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.
Thank you for this feedback and what do you think of this new version?
sEcG2qU.png

I would just like to make sure that you like this character 100% before starting the production of all his other poses ;)
Miner is slightly different from the Game Gear version: I based it on the prototype sheet so it contains a little more detail.
Doesn’t it make you want to get punched a little? :D
 
Thank you for this feedback and what do you think of this new version?
sEcG2qU.png

I would just like to make sure that you like this character 100% before starting the production of all his other poses ;)
Miner is slightly different from the Game Gear version: I based it on the prototype sheet so it contains a little more detail.
Doesn’t it make you want to get punched a little? :D
Wow, it's a lot better! I saw the Game Gear prototype sheet again and now I understand your design choice.
Since this character does not have too many moves, I think that we can proceed to the animations. Thanks buddy :)
 
Kratus updated Streets of Rage X (Windows / Android) with a new update entry:

Beta 30

### BETA 30 ###

- Engine: Added official Linux port (experimental appimage), useful for Batocera system.
- Game: Added BK2 Beta Max
- Game: General weapon system revision, now weapons works internally as separated models instead of edited character's sprites, same as the classics
- Game: Replicated the classic mechanic where grabbed opponents will drop weapons instantly even before receiving any attack
- Game: Rebalanced all weapon damage (generics only like knife/pipe/etc), now all of them...

Read the rest of this update entry...
 
Hi friends, finally BK2 Beta Max is available 🙂 Credits to Luke K. and @seahorses for most custom Max sprites.

About the new palettes, they are not following the exact location where the enemies appear in the original games due to some randomization. This way we can have more variations, since some palettes only appear in some specific places in the classics (and some SOR1 palettes come from Bare Knuckle Mobile).

Another big change is related to the models, now weapons and characters works separated in the same way as they work in the original, you will notice some visual changes.

Plus now in the Beta 30 there's an experimental Linux version too. For convenience I already added a portrait and a .sh file already configured to be installed in the Batocera system through the "ports" section. Thanks to @msmalik681 for the help with Linux.

For convenience, I added a full save file and a pre-configured Xbox controller in the Windows version (at least during the beta state).

SOR2 Sammy is the next.
 
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Whoo-hoo-hoo, that's so cool! The tweaks in the new version makes the experience even better.
The new version of the APK cannot be unpacked, is this change was made to prevent unauthorized modifications?
 
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Are you referring to the pak file? If yes, I'm testing an alternative way to create paks with some locks.
[/QUOTE]
Yes, I mistyped; I meant to say .pak.
 
@Kratus hey buddy, I gave a quick try on the beta 30 and so far, so good :)

But there is something I wanted to share with you since long time but I always forgot about it.
Many levels in the game have been expanded vertically to accommodate the widescreen. However, I realize that only the graphics have been adapted, not the field of action itself - it's like a dead zone.

There are some levels, like this factory, where you could easily exploit this area at the top, placing enemies sitting on the metal beams, waiting for the player to pass by to attack:
1730843690612.png

Another case is the bar, which could take advantage of a user expanding the upper part of it and have some enemies walk around there for a while and then jump down to the lower level:

1730843701547.png
 
@Kratus hey buddy, I gave a quick try on the beta 30 and so far, so good :)
Glad to know, thanks buddy :)

Many levels in the game have been expanded vertically to accommodate the widescreen. However, I realize that only the graphics have been adapted, not the field of action itself - it's like a dead zone.
Yeah, not all levels had the battlefield expanded, some sprites/textures were easier to expand in the upper part.
But I agree about filling these dead zones with enemies, I will revise all levels to make it. Plus I want to increase the interaction with the battlefield, I remember that in another post you and DC commented about it.

Thanks for the suggestion :)

There are some levels, like this factory, where you could easily exploit this area at the top, placing enemies sitting on the metal beams, waiting for the player to pass by to attack:
In the factory there are already some ninjas at the top, but only at the end of the level.

1730846667886.png
1730847261614.png

Another case is the bar, which could take advantage of a user expanding the upper part of it and have some enemies walk around there for a while and then jump down to the lower level:
I totally agree with the bar's idea.
 

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zan_defense energy.gif

I’d like to add a bit of variety to Dr. Robot’s energy attack.:p These images are still modifications based on the original sprites.
Since the modified sprite has a very full silhouette, it would be better to temporarily remove the shadow if this animation is used in the game. Otherwise, a large shadow might affect the player's judgment of the attack range.
 

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View attachment 9551

I’d like to add a bit of variety to Dr. Robot’s energy attack.:p These images are still modifications based on the original sprites.
Since the modified sprite has a very full silhouette, it would be better to temporarily remove the shadow if this animation is used in the game. Otherwise, a large shadow might affect the player's judgment of the attack range.
Maybe make his torso move up and down during the animation, too? Would add a bit more depth and energy to the attack animation.
 
Maybe make his torso move up and down during the animation, too? Would add a bit more depth and energy to the attack animation.
In the three frames with the energy shield, the second frame is shifted down by 1px. I only moved it once because I wanted to add a bit of depth while maintaining the same visual balance as the other one-star energy attacks (I feel that one-star energy attacks shouldn't stand out too much).
 
View attachment 9551

I’d like to add a bit of variety to Dr. Robot’s energy attack.:p These images are still modifications based on the original sprites.
Since the modified sprite has a very full silhouette, it would be better to temporarily remove the shadow if this animation is used in the game. Otherwise, a large shadow might affect the player's judgment of the attack range.
Amazing, will fit well to the beta Zan as a counter, special or even rage move. Thanks buddy!

View attachment 9553

I really like this button arrangement. Jump attack, reverse attack and defense skill can all be easily slid out with right thumb.
Glad you liked the touch layout :) I tried to put many varied layouts possible to fit in different gameplay styles.
 
SOR 2 - R Bear_Parry Star Attack.gif

An animation created by the original game sprites: parry and the parry one-star attack.
Frames 8 and 9 are just to connect the GIF, bringing the character back to the position of the first frame.
 
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