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.
Thanks buddy, I will test your suggestion :)


Thanks for the catch, I replicated the same situation you mentioned and in fact the Robot X stays outside of the screen, laughing and trying to shoot.

This happens because this character walks in a straight line only. Due to the distance, he will try to shoot but since certain projectiles are removed when outside of the screen, if players or cpu partners keep the same position at the screen edge, he will enter into a shoot/laugh loop.

Based on your image, Abadede is trying to chase him, causing the loop. In situations like that at the cpu partner mode, I suggest using the "call" button, this way you can stop the cpu partner attacks temporarily.

I will improve the Robot X behaviours to avoid this kind of situation.

OpenBOR can do the predator invisibility no problem if you want to insert that. It's a double buffer sub-screen effect. You can probably do it yourself already, but if not let me know and I'll show you.

DC
 
OpenBOR can do the predator invisibility no problem if you want to insert that. It's a double buffer sub-screen effect. You can probably do it yourself already, but if not let me know and I'll show you.
Thanks man. I will do some tests with the current Yamato invisibility based on alpha, but the double buffer sub-screen effect is a very interesting idea, at least more faithful to the original.
 
Hey Kratus, have you ever thought about adding achievements? Just to give an example: In version 5.2 of SoR Remake, defeating the trainer without hurting Roo earns you the "Kangaroo Friend"; that sort of thing would be a really nice touch.
Adding a shop (similar to the one in SoRR) would be great too—it would really boost replayability.

Well, just a few things that crossed my mind while playing SoRX the other day. =)
 
With no offense, but it's not a good idea to keep suggesting stuff from SORR. The idea here is to be unique and stay away from that game (no offense)

I agree about not following in their shadows, but it's not like SORR invented the idea of a shop or achievements. That also said, SORX as-is already has FAR more customization options than SORR in the option menus. Other than juvenile silliness like light sabers, ban hammers, and nude Blaze, what exactly could you add?

DC
 
Hey Kratus, have you ever thought about adding achievements? Just to give an example: In version 5.2 of SoR Remake, defeating the trainer without hurting Roo earns you the "Kangaroo Friend"; that sort of thing would be a really nice touch.
Adding a shop (similar to the one in SoRR) would be great too—it would really boost replayability.

Well, just a few things that crossed my mind while playing SoRX the other day. =)
Hi friend. I appreciate the suggestions, but indeed the unlockables section already works for this purpose.
Currently I'm leaving it fully enabled due to the beta state, where every time I'm changing a lot of stuff and people lose their save files after every new update.

But after the beta state is finished, I'm planning to define some rules for it, but more focused on the Mega Drive format instead of the SORR shop. Something like "clear 2 times to unlock" or even a few hidden stuff enabled after completing certain tasks in-game (like the Shinobi music in the Yamato boss stage, already added) or pressing a button sequence.
 
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Us retro-heads naturally loathe in-game 'shops' because they completely bastardize the core gaming aesthetics of the hardcore arcade and home console eras.
Even if it’s just with free, in-game currency, a 'shop' instantly triggers our PTSD from modern commercial microtransactions. The UI layout and the whole grinding logic feel too damn close to those predatory 'skin shops' and pay-to-win storefronts in modern mobile and live-service games. It just reeks of that inescapable, nickel-and-diming commercialism of modern gaming. The second the word 'SHOP' pops up on the screen, the pure immersion we crave is dead in the water.
 
I agree about not following in their shadows, but it's not like SORR invented the idea of a shop or achievements.
I know, but that wasn't my point—I was referring to the fact (you can see this on several previous pages) that a lot of people suggest things like "like in SORR," "like they did in SORR," "add content X from SORR," etc., when the author's idea is precisely to create something unique.
 
With no offense, but it's not a good idea to keep suggesting stuff from SORR. The idea here is to be unique and stay away from that game (no offense)
It’s inevitable to compare them, since in essence they are the same game—setting aside, of course, the reworked sprites, scripts, and so on. So, unfortunately for you, many users kept coming here suggesting things from SoRR because it shares the same "backbone."
Us retro-heads naturally loathe in-game 'shops' because they completely bastardize the core gaming aesthetics of the hardcore arcade and home console eras.
Even if it’s just with free, in-game currency, a 'shop' instantly triggers our PTSD from modern commercial microtransactions. The UI layout and the whole grinding logic feel too damn close to those predatory 'skin shops' and pay-to-win storefronts in modern mobile and live-service games. It just reeks of that inescapable, nickel-and-diming commercialism of modern gaming. The second the word 'SHOP' pops up on the screen, the pure immersion we crave is dead in the water.
Many classic arcade games feature shops—not exactly like the one in SoRR, but shops nonetheless. The ones that come to mind right away are:

Dungeons & Dragons - Tower of Doom and Shadow over Mystara;
Forgotten Worlds;
Dark Seal;
River City Ransom;
Wonder Boy in Monster Land.

