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.
@MastaThundaTackle1345 Did you mean the "show level time" option? If yes, this option only hides the timer, but for the future SORX game I created an additional option to completely disable it, this one is called "game timer".



@DCurrent Thanks for redirecting the post :)



@Miru Totally agree. In addition, taking the Souther job as a reference, the original SOR1 sprites would be hard to redrawn. I'm only redrawing SOR1 Axel because there's no better version made officially by Sega.



@NED Yeah, we may stay creating customs for a long time because there's no limit for creativity.
The SORR modder Don Vecta offered me some of his custom content to be added on SORX, he did a amazing job with the Streets of Kamurocho mod and to be honest I'm super hyped to put it as a new route (or at least as alternative levels, like I did with the SMS/GG content).
Thank you, and again, sorry if I asked you that on the wrong subforum.
 
Two things about the SOR3 roster:

* Wasn’t Jet’s flamethrower one of his normal moves in the original game? Seeing it as a Rage attack only is weird. Maybe some sort of upgraded missile attack could work as a nice new Rage? Or even an upgraded version of the flamethrower move, perhaps even as a grab.
* Break having a different Rage from Axel could be nice, perhaps showing more of his robotic side.

It’s also a bit odd Mr. X himself has no Rage move.
 
What I really regret is the fact (If I understand well the situation) That Bomber games team don't allow(?) the use of their custom sprites.
It would be a great base for more SorX content. It's a waste of work. THe content creation for SorX would be way faster...
(Please confirm me if I'm wrong about the situation)
In fact they are very protective with their sprites even today. I had too many discussions on the SORR forum in past years with some remaining Bombergames members about a possible authorization for using his assets, but they strongly rejected the idea. I tried to contact Bomberlink but no success, after that I decided to remove all remaining SORR content like music and learn more about sprites to replace some missing ones, like Max running animation.

In the end, I think if they authorize me to use his content maybe the opposite could happen, increasing the development time due to having more things to be added. In my case, sometimes the development duration is more related to the amount of free time I have (or due to some necessary steps, like revision and tests) than the assets.


Two things about the SOR3 roster:

* Wasn’t Jet’s flamethrower one of his normal moves in the original game? Seeing it as a Rage attack only is weird. Maybe some sort of upgraded missile attack could work as a nice new Rage? Or even an upgraded version of the flamethrower move, perhaps even as a grab.
* Break having a different Rage from Axel could be nice, perhaps showing more of his robotic side.

It’s also a bit odd Mr. X himself has no Rage move.
The rage moves don't follow a specific criteria, it depends most on the available moveset the character has. Some of them don't have too many attacks and in this case I create a new one only for the rage using the existing sprites, but other characters have much more attack options and usually I choose one of them that fits well for a strong attack (like Monalisa, Sammy, Neo X and others).

Mr. X doesn't have a rage move because he is not exactly a "fighter" like other bosses are, but in the SORX his weapon does more damage and has a better juggle usage, which allows more bullets to hit the opponent in the mid-air. However, I'm planning to add a "super" move for all playable enemies/bosses that uses the energy stars, once currently only a few can use it. When it happens, certainly Mr. X will have a new star move, same as all others like Galsia.

Once Break is an Axel's clone, I maintained all the same moves. The main difference is the gradual speed addition according to the remaining health. However, I liked the idea and will do some tests.
 
In fact they are very protective with their sprites even today. I had too many discussions on the SORR forum in past years with some remaining Bombergames members about a possible authorization for using his assets, but they strongly rejected the idea. I tried to contact Bomberlink but no success, after that I decided to remove all remaining SORR content like music and learn more about sprites to replace some missing ones, like Max running animation.

In the end, I think if they authorize me to use his content maybe the opposite could happen, increasing the development time due to having more things to be added. In my case, sometimes the development duration is more related to the amount of free time I have (or due to some necessary steps, like revision and tests) than the assets.



