Streets of Rage X (Windows / Android)

In Progress Streets of Rage X (Windows / Android) Beta 33

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Test 16 has been tested for a while. I forgot to report some problems before and now there are no problems. For example: when zooming, the UI such as the avatar will generate a zoom effect.
Great, thanks for the tests! Yeah, I saw that the HUD is zooming but it was not intended, the zoom mus be applied only to the level and entities but now it's fixed.

The new script that forces AI to enter the screen is such a wonderful feature, especially with the overzealous AI which camps on the edge of the screen before a boss or enemy even arrives lmao (sure, there's "call partner" button but it's pretty tedious to use very time)
Thanks for the tests! About the enemy AI it's good to know that the new code improved it, I'm trying to make them always stay inside the battlefield mainly when playing with a cpu partner.

I've started with SOR1 route and it's weird how i never noticed how numerous the enemy waves are - especially the 2 waves before Abadede miniboss and the one right after him. Usually being swarmed by enemies isn't an issue, but those 3 waves are the only ones that use multiple dangerous enemies with lots of health at once - multiple Noras in wave 1 and Hakuyos in 2 other waves. Usually it's just Galsias and Signals, which don't have that much of attack range and don't stunlock the player. Who knows, maybe I just suck, but I thought I'd mention it in case it needs adjustments - perhaps splitting each of these waves into 2 smaller ones, with 2nd half appearing once the 1st half is defeated? :)
While I was playing the original SOR1 to replicate the same spawn groups in the SORX, I was surprised to see that the enemies are accumulative instead of limiting the group size around 3 or 4 like SOR2 and SOR3 does. Maybe Sega followed Final Fight spawns, which works in a similar way.
In addition, in the video below you can see how hard the original SOR1 is if you walk away spawning everyone.


On the flipside, I think that Bongo boss could attack a little more often, because it doesn't make much sense that a boss who appears after Abadede (who is the toughest SOR1 route boss IMO) is much easier than him.
I can take a look, maybe making small adjustments on some ranges can help him to attack more.

I also noticed a bug during the factory stage: when you stand on solid ground right next to the conveyor belt, enemy sprites that are *behind* the player will be shown on top/in front of him/her. I tried taking a screenshot, but I missed the exact moment this happened :(
Yeah, indeed this is a native engine behaviour but it's already listed to be fixed. For some reason the engine prioritizes the layer Z position of characters that are over any platform/wall and the conveyor has a very small platform on it in order to apply the movement.

Another playthrough i did :)
Amazing playthrough as always, buddy :) And you played well with Break, good job!
After watching the Break vs Break fight I remembered of adding a code to apply a different palette to the boss version to avoid confusion.
 
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While I was playing the original SOR1 to replicate the same spawn groups in the SORX, I was surprised to see that the enemies are accumulative instead of limiting the group size around 3 or 4 like SOR2 and SOR3 does. Maybe Sega followed Final Fight spawns, which works in a similar way.
In addition, in the video below you can see how hard the original SOR1 is if you walk away spawning everyone.

Holy shit, you're right! I had no idea it worked this way in SOR1 - I always pushed unintentionally because i was chasing enemies, I didn't know you could "lure" them out one by one :D
Still, this kinda encourages passive playstyle, since you can only move withing half of the screen before it scrolls (or is it caused by fast scrolling enabled?) and I kinda wish the screen just stopped more often to prevent the player from pulling a horde on themselves lmao
That's very useful to know, I will disable fast scrolling for now, maybe that helps with my accidental screen pushing.
Thanks a lot for the advice
 
Thank you for the v16 update!

Here's another clip that captured what I think could be 2 more issues:
I trimmed the video shorter this time to highlight them instead of subjecting you to the whole thing.

For the 1st part, I somehow managed to get Big Ben/boss characters into the bike stage when turning on route change & character selection in-between levels.
When I tried doing it manually via the level select however, it just went to the forest area instead. (It is pretty funny to watch Big Ben running on foot alongside the bikes tho! 😅)

For the 2nd part, when playing as Ash, whenever I pressed forward & defence button, it makes him move forward indefinitely & locks it. Also does the same pressing up or down with the button.
You can't tell but when he's moving, I was pressing each button combination to see what would make him stop.
The only things that make him break out of it seem to be pressing back attack, getting hit or cancelling it with that offensive running special - The latter seems to only work when it wants to. The dodge setting was set to SorX + SoR3 if that's noteworthy?

