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.
Kratus I promisse I will give you a more in-depth feedback when I have time but, for now, I must say that I am very impressed by your skills.
I just LOVED what you did with the button layout change on the extra menu - I wasn't even aware that you could change it on the fly like that!
Its really impressive. Maybe I will borrow it for my game too :)

And now since we have the option for oldschool effects, the game is offically better than SORR for me.

Congrats for such great work.
 
Kratus Not even played it yet but thanks man for adding the "Bowling" effect for Adam... I think it's a huge part of what made him stand out in SoR1

Looking forward to putting some time in.
 
Hey Kratus dont You want to make Your own custom APK  with icon and all ? OR it is custom one ?
 
Here's my playthrough of the current version bro:

https://www.youtube.com/watch?v=DCLQ6TrHf24

Loving the new extra options menus, it's like you have a whole bunch of options to make it feel like a different game everytime you play!! :D  Also love the fact that you can change the effects in this game now as well!!

Properly, well done man!!  Can't wait to see what other updates you have in the future!!
 
There is a bug in Sor 2 route - stage 3, area 2 (where there are arcade machines)

After you break the arcades, sometimes if a galsia its really near the wall (the wall behind the arcade machines) you cant grab the galsias. (at least when you are playing with axel.)

I notice that axel doesnt have the horizontal attack with pipes and baseball bats (the attack he does in Sor3 -  foward+foward+attack button)
In Sor 3 route stage 1, when the galsias come from above, there missing two boxes (one of them contain a Bat)

And you cant make attacks in combination with your partner (like in SOR 1&3)
 
O Ilusionista said:
Kratus I promisse I will give you a more in-depth feedback when I have time but, for now, I must say that I am very impressed by your skills.
I just LOVED what you did with the button layout change on the extra menu - I wasn't even aware that you could change it on the fly like that!
Its really impressive. Maybe I will borrow it for my game too :)

And now since we have the option for oldschool effects, the game is offically better than SORR for me.

Congrats for such great work.


O Ilusionista
Thanks buddy, it's a honor to hear that! In fact OpenBOR always surprises me with it's capabilities. This time I'm doing some tests with the "filestreams" functions and we can really do cool things with that.

Please, wait a little before playing SOR2X because I'm doing some improvements to save memory and cpu. I will launch the 2.1 version soon, it's an update focusing performance only.

After releasing the next version, I can share the button layout script for Android if you want. I'm really surprised at how many people like to play OpenBOR games on Android and this is why I searched for a way to customize the layout.


msmalik681
wow just saw the extra menu your scripting skills are crazy do you have some background in coding or something ?
Thanks man! Although I'm working with I.T., coding is not my specialty yet. After meeting OpenBOR the first time in 2016, I'm dedicating some time to study programming and I need to admit that OpenBOR is a very cool way to learn.

But something that helped me a lot was looking at the OpenBOR source code to understand how it works. And I need to thank you and other OpenBOR experts like DC, O Ilusionista, White Dragon and BloodBane because I learned a lot with your work here.

I'm glad you liked the extra menu scripts, I hope it can help other modders to improve your games too


pepodmc
Thanks for the suggestions.
After you break the arcades, sometimes if a galsia its really near the wall (the wall behind the arcade machines) you cant grab the galsias. (at least when you are playing with axel.)
In fact this is not a bug, it is like an engine protection to avoid characters to be stuck in walls during grab animations. No character will be grabbed near any wall

I notice that axel doesnt have the horizontal attack with pipes and baseball bats
Bats are not implemented yet, but I'm planning to add more weapons in future updates, together with this horizontal attack too

And you cant make attacks in combination with your partner (like in SOR 1&3)
This is not implemented due to some problems in throw/slam scripts when both players are using the same character. I can make new test in future updates to find a way to avoid it


John_Kuey
Thanks man!
was you able to do this in a previous build or am I missing something?
Yes, in older updates Blaze can't use front+special move while grabbing an opponent due to this atbox and sprite positions.


dafamily
Great gameplay bro! Thanks for your feedback


YMB 9 Shinzou
Yes, I liked this "Bowling" effect too haha! This gives to Adam a different gameplay


bWWd
Thanks man, but this custom APK already have custom icons too
 
Here is my playthrough. Fantastic work i love it  :D https://www.youtube.com/watch?v=orkL5OTdewY&t=852s
 
Kratus

Great work all around man!