The rage moves don't follow a specific criteria, it depends most on the available moveset the character has. Some of them don't have too many attacks and in this case I create a new one only for the rage using the existing sprites, but other characters have much more attack options and usually I choose one of them that fits well for a strong attack (like Monalisa, Sammy, Neo X and others).

Mr. X doesn't have a rage move because he is not exactly a "fighter" like other bosses are, but in the SORX his weapon does more damage and has a better juggle usage, which allows more bullets to hit the opponent in the mid-air. However, I'm planning to add a "super" move for all playable enemies/bosses that uses the energy stars, once currently only a few can use it. When it happens, certainly Mr. X will have a new star move, same as all others like Galsia.

Once Break is an Axel's clone, I maintained all the same moves. The main difference is the gradual speed addition according to the remaining health. However, I liked the idea and will do some tests.

Very sad...
I understand now...
Yes, sure, less resource seems to sound like less stuff to convert.
Let's concentrate on the base first, and let's see what can happen later.
 
Very sad...
I understand now...
Yes, sure, less resource seems to sound like less stuff to convert.
Let's concentrate on the base first, and let's see what can happen later.
I'm also sad about this, it would be very interesting to see the sprites of SORR in SORX, when SORR was released I myself was very impressed how much improved this version was compared to the original games, that's my opinion, although Kratus is his game it's very, very good, keep up your beautiful work, and as they say here in my country, past waters don't move mills.
 
Very sad...
Buddy I understand your point, but to be honest I don't think the SORR staff is wrong to protect the additional content they've worked so hard to create, and sincerely I don't want to always live in the Bomberlink's shadows too.

IMO the main problem is the SORR community in general, which are "stuck" on the 2000's era and are always waiting for a Bomberlink's return, plus completely discarding and criticizing any other new project made by other authors than Bombergames (even the officials, like SOR4). Of course, they did an amazing job for an era where we didn't have the technology we have today, but much time has passed and now we need to renew things.

I think there's room for everyone. Beyond SOR2X and SORX, now we have SOR4 and SOR:NE and we are all exchanging ideas to give more SOR game options. I'm always using Sonic games as an example, even if there's a lot of fan-made and officials, new projects continue to be created (a Sonic BOR project comes to my mind, maybe one day :unsure:)
 
Buddy I understand your point, but to be honest I don't think the SORR staff is wrong to protect the additional content they've worked so hard to create, and sincerely I don't want to always live in the Bomberlink's shadows too.

IMO the main problem is the SORR community in general, which are "stuck" on the 2000's era and are always waiting for a Bomberlink's return, plus completely discarding and criticizing any other new project made by other authors than Bombergames (even the officials, like SOR4). Of course, they did an amazing job for an era where we didn't have the technology we have today, but much time has passed and now we need to renew things.

I think there's room for everyone. Beyond SOR2X and SORX, now we have SOR4 and SOR:NE and we are all exchanging ideas to give more SOR game options. I'm always using Sonic games as an example, even if there's a lot of fan-made and officials, new projects continue to be created (a Sonic BOR project comes to my mind, maybe one day :unsure:)
Yes, You"re so right about these aspects.
I waited so long for every build of SORR to be released, and at these early days we had no stable/solid Openbor mod about SOR.

I have to admit in the first days of SOR2X I felt it was like going back to less interesting experience compared to SORR.
But shortly I started seeing it was definitly not the usual Openbor Sor game.
Even if many of them were really fun to play after the really "limited" era of BOR mods.

Yes, I'm very glad to know SORX can take it's own way. (I only "hate" the waste of sprite resource) Buut it's also a chance to give a FRESH aspect to SORX.
Not using the material we already saw for many years now.

And Yes, the Sonic game scene is a good exemple...

Please, can you reming me what is "SOR:NE"
I certainly just forgot about the real full name of this one...
 
I waited so long for every build of SORR to be released
Yeah, me too. During many years at least between 2012-2014 I was constantly checking all the related websites looking for news.

