Amazing SOR1 Bongo made over the BKM version, credits to @seahorses, added in the next update. The rage move will be the same for now, but I'm testing some others.



Most people probably don't know because there's no indicator for it & it's also a lot more risky because they tend to go off quickly but yes, you can chuck them if you're fast enough.Really? All these years and I didn't think it was possible, I only knew you could do that in SOR4 and didn't see anyone doing that either. Thanks!
Three SOR games in one pack. This is one of the best games for openbor after SOR 2x!
incredible)
One of the things that bothered me most about your SoR 1 route was the Big Ben boss not looking like the original. I never imagined he'd get such an awesome redesign though! Perfect work @seahorses!Amazing SOR1 Bongo made over the BKM version, credits to @seahorses, added in the next update. The rage move will be the same for now, but I'm testing some others.
View attachment 6408
This is not a bug, its how the engine worksGrabs are hit and miss near the edges of the screen.
what is grabs are hit means?This is not a bug, its how the engine works
He said "hit and miss" which means sometimes works, sometimes not.what is grabs are hit means?
what is grabs are hit means?
In the original SOR games, grabbing is triggered by attempting to move into an opponent, even if your velocity is 0. You can be just walking into a wall going nowhere and still grab.
OpenBOR requires the entity to be moving for real to initiate a grab, and by extension so does SORX. This of course can be changed with script
Ahh now I think I understand what it is, really interested with the script if availableIt's not a bug, it how it supposed to work - to avoid you grabbing enemies outside of the screen.
He said "hit and miss" which means sometimes works, sometimes not.
Which isn't true: the grab works until you enter a X distance from the edges, where the engine turn off grabing.
It's not a bug, it how it supposed to work - to avoid you grabbing enemies outside of the screen.
@haxxan Thanks for the feedbackVehelits' health needs dropping or its activity sped up, Jet stage 2 same thing, had a few time outs. Enemies not engaging or lagging behind seems to worsen when there's a slant; towards the bar stage 1, through the arcade stage 3 and after the beach stage 6 for example.
You can change palettes by pressing the special button at the select screen. I will take note of your other suggestions, the bike stage option makes sense.And a palette changer would be nice
@haxxan Thanks for the feedbackAbout these behaviours above I think all of them are related to enemy engagement (or the bigger screen space), I know that sometimes they will avoid you but honestly I never reached to the point of a timeout before. Maybe a few more gameplays can help you adapt with the different game features compared with the classics and then you can win easier. However I can make enemies a bit more aggressive.
This is an old video and the behaviour already received some changes, but Jet was killed much before the timer ends.
You can change palettes by pressing the special button at the select screen. I will take note of your other suggestions, the bike stage option makes sense.
Thanks again!
Your appointments make sense, I'm redoing the enemy a.i. in order to prevent these kinds of situations. Indeed every enemy's behaviour intensifies in mania and I admit that this enemy's "avoidance" can be bad sometimes. I'm trying to make them surround players in the Z axis and make them closer in the X axis, this way they will not evade the entire screen endlessly.Timeouts were just on those two specific bosses. In fairness none of these are gamebreaking, I've gone through ten or so times fine. I only play mania so that can alter enemy behaviour
I understand, I still need to make the color separation for every character first but I can think of a way to implement it.Meant to say a palette changer ala SORR, top, bottom, shoes
Just a test with a minimalist health bar style based on different dot colors, this was due to a new script I'm testing to completely hide the HUD using screens, it's easier than managing values in the levels.txt and can be enabled/disabled with simple scripts.
The colors do not follow a predefined table, the transition is smooth and will automatically adapt to the maximum health amount for each character. In short, as many health the character has, many different colors the dot will have too.
Yeah, the concept is basically the same. I don't know if people will use it in SORX anyway but the same concept can be applied in other games with a minimalist style. Sometimes I use the SORX as a lab for new ideas haha.displayed as icon and one colored block to indicate their HP, so you had a rough idea of their life, but not detailed.
Yeah, the concept is basically the same. I don't know if people will use it in SORX anyway but the same concept can be applied in other games with a minimalist style. Sometimes I use the SORX as a lab for new ideas haha.
Is this Golden Axe available to be played? Amazing new moves, can't wait to make a try![]()

