Streets of Rage X

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Re: Streets of Rage X

Postby JoyJoyfulRabbit » Sat Feb 11, 2012 1:30 pm

After I released my demo with 4 stages, I will post my completed mod in other thread. :P Here's changed and added:

- Stage 4-1 is longer than before and the floor changed.
- Stage 4-2 to 4-4 are prison stages that based on V5's and Xillatem's.

[Download link of Old demo removed]

here's screens between V5's and Xillatem's:

Mine(female cop sprites in the background that I will fix that... >_>):
Image
Image

V5 (scrapped):
Image
Image

Mine (Can I have your fewer graphics? :P oh and floor I will fix that... >_< ):
Image
Image

Xillatem's:
Image
Image

After I complete this mod, I will make.... Villains Mode(?) :oops:
Last edited by JoyJoyfulRabbit on Wed Feb 15, 2012 2:20 pm, edited 1 time in total.
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Re: Streets of Rage X

Postby Don Vecta » Sat Feb 11, 2012 4:30 pm

This is looking really interesting. :)
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Re: Streets of Rage X

Postby Saven » Sat Feb 11, 2012 7:33 pm

Don Vecta wrote:This is looking really interesting. :)


This.
What if the world had no Streets of Rage?
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Re: Streets of Rage X

Postby Neo Metal Shadow » Sun Feb 12, 2012 11:46 pm

Don Vecta wrote:This is looking really interesting. :)


[3]

I will play this soon as i can, and good luck with your final version :wink:
Thank you so much Bombergames for this piece of art, i will never forget this forum, this game and the sormaker mods.
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Re: Streets of Rage X

Postby graylandertagger » Mon Feb 13, 2012 12:09 am

JoyJoyfulRabbit wrote:V5 (scrapped):
Image


Shame that the Villians mode was just too glitchy to work past the final release. I wonder if anyone of the development staff has the beta version of SORmaker anywhere on their computer. Might be fun to poke around if they can spare the beta files.
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Re: Streets of Rage X

Postby JoyJoyfulRabbit » Mon Feb 13, 2012 12:46 pm

Here is a patch for stage 3 because that 2 Hakuyos pop out from no where on diagonal stage. >_> not good with stage 3-1 and 3-2because of enemies placement....

[removed]
Last edited by JoyJoyfulRabbit on Wed Feb 15, 2012 2:21 pm, edited 1 time in total.
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Re: Streets of Rage X

Postby charco » Mon Feb 13, 2012 1:18 pm

graylandertagger wrote:Shame that the Villians mode was just too glitchy to work past the final release.


Too glitchy? It was simply scrapped.
/*
Autor : BoMbErLiNk
Grupo : BoMbErGaMeS
Fecha : 17 – 3 – 03
*/

Primera linea de código escrita .. GO! GO! GO!
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Re: Streets of Rage X

Postby graylandertagger » Mon Feb 13, 2012 2:49 pm

Cajnatalie said that it was more due to glitches and the limitations of the Fenix engine. What's with the hostality toward expanding SORmaker. Never mind. PM me your response if you'd like to discuss this father, but i'd rather not go off topic for too long.
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Re: Streets of Rage X

Postby Don Vecta » Mon Feb 13, 2012 2:53 pm

Okay, i gave a round to the new stages.

Some small details and some problems i faced with enemy positioning.

Stage 1-3. You might like to make the doors slightly taller. They look like they're part of a gigantic dollhouse or so. Most enemies would bump their heads to the top if they pass through there. Same for stage 2-2. Try to compare them with the doors from Go straight street or something. They have a good height/width proportional to the characters.

Stage 2-3. Mona and Lisa pop up out of nowhere. Maybe you tried to pull out a ninja trick show up or something but nah, doesn't really look good. I guess you could move them to the first grid and they'll be there as soon you get in. Fortunately, the text there it's short so it won't interfiere with the battle. You might like to put X and the assistant slightly more to the left so the players can see him depart cuz... otherwise, we won't know they're there (I didn't know until I saw them on SORmaker, lol). I made the patch myself of that scene. If you interested in taking a look I can upload it for you.

Stage 3-1. Okay, two things: 1) Why it's a stand alone stage without scrolling? 2) Why there's no animation on the signs? If you need resources I think you can use the v4 ones or the ones from CajNatalie. The signs without animations look... dull.

Stage 3-2. Your Hakuyos still pop up if I run until the cam lock. You must place them two grids behind, they shouldn't be in screen where the Axel space is. Also, I ran again until the end of the stage, fought the hordes of enemies and in the end a Donnie got stuck in the green. I was able to hit him, though. For that you must either place your enemies out of the Axel grid or at the low bottom so they don't get stuck in green... also, is there a reason why don't we have a Murphy in support there?

Stage 3-3. Is there a reason why there's a pure green map there? In the bar area where the Electra is, there was some collission problems and was pretty messed up. EDIT: Found out what was the problem. Your stage 3-3 in the first demo was the Barbon alleyway. I guess you should tell everyone to either delete the first demo to avoid problems like these.

Stage 4-2 was fantasic, I loved it. But yeah, main entrance door can use a serious resizing.


