Streets of Rage 2X

In Progress Streets of Rage 2X By Kratus 2.3.1

No permission to download
The project is currently under development.
Awesome game! Both version (1.5 Lite, 1.5 Standard) perform very good on the Raspberry. The 1.5 is defnitly faster in loading, in gameplay I saw no differences ;)

Thanks for this module
 
Hey Kratus, good work here!
I've played until the diagonal elevator area and, so far, everything seams perfect to me.

Some feedback:
- I am using the Lite version and it runs perfectly and loads fast too.
- No more lag anywhere.
- The difficult now is fine (Barbon won't try to counter almost every single attack like before)
- The HUD seams more cleaner now.
- I love the fact Max can jump attack with the pipe

Questions:
- When I was fighting the girl with the whip (Lisa, Linda, I forgot her name), right before the fight against Barbon, she died with only one hit (Max with sword).
Is this intentional or was the attack too strong for her?

Suggestions:
- Do you plan to add Zan to the game?
- Max could have a special attack with the pipe. I can try to sprite something for you if you want.
- Maybe it can be too much work, but some OTG moves could be nice (like in DD, Vendetta, etc).

If you want to be featured on the main page, please make a GIF - and I suggest you to show Adam on it, people will love it :)
So I can share at OpenBOR's facebook page too.
 
Thank you all for the feedback! Now that the game is more stable, it´s time to start the SOR1/SOR3 content, and the old hacks tribute too.

@O Ilusionista

Questions:
- About Electra, yes Max sword attack is too strong for her. This is because all weapons damage  will be multiplied by the character offense factor. So, all enemies have levels according your color and the blue Electra is the weakest, with 50 HP in the "Normal" level. All sword damage are fixed with 24 but Max offense factor is 2,5 and the result is 60 for the total damage, killing her with one hit

Suggestions:
- About Zan, yes my friend. Now is the time for all SOR3 content  :)
- About Max pipe special, I gave him the "jump pipe attack" as a special move, and he have Rage Pipe too, a very strong 2 hit impact move. But we can test another moves with different sprites if you have some
- About OTG, can be a good idea. I will learn more about and make some tests

Thanks, I will make a gif with Adam gameplay  :)
 
@Kratus  played the first level this game is dope man and I hope you continue to make it even better.

here are some of my takeaways

i like how you stayed true to the classic (wiith the extra man  at  the start) you even stayed true to the genre as well. I like the twist of having jack ride in on a bike that was nice.

I didn't like how difficult barbon is (he gave me hell) and also hitting boxes is quite difficult at times.

Here are some things I hope can be worked into the game

ability to have 3 AI players (if you don't have no one to play with) SOR Maker offers this and it's a nice feature to have it would make the game crazy

also anyway to get an online mode with this 2 play online?

anyway to incorporate final fight into this game with their sprites and bosses and have a cohesive story behind it?
 
jplaya2023 said:
ability to have 3 AI players (if you don't have no one to play with) SOR Maker offers this and it's a nice feature to have it would make the game crazy

It is a good idea for sure, i don't really play alone :p
I don't know if it is an OpenBOR feature to add to the engine ? Or only a script to create ?
Because it can be cool to have it for some other mods ...

jplaya2023 said:
also anyway to get an online mode with this 2 play online?

I also dream of this from a long time ... i know some do it with an external software ...
I also see that OpenBOR has unofficially been ported to RETROARCH this year, i don't try it, but there is the NETPLAY on Retroarch and it works on many systems ... for me it is the future of OpenBOR, i dream of this ;)

jplaya2023 said:
anyway to incorporate final fight into this game with their sprites and bosses and have a cohesive story behind it?

SOR and Final Fight have not the same graphical design ... without any sprite drawing i don't think it is a good idea :(
I stand for the SOR 1 & 3 ;)
 
darknior said:
I don't know if it is an OpenBOR feature to add to the engine ? Or only a script to create ?
Because it can be cool to have it for some other mods ...
...

