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.
Kratus, I have two suggestions...

- It would be good to reduce the durability of those walls in SoR3, or lower the damage caused by bulldozer, because that section is tricky; there aren't many escape options and it's very easy to lose lives there—I mean, they feel like cheap deaths;
Side note: Just for the record, that part is a real pain in SoRR; it's much worse there!

- SoR2 Blaze has an energy blast special move, and the sound effect is electric-like, which is cool; however, SoR3 Blaze has a special move that creates an energy ball with waves, yet it uses that same electric sound. I think it would be cool to change it to an energy ball sound, something like this...


Okay, that is also an energy blast, but the initial sound is that of an energy ball with waves emanating from it.

And just so you know: I did a run on the SoR3 route today with Blaze and didn't have any issues with the save in Stage 7. I need to retest with Adam at some point.

That's all. :)
 
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Are you planning to make regular enemy characters fully playable by increasing their move speed, attack speed, and damage output - to bring them closer to the main heroes in terms of feel and viability?
Essentially, make them feel overpowered - like the red enemies you face in high-round Survival Mode in Streets of Rage 4.
For example, a playable Signal would perform throws and slides instantly, with absolutely no delay whatsoever.
 
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Kratus, I have two suggestions...

- It would be good to reduce the durability of those walls in SoR3, or lower the damage caused by bulldozer, because that section is tricky; there aren't many escape options and it's very easy to lose lives there—I mean, they feel like cheap deaths;
Side note: Just for the record, that part is a real pain in SoRR; it's much worse there!

- SoR2 Blaze has an energy blast special move, and the sound effect is electric-like, which is cool; however, SoR3 Blaze has a special move that creates an energy ball with waves, yet it uses that same electric sound. I think it would be cool to change it to an energy ball sound, something like this...


Okay, that is also an energy blast, but the initial sound is that of an energy ball with waves emanating from it.

And just so you know: I did a run on the SoR3 route today with Blaze and didn't have any issues with the save in Stage 7. I need to retest with Adam at some point.

That's all. :)

The bulldozer stage is fine IMO...
 
Are you planning to make regular enemy characters fully playable by increasing their move speed, attack speed, and damage output - to bring them closer to the main heroes in terms of feel and viability?
To be honest, the original plan is to make playable enemies exactly as they are when against players. However, I'm considering adding some new moves, but there's no buff planned at the moment.

- It would be good to reduce the durability of those walls in SoR3, or lower the damage caused by bulldozer, because that section is tricky; there aren't many escape options and it's very easy to lose lives there—I mean, they feel like cheap deaths;
Hmm, I played right now to test and honestly it looks fine. I built this stage based on the original game in the normal difficulty, with a similar challenge.
However, the wall's health will increase based on the difficulty level (easy/normal/hard/mania). And the damage depends on the character's power level, which unlike the original, it's really effective.


- SoR2 Blaze has an energy blast special move, and the sound effect is electric-like, which is cool; however, SoR3 Blaze has a special move that creates an energy ball with waves, yet it uses that same electric sound. I think it would be cool to change it to an energy ball sound, something like this...
I will think about it, but prioritizing 16-bit sounds from Mega Drive games. Maybe even the SoR franchise has a similar sound, because I didn't use everything yet.

And just so you know: I did a run on the SoR3 route today with Blaze and didn't have any issues with the save in Stage 7. I need to retest with Adam at some point.
Great! :) Let me know in case you have more issues.
 
LOL... I only just realized while playing BK3 that it's possible to punch the bulldozer to knock her back a bit! I wonder if that's possible in SoRX? I'll have to check later...
By the way, those cutscenes from BK3 have a special charm; I hope Kratus plans to add them in the future. :)
 
Hey buddies!

As you may know, the game's name was changed from SOR2X to SORX and then I decided to create a new "post thread". Now it's official and the next version will start from 1.0.0 again. The SOR2X latest version will stay in v2.3.1.

Streets of Rage X fits better for the new game's purpose, which is to entirely port all original trilogy (including some unused content too) to OpenBOR, different from SOR2X that it's a port of the SOR2 game with the SOR3 content as an "expansion" only.

