Streets of Rage X (Windows / Android)

In Progress Streets of Rage X (Windows / Android) Beta 34

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The project is currently under development.
I'm sitting here recording the walkthrough
But this guy had a different opinion on the matter
Thanks, I will investigate it.

After watching the video carefully, I saw that the enemy is acting like a dead one, since player/npc are knocked out during a throw/slam move. I put this code as a protection to prevent grabber/grabbed characters from being stuck in certain situations that does not allow the throw/slam to finish properly.

Maybe it happens when the slammed enemy hits another enemy during the fall animation, not allowing for some reason the damage_on_landing property to act properly when hitting the ground.

Are you using cheats or some unlockables option?
 
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@Mr.Hunter I was able to replicate the effect and now it's possible to make a fix to bypass it, but I still need to discover the real cause. I named it a "zombie" bug, which makes the enemy for some reason recover +1 health even after death, and due to many character routines deactivated it's impossible to kill him again.

In your video you can clearly see that the Zan's slam attack did a damage of 21 and the enemy had a health of around 6. So, the slam indeed killed the enemy but you can see that still 1px remaining in the health bar.

1720664117300.png

Now if this kind of situation is detected, I developed a script that will fix the health to zero again if the entity is already dead. I checked all my scripts and I don't have anyone that adds +1 health for enemies, I will make some tests on the engine too.

The fix will be applied to the next beta 29.

@NED Buddy, I believe this is the same bug you found some time ago in this post, right?

 

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@Mr.Hunter I was able to replicate the effect and now it's possible to make a fix to bypass it, but I still need to discover the real cause. I named it a "zombie" bug, which makes the enemy for some reason recover +1 health even after death, and due to many character routines deactivated it's impossible to kill him again.

In your video you can clearly see that the Zan's slam attack did a damage of 21 and the enemy had a health of around 6. So, the slam indeed killed the enemy but you can see that still 1px remaining in the health bar.

View attachment 8589

Now if this kind of situation is detected, I developed a script that will fix the health to zero again if the entity is already dead. I checked all my scripts and I don't have anyone that adds +1 health for enemies, I will make some tests on the engine too.

The fix will be applied to the next beta 29.

@NED Buddy, I believe this is the same bug you found some time ago in this post, right?


@Kratus Yes ! Looks very similar !
 
I was testing Blaze in BK2 beta and remembered a different blitz move not present in the official version. I added it as a 1 start move (super) to act as a some kind of launcher or upper, looks cool so far.

In addition, I added the beta version of the jumping attack as a "jump up" attack, plus added the GG version of the special move as an aerial special. Credits to @seahorses for the amazing sprites.

Blaze BK2 Beta moves

Blaze SOR2 GG (Special move)

Blaze 2 - SORX new moves

I used the moment to make some fixes for the SOR3 Blaze version, including an improved rage with another great @seahorses work.

Blaze 3 - new move

I was looking at the SOR1 Axel spritesheet and saw that there's a good amount of moves, we don't need to save the SOR2 GG special for him. So, I'm testing it as a grab rage move, and it looks cool so far. Credits to @seahorses by more amazing sprites.

In the SORX version you can also hold the energy button in order to hold the rage attack, same as the original. I thought of using it as a 1 star move (super), but it will require some changes on the current version that players may not like.

Axel 2 - SOR2 GG (Special move)

Axel 2 - SORX new move
 
Great idea to add the special moves from the Game Gear version! I admit that Eddie/Skate's is far from terrible and I don't know if you will reuse it too :)

There is also this kamikaze robot in this factory level specific to the Game Gear version and we find the Tracker here too (at 27:02 of the video for the robot):
 
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I was testing Blaze in BK2 beta and remembered a different blitz move not present in the official version. I added it as a 1 start move (super) to act as a some kind of launcher or upper, looks cool so far.

In addition, I added the beta version of the jumping attack as a "jump up" attack, plus added the GG version of the special move as an aerial special. Credits to @seahorses for the amazing sprites.

Blaze BK2 Beta moves

Blaze SOR2 GG (Special move)

Blaze 2 - SORX new moves

I used the moment to make some fixes for the SOR3 Blaze version, including an improved rage with another great @seahorses work.

