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.
pepodmc

I know that the idea is fight him with other tactics/attacks but well
Exactly! It maybe could break the strategy against some enemies or bosses.

However, I'm testing a new parry feature that I developed a few months ago. It gives the player an alternative way to avoid being damaged but with a high cost, because he needs to press the block key at the correct time, instead of only helding the block button. It's the same as the Street Fighter 3 parry.

Plus I added some small things to the game too. In addition, you did a great job with the new level sprites  :)

https://www.youtube.com/watch?v=MneXAgiSWeo
https://www.youtube.com/watch?v=-CknWnWyNKM
https://www.youtube.com/watch?v=C6KeUUMm-Z4
 
I was just about to suggest a parry... cool! I suggest maybe that the parry could have a different sound effect, maybe like the SF3 parry sound. I had another gameplay idea as well; a Capcom-style throw combo ender where players press/hold down and attack at the end of their normal combo, which replaces their strong attack with a quick throw of the enemy. This could also open up new possibilities. I guess SOR1 stuff might be on the back burner, however.


Edit: Once the SOR2 variants get in, their Rage moves could be these;



It would make these variants more distinct from the 3 versions. And also, speaking of characters, I noticed that Rocket and 2 out of 3 Agents are unselectable in Rebellion for now. 

I even have an idea for how Dahm could be controlled; you control the slow-moving crane around, and press attack to descend and attack foes. Special could be the electric field.

Also, what if when Max slays a robotic enemy with his Rage, they explode in mid-air while they're spinning and flying?

I think the best way to display when a boss is ready to use Rage is to show stars under the boss’s lifebar, much like the player’s.
 
Here is my playthrough of the SOR3 route bro!! 

https://www.youtube.com/watch?v=QKCn2UzXnHc

I noticed you changed the pattern of the toxic stage lol, instead of going down twice you have to go down the first level and then all the way up to the third level ROFL, so I lost some lives at that part!!  Also I noticed that the partner keeps getting hit by the laser on the Dr. Zero stage, I think I already told you that lol so I lost a continue there as well since he kept dying!!

Also I noticed you have to hit the last missile at the end to get the good ending lol, I was trying to run away from the explosion lol!!  I'll probably do another playthrough to get the good ending later on :o

Thanks for the game again bro, and looking forward to the next updates!!
 
Miru

I suggest maybe that the parry could have a different sound effect, maybe like the SF3 parry sound
I tried the SF3 original parry sound but it wasn't too good. However, I changed the parry sound to a different SF Alpha 3 block sound

a Capcom-style throw combo ender where players press/hold down and attack at the end of their normal combo, which replaces their strong attack with a quick throw of the enemy
Hmm it's a good idea. I use it many times during my Final Fight gameplays, I will do some tests in the SOR2X

Once the SOR2 variants get in, their Rage moves could be these
It's good to know it, I haven't played the SMS/GG versions too much

speaking of characters, I noticed that Rocket and 2 out of 3 Agents are unselectable in Rebellion for now
Yes, I didn't add these characters because they are all the same (the 3 agents have the same moves, and the Rocket is a "downgraded" version of the SOR3 Jet).
However, I'm developing a menu to change the character type inside the select screen and it's possible that these characters could be added.

I even have an idea for how Dahm could be controlled; you control the slow-moving crane around, and press attack to descend and attack foes. Special could be the electric field.
The idea of having a playable version of the Dr. Dahm is good, but I think that it's better if anyone draws new sprites for it. The crane could be used as a special or rage move, but he needs to have all other normal sprites too (like idle, walk, run, etc).

Also, what if when Max slays a robotic enemy with his Rage, they explode in mid-air while they're spinning and flying?
I think that it's not too good, and will need a lot of script changes too

I think the best way to display when a boss is ready to use Rage is to show stars under the boss’s lifebar, much like the player’s.
Hmm... I don't like the idea, most of the beat 'em up games doesn't show the boss special bar, the "surprise" take part of the difficulty


dafamily

Here is my playthrough of the SOR3 route bro!!
Great!! Thanks bro!