I have to admit in the first days of SOR2X I felt it was like going back to less interesting experience compared to SORR.
I agree and I don't blame you for that, I didn't know anything about game development when I started for the first time and to be honest I almost stopped at version 1.3. It was thanks to the encouragement of the community that I kept moving forward and learning more about programming and sprites.

Please, can you reming me what is "SOR:NE"
Basically this project is the development of a program that not only emulates the original roms but allows modding too. Currently it's strict to the SOR2, I don't know if there's a plan to work with others, and are under the rom's limitations but it's an interesting project overall.
 
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Yeah, me too. During many years at least between 2012-2014 I was constantly checking all the related websites looking for news.


I agree and I don't blame you for that, I didn't know anything about game development when I started for the first time and to be honest I almost stopped at version 1.3. It was thanks to the encouragement of the community that I kept moving forward and learning more about programming and sprites.


Basically this project is the development of a program that not only emulates the original roms but allows modding too. Currently it's strict to the SOR2, I don't know if there's a plan to work with others, and are under the rom's limitations but it's an interesting project overall.

About this SOR:NE, It really reminds me something I saw on YT. But with a different name. Not sure.
It was used for Genesis beat em ups making, with the exemple of captain commando port on this platform.
 
@NED I actually prefer Kratus not using SORR assets, because SORX is just too amazing, and by using sorr assets some people would just say “oh it’s based on sorr” diminishing the talent and dedication of Kratus.
It’s harder for Kratusxm, but better this way in the long run, as SORX can remain to be its own amazing thing.

Just my opinion ofc
 
Has there been a version of X released at all yet? Or is the final version of 2X the last playable thing Kratus released?
Finalized 2X is the newest playable thing Kratus has done.

As for the two Bongos, maybe for SOR1 stage 8, we could have the Genesis one alongside the mobile one, fighting together? Stage 7’s boss could be Harakiri or Shiva-2.

As for Roo, for his Star and Rage moves, I'd look into what SOR4 does with him as DLC.
 
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@Miru
As for the two Bongos, maybe for SOR1 stage 8, we could have the Genesis one alongside the mobile one, fighting together?
For now, I removed the Genesis version based on the SOR Remake but I will try to redraw using the original sprites in future updates, same as I did with Souther.

Stage 7’s boss could be Harakiri or Shiva-2.
I put SOR2 Jet as a boss in this level, once any other enemy can be thrown from the elevator and SOR2 game already uses Harakiri as a boss on stage 6 to prevent Zamza from being repeated. It works as some kind of crossover between the two games, both helping each other where there's a missing boss.

As for Roo, for his Star and Rage moves, I'd look into what SOR4 does with him as DLC
Currently only bosses have rage moves, but I already added a super move for him (consumes 1 energy star).


@YMB 9 Shinzou
Has there been a version of X released at all yet? Or is the final version of 2X the last playable thing Kratus released?
Welcome back, friend. The first SORX version will be available soon.
 
I can't wait for the new demo to be playable.
But I lso feel VERY satisfied every new video I can see about it!
I don't want to sound like a crazy fanboy, but I love this project for many reasons ! :)
 
@Kratus Thanks, and I'll be looking forward to it a lot because SoR1 is my favourite in the series. The other have better gameplay and are more impressive on a technical level but the tone of SoR1 is absolutely perfect.

I played through 2X recently and I'm not sure if any of this stuff you have changed in your upcoming version but I did have a lot of trouble with the Dr. Dahm and Vehelits sub boss fights. Your game is so based on combo damage that it makes this bosses that give such a limited opportunity for attack feel rather laborious. I was thinking in the case of Vehelits you could make it so that only the neutral-air jump kicks knock him flying away? That way I could jump and combo him with up-air, down-air in a loop, with the downside being if you mash and get a neutral-air inbetween you lose your combo. Perhaps even the same on special attacks where it's anything that knocks down sends him flying away but anything else holds him in place.
 
