In Progress Streets of Rage Z: Megamix

The project is currently under development.
Some time ago I began to create my project. I was inspired by classic arcade beat'em ups and I wanted to port some characters from vs beat'em ups like Tia Langray or Maki Genryusai. I used for this sprites ripped from MUGEN player characters. My current project is basically heavily modified Streets of Rage Z OpenBoR game. All characters and enemies in game I created from scratch and I put many custom music. Currently it is beta version because some enemies I left unchanged but I will create more enemies and playable characters and I will give you updates. Here is link to this game: http://www.mediafire.com/file/2xiurnj71nbnq3d/Streets+of+Rage+Z+Megamix+by+Blaze+Rhodon+v1.0.zip. Also on my second YouTube channel I recorded some demo videos, here are links:

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Hi buddy!
Glad to see you around!
I widh you good luck with this project.
At the moment it still looks edited stuff. But with some work it will eventually become your own game with all elements customised! :)
 
Good start Blaze Rhodon :)

My suggestion for that BRS girl in third video is her super attack, in which she spawns whirlwind FX, the FX should be spawned seperately and use alpha setting
 
I currently working on other unchanged enemies and also I'm going to do the same in Streets of Rage Z2. Streets of Rage Z2 is harder to edit because it has more complex code and more enemies. Right now you can see full playthrough from current version of this mod. I'm not the one who recorded this playthrough nevertheless I can see things that I need to improve in final version. You can watch it here:
Too bad that author of this video disabled comments, I would love to thank him for showing my hard work.
 
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Although mixing the styles, it's a good job, you say that will add new characters, I would suggest Clark and Brian Battler, both of the King of Fighters series.
 
Here's what I think:

* Some of the animation timings are quite off. Some of these animations should really move faster than they currently do, such as Rila's spinning claw. Characters also need faster run speeds in general.
* Shiki's attacks should make slashing hit sounds when they connect instead of the standard smacks.
* Blaze's Kikosho looks like it should be transparent. It also has no electric damage despite appearing to be an electric attack.
* I think you should also use a tint+bind effect for elemental attack damage instead of the oldschool universal sprites. I think it would fit better and be more convenient, especially with the possibility opened up for non-humanoid characters.
* For secret characters, I think Tia Langray/Shelly Tarlars would work well, so we could have a more retro-ish character in the game.
* You could look into MUGENHunter's Sonic characters for some ideas concerning the mutant guys. Especially his Metal Sonic.
* There need to be more health pickups instead of mana pickups.  Also add a time bonus pickup.
* There should be a movelist in the game.
* Robot explosions should damage foes.
* Lenny's whip is not electric, but it still makes electric sounds.
* Maybe add alternate movesets for enemies based on the player's progress in the game? Like toned down versions of early bosses at first, before later on confronting the bosses again with the power they had as bosses?
* Takuma's Ko Oh Ken should be a projectile, and transparent.
* Some special moves could be made usable in air as well.
* One of BRS’s Special Moves has her turn into Kuroshiki with a mini gun. Change it so that BRS now summons Kuroshiki to do the job rather than literally transforming.
 
Miru said:
Here's what I think:

* Some of the animation timings are quite off. Some of these animations should really move faster than they currently do, such as Rila's spinning claw. Characters also need faster run speeds in general.
* Shiki's attacks should make slashing hit sounds when they connect instead of the standard smacks.
* Blaze's Kikosho looks like it should be transparent. It also has no electric damage despite appearing to be an electric attack.
* I think you should also use a tint+bind effect for elemental attack damage instead of the oldschool universal sprites. I think it would fit better and be more convenient, especially with the possibility opened up for non-humanoid characters.
* For secret characters, I think Tia Langray/Shelly Tarlars would work well, so we could have a more retro-ish character in the game.
* You could look into MUGENHunter's Sonic characters for some ideas concerning the mutant guys. Especially his Metal Sonic.
* There need to be more health pickups instead of mana pickups.  Also add a time bonus pickup.
* There should be a movelist in the game.
* Robot explosions should damage foes.
* Lenny's whip is not electric, but it still makes electric sounds.
* Maybe add alternate movesets for enemies based on the player's progress in the game? Like toned down versions of early bosses at first, before later on confronting the bosses again with the power they had as bosses?
* Takuma's Ko Oh Ken should be a projectile, and transparent.
* Some special moves could be made usable in air as well.
* One of BRS’s Special Moves has her turn into Kuroshiki with a mini gun. Change it so that BRS now summons Kuroshiki to do the job rather than literally transforming.