OpenBOR supports NPCs that will follow you and fight on their own. No script needed at all for that unless you want to add some specific custom behaviors. You'd need script to decide when they should and shouldn't be spawned in, but it's not difficult at all.

The hard part is setting the NPCs up to be good players. It is a lot more difficult than it sounds. What's the point of an NPC that can't hold its own with bosses or dies every three steps in the last stage? But now that same NPC is running wild everywhere else and hogging up all the action! It's a delicate balance.

DC
 
Damon Caskey said:
OpenBOR supports NPCs that will follow you and fight on their own. No script needed at all for that unless you want to add some specific custom behaviors. You'd need script to decide when they should and shouldn't be spawned in, but it's not difficult at all.

Yes thanks, i know it, i understand it when i see some NPC in some games :)
But that i want to speak about, is that it is include in the story of the game.
When can't when we begin the game, to activate a second player, with AI like we can do in a Bomberman game in battle mode.
Let the user add or not a second player if he want to use it for fun ...
For exemple when i play TMNT, i always dream to play it with 4 players, to have all the team on screen, but i'm almost always alone to play lol

Damon Caskey said:
The hard part is setting the NPCs up to be good players. It is a lot more difficult than it sounds. What's the point of an NPC that can't hold its own with bosses or dies every three steps in the last stage? But now that same NPC is running wild everywhere else and hogging up all the action! It's a delicate balance.

Yes, same, i see it with PNJ in games ... make a good IA for PNJ is very hard ...
balance they will use or not Super Power, combo, etc ...
 
darknior said:
Yes thanks, i know it, i understand it when i see some NPC in some games :)
But that i want to speak about, is that it is include in the story of the game.
When can't when we begin the game, to activate a second player, with AI like we can do in a Bomberman game in battle mode.
Let the user add or not a second player if he want to use it for fun ...
For exemple when i play TMNT, i always dream to play it with 4 players, to have all the team on screen, but i'm almost always alone to play lol

Those are still NPCs. There's no difference other than the logic used to spawn them, which is what I was talking about.

Instead of the NPC being a dog some character always has, or a guy that jumps in for a while when you get an item, it would be spawned based on choices you make in the menu.

You might make the computer pick a random fighter, continue after losing, or whatever else, but it still just boils down to spawning NPC type entities that follow the player through stages and attack enemies.

DC
 
Damon Caskey said:
Those are still NPCs. There's no difference other than the logic used to spawn them, which is what I was talking about.
Instead of the NPC being a dog some character always has, or a guy that jumps in for a while when you get an item, it would be spawned based on choices you make in the menu.
You might make the computer pick a random fighter, continue after losing, or whatever else, but it still just boils down to spawning NPC type entities that follow the player through stages and attack enemies.
DC

Yes i understand this. My bad english :p
Like you write it is the game coder that must add this feature to the game. And no one will add this to all the existing games, like no one take time to update them for last OpenBOR build :(
I have think that if it was an option include in OpenBOR it can works for all the games. But i understand now that it's impossible because all the game is scripted, character menu too, and it must be to the game developer to add this feature.
 
I have think that if it was an option include in OpenBOR it can works for all the games.
But it ALREADY WORK for all the games.
This is a common mistake from many users: either to request things that are already possible or either request to add specific mod based things to the core engine, which would just bloat the source code.
 
O Ilusionista said:
I have think that if it was an option include in OpenBOR it can works for all the games.
But it ALREADY WORK for all the games.
This is a common mistake from many users: either to request things that are already possible or either request to add specific mod based things to the core engine, which would just bloat the source code.
You don't undestand me ???
I as k for nothing, i have understand it already works.
But no one use it in games !!! No one make a game where you can play with computers friends.
 
Yeah I get it now. Darknior isn't asking for the feature, he's asking why no one uses the feature. I can't answer that - it's up to each individual author to decide.