And some modern ones...

Double Dragon Gaiden - Rise of the Dragons;
Fight'N Rage;
And—would you look at that—Streets of Rage 4, in the Mr. X Nightmare.
Hi friend. I appreciate the suggestions, but indeed the unlockables section already works for this purpose.
Currently I'm leaving it fully enabled due to the beta state, where every time I'm changing a lot of stuff and people lose their save files after every new update.

But after the beta state is finished, I'm planning to define some rules for it, but more focused on the Mega Drive format instead of the SORR shop. Something like "clear 2 times to unlock" or even a few hidden stuff enabled after completing certain tasks in-game (like the Shinobi music in the Yamato boss stage, already added) or pressing a button sequence.
No problem, Kratus... I understand. It’s good to know there will be requirements for these things. :)
 
So, unfortunately for you, many users kept coming here suggesting things from SoRR because it shares the same "backbone."
I don't want to sound arrogant, but in my experience, the fact that both are based on the same game is far from being the reason.
The reason is much simpler and more uncomfortable (because I already saw it happening thousand of times in more than 20 years), but I don't want to derail the thread.
 
If memory serves, the "rearrangement" feature already exists in SoRX—and, for comparison's sake, it has existed for many, many years in SoRR. However, there is a detail regarding the latter: only the paths are modified, and the choice depends on the player. I believe, as I mentioned earlier, that the same applies to SoRX. Then again, maybe I'm experiencing the Mandela Effect? I recall starting a fight against a certain "Ringmaster" once at the factory level, while another time I didn't face him at all. The music at that level was different too... it sounded like 8-bit.
 
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It’s inevitable to compare them, since in essence they are the same game—setting aside, of course, the reworked sprites, scripts, and so on. So, unfortunately for you, many users kept coming here suggesting things from SoRR because it shares the same "backbone."

Many classic arcade games feature shops—not exactly like the one in SoRR, but shops nonetheless. The ones that come to mind right away are:

Dungeons & Dragons - Tower of Doom and Shadow over Mystara;
Forgotten Worlds;
Dark Seal;
River City Ransom;
Wonder Boy in Monster Land.

And some modern ones...

Double Dragon Gaiden - Rise of the Dragons;
Fight'N Rage;
And—would you look at that—Streets of Rage 4, in the Mr. X Nightmare.

No problem, Kratus... I understand. It’s good to know there will be requirements for these things. :)

I'll simply say this: if you're frequently asking/wanting those elements from SoRR, go play that game.
 
Hi Kratus,


First of all, thank you for the amazing work on SoRX — the Beta 35 package with separate RPi32/RPi64/x86_64 AppImages is really appreciated.


I'm trying to run SoRX on an Anbernic RG40XX H (Allwinner H700, aarch64) running KNULLI (Batocera fork for handhelds). Following your advice to run the Linux version as a PC game, I used the SoRX_Linux_RPi64.AppImage, but it fails with:


/tmp/.mount_SoRX_XXX/usr/bin/OpenBOR: error while loading shared libraries: libX11.so.6: cannot open shared object file: No such file or directory

The issue: the RPi64 build is linked against X11, but most handheld custom firmwares (KNULLI, ROCKNIX, muOS, ArkOS...) don't run an X server at all — they use SDL2 directly on KMS/DRM or framebuffer.


Would it be possible to provide an ARM64 build compiled with SDL2 video output only (KMS/DRM), without the X11 dependency? This would make SoRX playable on the whole family of H700/RK3566 handhelds (RG35XX/40XX series, R36S, Powkiddy, TrimUI...), which is a huge and growing user base for beat 'em ups.


For reference, the bundled OpenBOR binaries in these firmwares are compiled without X11 and work this way (SDL2 + KMS), so the game data itself is fine — it's only the engine binary that needs a different video backend at link time.


Thanks a lot for considering it, and congrats again on Beta 35! 🙏
 
Hi, thanks for the welcome! 🙂


Unfortunately it's not an OpenGL issue — the binary crashes before any graphics initialization. The RPi64 AppImage is dynamically linked against libX11.so.6 (the X Window System client library), and handheld custom firmwares like KNULLI simply don't ship X11 at all — there's no X server running. Games on these devices render through SDL2 directly on KMS/DRM (kernel mode setting), without any windowing system.


So the fix isn't a setting on my side — the engine binary itself would need to be compiled without the X11 dependency, with SDL2's KMS/DRM video backend instead. That's why I'm asking Kratus if an alternative ARM64 build would be possible.


For what it's worth, the OpenBOR binaries bundled with these firmwares are built exactly this way (SDL2 + KMS, no X11), so it's definitely feasible — it's just a different link-time configuration.
 
