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.
Credits to @seahorses for the new SOR2 Sammy sprites used in the super/aerial special moves (inspired by the SOR2 GG special), and Luke K. for rage/counter moves.

@seahorses Although I didn't make exactly the same move as the GG special, the sprites fit perfectly for the aerial rage. Thanks a lot :)

Just a question.
Are you missing some custom anims to complete some of the main characters ?
Just asking...
 
@NED Hi buddy. I don't understand the question, what's missing exactly?


Thanks buddy :)
Sorry, my english is not that good ^^;

I mean:
For the main playable characters in this game, do you have some special needs in term of animation to make them more complete.
Is there a lack of sprites to complete some moves you have in mind.
 
Sorry, my english is not that good ^^;
No problem friend.

I mean:
For the main playable characters in this game, do you have some special needs in term of animation to make them more complete.
Is there a lack of sprites to complete some moves you have in mind.
To be honest I think that the current characters are fine. But I still need to think about the SOR1 heroes, which for now are my main focus.
Mr. Hunter already made some great edits with BKM Adam, Blaze is almost ready due to SOR1 Onihime, and SOR1 Axel I haven't decided yet.
But any suggestion is welcome.
 
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Great! I can't wait for the SOR1 versions as well.
Just a feedback, it may be my imagination, but I'm pretty sure I encountered a weird behavious with Max. (usual Max, not the gorilla walk style)
1-I used a kunai in a normal way
2-later I pick up a sword and Max started using a kunai instead but used it like a sword (with both hands)

It was a short play with Max, I could not reach another moment with a sword to confirm it.
 
Just a feedback, it may be my imagination, but I'm pretty sure I encountered a weird behavious with Max. (usual Max, not the gorilla walk style)
1-I used a kunai in a normal way
2-later I pick up a sword and Max started using a kunai instead but used it like a sword (with both hands)

It was a short play with Max, I could not reach another moment with a sword to confirm it.
Like this?


I checked all codes again and I believe that it would not be possible because the binded weapon is based on the one that is picked up on the ground (using entity property), as well as the changed model.

If even the script could be using a wrong weapon name, it would crash the engine instead of picking a different weapon. The only chance for it to happen would be if the engine is changing to a wrong weapon model, but even after many playthroughs it never happened to me.

However, I will pay more attention to this situation. Thanks for the report :)
 
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Great! I can't wait for the SOR1 versions as well.
Just a feedback, it may be my imagination, but I'm pretty sure I encountered a weird behavious with Max. (usual Max, not the gorilla walk style)
1-I used a kunai in a normal way
2-later I pick up a sword and Max started using a kunai instead but used it like a sword (with both hands)

It was a short play with Max, I could not reach another moment with a sword to confirm it.
I know how this bug works, you must catch a weapon at the same time as throwing another. I saw it happen with knives being thrown and catching other weapons. It should happen with any weapon.
 
I know how this bug works, you must catch a weapon at the same time as throwing another. I saw it happen with knives being thrown and catching other weapons. It should happen with any weapon.
Yes, I remember something like that, but I was not sure I sill held the older weapon when picking up the new one because some foreground element masked the character sprite a bit.

so, I was not imaginating it :)
It's certainly a very rare bug. But still give a strange result. ^^
 
I know how this bug works, you must catch a weapon at the same time as throwing another. I saw it happen with knives being thrown and catching other weapons. It should happen with any weapon.
Yes, I remember something like that, but I was not sure I sill held the older weapon when picking up the new one because some foreground element masked the character sprite a bit.

so, I was not imaginating it :)
It's certainly a very rare bug. But still give a strange result. ^^
@Henki @NED Thanks for the report, I will try to reproduce the bug and will check how it works internally in the engine.
Maybe there's a very small interval between throwing a weapon and picking up a new one, preserving the previous weapon in the variables. I really didn't see this coming.
If confirmed, I know how to fix the issue easily.
 
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@NED @Henki Ok, I was able to reproduce the bug and fixed it.

In short, I developed the "bind weapon" script expecting that the engine would clear the held weapon in the exact frame defined through the "throwframe" command.
However, I discovered that the held weapon will only be cleared by the engine when the entire animation that has the "throwframe" ends. Like I suspected, this small interval was enough to keep the previous weapon variable but using a new weapon model.


Just for context, it may be useful.

The held weapon used by my script is the one that is "hidden" when picked up on the ground. Then I get the weapon name by using getentityproperty(self, "weapent"), refering exactly to this hidden weapon item, not the player weapon model.
So, I thought that this hidden weapon item is eliminated in the "throwframe", but now I confirmed that this is eliminated when the player weapon model is changed.

1741043888880.png

Thank you both for reporting it, the fix will be launched in the next beta

EDIT: Sorry, I forgot to post the solution. Once the engine is acting correctly, I just adapted the bind weapon script to clear all variables related to previous weapons in the proper moments.
 
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@NED @Henki Ok, I was able to reproduce the bug and fixed it.

In short, I developed the "bind weapon" script expecting that the engine would clear the held weapon in the exact frame defined through the "throwframe" command.
However, I discovered that the held weapon will only be cleared by the engine when the entire animation that has the "throwframe" ends. Like I suspected, this small interval was enough to keep the previous weapon variable but using a new weapon model.


Just for context, it may be useful.

The held weapon used by my script is the one that is "hidden" when picked up on the ground. Then I get the weapon name by using getentityproperty(self, "weapent"), refering exactly to this hidden weapon item, not the player weapon model.
So, I thought that this hidden weapon item is eliminated in the "throwframe", but now I confirmed that this is eliminated when the player weapon model is changed.

View attachment 10267

Thank you both for reporting it, the fix will be launched in the next beta

EDIT: Sorry, I forgot to post the solution. Once the engine is acting correctly, I just adapted the bind weapon script to clear all variables related to previous weapons in the proper moments.
That makes sense. (thanks for the explanation)
It sounded exactly like the problem that happened.

Glad you managed to fix it!
The game is getting more and more polished !

Good job, buddy! :)
 
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