Streets of Rage 1 Remake Mod - Complete

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Re: Streets of Rage 1 Remake Mod (with Demo) - Stage 5 Added

Postby Don Vecta » Mon Sep 26, 2011 6:26 pm

If you wanna try the handrail stand-up like in v5 you could try to draw the yellow line (R 248 G 252 B 0), however, it is VERY unstable and unreliable. I know, I just tried and caused me tons of problems and collision bugs.

I guess you'd be better off without it. For stage 7 try the style that Charco used on his v4 Remake mod. That could be as close as you can be... however, not sure how you're gonna put the stage clear at the top of it, though.
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Re: Streets of Rage 1 Remake Mod (with Demo) - Stage 5 Added

Postby Neo Metal Shadow » Mon Sep 26, 2011 6:46 pm

I think to stage 8, you will have to create two separate stages because i don't know if this question can be made in Sormaker.

Oh yes! I suggest you make the game's finals [ bad and good ] like Sonic Mod and the Way of the Warrior because sormaker cannot make custcenes after round 8 if you put the final boss like a boss and not like a enemy.

Btw, here is my videos of this mod:

Spoiler: show


I will wait for the final version too. :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 1 Remake Mod (with Demo) - Stage 5 Added

Postby CajNatalie » Tue Sep 27, 2011 12:08 am

Nice play, Neo. Now there are demos in all 3 classic characters. ^.^b

Anyway, I'll do what I can for Stage 7. I'll still give various ideas a try before taking the 'ghost barrier' route, though, lol.
Having a barrier that you kind'a slip through or having glitches... interesting dilemna.

Stage 6 is done.
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Re: Streets of Rage 1 Remake Mod (with Demo) - Stage 5 Added

Postby Neo Metal Shadow » Tue Sep 27, 2011 2:27 am

CajNatalie wrote:Nice play, Neo. Now there are demos in all 3 classic characters. ^.^b

Anyway, I'll do what I can for Stage 7. I'll still give various ideas a try before taking the 'ghost barrier' route, though, lol.
Having a barrier that you kind'a slip through or having glitches... interesting dilemna.

Stage 6 is done.


Yep, and good job in stage 6, good luck with stages 7 and 8. =)
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 1 Remake Mod (with Demo) - Stage 5 Added

Postby Don Vecta » Tue Sep 27, 2011 5:16 am

For stage 7 without boss and moving on after you reach the top I was thinking in making all the enemies of the last wave as boss. It will give the dramatic end when you beat the last one but hey... that's the closest effect we can give to complete the elevator like in SOR1, no? :P
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Re: Streets of Rage 1 Remake Mod (with Demo) - Stage 5 Added

Postby CajNatalie » Tue Sep 27, 2011 1:56 pm

Don Vecta wrote:For stage 7 without boss and moving on after you reach the top I was thinking in making all the enemies of the last wave as boss. It will give the dramatic end when you beat the last one but hey... that's the closest effect we can give to complete the elevator like in SOR1, no? :P
I was gonna do that as a surprise, lol, oh well... my Stage 8 choice solution should remain a surprise.
Hopefully my idea can work for that.

Anyway, I don't want a ghost barrier... so I did some collision map testing... I have something pretty functional now.
The yellow is only one pixel thick, and goes horizontal and vertical only, so you can escape the 'glitch' by simply going diagonal. Well the escape method has worked so far anyway...
In addition, one thing that disappointed me about V5's Stage 7 from the first game was that I couldn't slam people through the edge of the floor... but now you can again. ~.o

I have one more idea that involves two collision maps... I want to see if SoRMaker will register a second collision map for one of the 'extra' layers.
If not, then I'll see how this goes when I've fully built the stage.
If it's playable on Mania, then I'll keep it.
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Re: Streets of Rage 1 Remake Mod (with Demo) - Stage 5 Added

Postby JoyJoyfulRabbit » Tue Sep 27, 2011 2:01 pm

falling off throught elevator remind me of SOR1 elevator bugs. :P
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Re: Streets of Rage 1 Remake Mod (with Demo) - Stage 5 Added

Postby charco » Tue Sep 27, 2011 2:21 pm

Looks like an interesting middleground. I went back to a full collision map for my elevator stage but this looks pretty cool :)
/*
Autor : BoMbErLiNk
Grupo : BoMbErGaMeS
Fecha : 17 – 3 – 03
*/

Primera linea de código escrita .. GO! GO! GO!
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Re: Streets of Rage 1 Remake Mod (with Demo) - Stage 5 Added

Postby CajNatalie » Tue Sep 27, 2011 2:35 pm

I managed to get it working without yellow!