Overall, the mod it's shaping great. I'm liking the full spriting work since some stages are done without using resources (though some could use a touch of texture in and there so they don't look too plain, but overall it's a great effort in design). It could use some enemy difficulty scaling since i sensed it kinda on the easy side for a Mania player (and I'm sure some easy players would love something more mellowed out, especially in the Go straight street) but overall it's a sweet work. Check the kinks i found, though. Especially in enemy positioning.
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Re: Streets of Rage X

Postby JoyJoyfulRabbit » Mon Feb 13, 2012 3:54 pm

Don Vecta wrote:Okay, i gave a round to the new stages.

Some small details and some problems i faced with enemy positioning.

Stage 1-3. You might like to make the doors slightly taller. They look like they're part of a gigantic dollhouse or so. Most enemies would bump their heads to the top if they pass through there. Same for stage 2-2. Try to compare them with the doors from Go straight street or something. They have a good height/width proportional to the characters.

Stage 2-3. Mona and Lisa pop up out of nowhere. Maybe you tried to pull out a ninja trick show up or something but nah, doesn't really look good. I guess you could move them to the first grid and they'll be there as soon you get in. Fortunately, the text there it's short so it won't interfiere with the battle. You might like to put X and the assistant slightly more to the left so the players can see him depart cuz... otherwise, we won't know they're there (I didn't know until I saw them on SORmaker, lol). I made the patch myself of that scene. If you interested in taking a look I can upload it for you.


Stage 1-3: I lol'd =P I will learn to resized the doors when I release a patch of this.

Stage 2-3: I will do that to about twins and as for Mr X and the assistant, I tried to put some layer to cover up that run-away layers but its no used and the loop might worse... :(

Don Vecta wrote:Stage 3-1. Okay, two things: 1) Why it's a stand alone stage without scrolling? 2) Why there's no animation on the signs? If you need resources I think you can use the v4 ones or the ones from CajNatalie. The signs without animations look... dull.

Stage 3-2. Your Hakuyos still pop up if I run until the cam lock. You must place them two grids behind, they shouldn't be in screen where the Axel space is. Also, I ran again until the end of the stage, fought the hordes of enemies and in the end a Donnie got stuck in the green. I was able to hit him, though. For that you must either place your enemies out of the Axel grid or at the low bottom so they don't get stuck in green... also, is there a reason why don't we have a Murphy in support there?


Stage 3-1: 1) To make it same as original BKII beta? <_< or you want me to mix with 3-2 "back again"? I was fear about the camera locked... :( as for signs.. I will put that later on... :P
Edit: I will put 3-1 and 3-2 together. :P

Stage 3-2: Its in the patch >_> but I didn't know that Donny at the end had a problem so I think i will put some screenlock... I will turn on Murphy (lol non-canon cop) support there because I forgot :P

Don Vecta wrote:Stage 3-3. Is there a reason why there's a pure green map there? In the bar area where the Electra is, there was some collission problems and was pretty messed up. EDIT: Found out what was the problem. Your stage 3-3 in the first demo was the Barbon alleyway. I guess you should tell everyone to either delete the first demo to avoid problems like these.

Stage 4-2 was fantasic, I loved it. But yeah, main entrance door can use a serious resizing.


Stage 3-3: will do... >_>

Stage 4-2: Derp!

Don Vecta wrote:Overall, the mod it's shaping great. I'm liking the full spriting work since some stages are done without using resources (though some could use a touch of texture in and there so they don't look too plain, but overall it's a great effort in design). It could use some enemy difficulty scaling since i sensed it kinda on the easy side for a Mania player (and I'm sure some easy players would love something more mellowed out, especially in the Go straight street) but overall it's a sweet work. Check the kinks i found, though. Especially in enemy positioning.


Thanks :P
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Re: Streets of Rage X

Postby JoyJoyfulRabbit » Wed Feb 15, 2012 1:54 pm

Now, I renamed the file into "demo v1.6" >_> instead of patch... I will posted mod with fixed so... 3-1 and 3-2 will be together (if there's bug about stuck during diagonal stage then I will add an alternate route... >_>). The sign is now animation. You can call for support.

2-3 stage will be shorter than first demo so that you may see Mr X ahd his woman (derp) ran away to broken window. :P

http://www.mediafire.com/?xhn314b64rb1n1a

meanwhile... I am making unused bike stage from BK3
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Re: Streets of Rage X

Postby JoyJoyfulRabbit » Tue Feb 28, 2012 3:44 pm

2 new levels in stage 4

I edit my station and longer >_>
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and on top of the train from SOR2 SMS
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Re: Streets of Rage X

Postby Don Vecta » Tue Feb 28, 2012 4:00 pm

fuck yeah :D
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Re: Streets of Rage X

Postby Iceweb38 » Tue Feb 28, 2012 5:14 pm

JoyJoyfulRabbit wrote:
meanwhile... I am making unused bike stage from BK3


You're seriously doing that? Consider me hyped :D
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Re: Streets of Rage X

Postby graylandertagger » Wed Feb 29, 2012 3:16 am

JoyJoyfulRabbit wrote:
meanwhile... I am making unused bike stage from BK3


How? I thought that SORmaker doesn't allow you make bike stages. Do you mean remixing the bike stage to be more in touch with the regular levels?
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