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.
Thanks man :)
No need to make the full first stage with animated elements, only a static image like a screenshot is enough to know how it will look. I forgot to mention, some of the stages I made were reconstructed using the SOR2/SOR3/SORR dimensions as base to maintain the correct proportions but maintaining the original textures.

Anyway, I think it's useful if I show all the stages ready and working, some of them have a lot of small pieces so it will be a huge amount of work to draw everything again from scratch.

Curiously some SOR1 stages have an incorrect proportion when compared with the original SOR1 characters, I don't know why. Take a look at the windows and doors in all stages, some of them I didn't change and have a size that fits correctly to SOR2/3 characters.

I'm doing differently than SORR to try to match more with MD's SOR1. By example, the neon parts' size is unchanged in SORR's SOR1 and the graphists made the stage 1's windows bigger compared to the original one.

Congrats for your work in each background! I have less the frustrating feeling about the next ones. But maybe I'll end thinking my method will be worth applying with them too. Sure it would take time very much time.

BTW, I've finished the ground. Some other parts of the screenshot are already almost finished but I unfortunately need to be even slower because my pain in my thumb has grown. :mad:
 
@Kratus
Sorry, I need to get wise and take a break with some activities including infography. So I'll dive into this work when I get really better. ATM I only can show you the floor and I hope you'll like it. ;)

View attachment 1821
Hmm it's very interesting, you did a good job with the ground texture, congratulations ;) I will make some tests replacing the original and record a video to show here.

By seeing your work I think we don't need to remake the levels entirely or change the current structure, but we could replace some textures in order to have an impression that the level has a bigger size. And you don't need to make the full size image, once I have a small template I can copy/paste to repeat it and build the proper size, same as I did with the original.

Thanks for your help and don't worry with the SOR1 stages for now, take your time to recover. We can easily apply it in a further update.
 
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Yeah, one more SOR1 character :)

This time I'm showing the SOR1 Stage 2 boss Souther (the guy with the claws) and some new Maestro Draven tracks.

I started using the BKM version but after finishing I saw that the proportion was too different from the other originals. I don't know why but for some reason Sega remade most characters like Antonio or Bongo, but avoided some like Souther.

So, I decided to replace the BKM sprites with the SORR ones, but recoloring every sprite in order to maintain the BKM colors.

In addition, Souther is the only character that has a new "drain" feature on his Rage move, which converts 1/3 of the damage dealt at every hit in a life restoration. In fact this is not a big restoration, but it's multiplied by every enemy damaged. So, if you hit 3 enemies at the same time during Rage, the restoration is multiplied by x3 and so on).

There's only 2 bosses remaining, we're one more step closer to the SORX launch.

Characters finished
- Galsia (BKM edited)
- Signal (SORR edited)
- Nora (SORR original)
- Hakuyo (BKM edited)
- Jack (BKM edited)
- Antonio (BKM edited)
- Souther (SORR edited)
- Abadede (SOR2)
- Mr. X (SOR2)

Characters remaining
- Bongo (BKM)
- Onihime & Yasha (BKM)

Content remaining
- Level contruction
- New tracks addition

 
The update is absolutely outstanding! I love the twist of music which Maestro Draven made. Souther looks sick and his ability system does play well, man. (y) 😎
 
Great! i didnt knew you applied a middle adjustment.


About the enemies ai, i will be able To give a better feedback when i play it but, if you take as an example the MISTAKE made with the Sorr 5.2 release, if you make the enemies ai very smart, it will become annoying. I mean, a lot of people hate 5.2 enemy ai because all the enemies are like a fucking mayweather avoiding attacks CONTANTLY, if you played sorr 5.2 you should know what im talking about XD.
This is true
 
Hi Kratus, if you use this version of Souther, can you add some custom frames like the running ability?
ootwnLg.png
dPAkLQU.png
 
The progress is impressive.
Your mod is one of the best thing that even happened with Openbor...
I love this feeling of "infinite" content ^^

It really makes me want to create a playable extra character in the future.

Edit : Wow, @kimono always with great upgraded sprites sheets!!
 
Thanks for all the feedback buddies :)

@machok and @pepodmc
I took a look at the enemy A.I. in SORR, they are really crazy lol. I saw that they are more focused on avoiding than attacking.

The new A.I. in SORX works in a different way, in general it will always try to balance both attack and defense but as long as the difficulty is increased (hard/mania), the enemies become a bit more offensive than defensive.

