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.
Managed to get up to the ship, with 12 lives. Ready to take down R. Bear tomorrow. I haven’t had this much fun playing any of the past versions, nor even other SoR fan games.

Miru said:

Maybe in the future, include the level sets from 1 & 3 as well?
 
@Miru: This Predator boss replaces Vehelit in the Game gear version. I'll see him well as Vehelit's minions. I'm ready to make some tests if you have a good spritesheet of him, this one is resized and blurry.

There is also the old man boss from Street of Rage Master System, if Kratus is agree he can be maybye a Jet minion:
87351.png
 
kimono said:
@Miru: This Predator boss replaces Vehelit in the Game gear version. I'll see him well as Vehelit's minions. I'm ready to make some tests if you have a good spritesheet of him, this one is resized and blurry.

There is also the old man boss from Street of Rage Master System, if Kratus is agree he can be maybye a Jet minion:
87351.png

No, that sheet is actually custom. Your computer must be displaying the sheet wrong. Maybe I could even edit sprites to look like the Fleetway-only bad guys:

Bananas.jpg

Ziggy.jpg

Hawk.jpg

 
Ok Miru, your sprite muste around 80 pixels to fit with the SOR character size. This Predator could be a good addition to SOR2X if you have the Kratus agreement  :D
 
By the way, nice work o Vehelit, Kratus.

msmalik681 said:
Managed to compress it enough to work on the Wii don't know how far you can get before it crashes (or if it crashes).  Please remember this is a lite version of the mod cut down from 300MB+ to 52MB so I would recommend playing his version for windows and android with the full quality audio and video.
I was going to suggest him to try to optmize at least the musics, it would save a lot of space.


Kratus, I got some issues today:
- On this area, the fatman got stuck with the conveyor belt and its hard to free him
KnHl8Wb.png


- on this area, thanks to the constant grenades, the FPS can drop a lot, making the game slow. Also, I got stuck here and I can't go on
ytlland.png


- If you hit ESC at the main screen, you won't quit from the game. Instead, the intro plays again. You have to hit ESC multiple times to be able to quit.

It's more a matter of opinion, but that Harakiri boss seams SO out of place. He is the only character which has black borders on the game.
 
Finally cleared the game. It was a blast. But I still miss the ability to break away from grabs from behind without using the special. I think the front kick and neck snap could be added in to provide an alternate method to come loose from an enemy's clutches.


EDIT: Started playing the extra characters and...
* Electra's bunny hop should be usable in all directions, not just backward.
* It wouldn't hurt to make Zamza's spinning claw roll usable as an air attack. And his claw upper as well.
* Hakuyo could use his kick as part of his combo sequence between the punches and the palm. His jump kick could also function as a running attack.
* Hanzou's dodge animation could also serve as a block animation.
 
Argulus Gideon said:
The most accurate MOD based on SOR2, as DC said this is a masterpiece, I have to say thank you very much to give happiness to all SOR lovers around this forum. Great work kratus. And thank you for adding vault system which is a basic characteristic of a SOR game. Amazing my friend. Bravo!!!
Thanks man!!

Miru said:
Finally cleared the game. It was a blast. But I still miss the ability to break away from grabs from behind without using the special. I think the front kick and neck snap could be added in to provide an alternate method to come loose from an enemy's clutches.

EDIT: Started playing the extra characters and...
* Electra's bunny hop should be usable in all directions, not just backward.
* It wouldn't hurt to make Zamza's spinning claw roll usable as an air attack. And his claw upper as well.
* Hakuyo could use his kick as part of his combo sequence between the punches and the palm. His jump kick could also function as a running attack.
* Hanzou's dodge animation could also serve as a block animation.
Wow, nice!! About escape from grabs, I will think about an alternative method that cost block bar, like aerial recovery
I like Electra´s suggestion, will be made. About the others I will make some tests before
And for the level sets from SOR1/SOR3, may I save it for an SORX version of both

O Ilusionista said:
By the way, nice work o Vehelit, Kratus.
Kratus, I got some issues today:
- On this area, the fatman got stuck with the conveyor belt and its hard to free him
- on this area, thanks to the constant grenades, the FPS can drop a lot, making the game slow. Also, I got stuck here and I can't go on
- If you hit ESC at the main screen, you won't quit from the game. Instead, the intro plays again. You have to hit ESC multiple times to be able to quit.

