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.
Awesome work damn beta 29, I was using 27 hehe, keep up the good work, is there any way to enable the cheats, sorry I am on a super duper slow mobile hotspot, so browsing the new it terrible almost like 56k modem :D
Thanks friend, glad you liked the game :)

is there any way to enable the cheats
You can unlock everything, including cheats, by just finishing the game once.
 
Does anyone know how to save the game for when on the go, as I do see a load function ? thanks again for such a great game.
Hi friend. The game will be saved automatically when you finish a level, currently there's no way to save it manually.
 
@Piccolo Man, I need to thank you a lot for the hard work in the CMT. Thanks to the bind system you added recently, now I'm able to concretize a long time dream and it's possible to attach a decorative weapon entity in every frame of all my weapon models using the editor.

About the script, it's in tests yet but the results are very good so far. Basically it will detect the current weapon number and automatically will spawn/bind a proper weapon, plus hiding/killing it when necessary. So, all I need to do is to build one weapon model and all the others can be built with just a copy/paste operation in case all your weapons have the same offset values.

This way I can save a lot of time due to not needing to create a lot of copies of the same sprites just to add a weapon (plus not affecting the palettes too). This method works fine for one or two weapon models, but having more than 10 it consumes too much time to create/update all sprites one by one.

Of course, aesthetically the sprite work is more accurate, but even classic SoR games use a weapon separated from the character (including SOR4 too).

If all the tests go well, this new script will speed up the development a lot.

 
@Piccolo Man, I need to thank you a lot for the hard work in the CMT. Thanks to the bind system you added recently, now I'm able to concretize a long time dream and it's possible to attach a decorative weapon entity in every frame of all my weapon models using the editor.

About the script, it's in tests yet but the results are very good so far. Basically it will detect the current weapon number and automatically will spawn/bind a proper weapon, plus hiding/killing it when necessary. So, all I need to do is to build one weapon model and all the others can be built with just a copy/paste operation in case all your weapons have the same offset values.

This way I can save a lot of time due to not needing to create a lot of copies of the same sprites just to add a weapon (plus not affecting the palettes too). This method works fine for one or two weapon models, but having more than 10 it consumes too much time to create/update all sprites one by one.

Of course, aesthetically the sprite work is more accurate, but even classic SoR games use a weapon separated from the character (including SOR4 too).

If all the tests go well, this new script will speed up the development a lot.

Bind system ? I'm curious about it ^^
 
Bind system ? I'm curious about it ^^
Yeah, the latest CMT version allows you to bind entities using scripts as text masks, it's an amazing feature.

Is it possible to play with the CPU with all the characters from Rebellion mode, I can only choose Ade as the CPU char.
Unfortunately no, I still need to develop all the other CPU partners.
 
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Not a too important update but necessary to prevent changing bike colors together with the character palettes. Now in the same way as the weapons, player bikes are separated from the main models, even allowing to change type according to the original game. Example, SOR2 characters are now using SOR2 bikes, instead of SOR3 ones.

The palette rework is really taking a lot of time but is almost done.

PS: Credits again to the fantastic CMT bind tool, opening a lot of new ways to develop many things :)

 
Thanks to the bind system you added recently, now I'm able to concretize a long time dream and it's possible to attach a decorative weapon entity in every frame of all my weapon models using the editor.
Very nice. This is how it works on the original game.
Question: and how you handle the weapon shadow (which can overlap the player shadow), ground reflection and mirrors?
 
Not a too important update but necessary to prevent changing bike colors together with the character palettes. Now in the same way as the weapons, player bikes are separated from the main models, even allowing to change type according to the original game. Example, SOR2 characters are now using SOR2 bikes, instead of SOR3 ones.

The palette rework is really taking a lot of time but is almost done.

PS: Credits again to the fantastic CMT bind tool, opening a lot of new ways to develop many things :)

Could the rebel characters use bicycles?
 
Very nice. This is how it works on the original game.
Thanks buddy :) Yeah, it's similar to the original, working with two models in the same way as weapons. The only difference is that in the SORX I'm reworking the original sprites removing some bike parts still present in the player's original spritesheet.

1726953426839.png1726953439700.png

Question: and how you handle the weapon shadow (which can overlap the player shadow), ground reflection and mirrors?
Good point, to be honest I didn't think about shadow overlap yet due to happening on other occasions, like during throw/slam moves or when two or more models are in the same spot.

I even looked at some SORR playthroughs to see what they did about it and curiously there's no shadow for held weapons in this game, and the shadow overlap works in the same way as in the OpenBOR.

About mirrors and reflected ground it looks normal. A possible solution for the overlap could be by darkening the shadow color or by removing the transparency.

SORR shadow
1726953865193.png


Could the rebel characters use bicycles?
Yes, it's possible to use any vehicle with this code.

 
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