Streets of Rage X (Windows / Android)

In Progress Streets of Rage X (Windows / Android) Beta 35

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The project is currently under development.
This is all super exciting. I tend to avoid Rebellion Mode because 95% of the enemies/bosses don't feel complete enough to be viable, or they would simply be too boring to play as. Like, Souther can get the job done, sure, but am I gonna spend an hour spamming the same 2 moves over and over? Especially when one of them costs HP to use? Nah, lol. (In fact, I think enemies/bosses should not have ANY HP costing moves in the current state of the game. Once they have full movesets, sure, but in their limited form, it feels rough).

So it's really fun to see these guys get expanded.
 
It would be cool to use the SoRR star system. You know, as the character gains stars, their moves change into more devastating ones. Maybe adding more stars (two extra?) for more attacks or moves would be a good idea, too.
 
This is all super exciting. I tend to avoid Rebellion Mode because 95% of the enemies/bosses don't feel complete enough to be viable, or they would simply be too boring to play as. Like, Souther can get the job done, sure, but am I gonna spend an hour spamming the same 2 moves over and over? Especially when one of them costs HP to use? Nah, lol. (In fact, I think enemies/bosses should not have ANY HP costing moves in the current state of the game. Once they have full movesets, sure, but in their limited form, it feels rough).

So it's really fun to see these guys get expanded.

Heh, I agree on enemies using resources to do certain moves. If they are really something special, like Abadade or Shiva who have the equivalent of invincible player specials, sure. But stuff like the ninja throwing a shuriken? Why? It's even weirder when you can jump and throw three for free. :P

DC
 
This is all super exciting. I tend to avoid Rebellion Mode because 95% of the enemies/bosses don't feel complete enough to be viable, or they would simply be too boring to play as. Like, Souther can get the job done, sure, but am I gonna spend an hour spamming the same 2 moves over and over?
Initially my intent is to allow enemies/bosses becoming playable exactly as they are as opponents, even if many of them are boring.

This is why I separated the game modes:

- Arcade/Survival: these are the official planned modes, where all the characters have a full moveset and where all the game rules were defined.
- Rebellion/CPU Partner modes: only to expand the game content a bit, for fun.

However, thanks to many sprite contributions, I can open an exception at least for the playable enemies/bosses and expand their movesets (preserving the non-playable enemies/bosses moveset to keep the playthrough fidelity).

But stuff like the ninja throwing a shuriken? Why? It's even weirder when you can jump and throw three for free. :P
Boss, I didn't understand if "three for free" is a good or a bad thing 😅. In your opinion, should this move have a cost?

To explain better the logic currently applied on the playable enemies/bosses:

- allow most attack moves possible in commands where there's no cost, like ninjas throwing stars using running attack (blitz), or even in jumping attacks.
- define as a defensive special move the attacks used to escape from opponent attacks (even if recycled).
- define as an offensive special move the strongest attacks this character has, which players can abuse.
- not all of them have offensive specials, but most of them have at least a defensive special used to escape, even if recycling the only attack move the character has (Galsia punch).
- regular enemies usually don't have energy star moves, bosses usually have only a rage move (3 stars) but some of them can have a super or counter (1 star).
- as soon as an enemy or boss becomes playable, all the playable character scripts are applied on them by default, it includes all the stuff linked to the game settings menu. This makes it infeasible to make exceptions to every enemy/boss in order to remove the cost for certain moves.

I got a complaint on Facebook from someone asking why Mr. X's shots don't hit his own partners...
In the Mr. X helpers case, the game applies the same cpu partner logic. It means that the versus damage has the same effect as the damage between players, also allowing players to kill the helpers.


...I mean, that seems pretty obvious, right? It wouldn't make sense for me to call in helpers just to gun them down right after, lol.
Yeah lol 😅

It would be cool to use the SoRR star system. You know, as the character gains stars, their moves change into more devastating ones. Maybe adding more stars (two extra?) for more attacks or moves would be a good idea, too.
Unfortunately it's not currently viable because it would break all the current energy star system.

