Streets of Rage X (Windows / Android)

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

No permission to download
The project is currently under development.
1, is training mode going to include an enemy/boss spawning mode where you can have multiple bosses or enemies of your choice work in tandem as you try to survive, and when will it come out?
Hi friend. Yes, there's a training mode planned but only after the main content is finished.
There's no release date yet for this feature.

2. When are all the cpu partners expected to be finished and ready for play?
There's no release date yet, but since there's only a few heroes to be added, it won't take long.

(I do hope the boss programming is copied into them lol)
Yeah haha, the a.i. will be basically the same.
 
I found another error while playing survival mode:




Function need a valid entity handle and at an interger parameter: updateframe(entity, int frame)
Script function 'updateframe' returned an exception. See any preceding error messages above for details.
parameters: <VT_EMPTY> Unitialized, 8,

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

There's an exception while executing script 'Antonio_NoWeaponB' data/chars/bosses/antonio/antonio_noweaponB.txt. Please review log to locate the exception alert(s).



Warning: 37 script variants are not freed, dumping...
openbor_loadsprite
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openbor_allocscreen

Release game data............ Done!
Release timer................ Done!
Release input hardware....... Done!
Release sound system......... Done!
Release FileCaching System... Done!

**************** Done *****************

There's an exception while executing script 'Antonio_NoWeaponB' data/chars/bosses/antonio/antonio_noweaponB.txt. Please review log to locate the exception alert(s).
 
I found another error while playing survival mode:




Function need a valid entity handle and at an interger parameter: updateframe(entity, int frame)
Script function 'updateframe' returned an exception. See any preceding error messages above for details.
parameters: <VT_EMPTY> Unitialized, 8,

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

There's an exception while executing script 'Antonio_NoWeaponB' data/chars/bosses/antonio/antonio_noweaponB.txt. Please review log to locate the exception alert(s).
@Miru Thanks for the report. What survival mode you were playing (boss rush, group or free for all)?

EDIT: Nevermind, I found where the problem is, easy fix. Thanks again!
 
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Sir, about "Unbreakable Weapons", could you remove the limitation where held weapons disappear after being dropped twice? This change would allow less skilled players the chance to use their favorite weapons throughout the entire game. 🥳

Haha, some character reviews:
——2 Axel / 3 Axel:
The running attack is unparalleled in excellence, it has significant forward movement, long attack range, high hit count, and damage, even allows follow-ups on downed enemies, and without any resource cost. Axel's ground special move is also exceptionally useful, when using Axel, the only thing to be cautious is to avoid pressing the directional keys while activating the special moves.

——2 Blaze / 3 Blaze:
The beauty's skill is tough for my hands, which I regret. But for players with good control, her abilities are incredibly satisfying.

——1 Adam (? maybe 3 Adam):
The updated sprites look so nice. Adam's attack rhythm is quite unique, the third basic attack causes significant enemy stun, the fourth sends enemies flying with a powerful kick. Uh... His three-star move, looks lack impact.

——2 Max:
Steady, reliable, and satisfying in attack feedback—ideal for players who enjoy slow-paced, powerful characters. As long as you use Max's ground special skill well, it's hard to die. However, overreliance on his aerial special move might lead to frequent deaths.
——2 Super Max:
Some moves are changed, offering a different kind of attack feedback, but the overall experience remains steady, reliable, and satisfying.

——2 Skate / 3 Skate:
I can’t manage this agile boy well at all, his color palettes look all fantastic.

——3 Zan:
His normal attacks have an absurdly long long range, essentially acting like "eight-hit combo," with massive damage to boot. His running attack is fantastic, with a wide range and forward movement, making it incredibly effective.The regular three-star move fires long range energy blast, but the hitbox only starts from his hand's edge ( I misspoke, it starts at the wrist joint. This move easy to miss nearby enemies. ) , with a slow startup that makes it hard to combo from other attacks ( more easily if enemies bounces off walls). When holding a weapon, his three-star move changes to throwing an energy bowling ball, which is fun and has a tracking effect, it's great for disrupting the invincibility frames of a boss during their wake-up. But its duration is short, ( at lower difficulty levels, since enemies move less, ) can only hit one enemy, and ( if it doesn’t hit the enemy in the first place, ) deals very low damage.
 
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Sir, about "Unbreakable Weapons", could you remove the limitation where held weapons disappear after being dropped twice? This change would allow less skilled players the chance to use their favorite weapons throughout the entire game. 🥳

Haha, some character reviews:
——2 Axel / 3 Axel:
The running attack is unparalleled in excellence, it has significant forward movement, long attack range, high hit count, and damage, even allows follow-ups on downed enemies, and without any resource cost. Axel's ground special move is also exceptionally useful, when using Axel, the only thing to be cautious is to avoid pressing the directional keys while activating the special moves.