Your game is so based on combo damage that it makes this bosses that give such a limited opportunity for attack feel rather laborious. I was thinking in the case of Vehelits you could make it so that only the neutral-air jump kicks knock him flying away? That way I could jump and combo him with up-air, down-air in a loop, with the downside being if you mash and get a neutral-air inbetween you lose your combo.
Yeah, I agree that both Vehelits/Dr. Dahm are not easy to defeat, but I'm trying to make them as close as possible to the originals. In addition, you can defeat both easily by saving energy stars and performing a Rage/Super move against them, or you can use weapons to increase damage (at least against Vehelits, there's a sword in the level).

But I suggest testing it again on the future SORX game, once there's a huge number of changes compared to SOR2X.
 
Yeah, I agree that both Vehelits/Dr. Dahm are not easy to defeat, but I'm trying to make them as close as possible to the originals. In addition, you can defeat both easily by saving energy stars and performing a Rage/Super move against them, or you can use weapons to increase damage (at least against Vehelits, there's a sword in the level).

But I suggest testing it again on the future SORX game, once there's a huge number of changes compared to SOR2X.
Gentle reminder that not everybody will have the Rage/Super system turned on (I personally don't), so this should be kept in mind when designing bosses. If a player turns certain features off, they should still have a fairly equal chance of winning as someone who plays with those features turned on :) Otherwise, players will feel pressured into having certain features on/off even if they don't want to, which defeats the purpose of having those options and variety in the game at all :)

I originally turned Rage Moves off because I felt like bosses were OP/annoying with them (Jet especially...) and I would rather lose the ability to perform Rage Moves myself if it meant the bosses could no longer use them too, lol, but then I kept it off just to keep the game feeling more like the older SoR games :)
 
Gentle reminder that not everybody will have the Rage/Super system turned on (I personally don't), so this should be kept in mind when designing bosses
Yeah, I agree with you :) In the case of Vehelits/Dr. Dahm I'm following the original behaviour, so you can defeat them in the same way of the originals.

Sometimes on all the original trilogy (mainly SOR3) there's some parts that can be boring, and instead of turning it easier on the SORX, I'm sacrificing the "fun" to follow the original behaviour (with a few minor changes).

If a player turns certain features off, they should still have a fairly equal chance of winning as someone who plays with those features turned on
and I would rather lose the ability to perform Rage Moves myself if it meant the bosses could no longer use them too, lol
I agree with you on this one too :) The first phrase completes the second, it's exactly why I disable some features (like Rage or Counter) for both players/bosses at the same time. In short, you decrease the boss's attacks, but equality decreases yours too. Even so, there's some features that only the heroes have (like super), always giving them some advantages even with many options disabled.

However, it's not a bad idea to have an option to change it partially, enabling only for players and disabling for bosses. I will do some tests, thanks for the idea :)

Otherwise, players will feel pressured into having certain features on/off even if they don't want to, which defeats the purpose of having those options and variety in the game at all
I think the extra menu can be useful to customize the difficulty in order to increase the "replay" factor. So, depending on the feature you disable or enable, you can freely make the playthrough different every time you play it. If the game remains equally the same no matter which options are changed, the menu may be not too useful.

But once SORX has a huge number of changes compared to the SOR2X, maybe a lot of the reported issues or unbalanced behaviours may be already solved.
 
About the use of the game-specific enemies from here on out, are there any plans to add SOR3 Fog (an enemy that only ever uses the bike rather than fighting on-foot, being taken down the moment he falls off) to the game? Certainly he's more notable than the censored US versions of Garnet and Electra. It could also be cool to be able to play as Fog in the motorcycle levels somehow.
 
About the use of the game-specific enemies from here on out, are there any plans to add SOR3 Fog (an enemy that only ever uses the bike rather than fighting on-foot, being taken down the moment he falls off) to the game? Certainly he's more notable than the censored US versions of Garnet and Electra. It could also be cool to be able to play as Fog in the motorcycle levels somehow.
I never thought of adding the SOR3 Fog, if I'm not wrong the only difference is on the helmet. But I will take another look, maybe it could be a good idea.
 
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