Streets of Rage 2X

In Progress Streets of Rage 2X By Kratus 2.3.1

No permission to download
The project is currently under development.
Miru said:
Sure! I like the randomizer idea for the remake soundtrack. It would also allow for the unused versions of the V5 soundtrack to appear, alongside V4 and V5. Also, what do you think about my scrapped character recreation project?
Cool! I've seen the articles about rejected characters, will be very nice to play with them :)
 
Kratus said:
Miru said:
Sure! I like the randomizer idea for the remake soundtrack. It would also allow for the unused versions of the V5 soundtrack to appear, alongside V4 and V5. Also, what do you think about my scrapped character recreation project?
Cool! I've seen the articles about rejected characters, will be very nice to play with them :)

And here we go!

godhand-preview.png


Here's a glimpse at the new version of God Hand.
 
Davpreec: Thanks for this great gameplay video ;). I just want to answer to some questions:
- For me, the last move to make is the rage/super attack, I'd just like this one behave like the arcade version (3:08):
I think I will study the smartbomb function and activate some pain moves to enemies. It would be nice if someone can help me doing that :)
When this character is entirely finished, I will do a public release.
 
No problem buddy anytime :D , Oh yeah i figured that his SUPER/RAGE move was ment to be like in the arcade version of moonwalker . Im sure with some time you will be able to get it done perfect :) But even still fantatic work it was alot of fun playing as him in this game.
 
Ok, so here's some news to the three characters:
- Moonwalker rage attack has his range and damage increased. I've got a strange bug when I try to apply smartbomb to the rage attack. It is used to the defensive special attack although I put this command at the rage anim. I can't understand why?
- Elle has a new defensive special, a better offensive special anim and a new rage attack. Hanging weapon increase her electric power (I'm stafisfied to the effect applied when she carries weapons, you can maybye see that on a video testing :) )
- Tracker has a new rage attack, will explode when he dies (selfdestruct device) and have some modification to the SOR weapons: knife transform into Smart Disc, kunai to Shuriken, pipe to Telescopic Spear and sword to Xenomorph Spine Whip  8)
5zmalj.png

I will make a public release when I can entirely finish them, maybye Davepreec can make a video of these progress, thank you for that ;)
 
Custom/alternate weaponry for certain characters is a cool idea. I'm considering that for at least one of my characters as well. Namely Burn, who I'm doing cyber armor for, with gauntlets and a chest plate.
 
I think I will study the smartbomb function and activate some pain moves to enemies. It would be nice if someone can help me doing that :)
When this character is entirely finished, I will do a public release.

You can either:
- use smartbomb function
- use script to damage all the enemies (with caution)
- or use a big attackbox, with big z width too.

I never used smartbomb, but this is the info from the manual
smartbomb (power) (type) (pause) (length}

~This is for players. Enemies use the 'bomb' command for something else. Don't mix the two up!
~If this is present, the player's special will work differently: it will become a "smart bomb" which damages all onscreen enemies, regardless of position.
~{power} is an integer value which determines attack damage.
~{type} is the attack's effect type:
0 = knockdown1 (based on attack1)
1 = knockdown2 (based on attack2)
2 = knockdown3 (based on attack3)
3 = knockdown4 (based on attack4)
4 = blast
5 = burn
6 = freeze
7 = shock
8 = steal
~{pause} is a binary value which determines whether or not all action onscreen pauses when you use your special. Used for a dramatic effect.
~If {type} was set to 6 (freeze), {length} can be used to determine how long the enemies will remain frozen.
~This command can also be used for items. In this way you can make "smart bomb" items to clear the screen. If you do use it with an item, {length} will replace {pause}
~Exactly what is so smart about a bomb that just hits everything, anyway?

 
O Ilusionista: Thank for your reply. I used the smartbomb in anim freespecial (#Rage attack) in the following manner: smartbomb 60 0 0 0 and strangely it does nothing with this anim but it works in anim special (#defensive special). Maybye it's a script problem, I don't know Kratus thinks about it?
I will try with an attack that has the screen size and play with pain1 and pain2 like the mugen moonwalker character:
 
kimono said:
O Ilusionista: Thank for your reply. I used the smartbomb in anim freespecial (#Rage attack) in the following manner: smartbomb 60 0 0 0 and strangely it does nothing with this anim but it works in anim special (#defensive special). Maybye it's a script problem, I don't know Kratus thinks about it?
I will try with an attack that has the screen size and play with pain1 and pain2 like the mugen moonwalker character:
I never used smartbomb, but according to the description in the manual I think that it works on "special/special2" moves only:

- If this is present, the player's special will work differently: it will become a "smart bomb" which damages all onscreen enemies, regardless of position.
- {pause} is a binary value which determines whether or not all action onscreen pauses when you use your special. Used for a dramatic effect.
- "smartbomber", - detects if the player's special is a "smart bomb" which damages all onscreen enemies, regardless of position

If you want to use in "freespecial" moves, I think that the O Ilusionista suggestion of a "big attackbox with big z width" can be a good option. I used big atbox in SF VS KOF game on Orochi's special move, that damages all players in the entire screen
 
Yeah, its what I use on Doctor Strange helper - a big attackbox with a big z width. He will damage only the enemies which can be damaged.
The version with script I use for Jean Greay, and it will damage every entity on the game and, if you don't set it right, it will try to damage every single on the playfield - even if they don't have bboxes, or are being held in custom scripts, etc.
 
kimono said:

There's a good reason for that - Smartbomb is a very specific hard coded feature added before script. And as you are discovering, it only works with the native defensive special.