I'm not sure if that is intentional or not but I also know that not all the boss/enemy characters are fleshed out so just bringing it to your attention just in case.
 
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I'm playing SURVIVAL(FREE FOR ALL) mode, it seems that I don't know whether "zanza" uses the grapple and suddenly the game error or "barbon" uses the grapple and is interrupted by zanza.12.png
 
For the 1st part, I somehow managed to get Big Ben/boss characters into the bike stage when turning on route change & character selection in-between levels.
When I tried doing it manually via the level select however, it just went to the forest area instead. (It is pretty funny to watch Big Ben running on foot alongside the bikes tho! 😅)
Thanks for the tests and bug reports :)
I located where the errors are, just some small copy/paste mistakes I did 😅 but fixed both. Will be included in the next beta.

I'm not sure if that is intentional or not but I also know that not all the boss/enemy characters are fleshed out so just bringing it to your attention just in case.
Did you mean the locked characters in the cpu partner mode? Indeed not all cpu partner characters are developed, only heroes and Abadede for now.
In case you are referring to the slots with "X" mark they are related to the already planned characters for future updates.

I'm playing SURVIVAL(FREE FOR ALL) mode, it seems that I don't know whether "zanza" uses the grapple and suddenly the game error or "barbon" uses the grapple and is interrupted by zanza.View attachment 4588
Thanks for the report :)
Honestly I didn't play the "free for all" too much, I will check it. Maybe some grab issue if a boss is throwing another boss, once it only happens in this mode.

@pudu EDIT: I noticed you are using an Axel with blue gloves, this palette is only used for the Break character but the Survival don't work for the Rebellion characters. Is this a modified version of the SORX? I tried to replicate the same problem with Zamza/Barbon but it didn't happen.

EDIT2: Maybe I found where the problem is, the crash happened when a Zamza slammed another Zamza and the grab move was bugged. It's a known issue when two players are using the same characters and throw each other, the throw move will be wrong. Maybe the engine uses a model pointer in the bind function instead of using the entity ID, it's like Zamza is thrown himself.

I can fix this issue by denying the same bosses in the free for all mode, this way we can avoid them throwing each other. But the Axel's blue glove still a mistery 😅
 
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Thanks for the tests and bug reports :)
I located where the errors are, just some small copy/paste mistakes I did 😅 but fixed both. Will be included in the next beta.


Did you mean the locked characters in the cpu partner mode? Indeed not all cpu partner characters are developed, only heroes and Abadede for now.
In case you are referring to the slots with "X" mark they are related to the already planned characters for future updates.


Thanks for the report :)
Honestly I didn't play the "free for all" too much, I will check it. Maybe some grab issue if a boss is throwing another boss, once it only happens in this mode.

@pudu EDIT: I noticed you are using an Axel with blue gloves, this palette is only used for the Break character but the Survival don't work for the Rebellion characters. Is this a modified version of the SORX? I tried to replicate the same problem with Zamza/Barbon but it didn't happen.

EDIT2: Maybe I found where the problem is, the crash happened when a Zamza slammed another Zamza and the grab move was bugged. It's a known issue when two players are using the same characters and throw each other, the throw move will be wrong. Maybe the engine uses a model pointer in the bind function instead of using the entity ID, it's like Zamza is thrown yourself.

I can fix this issue by denying the same bosses in the free for all mode, this way we can avoid them throwing each other. But the Axel's blue glove still a mistery 😅
There is "Break" on the field. I don't know why "Axel" disappeared, but I used rageattack at that time (the afterimage can be seen in the picture)
 
There is "Break" on the field. I don't know why "Axel" disappeared, but I used rageattack at that time (the afterimage can be seen in the picture)
Yeah, it explains the blue glove :)
In addition, I fixed the free for all mode, now there's no repeated boss anymore and the crash didn't happen.
 
Did you mean the locked characters in the cpu partner mode? Indeed not all cpu partner characters are developed, only heroes and Abadede for now.
In case you are referring to the slots with "X" mark they are related to the already planned characters for future updates.