It's more a matter of opinion, but that Harakiri boss seams SO out of place. He is the only character which has black borders on the game.
- Fatman stuck fixed, this was a problem with "@cmd dasher" script that stop movements if hits any platform in all frames that don´t have this script (this conveyor belt is a moving platform with height of 0,001). Now all characters that have dasher can pass from this without stuck
- Grenade bikers reduced from 3 to 2 in Boat stage and Factory stage, added delay to throw more slowly
- Stuck on Boat stage fixed, changed Z position of the Grenade bikers spawn out of the "players minZ / maxZ"
- About Harakiri, I agree that he has more black borders than the others, but I can fix this

Thanks a lot for the feedback!

msmalik681 said:
Managed to compress it enough to work on the Wii don't know how far you can get before it crashes (or if it crashes).  Please remember this is a lite version of the mod cut down from 300MB+ to 52MB so I would recommend playing his version for windows and android with the full quality audio and video.
Wow, nice work my friend!

kimono said:
@Miru: This Predator boss replaces Vehelit in the Game gear version. I'll see him well as Vehelit's minions. I'm ready to make some tests if you have a good spritesheet of him, this one is resized and blurry.

There is also the old man boss from Street of Rage Master System, if Kratus is agree he can be maybye a Jet minion:
May we can save some characters for a possible SOR3X...
 
Kratus said:
Miru said:
Finally cleared the game. It was a blast. But I still miss the ability to break away from grabs from behind without using the special. I think the front kick and neck snap could be added in to provide an alternate method to come loose from an enemy's clutches.

EDIT: Started playing the extra characters and...
* Electra's bunny hop should be usable in all directions, not just backward.
* It wouldn't hurt to make Zamza's spinning claw roll usable as an air attack. And his claw upper as well.
* Hakuyo could use his kick as part of his combo sequence between the punches and the palm. His jump kick could also function as a running attack.
* Hanzou's dodge animation could also serve as a block animation.
Wow, nice!! About escape from grabs, I will think about an alternative method that cost block bar, like aerial recovery
I like Electra´s suggestion, will be made. About the others I will make some tests before
And for the level sets from SOR1/SOR3, may I save it for an SORX version of both


May we can save some characters for a possible SOR3X...

1. Cool. The game needs to never be at fault for making the player lose. The player should never blame the game for losing.

2. Good.

3. I kinda think it should all be one big game with different modes/level sets avaliable, like Remake. Maybe this could be done after all the individual games get finished?

4. Considering Harakiri is from the Mobile version of SOR1, I don't see that as too much of a problem, especially with Predator guy actually being from SOR2. And what about my earlier suggestions on the last page? Like the possibility of Cody, Guy, Haggar, and Maki as a tribute to your old hacks?
 
msmalik681 said:
Managed to compress it enough to work on the Wii don't know how far you can get before it crashes (or if it crashes).  Please remember this is a lite version of the mod cut down from 300MB+ to 52MB so I would recommend playing his version for windows and android with the full quality audio and video.

Download: http://www.mediafire.com/file/sldq8bms7lfhbuz/SOR2X_V1.4_-_Lite.zip/file

well, small sized awesome. tested in android and finished. thx mate :)


for the game itself, i had spamming the special moves for the bossess, their health is big... and the pace is high, hectic when enemy swarming. good job kratus. thx for the mod
 
Well for starters props to you for not only including HaraKiri but placing him exactly where I think he should be. I always felt Hara Kiri was some sort of scrapped boss from 2 looking at the SoR2 design docs and his appearance in BKM and the art style of his sprites. He's also a very formidable foe.