I noticed you changed the pattern of the toxic stage lol, instead of going down twice you have to go down the first level and then all the way up to the third level ROFL, so I lost some lives at that part!!
Not for the v2.3, but for future versions I will make some changes in this level to make it closest to the original SOR3.

Also I noticed that the partner keeps getting hit by the laser on the Dr. Zero stage, I think I already told you that lol so I lost a continue there as well since he kept dying!!
It was fixed in the v2.3, now the npc partner is smarter than the previous versions

Also I noticed you have to hit the last missile at the end to get the good ending lol, I was trying to run away from the explosion lol!!
It was improved too in the v2.3
 
Kratus
1. I see. It does sound more fitting. Another question about the parry; can unblockable attacks, such as bullets from the agents, be parried?
2. Great! It would be very useful in many situations.
4. I see. “Character versions” would not only allow for the game versions and basic/full enemies, but for stuff like headswaps. For some reason, I want to make Blaze her bad box art costumes as alternate versions in the future, and likely put them in my sprite thread. It would be funny to see them in the game.
5. That would work great for a “full” Dahm, but for the regular/“basic” version, Dahm would only need a few additional sprites. I have another idea for “full” Dahm; Vehelits could be his rage when he’s in his claw grabber mode. Same with “full” Donovan using a bulldozer Rage.
6. I felt like the feature of displaying the boss’s stars would be able to be toggled on or off in the Extra Menu, depending on preferences, but it’s your call.
7. Darn, but that’s completely understandable why. While it would look cool, it would wreck the gameplay.

 
I feel like adding the ability to pick up and throw enemy bombs before they go off could be neat, like in the original games. They might be able to work as a weapon pickup as well. Maybe we could see 1 & 3 weapons added later on?

EDIT: I also got this error log in Rebellion mode when I tried the SOR3 route bike stage replacement;

Unable to load file 'data/bgs/sor2_st7/truck00.gif
 
Wait, I tried a bit of SOR2 on GG emulation, but I never actually noticed that the characters had extra special moves.
Sure it would be a nice addition to the mod!
 
Miru

1. Another question about the parry; can unblockable attacks, such as bullets from the agents, be parried?
No, the parry has the same rules of the block move. If an attack is unblockable (like bullets) for the "block" move, it will be unblockable for the "parry" too.

4. I see. “Character versions” would not only allow for the game versions and basic/full enemies, but for stuff like headswaps. For some reason, I want to make Blaze her bad box art costumes as alternate versions in the future, and likely put them in my sprite thread. It would be funny to see them in the game.
Yes, we can add a lot of different character's versions

5. Same with “full” Donovan using a bulldozer Rage
This one I'm planning to add as a bonus character

I feel like adding the ability to pick up and throw enemy bombs before they go off could be neat, like in the original games. They might be able to work as a weapon pickup as well. Maybe we could see 1 & 3 weapons added later on?
Yes, I'm planning to add more weapons including SOR1/SOR3 too

EDIT: I also got this error log in Rebellion mode when I tried the SOR3 route bike stage replacement
Thanks for the feedback buddy, fixed it in the v2.3


yerboydrew

Would their be any way to implement the characters special movesets from SoR:Zombies?
Even if I don't add it as official content, any other modder can add it.


nedflandeurse

Wait, I tried a bit of SOR2 on GG emulation, but I never actually noticed that the characters had extra special moves.
Sure it would be a nice addition to the mod!
Yes, I will make some tests with these moves, will be a good addition
 
The lone move that I find interesting in in the Game Gear version is the Blaze one (look how Skate is acting like Sonic the Hedgehog):
https://www.youtube.com/watch?v=MXT1oYwiFHs
 
Been having a tremendous amount of fun with Rebellion mode. Here's a Mania clear. It's not a 1cc but if there's an actual way to get a 1cc with characters in Rebellion who aren't a boss/mid-boss, I'd sure like to know.

https://www.youtube.com/watch?v=DdOFqb-LQ98

I had a few friends complain to me about Mania being impossible and I honestly don't see it. It's certainly challenging but in terms of difficulty it's just right even IF there are a few times where enemies can get in an obnoxious amount of damage on you. Kratus mostly just designed the AI to require some very tightened play from players, and frankly the only real reason that I die in many cases is because I literally do not have basic tools that a regular character would have. Also, I really appreciate that 2X gives us a proper SoR3/BK3 route complete with the good ending. SoRR not having it really hurt that game for me despite how much I loved it.