Thanks for giving me list of possible mistakes. I'll definitely look a it and try to improve this. I thought I removed Black Rock Shooter minigun attack (it is useless to be honest), well, I'll do this next time. About robotic and alien enemies I looking into Captain Commando, Mega Man or Metroid characters to replace them. Actually I already made Tia Langray in Streets of Rage Z2 but this mod is much more complex than this therefore I don't know when I finish this project (but I'll definitely do this).
 
Edson said:
Although mixing the styles, it's a good job, you say that will add new characters, I would suggest Clark and Brian Battler, both of the King of Fighters series.

I'll think about it. In Streets of Rage Z2 I have much more field to show (more enemies). Of course I can make these enemies to first Streets of Rage Z later.
 
Blaze Rhodon said:
Miru said:
Here's what I think:

* Some of the animation timings are quite off. Some of these animations should really move faster than they currently do, such as Rila's spinning claw. Characters also need faster run speeds in general.
* Shiki's attacks should make slashing hit sounds when they connect instead of the standard smacks.
* Blaze's Kikosho looks like it should be transparent. It also has no electric damage despite appearing to be an electric attack.
* I think you should also use a tint+bind effect for elemental attack damage instead of the oldschool universal sprites. I think it would fit better and be more convenient, especially with the possibility opened up for non-humanoid characters.
* For secret characters, I think Tia Langray/Shelly Tarlars would work well, so we could have a more retro-ish character in the game.
* You could look into MUGENHunter's Sonic characters for some ideas concerning the mutant guys. Especially his Metal Sonic.
* There need to be more health pickups instead of mana pickups.  Also add a time bonus pickup.
* There should be a movelist in the game.
* Robot explosions should damage foes.
* Lenny's whip is not electric, but it still makes electric sounds.
* Maybe add alternate movesets for enemies based on the player's progress in the game? Like toned down versions of early bosses at first, before later on confronting the bosses again with the power they had as bosses?
* Takuma's Ko Oh Ken should be a projectile, and transparent.
* Some special moves could be made usable in air as well.
* One of BRS’s Special Moves has her turn into Kuroshiki with a mini gun. Change it so that BRS now summons Kuroshiki to do the job rather than literally transforming.

Thanks for giving me list of possible mistakes. I'll definitely look a it and try to improve this. I thought I removed Black Rock Shooter minigun attack (it is useless to be honest), well, I'll do this next time. About robotic and alien enemies I looking into Captain Commando, Mega Man or Metroid characters to replace them. Actually I already made Tia Langray in Streets of Rage Z2 but this mod is much more complex than this therefore I don't know when I finish this project (but I'll definitely do this).

I would go with the Captain Commando stuff for the robots/aliens. I also noticed that Takuma also still shoots a bunch of projectile Shiva silhouettes. Maybe change them to silhouettes of Ryo, Yuri, and Robert? (perhaps King too?) Kyo's tornado thing could become a fire tornado (and transparent).  Chang could be able to summon Choi. A body slam would work as an airborne special move for him.

Edit: You could port over the Diana you previously did as another secret character like Athena.

Edit: And I think the combo system could be a little more free-flowing, with the use of the "cancel" command, to allow for bigger and faster combos, and even rekka attacks. Especially with someone like Kyo. Of course, I think you could port this over to the latest version of the OpenBOR engine.

Edit: Levels seem to need more traps and/or obstacles to make them more interesting, especially with boss battles.
 
