Streets of Rage X

In Progress Streets of Rage X Beta 36

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The project is currently under development.
I got absolutely smoked...
& loved it!


The only real minor I came across was the attack + extra button combination for calling cops doesn't work when extra button is set to back attack.
Other than that, great job on the update! 🙏🏾
 
I got absolutely smoked...
& loved it!

@Blit-X- TV [LIVE] Thank you, my friend :)

The only real minor I came across was the attack + extra button combination for calling cops doesn't work when extra button is set to back attack.
Other than that, great job on the update! 🙏🏾
It happens in previous versions too. But thanks for the feedback, I will see what can be done to improve it and add to the next build.
I still will launch more 1 or 2 builds to fix some things based on all the feedback before the public release.

@Kratus Thank you for the amazing update, but the Extra Button works very weirdly... It enables some debug mode instead of the selected action in the menu
@mrfreeman Thank you, friend. But I need a few more details to understand better, like the controller type, and what extra button option you are using.

I tested it right now and it looks fine, the extra button doesn't enable any debug menu. However, the new controller code may enable a debug through the home/guide button on a PS4 or Xbox controller, but don't affect the control config option.
 
@Blit-X- TV [LIVE] Thank you, my friend :)


It happens in previous versions too. But thanks for the feedback, I will see what can be done to improve it and add to the next build.
I still will launch more 1 or 2 builds to fix some things based on all the feedback before the public release.


@mrfreeman Thank you, friend. But I need a few more details to understand better, like the controller type, and what extra button option you are using.

I tested it right now and it looks fine, the extra button doesn't enable any debug menu. However, the new controller code may enable a debug through the home/guide button on a PS4 or Xbox controller, but don't affect the control config option.
Sure, sorry for the fast reply without proper testing. The issue is not related to the Extra button functionality at all, but it is directly related to Button 4 on gamepads.
I have a Gembird G-08X2 gamepad and Gembird JPD-UB2-01 dual gamepads. Both devices have this issue. It doesn't matter what action I set for Button 4, but its click brings up some debug/cheat menu. After holding the button, it is possible to skip the current level. I think the previous gamepad controls menu was more flexible; you probably added this default behaviour for PS4 or Xbox controllers, but there could be a lot of custom devices and it is good to make this feature toggleable. Screenshots of the gamepad control setup and that debug menu:
 

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I just want to add that we've also had problems with the new controller update. When two Xbox Series Pro controllers are connected for 2 people to co op play the game decides that 4 players are connected and it can't be altered. For a while today I was getting some very strange behaviour. Trying to start rebellion mode causes the screen to appear where you enter a high score at the end of the run and I have to enter names for player 1 and player 4 (I think) and then the credits for SOR1 play like I've completed the game. If I press start on rebellion instead of punch it shows me the endings screen select instead.

I did eventually get around this by setting player 3 to keyboard and player 4 to Xinput compatibility 2 so that Player 1 isn't triggering inputs of either Player 3 or 4 but I couldn't just set them to "none" as MrFreeman above was able to.

Otherwise it's been a great update. Love the new Mr X updates!
 
I just want to add that we've also had problems with the new controller update. When two Xbox Series Pro controllers are connected for 2 people to co op play the game decides that 4 players are connected and it can't be altered. For a while today I was getting some very strange behaviour. Trying to start rebellion mode causes the screen to appear where you enter a high score at the end of the run and I have to enter names for player 1 and player 4 (I think) and then the credits for SOR1 play like I've completed the game. If I press start on rebellion instead of punch it shows me the endings screen select instead.

I did eventually get around this by setting player 3 to keyboard and player 4 to Xinput compatibility 2 so that Player 1 isn't triggering inputs of either Player 3 or 4 but I couldn't just set them to "none" as MrFreeman above was able to.

Otherwise it's been a great update. Love the new Mr X updates!
@Psychogold Friend, honestly this is very strange. I tested with 2 Xbox360 controllers, 2 DS4 and 2 8bitdo Ultimate V2, all of them working normally.