Wish more OpenBOR games had the nifty idea of letting you play through the game using the enemies. To my knowledge, only 2X, Rescue-Palooza, and Neon Lightning Force bother to try this.
 
I hope that one day Kratus will accept Elle instead of Electra as playable in Rebellion mode, she has so much more moves.
Congrats to be able to finish this mode in Mania with a simple whip attack :).
 
LordKarasuman

Also, some versions of the infamous Streets of Rage Russia/Zombies allow for this as well. SEGA Brawlers Megamix also has some enemies/bosses to unlock. TMNT: Shell Shock also has playable enemies. Double Dragon Reloaded also allows you to unlock enemies.  I do agree that more games need a “Rebellion Mode” of sorts.
 

Pierwolf’s DDGold also allowed this. And I’m not sure but that’s probably the first mod that came with the idea.
 
I also want to see Kratus make Elle from SoRR a playable character, but probably not as a replacement for the existing Electra enemies. I'd prefer if she were added in as a separate bonus character similar to Tracker.

I'll check the other games, but Megamix not having visual fidelity between its sprites puts me off a little bit even if it looks fun. Really, 2X has the most professional look and feel to it, and I think the only games that come close to it in that regard are games like Rescue-Palooza and Avengers UBF.
 
LordKarasuman
Very good gameplay, buddy. I'm glad you liked the Rebellion mode, there's a lot more characters to come yet.

It seems that you understood my intentions in the mania difficulty. This encourages the player to practice the combos and use all features the game offers. And now I added more tools to help all playable enemies, like more juggle possibilities, canceling system, otg, screen edge bouncing/lock and a few others.

About the SOR3 route, I'm planning to make it more complete by adding all secret rooms of the levels 5 and 6.

About the Rebellion mode idea, even if we have other games with unlockable characters most of them are restricted to the bosses or special characters from other games. The original idea of the Rebellion mode in fact is a tribute to a very old SOR2 hack called Syndicate Wars (if I'm not wrong, this project started between 2008/2009 developed by RedCrimsom and Gsaurus).
JYnhQ0Z.png


In this hack the player can select every enemy with your original moveset and I think this idea can extend the gameplay experience by creating a new way to play. Also it can work like a "custom" difficulty too, similar to some Resident Evil's speedrunners that want to clear the game using a "knife" only.

kimono
Don't worry buddy, Elle has a special place reserved in the Rebellion mode, and maybe could be added as a sub-boss in future new levels  ;)
 
On the topic of Rebellion mode, I actually really warmed up to it and its unique challenges over time.  There is a lot of work going into making everyone feel unique and smooth to play, to the point where I wanted to be able to use them in Survival. There are plenty of neat-o strategies impossible with the full characters, that the enemy cast can and often must utilize. I particularly liked Monalisa, Raven, Macleod, Kusanagi, Abadede, and Bruce. I was also wondering where the SOR3 secret rooms were for a bit.
 
Miru

There is a lot of work going into making everyone feel unique and smooth to play, to the point where I wanted to be able to use them in Survival
Thanks buddy, I'm really dedicating a lot of work to the process of creating the characters, and the feedback of the community is very important.

Adding the playable enemies in the Survival mode is a good idea, but I didn't add yet because some playable enemies have a few advantages (or disvantages) and maybe can let this mode unbalanced. But I will think about it.
 