I think you should also use a tint+bind effect for elemental attack damage instead of the oldschool universal sprites. I think it would fit better and be more convenient, especially with the possibility opened up for non-humanoid characters.
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I won't jump into that conclusion that fast. If you want something more oldschool, the universal sprites are way better. Some people use it in the wrong way (adding those sprites for every single entity), its better to create a burn entity and let it do the job.

Its what I do, for example. And I can even reuse it for differnt colors of burn.
 
Miru said:
I would go with the Captain Commando stuff for the robots/aliens. I also noticed that Takuma also still shoots a bunch of projectile Shiva silhouettes. Maybe change them to silhouettes of Ryo, Yuri, and Robert? (perhaps King too?) Kyo's tornado thing could become a fire tornado (and transparent).  Chang could be able to summon Choi. A body slam would work as an airborne special move for him.

Edit: You could port over the Diana you previously did as another secret character like Athena.

Edit: And I think the combo system could be a little more free-flowing, with the use of the "cancel" command, to allow for bigger and faster combos, and even rekka attacks. Especially with someone like Kyo. Of course, I think you could port this over to the latest version of the OpenBOR engine.

Edit: Levels seem to need more traps and/or obstacles to make them more interesting, especially with boss battles.

I made Diana earlier as playable character before I created enemies in the same way (using sprites ripped from M.U.G.E.N) but she was much too overpowered therefore I created Shiki in her place using similar moves. Making Diana was cool experiment but I would have to use Rotsprite (she is very large) to make her as playable character again (I still have old files with her), maybe in the future I'll add her as secret character. Again Streets of Rage Z2 is much more advanced in field of combos and traps than this mod and I might to try to create similar thing in this mod (I ported one of Streets of Rage Z characters to sequel using original scripts).
 
I made updates in my project. I remade rest of unchanged enemies except Mr X. Also I improved playable characters like Takuma and Kyo. I made brand new character, Yoko Littner from Tengen Toppa Gurren Lagann anime TV series for Blaze replacement and I used her Blaze sprites to make her as robotic clone enemy in later stages. I think I almost completed this mod but one thing that is bothering me, I mean I don't want Chang in this mod but I don't know which character will be suitable for Max Thunder replacement. If you have any ideas please tell me, I will consider it. I compiled new beta version of this mod, here is link: http://www.mediafire.com/file/an77sonx4l7f4g2/Streets+of+Rage+Z+Megamix+by+Blaze+Rhodon+v1.3.zip. Yes, I know mod has bit complexed mechanics and it require some guide with move list, I will add it later since I did not finished all moves yet. Again I recorded some demo videos where I tested created enemies and playable characters:
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You could bring Blaze back as a secret character who uses fire element attacks instead of thunder.

Also, have Zangief himself replace Max/Chang. He's got a good amount of sprites for the job. Or Felicia instead. She also has plenty of such animations.

And I can see you're not afraid of Nintendo... WOOT GOLDAR!

I notice you're still using an ancient version of the engine...

I think Kyo's fire punch should burn as early as the first hit to get burn KO regardless.
 
You could use Clark, Zangief and why not Brian Battler, I think it fits well without your project. :)
 
I finally completed Zangief for Max replacement in my mod. I tried also Brian and Clark but they don't fit to Max fighting style but Zangief fits perfectly. Maybe I'll make Clark or Brian using Ralf base from Streets of Rage Z2. I fixed most minor bugs that I detected in others videos. I'm going to also port my Tia from Streets of Rage Z2 to this mod. I'm not going to edit Streets of Rage Z2 because this mod is very underdeveloped and buggy. I working also on new version of this project in some later versions of OpenBoR, I can't port this mod to newer version because it crashes in newer OpenBoR. My second project in later version of OpenBoR is in prelimery stage right now but I already recorded demo video from alpha test. I submit also beta test video from Zangief. And here is link to latest version of Streets of Rage Z: Megamix http://www.mediafire.com/file/u28bikts2ls2dez/Streets+of+Rage+Z+Megamix+by+Blaze+Rhodon+v1.6.zip.
 
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