Blaze 3 - new move

I was looking at the SOR1 Axel spritesheet and saw that there's a good amount of moves, we don't need to save the SOR2 GG special for him. So, I'm testing it as a grab rage move, and it looks cool so far. Credits to @seahorses by more amazing sprites.

In the SORX version you can also hold the energy button in order to hold the rage attack, same as the original. I thought of using it as a 1 star move (super), but it will require some changes on the current version that players may not like.

Axel 2 - SOR2 GG (Special move)

Axel 2 - SORX new move
Me likey.. I have unfinished upgraded Zan moves too. Hopefully I can finish them by tonight.
 
I admit that Eddie/Skate's is far from terrible and I don't know if you will reuse it too :)
Yeah, he already has many good custom sprites but I need to think about how to use all of them, including the GG special too :)

There is also this kamikaze robot in this factory level specific to the Game Gear version and we find the Tracker here too (at 27:02 of the video for the robot):
This factory level is interesting, I'm planning to add it as an alternative in the same way as we did on the Tracker's Lair. This way we can add these kamikaze robots too.

I have unfinished upgraded Zan moves too
Great :) Can't wait to see the improvements.
 
Yeah, he already has many good custom sprites but I need to think about how to use all of them, including the GG special too :)


This factory level is interesting, I'm planning to add it as an alternative in the same way as we did on the Tracker's Lair. This way we can add these kamikaze robots too.


Great :) Can't wait to see the improvements.
Hope to see a new sprite that is modified to blend in perfectly with the existing style
 
Ok, after many playthroughs I saw that the GG moves were not as good as I expected as a "grab rage". So, since they are official moves, I created a pattern of turning them as a super (the 1 star attack) for all SOR2 characters in the same way as they work on SOR2 GG (Axel, Blaze and Sammy/Skate).

For Axel, the Burn Knuckle was moved from super to counter, and the Shoryuken used as a counter was moved to "grab up" attack. This way he will not lose any move, plus now the counter attack can be used without blocking an attack, but when blocking yet there's an advantage of freezing the opponent for a brief time.

 
Ok, after many playthroughs I saw that the GG moves were not as good as I expected as a "grab rage". So, since they are official moves, I created a pattern of turning them as a super (the 1 star attack) for all SOR2 characters in the same way as they work on SOR2 GG (Axel, Blaze and Sammy/Skate).

For Axel, the Burn Knuckle was moved from super to counter, and the Shoryuken used as a counter was moved to "grab up" attack. This way he will not lose any move, plus now the counter attack can be used without blocking an attack, but when blocking yet there's an advantage of freezing the opponent for a brief time.


Blaze's whirlwind kick is well designed, and it can be followed by air combos, which makes it quite playable. But the spinning balls of light is a bit too magical and surreal. Will it conflict with SOR's postmodern street cyberpunk style?
 
Ok, after many playthroughs I saw that the GG moves were not as good as I expected as a "grab rage". So, since they are official moves, I created a pattern of turning them as a super (the 1 star attack) for all SOR2 characters in the same way as they work on SOR2 GG (Axel, Blaze and Sammy/Skate).

For Axel, the Burn Knuckle was moved from super to counter, and the Shoryuken used as a counter was moved to "grab up" attack. This way he will not lose any move, plus now the counter attack can be used without blocking an attack, but when blocking yet there's an advantage of freezing the opponent for a brief time.

It really gives a fresh feeling to this mod!
One more reason to play it...
 
Blaze's whirlwind kick is well designed, and it can be followed by air combos, which makes it quite playable. But the spinning balls of light is a bit too magical and surreal. Will it conflict with SOR's postmodern street cyberpunk style?
Would have to somewhat agree.
I don't know if there's any existing sprite work for a replacement but personally, would like to suggest that the orbs be more wind/aero like in style somehow.
Or translucent even.
I agree that this move is a bit "magical", but indeed all GG specials work like this and I only made this way to follow the official versions.

To be honest my first version of this move works more like a tatsumaki, it's more coherent mainly because most SOR2 moves were inspired by SFII, plus it's even more efficient during combat too.

For now I will rollback to this one, and the aerial special will be the same as SOR3 Blaze. To maintain a pattern I will remove the dragon projectile from SOR2 Axel's GG Shoryuken too.

 
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