Another Mania clear, this time with Raven (Kickboxer).

https://www.youtube.com/watch?v=5gN7KZ4B5OA

Both routes are extremely difficult on Mania, but on average SoR2 is gonna be a lot harder than SoR3 because of multiple double Jet fights, the greater mass of Galsias spamming punch infinites, tons of bosses having Super Armor (which absolutely screws a lot of Rebellion characters and gives both other Rebellion characters as well as all the regular mode characters a hard time), and Mr. X actually being incredibly nasty with his ability to stuff the majority of your attacks with his gun swing. This isn't really a complaint though, and I think both routes offer fairly sensible gameplay experiences with SoR3 having its own slew of challenges (ninja spam, martial art spam, double BK3 Electras randomly annihilating you).

After reading discussions on other SoR games, I don't suppose there's any interest in a tier list for 2X?

Kratus said:
Adding the playable enemies in the Survival mode is a good idea, but I didn't add yet because some playable enemies have a few advantages (or disvantages) and maybe can let this mode unbalanced. But I will think about it.

Still hoping for the regular characters to be put into Rebellion for co-op purposes, though if Rebellion specifically has a limited number of slots I can understand why they're not in there. Not sure what OpenBOR's limitations are so I wouldn't know.
 
Tierlist, you say? I'd say the main characters might have to be tiered separately from the Rebellion cast in that case. So far, I've got a good idea on how good or bad some of the rebellion cast are:

(based on Pokemon tiers)

OU:

Abadede (good priority and range, massive damage, solid moveset, combo potential, super armor)
Break (pretty much Axel minus a few things, plus a speed-up gimmick that makes up for the missing handful of moves. Blazing fast, good combos, and pretty resilient)
Monalisa (good number of strong ground projectiles, basic kick attack that can stunlock small groups of foes, good jumping attacks)
Bruce (long-range basic attack that is fast, moderately strong, and can perform long-range combos, knockdown specials good for launchers into juggling)
Yamato (long-range expert with some pretty cool move tricks)
Shiva-3 (Great range, damage, and speed, brutal Rage move)
Raven (nice combos and damage, has a brutal stun-lock grapple combo, good block game)
Robo-X (ranged combat expertise, powerful charge and Rage moves)
Tracker (can gain plenty of speed with slide kick, good ranged moves and combo, decent pummel)

BL:

Roo (Good combo abilities and a nasty back throw)
Shiva-2 (rage isn't as powerful as 3's, otherwise similar)
Rocky Bear (good juggles, decent jump attack, powerful basic attacks)
Zamza (awesome comboing and high speed, plus blocking, but so-so damage on moves like Rage)
Kusanagi (good variety of moves including air projectiles and dodging, kick makes a good low poke, good weapon usage)
Jet-3 (can set up bomb traps, good combo and grappling game, is levitating)
Mr. X (good ranged attacks, powerful gun swipe, but poor speed and lacks Rage)
MacLeod (easily repeatable ranged attack, easy to grapple with)

UU:

Garnet (poor start-up on basic attack, but her other attacks are pretty solid, decent air game)
Jet-2 (same as Jet-3 but with less moves)
Big Ben-2 (fire breath does nice damage, good stun on slaps, decent air game, but sluggish)
Electra-2 (She's... okay i guess? I like most of her moves, but they seem to have fairly poor timing, even if accurate to her enemy self.)
Harakiri (sluggish and can't jump, but good damage and range)
P-1 (Is able to leap around the screen with ease and has good damage on its moves)

RU:

Electra-3 (Pretty much Electra-2 minus jump attack)
Big Ben-3 (The rolling attack is a poor move to use due to the dizzy time)
Donovan (Good enough combos but weak damage)
Hakuyo (attacks give good amounts of stun but do poor damage, and his special has a lot of startup)
Galsia (Surprised? He has enough variety to keep him out of the doldrums of NU, and when he gets a knife... watch out.)

NU:

Slum (Not very good with his attacks)
Vice (Basically an even worse Slum, he’s very weak all around)
Signal (despite his throw and slide, his normal attack is awkward to use)

This tierlist is relative to how well they can complete the levels of Normal, mostly for SOR2 route. Rage, counter, and juggle are taken into account. It's not really intended as criticism, just a guideline for players.
 
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