A true Streets of Rage X that comes after SOR1 then SOR2 and SOR3
In fact it already exists, it's the "endurance" mode at the unlockables section. When enabled, the whole trilogy will act as a single big game.
After the beta state, I'm considering creating a manual, maybe in pdf, explaining more details about the game mainly the menus.

maybe the first level from SOR1 leads into the level 1 from Streets of Rage 2
The old SOR2X worked this way, but honestly it would not work well for the SORX purpose.

As much as I love the originals, it is a series that for me has grown long in the tooth, and is redundant at times. But with several enemies and many levels across the whole trilogy, it would be cool to add variety and layers of gameplay and situations that blended them into one cohesive whole. As a way to fixing the flaws of the each game by using elements of the others. It is just something I (personally) thought would be a cool chef's kiss for those wanting more. Better than derivative offerings like a shop, which I agree is cliche and wouldn't work here. Again, it's just my 2 cents.
I understand the point, sometimes the same paths can be repetitive. Maybe I can test some kind of "random" mode, similar to the endurance mixing the whole trilogy but randomizing the stages (or even the levels). This is not a bad idea.

Then again, maybe I'm experiencing the Mandela Effect? I recall starting a fight against a certain "Ringmaster" once at the factory level, while another time I didn't face him at all. The music at that level was different too... it sounded like 8-bit
Yeah, this level and this character in fact exists, but it's optional. This is selectable at the end of the SOR1 route stage 5 after defeating Onihime and Yasha, it's the "down" path.
And the original music is from the 8-bit because both level and Ringmaster character are originally from the Master System version.

I'll simply say this: if you're frequently asking/wanting those elements from SoRR, go play that game.
Friend, I agree with you and even extend this affirmation for the people that want SORX exactly the same as the classic trilogy, but I believe that the comparison is inevitable. We can't ignore that the SORR was a very important part of the video game history, as well as SORX is leaving this mark too.

My biggest problem is when people request content from SORR like characters, levels, music, etc because I always try to avoid any asset from that game, but ideas for game mechanics or even menu options I still consider sometimes opening an exception in case it's a very good idea.

Hi Kratus,


First of all, thank you for the amazing work on SoRX — the Beta 35 package with separate RPi32/RPi64/x86_64 AppImages is really appreciated.


I'm trying to run SoRX on an Anbernic RG40XX H (Allwinner H700, aarch64) running KNULLI (Batocera fork for handhelds). Following your advice to run the Linux version as a PC game, I used the SoRX_Linux_RPi64.AppImage, but it fails with:


/tmp/.mount_SoRX_XXX/usr/bin/OpenBOR: error while loading shared libraries: libX11.so.6: cannot open shared object file: No such file or directory

The issue: the RPi64 build is linked against X11, but most handheld custom firmwares (KNULLI, ROCKNIX, muOS, ArkOS...) don't run an X server at all — they use SDL2 directly on KMS/DRM or framebuffer.


Would it be possible to provide an ARM64 build compiled with SDL2 video output only (KMS/DRM), without the X11 dependency? This would make SoRX playable on the whole family of H700/RK3566 handhelds (RG35XX/40XX series, R36S, Powkiddy, TrimUI...), which is a huge and growing user base for beat 'em ups.


For reference, the bundled OpenBOR binaries in these firmwares are compiled without X11 and work this way (SDL2 + KMS), so the game data itself is fine — it's only the engine binary that needs a different video backend at link time.


Thanks a lot for considering it, and congrats again on Beta 35! 🙏
Hi friend! I'm glad you liked the game, and appreciate the feedback :)

Unfortunately I can't provide this change at least for the Beta 35 because I don't have the proper environment to compile and make tests. At least in this first step toward the ARM architecture, the SORX works only for RPi devices using official RPi O.S.

However, I'm not discarding the idea of at least testing in different devices. I will post here in case I make any progress in this aspect.

Hi, thanks for the welcome! 🙂


Unfortunately it's not an OpenGL issue — the binary crashes before any graphics initialization. The RPi64 AppImage is dynamically linked against libX11.so.6 (the X Window System client library), and handheld custom firmwares like KNULLI simply don't ship X11 at all — there's no X server running. Games on these devices render through SDL2 directly on KMS/DRM (kernel mode setting), without any windowing system.


So the fix isn't a setting on my side — the engine binary itself would need to be compiled without the X11 dependency, with SDL2's KMS/DRM video backend instead. That's why I'm asking Kratus if an alternative ARM64 build would be possible.


For what it's worth, the OpenBOR binaries bundled with these firmwares are built exactly this way (SDL2 + KMS, no X11), so it's definitely feasible — it's just a different link-time configuration.
Thanks for the information, I will take it in consideration during the tests.
 
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