I have only had a couple of playthroughs but my feedback so far would be that I still think enemies have about 15% too much health; particularly in the later half. What results is I end up with a ton of lives from points but can't avoid death. I also think it drags out the playthrough that hurts the overall pacing of each transition. I have play a lot of SoR and like to think I'm pretty good so I can only imagine a newcomer would find it too slow. I think perhaps the difficulties should be more for this slower pacing.

I would also like if you could make Rage bindable to Energy + Special so I don't always have to cancel into it from Blitz/Special attacks. the d, f + Energy input I find to fiddly in the heat of the moment to connect a raw Rage attack. Twice I died with Blaze because I didn't have the life to Special, and in 2 player trying to combo Rage into Rage (where you want to do it raw because Rage ignores juggle limit) it's not an easy thing to pull off. I think having it bound to Special + Energy would solve these problems right away.
 
YMB 9 Shinzou
Thanks man!

I have only had a couple of playthroughs but my feedback so far would be that I still think enemies have about 15% too much health; particularly in the later half. What results is I end up with a ton of lives from points but can't avoid death. I also think it drags out the playthrough that hurts the overall pacing of each transition. I have play a lot of SoR and like to think I'm pretty good so I can only imagine a newcomer would find it too slow. I think perhaps the difficulties should be more for this slower pacing
In fact, due to the rebalance in 2.0 version, all characters have their attributes changed and their characteristics are reinforced. Stronger characters have your power increased but are slower, and weak characters do less damage but are more fast and fills energy stars more quickly.

If you play as Blaze or Sammy will certainly feel that the enemies really have more life due to the low damage, it's exactly the intent. However, you will see that energy stars fill quickly, you can avoid groups of enemies by simply running, jumping or dodging, which is a difficult thing to do with stronger and slower characters.

Also, maybe is necessary to change your gameplay a little and use counter/super/rage more times, thanks to the fast energy recharge. Plus, both Blaze and Sammy are good using weapons too, and now you have two ways to recovery your health after any special move, by hit and by time. Block is another useful thing in this game.

The amount of lives at the end of the game are the same as the original SOR2, something between 20-27 lives. Certainly you will need these lives in mania difficult... My intent is to make the "no death" gameplay something hard to achieve. The purpose is to give a high "re-play" factor and make a "true" challenge even for experienced players.

The lives are added at every 100k, like original SOR2. However, I can check enemie's aggression and make some adjusts if necessary.

I would also like if you could make Rage bindable to Energy + Special so I don't always have to cancel into it from Blitz/Special attacks. the d, f + Energy input I find to fiddly in the heat of the moment to connect a raw Rage attack. Twice I died with Blaze because I didn't have the life to Special, and in 2 player trying to combo Rage into Rage (where you want to do it raw because Rage ignores juggle limit) it's not an easy thing to pull off. I think having it bound to Special + Energy would solve these problems right away
In OpenBOR, the "down+front" (hadouken) command needs to be made slower than Street Fighter games. After I discovered this trick, I have no problems with this command anymore. However, I will test your suggestion too, I liked it

Davpreec
Great gameplay buddy! Thanks!
 
YMB 9 Shinzou said:
Kratus

I would also like if you could make Rage bindable to Energy + Special so I don't always have to cancel into it from Blitz/Special attacks. the d, f + Energy input I find to fiddly in the heat of the moment to connect a raw Rage attack. Twice I died with Blaze because I didn't have the life to Special, and in 2 player trying to combo Rage into Rage (where you want to do it raw because Rage ignores juggle limit) it's not an easy thing to pull off. I think having it bound to Special + Energy would solve these problems right away.

THIS!!!!!

source.gif


 
pepodmc said:
YMB 9 Shinzou said:
Kratus

I would also like if you could make Rage bindable to Energy + Special so I don't always have to cancel into it from Blitz/Special attacks. the d, f + Energy input I find to fiddly in the heat of the moment to connect a raw Rage attack. Twice I died with Blaze because I didn't have the life to Special, and in 2 player trying to combo Rage into Rage (where you want to do it raw because Rage ignores juggle limit) it's not an easy thing to pull off. I think having it bound to Special + Energy would solve these problems right away.