To be very honest I never liked too much the original SOR3 star system (and the SORR by extension, since they are almost the same), because sometimes you forget which move you will perform next in case you don't check how many stars you currently have.

Like, I always preferred the "super" Axel's grand upper (1 star) due to the longer distance traveled, but I lose it as soon as I gain +1 star. Of course, I can force it using the Genesis 6-buttons controller, but it's weird to perform.

Some years ago I even thought of abolishing the current energy star system and making a thing similar to the original but developing an easier way to perform all the moves (but keeping the rage move). But I ended up discarding the idea because players are familiar with the current system.
 
Unfortunately it's not currently viable because it would break all the current energy star system.

To be very honest I never liked too much the original SOR3 star system (and the SORR by extension, since they are almost the same), because sometimes you forget which move you will perform next in case you don't check how many stars you currently have.

Like, I always preferred the "super" Axel's grand upper (1 star) due to the longer distance traveled, but I lose it as soon as I gain +1 star. Of course, I can force it using the Genesis 6-buttons controller, but it's weird to perform.

Some years ago I even thought of abolishing the current energy star system and making a thing similar to the original but developing an easier way to perform all the moves (but keeping the rage move). But I ended up discarding the idea because players are familiar with the current system.
Well, maybe you could consider adding the SoRR star system to Rebellion mode? I mention that mode because it has more characters, which allows for new rules... You know, characters with fewer moves could benefit from that system. Story mode, in that case, would stay the way it is.
Anyway, the idea is to have the best of both worlds. :)
 
Well, maybe you could consider adding the SoRR star system to Rebellion mode? I mention that mode because it has more characters, which allows for new rules... You know, characters with fewer moves could benefit from that system. Story mode, in that case, would stay the way it is.
Unfortunately no, sorry friend. Externally it may look easy to apply many different systems in the same game, but behind the hood it's another story.
But I'm curious, what's so bad with the current SORX system at the point you want the SORR one?
 
There’s nothing wrong. I’ve been playing a lot of SoRX alongside SoRR, so ideas pop into my head and I end up coming back here to suggest them. Like I said: combining the best of both worlds. ;)
But if it’s something difficult to do, I totally understand.
 
Hi Kratus, I have a question.
I have versions 30 through 35, but in the downloads section, only versions 34 and 35 are available.
Could you provide a link to the other versions, from 30 to 34, without affecting versions 34 and 35?
Of course, I need to ask permission to upload the files.
I look forward to your reply. Greetings from Argentina.
 
Hi Kratus, I have a question.
I have versions 30 through 35, but in the downloads section, only versions 34 and 35 are available.
Could you provide a link to the other versions, from 30 to 34, without affecting versions 34 and 35?
Of course, I need to ask permission to upload the files.
I look forward to your reply. Greetings from Argentina.
Hi friend. Usually I maintain only the current and the last one in the resources section. I even have the others at my Github but I would need to compile, so unfortunately I can't provide them for you.

I removed the oldest from the resource because there's several changes between them during the beta state, and people may be confused about bugs that already were solved in the latest versions.
 
Hi Kratus again, the idea is to play the previous versions
of how your mod OpenBOR evolved
Of course, I'll clarify which version it is and who the mod author is
Regarding the link, I don't know whether to leave a link or not
that's up to you
Greetings from Argentina
Note: I have a YouTube channel and I'll upload the video to 1CC
I already did it with Streets of Rage Remake (I'm missing 5.2)
 
Of course, I'll clarify which version it is and who the mod author is
Regarding the link, I don't know whether to leave a link or not
that's up to you
No problem friend, in case you already have all the files, go ahead :)

Note: I have a YouTube channel and I'll upload the video to 1CC
Great! Please, I will appreciate if you can post the video here as soon as you upload it. Thanks!

