• All, Gmail is currently rejecting messages from my host. I have a ticket in process, but it may take some time to resolve. Until further notice, do NOT use Gmail for your accounts. You will be unable to receive confirmations and two factor messages to login.
Streets of Rage X (Windows / Android)

In Progress Streets of Rage X (Windows / Android) Beta 29

No permission to download
The project is currently under development.
@seahorses Yeah, it's the same issue reported by lonchi. But honestly it never happened to me before (even playing the game every day to make tests), I'm still trying to replicate the invalid route value but no success, I need more info about.
There's no code developed to clear only the route value and let others intact, there's only one routine at the title screen that clear all values at once and reload everything again from the SORX.set file.
I just remember that I had saved the sav folder because it happens to me 2 or 3 times. I just test it with the old .set and the engine closes again. I'll attach the file so you can check it by yourself.
I didn't understand exactly the problem, but I accept suggestions for the sprites.
What I meant was these. I can understand why you change the bottle position but the bottle handle (I don't how to call it), the tip of the bottle is too short compare the SOR1 bottle.
SORX Bottle.pngSOR1 Bottle.png
 

Attachments

I just remember that I had saved the sav folder because it happens to me 2 or 3 times. I just test it with the old .set and the engine closes again. I'll attach the file so you can check it by yourself.
Did you mean before that it happened without closing the game, right? I will try it, in my tests I'm always closing/opening constantly and I never leave the game open for a long time.

What I meant was these. I can understand why you change the bottle position but the bottle handle (I don't how to call it), the tip of the bottle is too short compare the SOR1 bottle.
It makes sense, I rotated the original from SOR1 in a 45º angle and it's bigger than the SORX version. So I added a few more sprites to match the SOR1.
I drew this one using the SOR1 as reference because the original game only have bottles in diagonal position.

1715404030012.png

EDIT: @seahorses Thanks for the bottle suggestion, I will apply in the next update.
 
Last edited:
Finally I had chance to test a more recent version of this game (beta 27), as the previous version I tested was Beta 9.

It was a great experience! No bugs on my side.

I think the only feedback I have is the car helper on SOR1 boat level. While I know it worked like that on the original, I always found strange to have the police car popping out of nowhere inside the boat. I think it would suit more to use the helicopter on this level - and to prevent issues with the boat walls, you could block it in some parts of the level where there is a wall

Thanks @lonchi for the Parsec gameplay :)

Keep the good work!
 
Finally I had chance to test a more recent version of this game (beta 27), as the previous version I tested was Beta 9.

It was a great experience! No bugs on my side.

I think the only feedback I have is the car helper on SOR1 boat level. While I know it worked like that on the original, I always found strange to have the police car popping out of nowhere inside the boat. I think it would suit more to use the helicopter on this level - and to prevent issues with the boat walls, you could block it in some parts of the level where there is a wall

Thanks @lonchi for the Parsec gameplay :)

Keep the good work!
Thanks a lot buddy, I can get many useful information from the video, it's pure gold :)

I think the only feedback I have is the car helper on SOR1 boat level. While I know it worked like that on the original, I always found strange to have the police car popping out of nowhere inside the boat. I think it would suit more to use the helicopter on this level - and to prevent issues with the boat walls, you could block it in some parts of the level where there is a wall
Yeah, I think the same. To be honest I almost put the helicopter here but ended up putting the car more due to a nostalgic feeling.
Thanks for the suggestion, I will make some tests.
 
@lonchi @seahorses

Good news! I discovered what's causing the issue with the empty route value, it's just the absence of a filter during directional key detection in the "route change" menu.

In short, if you press left/right when the "change route" line is highlighted it will clear the route value without saving a new one, but indeed it should work only if you press down to highlight the route number option and then press left/right to change it. I locked left/right keys if the first line is highlighted, it will only work if the second line is highlighted.

In the video below you can see the bug in action (look at the route value at the top of the screen), and after that the barrel explosion will crash the engine, plus the "SOR0" issue happens too.


1715457644252.png

But anyway I added a code to check the SORX.set file and look for invalid entries. If found, it will restore defaults to avoid crashes.
Thanks a lot for your reports :)
 
Just a curiosity, sometimes people ask why adding characters in the SORX (mainly heroes) take so long compared with other content and why I don't add more weapons. Well, in my case I prefer to go slowly but putting an extra effort on details, but aside from that, the weapon models add one extra character per weapon and every sprite is done manually one by one.

I even developed a script to attach weapon entities to sprites automatically (Zan's energy orb already works this way), like the original games, but I think it's visually better to edit the sprite directly to avoid visual issues.

In the images below you can have an idea about how much work is necessary to add just one new character, like SOR2 Axel. In addition, in the middle of the process I always find sprite issues on other characters during some comparisons, adding an extra development time too.

I already received suggestions to use most things ready from other games (or even SORR) but honestly I prefer to rip everything from the original roms (both video/audio content) to maintain the fidelity at the maximum and build my own edits. And once we have great spriters like @seahorses @kimono @Mr.Hunter in the community, I'm lucky to receive amazing exclusive edits.