No, not the locked characters part. I did read in a previous post about that.
I meant, I don't know if that Ash moving forward bug was part of his intended moves or it was a half finished move just not functioning correctly or something. 🙂
 
@pudu EDIT: I noticed you are using an Axel with blue gloves, this palette is only used for the Break character but the Survival don't work for the Rebellion characters. Is this a modified version of the SORX? I tried to replicate the same problem with Zamza/Barbon but it didn't happen.
I just noticed that you said SORX modified version, this is your updated test 16 version, I played without any damage and any modification.
 
No, not the locked characters part. I did read in a previous post about that.
I meant, I don't know if that Ash moving forward bug was part of his intended moves or it was a half finished move just not functioning correctly or something. 🙂
Yeah, now I understand :)
The Ash issue was just a copy/paste error of mine, I pasted some key scripts from another character that has dodge move, but once Ash don't have it the engine keep searching for the dodge animation in a infinite loop.

when you gonna add elle?
Did you mean the same as in SOR Remake? Sorry friend, but I'm avoiding any SORR content at the moment.

I just noticed that you said SORX modified version, this is your updated test 16 version, I played without any damage and any modification.
No problem friend, I thought it was a modified pak file due to the blue gloves on Axel. But now I understand you are fighting against Break boss, which has the blue gloves.
 
Kratus updated Streets of Rage X (Windows / Android) with a new update entry:

BETA 17

### BETA 17 ###
- Game: Updated the ending credits
- Game: SOR1 Bongo updates, minor A.I. adjustments, added collision boxes for the entire fire attack
- Game: Minor fix for SOR3 Ash "laugh" animation command, prevent from being stuck in the walk animation
- Game: Minor fix in the "route change" feature, locking the bike stages once it only works for the arcade mode
- Game: Revised the "free for all" survival mode
- Game: Revised and fixed sound effects not working due some renamed files

Read the rest of this update entry...
 
Vigilante moderation / Abrasive posting.
i wonder you can make custom characters? like the characters from SF KOF?
If you carefully read the author's previous messages, you will find that he is a "Sega vanilla" fundamentalist. So stop asking similar stupid questions. What you need to do is to study all the public openbor technical information , and then make it yourself.
 
Kratus updated Streets of Rage X (Windows / Android) with a new update entry:

BETA 18

### BETA 18 ###
- Game: Minor update on the charge attack effect exclusive for the original graphic effects option
- Game: Minor fix in some fire effects when using original graphics option
- Game: Minor volume adjustment in a few musics
- Game: Nora/Electra/Kusanagi/Hakuyo/Tiger health reduced, they already are harder than most common enemies with their attacks
- Game: SOR2/SOR3 Big-Ben (enemy, not boss) health increased to match the classics
- Game: SOR1 Nora single whip damage reduced a...

Read the rest of this update entry...
 
On the flipside, I think that Bongo boss could attack a little more often, because it doesn't make much sense that a boss who appears after Abadede (who is the toughest SOR1 route boss IMO) is much easier than him.

It’s a common trope. Happens in lot of games and in some games even some regular enemies are most difficult to handle that some bosses (looking at you Andore). Missing Link for me is harder than all later bosses, Sledge is the hardest boss for me in his game etc.

Maybe Sega followed Final Fight spawns, which works in a similar way.
In addition, in the video below you can see how hard the original SOR1 is if you walk away spawning everyone.
except for the gameplay mechanics (the grab system), it’s obvious that Sega took a lot from FF.
Oh yeah never noticed that spawn situation!!! Maybe because by instinct I tend to deal with certain number of enemies before going forward. Good point!!
 
In this video I'm testing the SOR1 presets trying a no-death playthrough, I choose this preset due to the highest number of limitations. Run/dodge, specials, star moves, juggles and all the new stuff were completely disabled, I had only cops, running attack, back and charge attacks. I let the running attack because the damage is so low to the point it doesn't make a difference compared with other moves, indeed even the throw/slam does more damage.

From this point the game replicated most of the classic mechanics and it's perfectly possible to clear it playing in the same way as the original games, even the boss fights can be won using similar tricks. Obviously, if the SOR1 presets allows a no-death, it can be easier using SOR2/SOR3 presets (I will try it too).

This test was needed to check if the fact that you can always "combo/juggle" an opponent, doesn't mean you must always "combo/juggle" an opponent, strategy is more important. Plus the comparison with SOR3/SOR4 play style maybe makes sense for SOR3 characters, but doesn't apply to Max or Adam because the play style depends on the characters you are using.

 
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