I repeated the same tests on Windows, Linux, Anbernic, Raspberry, SteamOS and Android, all of them with the same results (except for the Xbox controllers, which don't have bluetooth).

Something in your environment is in fact different from my test environment. What device are you using to play the game (PC, mobile, etc)?
Are you trying to use a saves folder from a previous game build? If yes, it will not work.

Trying to start rebellion mode causes the screen to appear where you enter a high score at the end of the run and I have to enter names for player 1 and player 4 (I think) and then the credits for SOR1 play like I've completed the game
I would like to see a video of this happening because in theory it's impossible to happen. Many late game events depend on other previous events (mainly in case of the high score name enter).

I have a Gembird G-08X2 gamepad and Gembird JPD-UB2-01 dual gamepads
@mrfreeman Would these controllers support XInput? Because although the new update kept the Direct Input support, it was focused more on the modern XInput driver.

Anyway, the debug activation is not related to it, but it's hard coded to work in some specific buttons like home/guide in the DS4/Xbox controllers. But unfortunately I can't test all the manufactured devices and some of them may have different button maps for this command.

To fix that, I will disable this debugging since it's only necessary for the development.
 
@mrfreeman

After seeing this image, I'm reducing the button label text to save some space on the screen for non-XInput controllers.
Now instead of showing "Button 1" in different font colors, it will show "B.1" in red colors.

1790485578657.png
 
If the player enables the infinite health cheat, AI teammates will be unable to restore health normally via attacking when they use their special skills.(beta 36)
 
@Psychogold Friend, honestly this is very strange. I tested with 2 Xbox360 controllers, 2 DS4 and 2 8bitdo Ultimate V2, all of them working normally.

I repeated the same tests on Windows, Linux, Anbernic, Raspberry, SteamOS and Android, all of them with the same results (except for the Xbox controllers, which don't have bluetooth).

Something in your environment is in fact different from my test environment. What device are you using to play the game (PC, mobile, etc)?
Are you trying to use a saves folder from a previous game build? If yes, it will not work.


I would like to see a video of this happening because in theory it's impossible to happen. Many late game events depend on other previous events (mainly in case of the high score name enter).


@mrfreeman Would these controllers support XInput? Because although the new update kept the Direct Input support, it was focused more on the modern XInput driver.

Anyway, the debug activation is not related to it, but it's hard coded to work in some specific buttons like home/guide in the DS4/Xbox controllers. But unfortunately I can't test all the manufactured devices and some of them may have different button maps for this command.

To fix that, I will disable this debugging since it's only necessary for the development.

Hi bud. Made a video that I hope makes sense, only two controllers are connected throughout this and everything up till the end is being done with controller 1.
I am on a Windows PC. Totally fresh not trying to use old save data.

Yes I agree this makes no sense to me. If I wasn't seeing it I would also have said this is impossible. I'm hoping seeing it will help.

 
@mrfreeman Would these controllers support XInput? Because although the new update kept the Direct Input support, it was focused more on the modern XInput driver.

Anyway, the debug activation is not related to it, but it's hard coded to work in some specific buttons like home/guide in the DS4/Xbox controllers. But unfortunately I can't test all the manufactured devices and some of them may have different button maps for this command.

To fix that, I will disable this debugging since it's only necessary for the development.
No, they don't support XInput. They are older, basic DirectInput (plug-and-play) USB controllers designed primarily for retro and PC fighting games. For such devices, I would prefer to have previous fully-flexible controls setup.
 
Hi bud. Made a video that I hope makes sense, only two controllers are connected throughout this and everything up till the end is being done with controller 1.
I am on a Windows PC. Totally fresh not trying to use old save data.

Yes I agree this makes no sense to me. If I wasn't seeing it I would also have said this is impossible. I'm hoping seeing it will help.

@Psychogold Buddy, something certainly looks wrong with your game file. I replicated the same test as yours in a fresh game file and the result was totally different.


And by looking at the high-scores in your video, it has some recorded data. I suggest renaming your current saves folder and starting a fresh one, and check if the issue persists.

