Streets of Rage X (Windows / Android)

In Progress Streets of Rage X (Windows / Android) Beta 34

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The project is currently under development.
Indeed Axel/Blaze already works this way, there's many differences between SOR2/SOR3 versions like collision boxes, delays, hit-pause and energy moves.

Rage move
View attachment 8437


Although there's no hero character in the Rebellion mode, in the CPU partner mode they already are using a separated slot in the select screen, including SOR2 Axel/Blaze.

View attachment 8436
That's great.It would be better if sor2/3 axel had different avatars.
 
In addition, I found a issue, when using the opengl api, the "press start" screen color is not normal when mounting the reshade dll .
sorxbad.png


This issue has existed since sor2x.
sor2bad.png

But when I comment out playwebm in sor2x, the color becomes normal.Although at this time only PRESS START is flashing on the screen
//playwebm("data/scenes/start.webm");
black.png

It only happens on playing start.webm.
For example, when playering logo_fgames.webm logo_openbor.webm logo_sega.webm ,and other openbor games' webms ,the screens are normal.


My gpu is AMD RDNA3 780m , os : Win10 22h2
 
In addition, I found a issue, when using the opengl api, the "press start" screen color is not normal when mounting the reshade dll .
View attachment 8438


This issue has existed since sor2x.
View attachment 8439

But when I comment out playwebm in sor2x, the color becomes normal.Although at this time only PRESS START is flashing on the screen
//playwebm("data/scenes/start.webm");
View attachment 8440

It only happens on playing start.webm.
For example, when playering logo_fgames.webm logo_openbor.webm logo_sega.webm ,and other openbor games' webms ,the screens are normal.


My gpu is AMD RDNA3 780m , os : Win10 22h2
It seems that you are using some external apps like the Lossless Scaling. Sorry friend, unfortunately I can't guarantee the game working properly in this case.
 
That's great.It would be better if sor2/3 axel had different avatars.

I agree.
1st time playing v28, I got confused. Took me a while to notice 2 different Axel slots - Thinking Break was the other one.

Sor2 Axel and Sor3 Axel should not only have different skins, but also different special moves

They definitely do.
Rage & weapon specials are different. You can also change the combo type before picking so SoR2 Axel has 2 type combo & SoR3 Axel has 3 type.
 
I did another mania playthrough but this time I made it even harder by using the feature in which you can have an enemy amount of 3 - 4 players, great feature, now I can fight multiple bosses at once, I did get a little confused when there was 3 Shiva's on screen towards the end :ROFLMAO:

I wanted to request something to make the game even harder, Could you put in an item removal feature? so no health or gold/money items? also make Vehelits shoot a homing projectile of electricity or fire in mania mode.

 
I did another mania playthrough but this time I made it even harder by using the feature in which you can have an enemy amount of 3 - 4 players, great feature, now I can fight multiple bosses at once, I did get a little confused when there was 3 Shiva's on screen towards the end :ROFLMAO:
Amazing!! Thanks a lot buddy :)

so no health or gold/money items?
You can disable it by changing to "never" the "item drop" option at the game settings.

1719615969724.png

also make Vehelits shoot a homing projectile of electricity or fire in mania mode
I can think about some upgrade for Vehelits.
 
Liking the addition of character variants in this game; I now wonder how you'll consolidate the enemy characters by type this way?

1. The amount of characters remain, but are sorted into "Full" and "Basic"
2. Variations of the same character are placed in the same slot for enemies, too, such as BKM/SOR1 Bongo, SoR2/SoR3 Jet, etc.
3. Characters who had head-swaps in-game are given the same treatment, such as SoR2/SoR3 Jet also including Rocket.

A bit weirded out that the rage move for SOR2 Axel isn't his Rage move from the Game Gear SoR2, do you plan on separate "8-bit" variants? I do like that Axel's super and rage use unique animations unlike in SoR4.
 
I could've sworn characters who can wall jump (Blaze, Onihime, etc.) could use their jump attacks after wall jumping. I remember having lots of fun bouncing off the wall with Onihime and then using her jumpattack2 to grab enemies, but now it seems like you can't use any jump attacks after wall jumping, which kind of renders it pointless.

Did you change it or is this a potential bug? Or perhaps jump type is effecting it?
 
I could've sworn characters who can wall jump (Blaze, Onihime, etc.) could use their jump attacks after wall jumping. I remember having lots of fun bouncing off the wall with Onihime and then using her jumpattack2 to grab enemies, but now it seems like you can't use any jump attacks after wall jumping, which kind of renders it pointless.

Did you change it or is this a potential bug? Or perhaps jump type is effecting it?
This is strange, nothing was changed in this aspect. Tested right now and it's working fine for me.


A bit weirded out that the rage move for SOR2 Axel isn't his Rage move from the Game Gear SoR2
To be honest, for certain non-original moves like rage or aerial special I don't have a fixed criteria, I let my imagination free to create new moves based on the original sprites or based on the new ones people send to me. Then I create new moves trying to make it visually cool and at the same time efficient during the battle.

Although the GG version is cool for the SOR2 Axel, I was reserving it to test in the SOR1 Axel once the SOR2 version already has a well complete moveset. However, I can test as an additional rage move or make the current one as a "grab rage" like I did with Max and make the GG version as the new main.

I would like to hear everyone's opinion on this idea.

Liking the addition of character variants in this game; I now wonder how you'll consolidate the enemy characters by type this way?

1. The amount of characters remain, but are sorted into "Full" and "Basic"
2. Variations of the same character are placed in the same slot for enemies, too, such as BKM/SOR1 Bongo, SoR2/SoR3 Jet, etc.
3. Characters who had head-swaps in-game are given the same treatment, such as SoR2/SoR3 Jet also including Rocket.
Frankly, at least for now, I'm not planning to change how Rebellion/CPU Partner modes are currently working, having each character in his own slot. Visually it's better to give the correct impression of how much content was done, even if Donovan2/Donovan3 are almost the same for example.