Each route now will have its own original history/endings, the fighting mechanic, graphic and sound effects will be closer to the original games to sound more "purist", but at same time updated with the latest features used by most recent fighting games.

In this video I will show a complete version of stage 6 on the SOR3 route. Certainly this was the most complex stage I ever made due to a lot of rooms, a variety of traps and different objectives to be completed. In addition, now you can save (or not) the General Petrov (BK3's history, not SOR3) and have a different ending.

Credits to @az8756251 (@pudu before the forum changes) for the SORX name suggestion long time ago.

Credits to "RE3Nfan" for a better Electra "walking" sprites with more frames, and to @pepodmc for let me know it.

Is there anyway of gettimg a file for sorx with everything unlocked?? Please
 
Hi, Kratus. I am running CachyOS and when I try to run your AppImage (beta 35), I get this error:

dlopen(): error loading libfuse.so.2
AppImages require FUSE to run.

I believe it's because your AppImage requires libfuse.so.2, which is deprecated on modern Linux distros. I believe there is a workaround, but I thought I'd post because I wasn't sure if you were aware of this issue. I believe if you rebuild the AppImage using the newer AppImage runtime, this will allow it to run on systems that ship with fuse3.
 
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Hey. A couple of suggestions:
1. It would be really nice if the random character select also picked a random palette from the ones available - right now it only defaults to the standard one.
2. And will there be an option to select a random character from the roster for the CPU ally as well?
 
Hi, Kratus. I am running CachyOS and when I try to run your AppImage (beta 35), I get this error:

dlopen(): error loading libfuse.so.2
AppImages require FUSE to run.

I believe it's because your AppImage requires libfuse.so.2, which is deprecated on modern Linux distros. I believe there is a workaround, but I thought I'd post because I wasn't sure if you were aware of this issue. I believe if you rebuild the AppImage using the newer AppImage runtime, this will allow it to run on systems that ship with fuse3.
Thanks for the feedback. For now you can run the game installing the fuse 2 running sudo pacman -S fuse2 , or you can try to run via GearLever (I didn't test this one yet).
I saw that the recent appimage compilers can add both fuse2/fuse3 in the same file, I will test it for the next beta.

1. It would be really nice if the random character select also picked a random palette from the ones available - right now it only defaults to the standard one.
I will test it, thanks for the suggestion.

2. And will there be an option to select a random character from the roster for the CPU ally as well?
Yes, after I finish all of them I'm planning to add the random selection too.
 
Currently CPU partner dev progress, the next beta will be launched sooner than I thought.
After all enemies/bosses are added, I will pause a bit in order to make tests with the beta 36, and then in the beta 37 I will add the remaining heroes, plus some new characters.
Some plans were changed and I will try to end the beta state faster.

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Like @SilentMRG said, the original graphic effects at the "features" option already disables many things, including the lightning during the Barbon boss fight.

So my friend says he put the original graphics effect on & turned off the zoom in which made things better but the effects from the knockdown moves such as Shiva, Max & Abadede's rage moves & charged attacks are bit much for him. Was wondering if there could be an option to turn them off completely.

[I'm just the messenger btw. They don't bother me personally.]
 
So my friend says he put the original graphics effect on & turned off the zoom in which made things better but the effects from the knockdown moves such as Shiva, Max & Abadede's rage moves & charged attacks are bit much for him. Was wondering if there could be an option to turn them off completely.
Maybe I can test some kind of accessibility option, which will disable all the blink effects completely.
Besides the features already mentioned, is there anything else that needs to be disabled?
 
Maybe I can test some kind of accessibility option, which will disable all the blink effects completely.
Besides the features already mentioned, is there anything else that needs to be disabled?

Thank you. I don't think so but I'll ask.
His main concern visually was with things that flash because he has light sensitivity.
 
His main concern visually was with things that flash because he has light sensitivity.
@Blit-X- TV [LIVE] I added a new graphic effects option that completely disabled any blink/flash. The only one that still works is the character selection, but I reduced the white effect a bit.
Please let me know if there's more effects to be disabled.

 
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