THIS!!!!!

source.gif

I think this is not a hard thing to make, but I will consider the alternative rage button suggestion. The new "Cancel System" gives a large cancel window to make combos. The cancel order is: attack3 > running attacks > special attacks > rage attack
But this sequence can be shortened, like attack3 to rage attack directly, is not necessary to make the entire moves order.
For characters that don't have attack3, they can use attack2 instead.
https://www.youtube.com/watch?v=8qPt-nlbg3U
 
Kratus

While it may have the same number of lives overall, I don't get to the end of a SoR2 playthrough on normal with 18 lives left. With so many extra enemies and them taking so much more to kill then you eventually end up with an insane amount of points. The main issue for me though is the pacing. I think a casual playthrough of 2X would take probably twice as long as SoR2 and some screens you are on so long they just start to get visually boring, and some enemies start to become tedious.

Don't get me wrong I want a harder difficulty that takes longer to beat, and I want enemies that I will have to be maximising every combo to beat quickly. I use the stars, cancels, rage all as much as I possibly can and I think I have a good understanding of these type of mechanics and still to me it feels a little slow paced overall. I would suggest maybe widening the gap between Normal and Hard mode for the casual playthrough. It's natural for many games to end up being too hard because the developers have gotten so good at the game they forget what  being new feels like, I think it's at least worth considering you may have gotten too good at 2X!

As far as the Rage goes yes it is easy if you do it slow, but the trouble is doing the input slow moves your character down and potentially out of line with the enemy you are trying to Rage. This is particularly apparent when trying to combo Rage into Rage with a friend. Having to line up to where your character may move two because of the Hadouken input makes it harder than it needs to be.
 
YMB 9 Shinzou said:
Kratus


Don't get me wrong I want a harder difficulty that takes longer to beat, and I want enemies that I will have to be maximising every combo to beat quickly. I use the stars, cancels, rage all as much as I possibly can and I think I have a good understanding of these type of mechanics and still to me it feels a little slow paced overall. I would suggest maybe widening the gap between Normal and Hard mode for the casual playthrough. It's natural for many games to end up being too hard because the developers have gotten so good at the game they forget what  being new feels like, I think it's at least worth considering you may have gotten too good at 2X!

So you want an "easier" normal difficulty?
 
Kratus said:
pepodmc said:
YMB 9 Shinzou said:
Kratus

I would also like if you could make Rage bindable to Energy + Special so I don't always have to cancel into it from Blitz/Special attacks. the d, f + Energy input I find to fiddly in the heat of the moment to connect a raw Rage attack. Twice I died with Blaze because I didn't have the life to Special, and in 2 player trying to combo Rage into Rage (where you want to do it raw because Rage ignores juggle limit) it's not an easy thing to pull off. I think having it bound to Special + Energy would solve these problems right away.

THIS!!!!!

source.gif

I think this is not a hard thing to make, but I will consider the alternative rage button suggestion. The new "Cancel System" gives a large cancel window to make combos. The cancel order is: attack3 > running attacks > special attacks > rage attack
But this sequence can be shortened, like attack3 to rage attack directly, is not necessary to make the entire moves order.
For characters that don't have attack3, they can use attack2 instead.
https://www.youtube.com/watch?v=8qPt-nlbg3U

Yeah, the cancel windows is generous, even more when you get used to it.

But sometimes, i simply want to do the rage attack only, not having to do it as a cancel from other attack.
And in those situations and in the heat of the moment, the down+foward+energy its anoying when you need to attack in an quick instant.
For example, while hitting an enemy in front of you, and in an instant, doing the rage attack to an enemy behind you.
You would need first to look to the enemy behind you, so , it would be back+Down+foward+energy.
You lose little time but sometimes, that little time could make you get hit.
 