Make a green line of at least 2 pixels horizontally & vertically between the blue and black on each side.
Save as .bmp to ensure it remains pixel perfect (at 320x240 a .bmp's size issue is fine).
Throw or slam someone close to the barrier.
Enjoy as they fall to their death, while you can't jump off.
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Re: Streets of Rage 1 Remake Mod (with Demo) - Stage 5 Added

Postby Don Vecta » Tue Sep 27, 2011 2:44 pm

Nice tests on the elevator.

The non yellow line it's cool however it's kinda too safe for the player, though. :P
You might like to test if Signals or other fellow twins can throw you down as well and see if you also can be thrown too.

The yellow one was also quite creative too.

Whatever choice you decide to sue in the end, what I might suggest is, if you wanna use yellow, put some in the upper handrail so you can stand up there... just for fun. :P

And great version of Violent Breathing, my favorite mix so far.
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Re: Streets of Rage 1 Remake Mod (with Demo) - Stage 5 Added

Postby charco » Tue Sep 27, 2011 2:51 pm

Ok, now this looks more stable. I like it! Great find CajNatalie :D


Can you be thrown off by an enemy?
/*
Autor : BoMbErLiNk
Grupo : BoMbErGaMeS
Fecha : 17 – 3 – 03
*/

Primera linea de código escrita .. GO! GO! GO!
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Re: Streets of Rage 1 Remake Mod (with Demo) - Stage 5 Added

Postby Don Vecta » Tue Sep 27, 2011 3:22 pm

Well, I've seen both versions and... me thinks the yellow version it's the closest to the SOR1 feeling cuz 1) you can stand on the handrail 2) you can throw and backdrop enemies from it 3) You can commit suicide if you want. :P

That's only my opinion, though, choose whatever you feel more comfortable with.
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Re: Streets of Rage 1 Remake Mod (with Demo) - Stage 5 Added

Postby charco » Tue Sep 27, 2011 3:26 pm

Or you could have a mixture of both, yellow at the top so that you can stand on the handrail and green on the edge.
/*
Autor : BoMbErLiNk
Grupo : BoMbErGaMeS
Fecha : 17 – 3 – 03
*/

Primera linea de código escrita .. GO! GO! GO!
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Re: Streets of Rage 1 Remake Mod (with Demo) - Stage 5 Added

Postby Benny26 » Tue Sep 27, 2011 7:05 pm

CajNatalie wrote:Make a green line of at least 2 pixels horizontally & vertically between the blue and black on each side.Save as .bmp to ensure it remains pixel perfect (at 320x240 a .bmp's size issue is fine).Throw or slam someone close to the barrier. Enjoy as they fall to their death, while you can't jump off.


That's a great bit of collision work there Natalie :wink: I'm going to go back over my elevators now and have a tinker because mine have low sides to them like the SoR one.

I've been doing some behind the scenes work with the yellow and found some interesting glitches...like a glitch where the main char can moonwalk :lol:
The box said "Requires Windows 95 or better." I can't understand why it won't work on my Linux computer.
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Re: Streets of Rage 1 Remake Mod (with Demo) - Stage 5 Added

Postby CajNatalie » Tue Sep 27, 2011 8:56 pm

Benny26 wrote:I've been doing some behind the scenes work with the yellow and found some interesting glitches...like a glitch where the main char can moonwalk :lol:
Now that would be interesting to see.

Anyway, further investigation has shown that you shouldn't use a green wall, but a yellow wall.
That's right, yellow acts as a wall if you block it together.
If you want yellow as a ledge, it should only be one pixel thick! Because otherwise it will trigger the wall behavior that everyone labels as a glitch.
Yellow walls seem far easier to throw over. I even got knocked over it when I was hit during a jump.
Jumps don't have throw locking (each frame of a throw animation locks the victim's sprite in to a certain position, which is how you can throw/slam people past a thin green line - they'll get 'locked in' on the other side of the line), which helps support the reason to choose yellow over green for a better barrier effect.


Here is the magic map...
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Now I'm going to actually... make Stage 7 (finally, lol).
If anyone can improve the ledge, please share how.

I think I'll make a topic on how to use yellow or something.
All knowledge on Yellow can go in there.
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