and is more perfect 👍
 
@Kratus I had a look at your last video with Max in action.
The features are great! And I'm glad to see Max using all these moves including throws/slams options.

But it also confirmed something I noticed when you first posted his running animations.

(please excuse my average english : I migh not use the right words or sound harsh or something)

The new one have something "lazily" edited frames.
Particularly in the "outstretched" frames (I mean the frames Max reach maximum extention of each runing foot step)
These 2 frames (one for left leg, one for right leg) seems to have a very similar frame immediately after.

It gives the feeling some elements don't move at all between these 2 frames.
This is something we usually try to avoid in an animation, otherwise it looks a bit rushed/lazy.

I think someone like @kimono can easily fix it.
If he cannot, I'll take it on, but it will take time, because this is the worst moment for me to sprite ^^;

However, the upcoming content make this mod even more fresh to play!
 
I mixed all the latest updates made on some characters into a unique video. It includes the editions on Max, SOR1 Galsia / Signal / Nora / Souther. In addition, I'm showing the latest changes on the SOR1 Stage 2 too.



@NED
First, thanks for all feedbacks :)

Either because she cannot jump higher
Exactly, each character has their own jumping height and gravity, but both Blaze and Sammy have the same delay during these animations.

Are all the extra moves always available, or we can choose either playing "vanilla" Sor 3 Sammy or "SorX" version of Sor 3 Sammy ?
Yes, but some features can be disabled on the extra menu, allowing the player to customize the experience and making it closest to the original.

My Mod - 0000.pngMy Mod - 0001.png

The new one have something "lazily" edited frames.
Particularly in the "outstretched" frames (I mean the frames Max reach maximum extention of each runing foot step)
These 2 frames (one for left leg, one for right leg) seems to have a very similar frame immediately after.

It gives the feeling some elements don't move at all between these 2 frames.
This is something we usually try to avoid in an animation, otherwise it looks a bit rushed/lazy.
To be honest I would completely remove the "running" animation for Max and let all SOR2/SOR1 heroes with no "running" to avoid the SORR sprites.
However, I made this edit to try improving my sprite skills a bit, and compared with a "fast walking" 😅 it may be enough for now (or at least better than the one based on CVS Zangief in which it looks like Max is "limping").

But I would like to understand better your point, and if it makes sense I want to fix it myself. Below are all the Max running sprites, please I appreciate it if you can point where exactly the problem is, I didn't understand which frames are wrong.

run.png
 
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This is the best beat em up I've ever seen from a technical stand point, it's a shame you don't have a team of reliable sprite artists so that you could create your own i.p.
Thanks man! After the SOR1 route journey, I believe I can even edit sprites, but I would need to have a lot more free time to learn how to and draw all sprites from scratch. It's really hard to do everything alone.
 
I’m glad you didn’t use the Max running sprite from Sorr5.1, I think that one looks awful and with both arms reaching the same height it looks like he’s just switching arms instead of moving them.

Now about your videos, I’m totally and greatly astonished!!! I agree with Danno 100%. Just imagine the possibilities, you would be kicking lot of commercial games down of the blue. I haven’t played SOR4 but I think SOR2X is superior? And specially with this new rework you are doing, the only limitation you have is the sprite. You’ll do wonders with reworking games like Vendetta, Denjin Makai 2 and Violent Storm. Or even Capcom’s Battle Circuit, but specially working on original games which I’m sure would be successful among the beat’em up fans. Many original indie beat’em ups have very nice sprite art but very basic gameplay.

By watching some of the videos:
- does using Jet abilities drain your health? Flying all the time would make him too overpowered.
- Max running looks kinda slow… like he’s sliding on ice instead of running. Speed and delay, but others like Ned have better eye at looking into sprite animations.
- specially loved how Max countered an attack on his back by using the pipe.
- didn’t noted before, but Max side face looks just like Hulk.
- at some point after you release SORX, will you move to another project or will you continue adding extra stuff? Thinking on totally new stages not featured in the previous SoR games, making it like an alternative sequel of sor3, and please with no more Mr X on it :d

This is just a personal opinion, not requesting or anything: I’d like if you don’t use any of the sorr edited sprites because I remember years back in that community they were very protective with their sprites specially against Openbor.

Thanks for your great work!

Edit: this is another personal opinion totally unrelated to SORX, just an opinion about the sor trilogy in general and other beat’em ups: I never liked the design of the Bongo enemies, usually don’t like the “small fat” type of enemy like bongo, pancho in Golden Axe 3 or those in Captain Commando etc. Only exception for me are the guys carrying a battery on FF2 that can electrocute you.
 
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@Kratus
Ok, this is my try for explanation. Here I took frames 5 and 6 (but the problem also exist - less visible - in frames 2 and 3)

I alligned sprite 5 and 6 to point the unmoving parts.
run frame 5 and 6.gif

The legs move is ok, but torso have still part.
And ingame, looks like his right arm don't move at all between these 2 frames

Hope it helps.

(Again, not easy to express it in another language than mine ^^; )
 
The legs move is ok, but torso have still part.
I can see what Ned means. His rib cage looks/is almost too close to the top of his wrestling gear. I think you need to either change the size of his rib cage up or move it 2-3 pixels up, to make room for his stomach to show a little.

And ingame, looks like his right arm don't move at all between these 2 frames
The muscles of his right arm look stretched out. They look like they are in the same place in animation. Try to make him swing it sideways by moving his arm backward and his elbow down like 2-4 pixels. Imagine if the arm were to be in Z axis around zmax.

Love the new updates there.
 
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