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.
Jet Boss
There's a bug with Jet using CPU partner, Axel doesn't let Jet come forward, maybe because I've set A.I. to aggressive stars. He shows at the end, but he wasn't showing for ages before i started capturing the footage.
I can make some adjustments to force enemies moving back to the screen, but I strongly suggest using the "call partner" button if playing in the cpu partner mode, this way you can stop the cpu from attacking. It can be enabled in the "extra button" option.

In addition, it's a common practice to give some distance when an enemy is avoiding you, mainly when they are off-screen. Attacking them constantly when you are blocked by the screen edge will not help too much.
 
@Kratus ,
my only issue with the helicopter version is the fact that a sprite has to be reclycled

i have been trying to find other sprites that could be used instead, but it seems these sprites would only be good for elevator areas or as fake background fade types ,

here is a police helicopter from terminator 2 megadrive, sidescrolling only, no complex frames


the helicopter that faces the player is only available on the arcade game or the snes
good for levels with windows




police chopper terminator sega cd

Dino rex -
The cop sprite holds a weapon similar to the ones the SOR cops use
this one i would use with the fade system on a fake background to simulate the chopper above the current stage
i would use this only on SOR3 stages
 
my only issue with the helicopter version is the fact that a sprite has to be reclycled
Thanks for the suggestions. I understand your point, but I'm trying to prioritize the original sprites even if they are not perfect. I can draw others in future updates but for now it's useful to finish the cop call system.
 
Video link

This looks better now, clearer sprites against the misty background. Although I've only noticed it on Android, will need to try it on PC. Was this something you corrected in Beta 14? @Kratus
 
@SRC267 In fact no, this is related to the graphic effects option


I see. All this time I thought it was my GPU. But I tried it and the issue still persists. It doesn't change to sorx effects. Is it because I loaded an old savestate? I'll have to try with a fresh new game and delete the old save file.
 
@SRC267 Yes, there's a high chance of an old save state causing issues in a newer game version. For Android devices, I always recommend uninstalling the previous version before installing the new one.
 
Hello, I would like to know if this project will add SOR4 levels and enemies in the future? I can't wait to experience the smoothness of playing SOR4 on SORX.
 
Hello, I would like to know if this project will add SOR4 levels and enemies in the future? I can't wait to experience the smoothness of playing SOR4 on SORX.
@591852492

Like @danno said, SOR4 is a recent game and considering what happened with bombergames in the past and the amount of remaining content planned to be added in the SORX, for now it's better to avoid their content to prevent lawsuits.
In addition, considering the different sprite style there's a huge amount of sprite rework required too, but I'm not completely discarding the idea in case I have some help in the future.
 
Can sorx introduce a branch route mechanism like sorr? I always think sorr's route design is great
@lanyer SORX already has an option to change the current route in mid-game during the stage complete screen, you can enable it at the unlockables menu.

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In addition, there's some in-game branches already added but currently only at the SOR2 route stage 3. I'm planning to add more using SMS/GG stages.

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EDIT: I forgot to mention one more branch at the SOR1 route stage 5.

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I'm back and I've finally had the chance to play Beta 14 (I checked my files and it turns out that my last version was Beta 8 lol) and I can definitely tell the game feels more fair.
It seems that easy mode makes enemies and bosses less agressive and reduces their health, but I can't really tell how much - is it by half?

I've replayed SOR1 and SOR2 on both easy and normal (and a part of SOR3) and all bosses seem more fair than what they used to be, although Jet is still a bitch to fight (you can't really combo or juggle him, so all you can do is hit and run, and he can take A LOT, plus he's quite difficult to hit regardless of difficulty) but I was always terrible at fighting flying enemies in beat em ups, so it could be just me lol.

Also, for some reason SOR2 Shiva seems a lot more difficult than before - did you swap SOR3 Shiva AI with the final SOR2 one by any chance? :) I was barely able to land a hit on Normal - he's not only very aggressive but also blocks/counters a lot, so I lost a couple of lives during that single fight alone.
Speaking of Shiva, are you planning to add him as a full playable character, or will he only be available in rebellion with limited features, such as lacking air recovery and grab escape?
By the way, allowing the player to pick enemies as playable characters adds so much replayability, it's almost like a new game, I definitely love that, even if some of them are underpowered and some are overpowered, but I guess that's the entire point of this mode. Wouldn't make much sense to have Galsia who's as strong as Shiva, would it? :D

I also noticed that you mentioned reducing rare/elite enemy variant spawn chance in patch notes, but it still seems like only the two toughest variants of each enemy appear. If that's intentional, then just please disregard my comment - I honestly can't recall if that was the case in the original 3 games, but I'm pretty sure it does happen in SOR4. If that's the case, maybe it would make sense to buff the lowest ones and nerf the strongest? Because it kind of feels like you can take down low "level" enemies in a single combo, while top level ones feel like minibosses lol. Of course it's only subjective - perhaps it's fair the way it is.

Speaking of enemy ranks - how about an optional setting in unlockables that allows totally randomized enemy ranks? Top rank Galsia at Stage 1? why not? Each rank could have specific % chance to appear, with the weakest version being more common and the strongest a bit more rare. Or we could have 2 settings - 1 percentage based and 1 totally random, like a dice roll. Of course only if it's not too much hassle to code into the game.

At this point there's only some minor character balancing left and perhaps some new content if you ever feel like it. I haven't enountered any bugs or major issues.
I've probably already said this, but I love how much customization is available. Being able to pick number of lives and continues, or even enemy health and numbers independently from game's difficulty is something I always wanted in SOR4

Beta testing this project is a lot of fun, so I'm happy if it helps you even in the slightest :)

Gonna finish my SOR3 playthrough, see you in a few! :)
 
I encountered a bug during SOR3 route in the jungle - one of the robots is stuck with 1hp, doesn't move and doesn't take any damage. There's no collision for attacks and grabs deal no damage; can't throw him either, and during chockehold the animation plays but no "hits" are registered. Also, he breaks the grab fairly quickly if I don't press anything - not sure if it matters, maybe it's his normal behavior. I'm gonna quit to menu and load a save.
Normal difficulty, no cheats enabled.
Link for the logs

Update: he died normally during 2nd try, weird. By the way, my save did not exist because i was using AI partner mode, so I picked the stage using Stage Select cheat
Bez tytułu.png
 
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