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.
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
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!
 
Played 2 and 3 on and off for 20 years, this is flawless. Do have some suggestions though.

Grabs are hit and miss near the edges of the screen. Vehelits' 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. The bulldozer section in 3 is a bit drawn out now. An option to disable the bike riding sections, the novelty of these in SORR wore off quick. And a palette changer would be nice.
 
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, but @Kratus has not elected to do so, probably in theme with the overall increased difficulty compared to the original series.

HTH,
DC
 
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
It's not a bug, it how it supposed to work - to avoid you grabbing enemies outside of the screen.
Ahh now I think I understand what it is, really interested with the script if available
 
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.

Mea culpa. Only BOR game I've ever played was Streets of Rage XXX when it first came out.
 
Last edited:
Vehelits' 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.
@haxxan Thanks for the feedback :) About 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.

And a palette changer would be nice
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!
 
@haxxan Thanks for the feedback :) About 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!

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. Meant to say a palette changer ala SORR, top, bottom, shoes.
 
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
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.

Meant to say a palette changer ala SORR, top, bottom, shoes
I understand, I still need to make the color separation for every character first but I can think of a way to implement it.
 
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.

 
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.


That's similar to how I was doing enemy life in Golden Axe. Enemies in play appear along a row from top left (second row appears if needed), displayed as icon and one colored block to indicate their HP, so you had a rough idea of their life, but not detailed. If certain characters were on screen, one of their passive abilities was seeing opponent weakness, so you'd get four smaller blocks instead (that also used color degradation individually like the player's life).


DC
 
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 :)
 
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 :)

Ehh... probably not soon. I'd rather work on my own IP now. Good news if you like that video though - it's over ten years old, and I've refined that material a ton since then. You'll see Valis and company pull off moves that (hopefully) make my older stuff look like amateur hour. :)

Abadede said Valis is nothing without his weapons... let's find out. :D

1704754553486.gif1704754625138.gif
 
Back
Top Bottom