This version is a vast improvement, vaulting feels great, combos are even better than before and the difficulty feels more balanced. While I'm not a fan of the bosses having supers, the adjustments help tide things over. Enemy placement could still use some work (bare in mind only played 1 player) waves still feel pretty empty in some areas while enemies feel out of place in other scenes. Something really special about SoR2 was matching certain enemy combinations with certain scenes and also knowing how many grunts to sprinkle in boss fights. Barbon for example could definitely use more goons during his fight, while Jet on the other hand having another jet with him could use less goons, on normal mode that is. An option for the standard roll inputs would be great to have as well as a separate button for back attack,

Over all this project is shaping up really nice. It's not been since Rage of the Streets have I felt this excited for an SoR mod. If I could get it to work on dreamcast that would be the dream, no pun intended.

I see you!
nhZTkA7r.jpg
 
Kratus said:
https://drive.google.com/file/d/1tgZCeHMDy9oNdRPmh8U3JG6wnaq1kika/view?usp=sharing
That looks much better but then I would definitely clean up the floor more by placing KO counter up on top under each player life bar to the right. There's definitely room. Again this is purely aesthetic and your mod is already amazing beyond comparison to any of the official games.

Also Kratus I wanted to add that as far as I could play into the game, I encountered Jet twin bosses twice and I gotta say it was pretty brutal both times. Maybe you can have 1 Jet boss on the first encounter with more thugs instead of 2, and save the double Jets for the second encounter later on but that's just a suggestion. I love all the effects and weapons you've put into this.

msmalik681 said:
Managed to compress it enough to work on the Wii don't know how far you can get before it crashes (or if it crashes).  Please remember this is a lite version of the mod cut down from 300MB+ to 52MB so I would recommend playing his version for windows and android with the full quality audio and video.
Truly an amazing feat and very well received! Thank you Malik!
Upon my first playthrough with Axel it crashes right after the first beach level probably from memory.
Here's the log:
Code:
Video track: resolution=480*272, display resolution=480*272, 15.00 frames/second
Error: libvpx failed to decode chunk
Level Unloading: 'data/levels/st6a.txt'
Total Ram: 75497471 Bytes
 Free Ram: 18446744073463676959 Bytes
 Used Ram: 321372128 Bytes

RAM Status:
Total Ram: 75497471 Bytes
 Free Ram: 18446744073463676959 Bytes
 Used Ram: 321372128 Bytes

Level Loading:   'data/levels/st6b.txt'
Total Ram: 75497471 Bytes
 Free Ram: 18446744073463676959 Bytes
 Used Ram: 321372128 Bytes

use cached bg


********** An Error Occurred **********
*            Shutting Down            *

Out of memory!
Allocation of size 1383448 failed in function 'allocbitmap' at source/gamelib/bitmap.c:32.
Memory usage at exit: 317673792

Additional Wii/Wii U testing reveals very solid playthrough that is up onto the unfortunate end of memory. The game suffers from minimal slowdown in 2 parts; The Alien funhouse due to heavy use of mist effects and the cargo ship due to use of parallax backgrounds, but again it is very minimal and does not hinder gameplay too much.
 
MaxBeta said:

That is a shame.  One big problem is SDL reporting the ram incorrectly.  I think webm files are streamed so they should not take up much memory.  The last thing I can think of is to properly crop frames as they have a lot f idle empty space around them but that is a pretty big job.

@kratus

I dont want you to reduce the quality of your mod just want to point a few things out.


  • You video files are 1080p resolution but your mod is 480x272 so it does not make sense to have such high resolution video when it will be scaled down anyway.

  • removing the file script.txt was the biggest reduction of used ram about 20MB.

    script.txt:

    alwaysupdate 1
    maxscriptvars 256
    maxentityvars          256
    maxindexedvars  256
    maxlocalvars 4096
    maxglobalvars 4096


  • Having large empty spaces in a picture increases the file size and ram usage one a few images it is not a problem but you have used this method on your whole mod.

Like I said before most developers don't think about memory usage as they target windows or android optimisations like what I did is just for low end systems like psp and wii and it may take away from the overall experience since compression mean lower quality.