Plus I bet people will instantly think I removed the variants, others may never figure out that SOR1/SOR2 Jacks are some kind of "distant" variant (so far I still need to explain Harakiri, Ringmaster, Tracker (Predator) and BKM Bongo as a original SoR character).

1719691191270.png

In addition, behind the script's hood it's another history. The Arcade/Survival modes were coded in a different way to accommodate the variants in the same slot, unlike the Rebellion/CPU Partner that were coded to make each one in his own slot. Considering that the code is big, I would need to retest many already consolidated scripts again, delaying the project even more.

The idea is not bad, but I need to think more about it. And it's better to test any change in this aspect after all the planned content is done, this way I can plan a new slot organization without worries for future added characters.
 
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To be honest, for certain non-original moves like rage or aerial special I don't have a fixed criteria, I let my imagination free to create new moves based on the original sprites or based on the new ones people send to me. Then I create new moves trying to make it visually cool and at the same time efficient during the battle.

Although the GG version is cool for the SOR2 Axel, I was reserving it to test in the SOR1 Axel once the SOR2 version already has a well complete moveset. However, I can test as an additional rage move or make the current one as a "grab rage" like I did with Max and make the GG version as the new main.

I would like to hear everyone's opinion on this idea.


Frankly, at least for now, I'm not planning to change how Rebellion/CPU Partner modes are currently working, having each character in his own slot. Visually it's better to give the correct impression of how much content was done, even if Donovan2/Donovan3 are almost the same for example.

Plus I bet people will instantly think I removed the variants, others may never figure out that SOR1/SOR2 Jacks are some kind of "distant" variant (so far I still need to explain Harakiri, Ringmaster, Tracker (Predator) and BKM Bongo as a original SoR character).

View attachment 8456

In addition, behind the script's hood it's another history. The Arcade/Survival modes were coded in a different way to accommodate the variants in the same slot, unlike the Rebellion/CPU Partner that were coded to make each one in his own slot. Considering that the code is big, I would need to retest many already consolidated scripts again, delaying the project even more.

The idea is not bad, but I need to think more about it. And it's better to test any change in this aspect after all the planned content is done, this way I can plan a new slot organization without worries for future added characters.
I think giving the SoR1 Axel the GG rage would work pretty well for him, actually.

And I understand why you decided to keep everyone as their own slot, then test changes once it's all done. I personally am in favor of keeping all the slots intact, but then having the only division in the roster be "Full" or "Basic" for the non-main characters, allowing for characters who are identical as "Basic" characters (Garnet/Soozie, Gold/MacLeod, etc) different movesets in their "Full" forms. But yeah, even "Full" moveset enemies are a long, long way to go at this point.
 
This is strange, nothing was changed in this aspect. Tested right now and it's working fine for me.
After reading this I realized I MUST have a setting wrong somewhere. Sure enough, the cancel feature was turned off. Once I turned it back on, I was able to use attacks after wall jumping. This was also the reason I couldn't alternate jumpattack and jumpattack2 in a previous post, lol. I didn't realize they were tied to cancelling. I don't even know why I had it turned off either lol.

Problem solved! ^_^
 
After reading this I realized I MUST have a setting wrong somewhere. Sure enough, the cancel feature was turned off. Once I turned it back on, I was able to use attacks after wall jumping. This was also the reason I couldn't alternate jumpattack and jumpattack2 in a previous post, lol. I didn't realize they were tied to cancelling. I don't even know why I had it turned off either lol.
I didn't know that the cancelling feature will lock jumping attacks after a wall/screen jump, thanks for the catch. I will think a way to fix it for the next version.

One doubt...the Android version is 2-4 player compatible?
Yes, the Android version works on the same way as the Windows version.

I think giving the SoR1 Axel the GG rage would work pretty well for him, actually.
Yes, I think the same, but it would be a cool reference for the SOR2 GG too. Recently I received an amazing sprite edit for this move made by @seahorses
 
To be honest, for certain non-original moves like rage or aerial special I don't have a fixed criteria, I let my imagination free to create new moves based on the original sprites or based on the new ones people send to me. Then I create new moves trying to make it visually cool and at the same time efficient during the battle.

Although the GG version is cool for the SOR2 Axel, I was reserving it to test in the SOR1 Axel once the SOR2 version already has a well complete moveset. However, I can test as an additional rage move or make the current one as a "grab rage" like I did with Max and make the GG version as the new main.

I would like to hear everyone's opinion on this idea.

Think I previously suggested this but yeah, the MS/GG SoR2 Rage attacks for the SoR1 characters please.

Also to note, Streets of Rage 2 was heavily influenced by Street Fighter 2 so for Axel to have his current Rage move based off Chun-Li's special is not weird to me.
In fact, it's a nice addition to Axel's moveset as he is a bit too punch focused IMO.
 
it's a nice addition to Axel's moveset as he is a bit too punch focused IMO
Totally agree, I thought exactly the same thing as soon as I received these new kick sprites. I was trying to figure out a way to make something different from the SOR3 version, since he is also "too punch focused".

That's great.It would be better if sor2/3 axel had different avatars.
I will change SOR2 Axel/Blaze icons, they really are too close from the SOR3 versions. Thanks for the suggestion.
 
Here is my walkthrough for Axel SOR 2
Thanks a lot buddy :)

I saw you didn't find any problems in the Mr. X's elevator but I received some feedbacks saying that the game is stucking after defeating the enemies before Shiva. For those that experienced this issue it's already fixed for the next beta.
 
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