1790536994141.png

No, they don't support XInput. They are older, basic DirectInput (plug-and-play) USB controllers designed primarily for retro and PC fighting games. For such devices, I would prefer to have previous fully-flexible controls setup.
@mrfreeman Sorry friend, unless I find a big serious issue, I'm not planning to rollback this controller update. Actually any modern game works in a similar way, prioritizing Xinput devices by default with automatic configuration.

According to what I understood, currently your only issue is about the debug mode enabled in the button 4, which I already disabled in the public version of the game.
So, we can conclude that you are able to play the game normally even with DirectInput controllers, and the problem is solved.

I will upload a new game file soon.

If the player enables the infinite health cheat, AI teammates will be unable to restore health normally via attacking when they use their special skills.(beta 36)
@danceofice Thanks for the feedback, I will check it.
 
@mrfreeman To ensure I didn't overlook any detail, I will get different DInput controllers from some friends and will make several tests.
In case I really find any serious issue, I can temporarily rollback the code at least until everything is fixed.
 
@mrfreeman To ensure I didn't overlook any detail, I will get different DInput controllers from some friends and will make several tests.
In case I really find any serious issue, I can temporarily rollback the code at least until everything is fixed.
Sure, thank you! Always better to test :)
But overall, you are right. The main issue is Button 4 functionality. The Button 4 assigned action (attack, special, jump, etc.) isn't being executed at all; maybe it is being overridden by the debug menu logic. So please make sure that not only is the debug menu not called, but the actual assigned action is happening.
 
@Kratus Also, some ideas:
1. Could you please add all the characters to Survival mode? Like in Rebellion mode.
2. Are the Survival food and weapon drops static? Could you please make them dependent on the setting, which sets the drop scope (random, only food, only weapons, etc.).
3. Cool feature to add up/down shooting for Mr.X. Could you please make it diagonal also if a player hits 2 buttons at once?
4. There is a running attack move for some characters: forward + forward + attack. Could you please add it as an option for the extra button functionality? I know it is possible to execute it during the attack when the character model blinks yellow, but sometimes it feels good to just execute it with one button click instead of the multiple-button combo.
 
1. Could you please add all the characters to Survival mode? Like in Rebellion mode.
@mrfreeman I wil think about the idea, thanks for the suggestion :)

2. Are the Survival food and weapon drops static? Could you please make them dependent on the setting, which sets the drop scope (random, only food, only weapons, etc.).
Do you mean the obstacle drops, or the ones which randomly fall in the survival "group" mode?

3. Cool feature to add up/down shooting for Mr.X. Could you please make it diagonal also if a player hits 2 buttons at once?
In this update I already added up/down shooting, you can check it in the playable version. Like @O Ilusionista said, if we add more directions, it can make him a bit unbalanced.

4. There is a running attack move for some characters: forward + forward + attack. Could you please add it as an option for the extra button functionality? I know it is possible to execute it during the attack when the character model blinks yellow, but sometimes it feels good to just execute it with one button click instead of the multiple-button combo.
I already tested it in previous updates, but honestly didn't fit well.

@Kratus I have some gamepads and I will make some tests and share the result here.
@O Ilusionista It will be great! Thanks buddy :)
You can use the current version, but I will upload a new game file with some fixes soon.
 
@Kratus I've been building openbor 7612 from source, using the official github, for an arm based device.
It worked fine for v35 but not for v36. Looks like the script is expecting a new API from the engine.
Is the engine source change available somewhere so I can build from source?
Thanks!
 
@mrfreeman I wil think about the idea, thanks for the suggestion :)


Do you mean the obstacle drops, or the ones which randomly fall in the survival "group" mode?
Let's do it for both: the obstacle drops and the falling. The setting has the "original" option, which will work as it does today, and the other options will change it accordingly.

I already tested it in previous updates, but honestly didn't fit well.
That's sad. Is it because there are many moves to perform this action?
 
Hi!
I was playing as the boss Antonio alongside a CPU ally Antonio, and while I was throwing the boomerang, I pressed a random key combination that softlocked my character - I couldn't move from the spot. This was on the latest version of the game
 
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