Just to make Rebellion mode more unique instead calling a cops for villain, I made this based on SOR Artwork using Jack body, Galsia vest, Mr. X hair & mask from Rick (Splatterhouse).
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Great! I even tested a similar idea during the cop call development, but ended up discarding it because I didn't have any idea about how to replace the helicopter.
I liked Donovan more than the masked guy, I think it's more cohesive with classics since he is present on most vehicles.

I made this based on SOR Artwork using Jack body
This is a good idea. I did some tests over SOR2 Jack too, I have plans to add him in future updates.
In case you have more sprites, I would like to take a look.
 
Great! I even tested a similar idea during the cop call development, but ended up discarding it because I didn't have any idea about how to replace the helicopter.
I liked Donovan more than the masked guy, I think it's more cohesive with classics since he is present on most vehicles.
This is just my impulsive thoughts that I had last night in what if.. The first idea was made Donovan the bazooka guy and Galsia in helicopter but I changed it into Masked guy because I wanted him to make cameo in the game. I think it's more easier to insert villain in the same helicopter than in a car because the positioning is simple but stupid me flattening the helicopter files instead making it into layers so I have to cut out manually later when I test making it.
This is a good idea. I did some tests over SOR2 Jack too, I have plans to add him in future updates.
In case you have more sprites, I would like to take a look.
Sorry, that's all I have because I don't find him interesting enough to be made into fullset enemies. But even someday I did make him, his moveset will be him using a machete or chains,. Or maybe both, I'm not really sure.

I'm now focusing on second batch of 5 playables, kinda stuck with the first 5 playables batch so I'm just moving on to another WIPs. I'm gonna share it in the usual thread later.
 
This is just my impulsive thoughts that I had last night in what if.. The first idea was made Donovan the bazooka guy and Galsia in helicopter but I changed it into Masked guy because I wanted him to make cameo in the game. I think it's more easier to insert villain in the same helicopter than in a car because the positioning is simple but stupid me flattening the helicopter files instead making it into layers so I have to cut out manually later when I test making it.
The Masked guy is a good idea too, since he is some kind of "shooter" in the SOR1 cover. I will test the one you made since it's ready to be used.

As a suggestion, we could just replace the cop in the helicopter by the Masked guy, and change some colors to not look like a "cop chopper". This way keeping the script structure but changing only the visual.

Sorry, that's all I have because I don't find him interesting enough to be made into fullset enemies. But even someday I did make him, his moveset will be him using a machete or chains,. Or maybe both, I'm not really sure.

I'm now focusing on second batch of 5 playables, kinda stuck with the first 5 playables batch so I'm just moving on to another WIPs. I'm gonna share it in the usual thread later.
Don't worry friend, we can go back to it later. Currently I'm preparing some things for the remaining cpu partners, this step is crucial for the first official release (marking the end of the beta state).
 
Curious, any interest in turning the police officer Murphy himself into a playable character?
A long time ago, I had a similar idea that I wanted to bring to life—this Murphy.

And what’s more, I actually sent a sprite list here once. Streets of Rage Custom Sprites


It’s not complete, though. I didn't know how to finish it later. And besides, I’d already moved on to other things.
Most likely, in the future, I probably won’t take it on. Well, at least I won’t be working on it right now, since I already
have plenty of unfinished projects.

But at least it will serve as a foundation for everyone else out there who wants to make their own version of Murphy
 
It would also be cool to have the SoR4 route with all its pixel art elements... Of course, that will never happen... But there's no harm in dreaming about SoR4's Blaze in SoRX. :)
 
It would also be cool to have the SoR4 route with all its pixel art elements... Of course, that will never happen... But there's no harm in dreaming about SoR4's Blaze in SoRX. :)
It would not be that hard to do...
I mean the ressource, by scalling the SOR4 landscape assets + perhaps AI assisted pixel conversion.
About the characters, it's the "hard" part, even if Blaze have a spriteset in some SOR2 edited version. (beside of the numerous variant of spritesets she have in these...)
Axel should not be so hard to do either... considering the size of SOR2/3 sprites...
 
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