Hi Kratus, if you use this version of Souther, can you add some custom frames like the running ability?
ootwnLg.png
dPAkLQU.png
@kimono
Great job as always my friend :)
Same as other characters, for now I will maintain the original moves but I can use all of them in future custom versions.
 
@16-bit Fighter

I forgot to add in my previous post, but your ground texture was already applied. I need to say, great job man :)
I know that most times I'm rigorous with every content added to the SORX game, but this is to maintain the best quality possible.

Below you can see the result:


EDIT:
Just a curiosity, this video shows how a character is usually developed in SORX.
 
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@16-bit Fighter

I forgot to add in my previous post, but your ground texture was already applied. I need to say, great job man :)
I know that most times I'm rigorous with every content added to the SORX game, but this is to maintain the best quality possible.
Oh yeah‼ I love the result! And glad you like it!
You're right to be demanding of other people given you're hard on you in your game project.

I forgot to put a line of grey at the top of the ground.
Here is the correction :
SOR1 stage 1 ground.gif

In the future I'd like to offer other patterns about stage 1 background but I must be patient before starting again.

It really makes me want to create a playable extra character in the future.
I'd dream of seeing it! :D
Mine own char as well. ^^
 
Hello friends,

This time I'm showing the SOR1 Stage 4 boss Bongo and some new Maestro Draven tracks.

Although the SORR version is closer to the original, I used the BKM version because the sprites have a good quality and there's no other game where we can play with him, except for the Bare Knuckle Mobile game.

A lot of edits were made in the sprites to reduce the excessive black borders, and to make it more close to the SOR2/3.

In addition, Bongo is the first character to use the new "weight" system, which interrupts any throw/slam at the first frames, same as the BKM or SOR3 games. The only throw/slam moves that can grab him are a few rage attacks.

There's only 1 boss remaining, we're one more step closer to the SORX launch.

Characters finished
- Galsia (BKM edited)
- Signal (SORR edited)
- Nora (SORR original)
- Hakuyo (BKM edited)
- Jack (BKM edited)
- Antonio (BKM edited)
- Souther (SORR edited)
- Abadede (SOR2)
- Mr. X (SOR2)
- Bongo (BKM)

Characters remaining
- Onihime & Yasha (BKM)

Content remaining
- Level construction
- New tracks addition

 
Awesome! I don't know why but he still looks too cartoonish compared to other characters.
I'm not sure I know how to fix it... perhaps @kimono would be able to ?

It's crazy to see how far you go into details to make the experience les and less like the usual "Bor mod"
The weight system is great! (can we enable and disable it via options or by selecting specific game modes?)
 
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Awesome! I don't know why but he still looks too cartoonish compared to other characters.
I'm not sure I know how to fix it... perhaps @kimono would be able to ?
Thanks man! Yes, most BKM characters look more cartoonish due to the excessive black borders, but I'm making some adjustments to reduce it.

It's crazy to see how far you go into details to make the experience les and less like the usual "Bor mod"
The weight system is great! (can we enable and disable it via options or by selecting specific game modes?)
This weight system works only on this version of Bongo for now, but in case I apply it to the SOR3 Big-Ben I can create an option to disable.

Hi @Kratus and @NED you have this edited Bongo that looks closer to the SOR1 original boss:
https://drive.google.com/file/d/1qCKKqd4SzUKjdHOnD2tCGt1olYvKGWqj/view?usp=sharing Bongo alternate palettes.png
And one edited version that is similar to one Flashgal boss :) :
Don_Bongo spritesheet.png DonBongopal.png

Could someone help me to edit these images links or do I need to use the Attach files section?
Thanks buddy, I already have your custom Bongo saved in my sprite sheet collection, you've done a great job!
To be honest I'm not 100% satisfied with this BKM version, I'm creating another Bongo to test the SORR sprites too. I will post here when finished to know the community's feedback.
 
Thanks buddy, I already have your custom Bongo saved in my sprite sheet collection, you've done a great job!
To be honest I'm not 100% satisfied with this BKM version, I'm creating another Bongo to test the SORR sprites too. I will post here when finished to know the community's feedback.
Why you don't try to recolor the BKM Bongo with the SOR1 pallete?
 
Splendid job, Kratus! The weight system is very cool. I had thought about it being possible long time ago, and yet you made it.
 
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