YMB 9 Shinzou said:
Kratus

While it may have the same number of lives overall, I don't get to the end of a SoR2 playthrough on normal with 18 lives left. With so many extra enemies and them taking so much more to kill then you eventually end up with an insane amount of points. The main issue for me though is the pacing. I think a casual playthrough of 2X would take probably twice as long as SoR2 and some screens you are on so long they just start to get visually boring, and some enemies start to become tedious.

Don't get me wrong I want a harder difficulty that takes longer to beat, and I want enemies that I will have to be maximising every combo to beat quickly. I use the stars, cancels, rage all as much as I possibly can and I think I have a good understanding of these type of mechanics and still to me it feels a little slow paced overall. I would suggest maybe widening the gap between Normal and Hard mode for the casual playthrough. It's natural for many games to end up being too hard because the developers have gotten so good at the game they forget what  being new feels like, I think it's at least worth considering you may have gotten too good at 2X!

As far as the Rage goes yes it is easy if you do it slow, but the trouble is doing the input slow moves your character down and potentially out of line with the enemy you are trying to Rage. This is particularly apparent when trying to combo Rage into Rage with a friend. Having to line up to where your character may move two because of the Hadouken input makes it harder than it needs to be.

YMB 9 Shinzou

Man, I understand what you are talking about, but I see you haven't played the first versions of SOR2X. The difficulty was already reduced a lot, some old Chrono Crash members can confirm it. The 1.0 version for example doesn't have an extra menu and it's harder than the current "mania" difficult.

In fact it's hard to make all SOR fans happy because everyone has your own point of view. Some people say that the game is easy, others say that it's hard... There's a lot of comparison with the original games, but even though SOR2X carries the franchise's name, it's not exactly the same game.

Although I am developing SOR2X today, I am also a player too and still play all original SOR1/2/3 until today. From my point of view of a player, I think the pacing is ok in SOR2X. I'm always hearing all opinions and making changes according to players, but this "pacing" adjusts was already made from old versions to the current.

However, I can create a new difficult for casual players. Also, I'm thinking about creating two new extra menu options to change the enemy's life ratio and group size multiplier. I always prefer to let the player decide how he wants to play, this is exactly the purpose of the extra menu.
 
Is there a stage select after beating the game 3 times? because if there is, i dont know how to use it  ;D


EDIT: 

i played more times the sor 3 route and there are some problems with the Cpu partner:

In stage 3, in the bulldozer area , the cpu partner seems incapable of detect the walls as a destructible object and goes to the bulldozer, but the cpu partner doesnt try to hit the bulldozer.
I mean, goes to the bulldozer like detecting it as an enemy, but doesnt hit the bulldozer.
Would be better if you put some kind of priority to the walls so the cpu partner goes to hit the walls and let the player hit the bulldozer when needed.


And in stage 4, the cpu partner nearly never tries to avoid the machine on the rails, sometimes with help of calling the cpu partner in manual mode you can make him stay on the right rail , but sometimes he goes where you are but standing on the other rail, so the machine hits him/her.
 
pepodmc
Is there a stage select after beating the game 3 times? because if there is, i dont know how to use it  ;D
Yes, need to finish the game 3 times to unlock the "level select" menu. At the new game screen, simply press left or right to change the desired level, highlight arcade/rebellion modes and press attack/start buttons.

Would be better if you put some kind of priority to the walls so the cpu partner goes to hit the walls and let the player hit the bulldozer when needed
Thanks, fixed. Now the CPU partner will priorize walls in the bulldozer stage.

And in stage 4, the cpu partner nearly never tries to avoid the machine on the rails
I'm trying to fix it but no solution at the moment. The only solution I tested was to add the machine as a hostile, but even in defensive instance, the CPU partner tries to attack the machine sometimes.

pudu
Awesome, thanks for the gameplay buddy!

EDIT:
YMB 9 Shinzou
After some tests, I will make some little changes.

- Reduce regular enemie's health's addition according to game progress, but increase health addition according to game's difficult
- Reduce regular enemie's aggression a little, but maintain the same value for bosses
- Change Rage's command from D+F+A2 to A2 only, like the same command used by Rage cancel moves

It will be applied in version 2.1 to see player's feedback. It can be reversed if most players don't like it.
After some tests, I think that these changes are ok, and maybe will be the last time these features are changed.

Thanks for the feedback, buddy!
 
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