Using myself as an example, I'm all about feature packed modules, and that's one of the reasons I've never yet released mine. I make heavy use of NPCs, but only for characters that have them as part of their shtick (Galford and Poppy, Jo Musasshi and Yamato, etc.). But CPU partners to replace human players? I don't care about that at all, so you probably won't ever see it in my projects.

Other authors may feel the same way. I can't speak for them. Perhaps Kratus has CPU partners in mind but wanted to finish other stuff first. It really just depends on each individual project.

DC
 
I liked this version about as much as the previous, but a lot of the enemy players still felt rather weak to me. The Ninja still can't use the dodge animation as a block animation, for example, nor can the Hakuyo use a run attack with his flying kick, and thinking about it, Zamza's uppercut could work as a Super Attack animation. Big Ben's roll could also be used as an additional air attack.

Those are admittedly nitpicks but still. And Electra's awesome to play as.
 
Kratus there was a openbor game where you could play as various Japanese super sentai etc characters and it had computer controlled assist characters (and a neat ability to switch between them all) ...sorry cant recall the mods name.
Super Tokusatsu Onore. But the author had said that his method creates a lot of issues, specially in 2P games.
https://www.youtube.com/watch?v=4eeSivbXSCk

@Kratus I've finished the game with Adam and Mr. X.
Your game is only of the few OpenBOR games that I keep on my phone to play over and over and that I still enjoy. Congrats for such great work!

About Mr. X, he could have an diagonal upward shoot too (or it would be cheating?).
 
jplaya2023 said:
@Kratus  played the first level this game is dope man and I hope you continue to make it even better.

here are some of my takeaways

i like how you stayed true to the classic (wiith the extra man  at  the start) you even stayed true to the genre as well. I like the twist of having jack ride in on a bike that was nice.

I didn't like how difficult barbon is (he gave me hell) and also hitting boxes is quite difficult at times.

Here are some things I hope can be worked into the game

ability to have 3 AI players (if you don't have no one to play with) SOR Maker offers this and it's a nice feature to have it would make the game crazy

also anyway to get an online mode with this 2 play online?

anyway to incorporate final fight into this game with their sprites and bosses and have a cohesive story behind it?
Thanks man! I´m glad you like it!

About Barbon:
He is not too hard, all enemies have some ways to defeat. Barbon for example, he is a defensive enemy and will try to avoid or block any attack. But it will make him vulnerable to grabs during block animation, you can use this as an advantage

About A.I. players:
I totally agree with DC, I don´t know if they can be good players and maybe not will be included, but I will make some tests

About online mode:
Man, this is my long past dream :) I´m learning about how to use Retroarch to organize my rom collections and soon as possible I will focus on netplay functionality. I thinks this is a good way to have an online SOR2X multiplayer

About Final Fight: I don´t know yet about story but my plans are to make a tribute to my old SOR2 hacks and it includes all 16 Super Street Fighter characters and at least the 3 heroes from Final Fight 1. All characters will have SNES sprites to fit better than Arcade sprites, just like I did in my hacks.
The SOR2 rom have too many limitations but now with OpenBOR I can make all characters with the correct special moves, super attacks, etc...

@pudu
Nice gameplay!!

@darknior
Thanks man! I will make some tests with a experimental Npc coop mode

@Miru
Thanks! About all playable "regular" enemies, my intent is to make the same SOR2 character with all original weakness, only for fun. I understand your point, a lot of enemies can be very weak but until now my work has been focused on bug fixes and overall balance. But for the next versions I have plans to test special versions for some enemies, like Ninja, Electra or Big-Ben, if they not unbalance the game

@nsw25
Nice, I will take a look in those games. Thanks!

@O Ilusionista
Thanks man! It's an honor to hear this from you, I´m glad you liked it
About Mrx. the only problem is the correct sprites to see him on his back when shooting. But I´m working on it for the next updates
 
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