——2 Blaze / 3 Blaze:
The beauty's skill is tough for my hands, which I regret. But for players with good control, her abilities are incredibly satisfying.

——1 Adam (? maybe 3 Adam):
The updated sprites look so nice. Adam's attack rhythm is quite unique, the third basic attack causes significant enemy stun, the fourth sends enemies flying with a powerful kick. However his three-star move, lacks impact.

——2 Max:
Steady, reliable, and satisfying in attack feedback—ideal for players who enjoy slow-paced, powerful characters. As long as you use Max's ground special skill well, it's hard to die. However, overreliance on his aerial special move might lead to frequent deaths.
——2 Super Max:
Some moves are changed, offering a different kind of attack feedback, but the overall experience remains steady, reliable, and satisfying.

——2 Skate / 3 Skate:
I can’t manage this agile boy well at all, his color palettes look all fantastic.

——3 Zan:
His normal attacks have an absurdly long long range, essentially acting like "eight-hit combo," with massive damage to boot. His running attack is fantastic, with a wide range and forward movement, making it incredibly effective. However, the old Doctor’s two three-star moves are somewhat underwhelming. The regular three-star move fires long range energy blast, but the hitbox only starts from his hand's edge, with a slow startup that makes it hard to combo from other attacks. When holding a weapon, his three-star move changes to throwing an energy bowling ball, which is fun and has a tracking effect, but its duration is short, can only hit one enemy, and deals very low damage.
I think the "weapons disappear after being dropped twice" is still necessary, which prevents players from always relying on a single way to play the game. It's like a crutch, the more you use it, the more you rely on it.
 
I think the "weapons disappear after being dropped twice" is still necessary, which prevents players from always relying on a single way to play the game. It's like a crutch, the more you use it, the more you rely on it.
I agree with your point that items shouldn't be essential in normal gameplay.
However, I think if enabled "Unbreakable Weapons" already prevents weapon degradation, why not take it a step further? Make them truly "Unbreakable."
 
Sir, about "Unbreakable Weapons", could you remove the limitation where held weapons disappear after being dropped twice? This change would allow less skilled players the chance to use their favorite weapons throughout the entire game. 🥳

Haha, some character reviews:
——2 Axel / 3 Axel:
The running attack is unparalleled in excellence, it has significant forward movement, long attack range, high hit count, and damage, even allows follow-ups on downed enemies, and without any resource cost. Axel's ground special move is also exceptionally useful, when using Axel, the only thing to be cautious is to avoid pressing the directional keys while activating the special moves.

——2 Blaze / 3 Blaze:
The beauty's skill is tough for my hands, which I regret. But for players with good control, her abilities are incredibly satisfying.

——1 Adam (? maybe 3 Adam):
The updated sprites look so nice. Adam's attack rhythm is quite unique, the third basic attack causes significant enemy stun, the fourth sends enemies flying with a powerful kick. Uh... His three-star move, looks lack impact.

——2 Max:
Steady, reliable, and satisfying in attack feedback—ideal for players who enjoy slow-paced, powerful characters. As long as you use Max's ground special skill well, it's hard to die. However, overreliance on his aerial special move might lead to frequent deaths.
——2 Super Max:
Some moves are changed, offering a different kind of attack feedback, but the overall experience remains steady, reliable, and satisfying.

——2 Skate / 3 Skate:
I can’t manage this agile boy well at all, his color palettes look all fantastic.

——3 Zan:
His normal attacks have an absurdly long long range, essentially acting like "eight-hit combo," with massive damage to boot. His running attack is fantastic, with a wide range and forward movement, making it incredibly effective.The regular three-star move fires long range energy blast, but the hitbox only starts from his hand's edge ( I misspoke, it starts at the wrist joint. This move easy to miss nearby enemies. ) , with a slow startup that makes it hard to combo from other attacks ( more easily if enemies bounces off walls). When holding a weapon, his three-star move changes to throwing an energy bowling ball, which is fun and has a tracking effect, it's great for disrupting the invincibility frames of a boss during their wake-up. But its duration is short, ( at lower difficulty levels, since enemies move less, ) can only hit one enemy, and ( if it doesn’t hit the enemy in the first place, ) deals very low damage.
Thanks for the analysis :)
About the infinite weapon drops, honestly I don't like too much the idea of making updates in this feature because the code is a bit complicated to edit and everything points to two weapon drops. But I appreciate your suggestion, thanks buddy.
 