This is best done with an iterator script. You can make a function like this and then call it with a @cmd tag in your dance attack. What it does is loop over every entity currently on screen, and then put them into an animation of your choice. That will get the dancing started. You can use a similar technique when you want to damage them.

Not only will this work better, it will give you more control. First you set them dancing... then at the end, POW, hit them with damage. Just like the Micheal Jackson games.

DC
 
Damon Caskey: Thanks for taking time writing this script, I really owe you one and want always propose you to make some sprites for your "Golden Axe-the Hackjob" or a project of your choice :). So if I understand well, I can call the script @cmd dance and write the anim for example like this:
Code:
anim freespecial #RAGE
@cmd dc_animation_bomb
delay 16
frame	data/chars/moonwalker/hit1.gif
frame     data/chars/moonwalker/hit2.gif
And all entity will move hit1 then hit 2? I don't know exactly how can I set the dance sequence.
 
kimono said:
Damon Caskey: Thanks for taking time writing this script, I really owe you one and want always propose you to make some sprites for your "Golden Axe-the Hackjob" or a project of your choice :). So if I understand well, I can call the script @cmd dance and write the anim for example like this:
Code:
anim freespecial #RAGE
@cmd dc_animation_bomb
delay 16
frame	data/chars/moonwalker/hit1.gif
frame     data/chars/moonwalker/hit2.gif
And all entity will move hit1 then hit 2? I don't know exactly how can I set the dance sequence.

Well you need to supply it with the animation you want everyone to play. I recommend using follow animations, because they are the only ones that the engine will never use unless you tell it to. So if you make the dancing follow2, the @cmd would look like this:

Code:
@cmd dc_animation_bomb openborconstant("ANI_FOLLOW2")

Assuming you have the function installed right and I didn't make any dumb typos or errors, anyone you could normally hit with an attack and has that animation will start dancing. This is only part 1, the next part is to actually do the damage to them. To do that you can basically just copy that function and replace the dance with damage instead. But let's get the dancing part working first.

DC
 
Its important to note that you can have troubles with this function, since it will force an animation for a target no matter what. For example, if you execute it and an enemy is playing the DEATH animation, it will be forced to play this animation instead.
And, if I am not wrong, even if they are blinking when dying...they can be forced into this animation. Plus, if you use scripted slam it will break it too.

I would suggest to you damageentity instead of executeanimation.
 
O Ilusionista said:

Then you just check for those conditions. It's only an example of the iteration method. If you want to use damage to trigger the animation, it's still the preferred way. Far more stable than smartbombs or huge attack boxes.

The best, best, way would be to leverage whatever grappling system is in use. But that's a new level of complexity and since I use my own I can't begin to know how that is set up in someone else's module.

DC
 
Sure thing.
I just think, in this case, the big attackbox (with no block set) would do the job perfectly - he can even expand it and set a new pain animation to make everyone to dance on the screen.

For sure, if he wants the move to work exaclty like on the arcade - where it forces every entity to dance, maybe the script would be better. Although the MJ game works different than a beat em up (there is no fall, for example).

 
As requested here is Elle Playthrough/Gameplay :D

https://www.youtube.com/watch?v=iHOJlE7XiPk
 
Very good! Is she playable from the start? I WANNA PLAY!

Edit: Nevermind, found the mod, but after finishing playing it, Elle is nowhere to be found, is she in the game? Thanks anyway for this mod, is Excellent!
 
afhc2x17: Moonwalker, Elle and Tracker are characters on beta test (almost finished, just a little patience ;) ), so that's normal you can't find them. Moreover, I must have Kratus agreement to integer them to the 1.6 or 1.7 version of his game (thanks Kratus for this awesome project  ;D ).

Davpreec: Great video here and thanks for your bug report. What's new?
- Correcting this annoying palette bug that doesn't show life depleting
- Adding missing sounds for Elle
- Basic combo and offensive special make a little more damage
I will put a new defensive special and blitz attack and I think Elle will be completed :)

This time, Tracker has an impressive weaponry:
- Wrist blades on basic combo, jump up attack, defensive special (plus a stealth when he will repair it :p) and rage attack
- Plasma rifle on his offensive special that shoots the bad guys down
- A set of 4 original weapons that replaces the classic SOR ones

I hope you will prepare a warm welcome to this little guy, he's almost a beast and a good warrior :)
 
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