1715472491560.png


1715472633048.png
 
I already received suggestions to use most things ready from other games (or even SORR) but honestly I prefer to rip everything from the original roms (both video/audio content) to maintain the fidelity at the maximum and build my own edits.
This is one of the reasons why I taking interest in your work and try to help. I just remember I haven't working on that mohawk guy again, will working on him again later tonight.
 
Just a curiosity, sometimes people ask why adding characters in the SORX (mainly heroes) take so long compared with other content and why I don't add more weapons. Well, in my case I prefer to go slowly but putting an extra effort on details, but aside from that, the weapon models add one extra character per weapon and every sprite is done manually one by one.

I even developed a script to attach weapon entities to sprites automatically (Zan's energy orb already works this way), like the original games, but I think it's visually better to edit the sprite directly to avoid visual issues.

In the images below you can have an idea about how much work is necessary to add just one new character, like SOR2 Axel. In addition, in the middle of the process I always find sprite issues on other characters during some comparisons, adding an extra development time too.

I already received suggestions to use most things ready from other games (or even SORR) but honestly I prefer to rip everything from the original roms (both video/audio content) to maintain the fidelity at the maximum and build my own edits. And once we have great spriters like @seahorses @kimono @Mr.Hunter in the community, I'm lucky to receive amazing exclusive edits.

View attachment 7914


View attachment 7915
Just do what you want to do man. You have to have fun doing it, at least is what i think based on my personal opinion. And youre doing great! Your game is fun, unique and i can see how much you do and how much care to do it better. Keep going and thank you
 
SORX BETA 28 Feedback
- The enemy invincible of police special attack when grabbing the player, while the other way around the enemy taking damage like it should be. In the original the enemy release the grab and play hurt anim when player pressed police special while being grabbed. SOR 1 route, Galsia stage 1.
- I don't know if it's intentional or not. Dodge/roll range is longer when pressing up up or down down but shorter range when doing dodge/roll with a press of dodge button. I'm using Dodge Type = SORX+SOR3 in Game Settings.
 
- The enemy invincible of police special attack when grabbing the player, while the other way around the enemy taking damage like it should be. In the original the enemy release the grab and play hurt anim when player pressed police special while being grabbed. SOR 1 route, Galsia stage 1.
Yeah, it makes sense at least if any throw/slam didn't start yet, thanks for the feedback. If the enemy is just grabbing players during the police call, now they will release players as soon as they take the explosion damage.

- I don't know if it's intentional or not. Dodge/roll range is longer when pressing up up or down down but shorter range when doing dodge/roll with a press of dodge button. I'm using Dodge Type = SORX+SOR3 in Game Settings.
Indeed it's intentional because the SORX method preserves the current character velocity when performing the dodge. So, the dodge velocity will always use the current walk/run speed, unlike the SOR3 method which applies a velocity value based on the classics.
In addition, I left this way to maintain some balance. If I make the dodges with no pros/cons, it can be abused by players to avoid any damage.

Heres my playthrough of the new beta 28 :)
Thanks a lot buddy :)
 
Yeah, it makes sense at least if any throw/slam didn't start yet, thanks for the feedback. If the enemy is just grabbing players during the police call, now they will release players as soon as they take the explosion damage.


Indeed it's intentional because the SORX method preserves the current character velocity when performing the dodge. So, the dodge velocity will always use the current walk/run speed, unlike the SOR3 method which applies a velocity value based on the classics.
In addition, I left this way to maintain some balance. If I make the dodges with no pros/cons, it can be abused by players to avoid any damage.


Thanks a lot buddy :)
No problem buddy. Anytime fantastic stuff as always :)
 
Yeah, it makes sense at least if any throw/slam didn't start yet, thanks for the feedback. If the enemy is just grabbing players during the police call, now they will release players as soon as they take the explosion damage.


Indeed it's intentional because the SORX method preserves the current character velocity when performing the dodge. So, the dodge velocity will always use the current walk/run speed, unlike the SOR3 method which applies a velocity value based on the classics.
In addition, I left this way to maintain some balance. If I make the dodges with no pros/cons, it can be abused by players to avoid any damage.


Thanks a lot buddy :)
Any plans to continue updating? 😁
 
Kratus updated Streets of Rage X (Windows / Android) with a new update entry:

Beta 28

### BETA 28 ###

- Game: Added SOR2 Axel.
- Game: Now both "endurance/route change" options will disable each other when enabled.
- Game: Counter attack's delay increased, making it easier to perform.
- Game: Max update, now both rage/super will last longer, allowing it to hit easier.
- Game: Minor sprite fixes in some characters.
- Game: Minor sprite fixes in some weapon models.
- Game: Minor script cleanup.
- Game: Minor improvement in music options, now will be immediately replayed if the...

Read the rest of this update entry...
 
Back
Top Bottom