Hey, I just read the previous pages and even though I am saddened by the SORR assets removal, I am hopeful that we will be able to evolve without their help. I am active in the SORR community, and I understand their sentiment. After all, the creator put his heart and soul into SORR, and even though it is pretty much dead at this point, the remaining devs are withholding the assets unnecessarily and disregarding any other SOR fan game, which is understandable. But Kratus, I still have the utmost respect and trust for you, and being able to play this game is an honor. If you could give me a further explanation of the situation, it would be appreciated also. Thank you for your time.
 
Hey, I just read the previous pages and even though I am saddened by the SORR assets removal, I am hopeful that we will be able to evolve without their help. I am active in the SORR community, and I understand their sentiment. After all, the creator put his heart and soul into SORR, and even though it is pretty much dead at this point, the remaining devs are withholding the assets unnecessarily and disregarding any other SOR fan game, which is understandable. But Kratus, I still have the utmost respect and trust for you, and being able to play this game is an honor. If you could give me a further explanation of the situation, it would be appreciated also. Thank you for your time.
Hi friend, thanks for the words, and for understanding the situation too.

If you could give me a further explanation of the situation, it would be appreciated also
Honestly there's not much to explain.

Indeed SORX has the classics as base, not SORR. I even got some ideas mainly for menus, but the main concept was to remake the classics with a better fighting mechanic inspired by modern fighting games like SF and KOF (which I'm a big fan of). So, I prefer to keep SORX as an independent project, away from the SORR's shadows.

I even added some content (like music) in the old SOR2X, but quickly I noticed that it was not a good idea. A lot of thanks for Maestro Draven due to offering his tracks, otherwise I would keep only the original music.

Obviously we will have a lot of content that will be very close (like some character's running sprites) or even the same, since we are remaking the same games. But I always try to differentiate as much as possible.

And now that we have another SoR project, the SOR2:NE, it's good that people have multiple options to play in totally different ways (like what happens in the Sonic community) instead of only SORR or the original games..

About the SORR community, I have nothing against them, or even the game since I was also a SORR fan and played it countless times. Plus I'm always open to hear about partnerships like Machok did with Don Vecta in the SF89.
 
Hey, I just read the previous pages and even though I am saddened by the SORR assets removal, I am hopeful that we will be able to evolve without their help. I am active in the SORR community, and I understand their sentiment. After all, the creator put his heart and soul into SORR, and even though it is pretty much dead at this point, the remaining devs are withholding the assets unnecessarily and disregarding any other SOR fan game, which is understandable. But Kratus, I still have the utmost respect and trust for you, and being able to play this game is an honor. If you could give me a further explanation of the situation, it would be appreciated also. Thank you for your time.
The highly comprehensive SORR—curious about how fun it is? Just search, download, try!
It’s been 14 years since the release of SORR v5.0 in 2011, yet new players still discover SORR v5.2 or SORR v5.1 through various channels ( I did, haha) , as well as new mods created by fans.
You hope the strengths of SORR can continue to shine, after all, good things are hard to let go of. So, you can look forward to SORX, it brings more new good experiences and another kind of good improvement.
 
背阔肌顶人.gif
I removed the shadows that came with the wrestler's sprite sheet, and fixed a few issues.
To save page space, the modified sprites are provided here. Then I made a throw animation with these sprites, similar to Clark Still's Super Argentine Backbreaker, KOF.


Boss 8-2 - Mr X - 改,扫射.gifBoss 8-2 - Mr X - 改,向上射击.gif
Added sprites for shooting upward and shooting overhead.
Boss 8-2 - Mr X - 改,飞吻.gif
While examining the sprite sheet, I noticed that the whistling animation, with a slight rearrangement of frames, looks just like blowing a kiss—haha!
 
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Would It be possible to program the ability to activate the the rage while holding the enemy? I play with the max amount enemies and I sometimes accidentally grab some one while I'm not looking at the my character. Then I hit the rage button and nothing happens then I die.
 
Would It be possible to program the ability to activate the the rage while holding the enemy? I play with the max amount enemies and I sometimes accidentally grab some one while I'm not looking at the my character. Then I hit the rage button and nothing happens then I die.
There's no such move. Max can.
For the situation you mentioned, I suggest using ground skills immediately.
 
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What do you guys think, reason it’s 727 is bc it’s mania with the 3/4 players setting on.
 

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Some of these sprites were in your earlier builds, what happened?
 

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