DintheAbary said:
to work on dreamcast that would be the dream.
nhZTkA7r.jpg

With only 16mb ram I think that will always be a dream.
 
msmalik681 said:
The last thing I can think of is to properly crop frames as they have a lot f idle empty space around them but that is a pretty big job.

...

Having large empty spaces in a picture increases the file size and ram usage one a few images it is not a problem but you have used this method on your whole mod.

Unless there is something severely wrong with the Wii port, this is incorrect.

Cropping sprites does affect file size for downloading, but it has absolutely nothing to do with memory consumption. OpenBOR crops sprites to the pixel automatically during the loading process. Trying to do this yourself does nothing but waste a boatload of time and make the end product harder to maintain. That doesn't mean you should be silly and have 1000 pixel images for a 50 pixel tall sprite. The best middle ground is to crop to a reasonable uniform size - this will help your workflow speed.

DC
 
@DC

I just did a test and yes you are right the file size of the images are bigger but ram usage does not go up.

I can just hope on your new updates you find a way to reduce the ram usage.  I think script engine take up too much space but I am not sure what we can do to reduce it.
 
Such a fantastic job! I haven't played the previous iterations (shame on me, I know), but this one has me yearning to pick up a joystick and some friends.

Just a FYI, I couldn't start the game before renaming the pak file. When loading the game (through the exe downloaded with the pak) Openbor was not recognizing any mod in the folders. So I removed the "." between 1.4 and it worked great. Seems I'm the only one reporting this here, so it must be something on my end. Either way, I think it's a simple enough fix that can prevent silly complaints like these. ;)

Again, great job!!!
 
msmalik681 said:
I can just hope on your new updates you find a way to reduce the ram usage.  I think script engine take up too much space but I am not sure what we can do to reduce it.

By its nature the script engine will always consume a fair amount of memory because it is interpretative (and that can't be changed). My property project will bring down consumption a little but it won't suddenly make modules work on weak consoles.

That all said, there are massive, and I do mean massive gains to be made, and it is all in the way scripts are written. I've been pushing for years to get folks not to fear script, and that seems to have been a success. Now the next step is how to write optimal script. There are dozens of techniques to bring down RAM. Here's just a couple of examples:

  • Avoid using inline script. If you can get a task done with one of the built in event scripts, then do it. Event scripts are much easier to optimize, and they use less CPU than inline scripts. When you DO use inline scripts, you should write them as functions, #import them to the animation script, and execute with @cmd tags. The @script tag should be used sparingly.
  • Learn when to #import and when to #include. Break your functions into their own files, and #import them to the main script file. Used properly this technique will save tons of RAM. When #import was first introduced, I retrofit a project of mine that consumed ~130MB, and it immediately dropped to ~70MB. That's a 47% drop in one shot!
  • Use localvars in place of globalvars whenever possible. For most things I see globalvars being used for, localvars will do the job perfectly well. Locavars don't use less RAM than globalvars, but they are automatically cleaned up when the script instance that created them is destroyed. This means you only using the RAM when you actually need it, and are much less likely to have memory leaks.
  • Leverage the oncreate() and ondestroy(). These are functions that are run automatically when a script executes, just like main(). oncreate() is run when the script instance is created, and ondestory() when it is removed. By desinging your scripts carefully and using these functions, you can move a lot of heavy work out of main() and be more stingy with your variables.

Bonus - all the things I listed will also go a long way toward making your scripts easier to read, update, and maintain. Since my last video was fairly well recived, that is probably the route I'll go to giving detailed how to instructions. For now HTH a little.

DC
 
Hey Kratus, I've suggested your game to Ruivo and he made a cool gameplay of it :)

And I laughed so hard when, at 3:40, Ruivo talked about me and said "He seems to be a bit angry but also seems to be super good person" :)

compression mean lower quality.
Its not always like this. For example, when you compress OGG (or MP3, but its another case), you will cut (or compress) some frequencies that the adult human ear simply can't hear it, but they still eats space.

removing the file script.txt ...
But won't this stop the update and updated.c to work, since they need to be always updated?
 
Well I hope for the upcoming SOR3X mod to go the extra mile with character movesets. to where I wont even go back to Bare Knuckle VI
 
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