Streets of Rage X (Windows / Android)

In Progress Streets of Rage X (Windows / Android) Beta 35

No permission to download
The project is currently under development.

So my friend encountered this issue on his playthrough & corrected it by reloading the game.

He also asked me to ask if the flashing/strobes in the game; most notably the lightning during the Barbon boss fight in Streets 2 could be turned off as an option as he is pretty sensitive to certain types of flashing. Think some of his people are also sensitive/epileptic.
He had an issue with the rage move activation as well but I suggested he turned the zoom in off & he said it made it better.
 
If memory serves, the lights can be switched back to the originals in the options; well, I remember Kratus showing that on YouTube a few years ago. As for the rain lightning, I think using the classic version might solve it? It has effects that are very close to the Mega Drive version.
 
He also asked me to ask if the flashing/strobes in the game; most notably the lightning during the Barbon boss fight in Streets 2 could be turned off as an option as he is pretty sensitive to certain types of flashing. Think some of his people are also sensitive/epileptic.
Like @SilentMRG said, the original graphic effects at the "features" option already disables many things, including the lightning during the Barbon boss fight.

So my friend encountered this issue on his playthrough & corrected it by reloading the game.
Thanks for the report :)
It may be a minor issue with the chip damage during the block.
 
To play devil's advocate here, I think that when fans ask for things like "a shop" what they are really saying is that want to lose themselves in a game they love.

Remember how a nostalgic game from a now forgotten time could really capture the imagination? Before the internet, tv and video games were as close as you could get to a digital eco system.

So, a game's attract mode, or even that game manual you'd got in the box with a new home game. All that fun stuff added to the experience when done right.

That said, have you considered a virtual in-game manual to your game? Maybe in the style of a parody of a Genesis game manual?

That could be fun, and even useful, if you use it to educate a player on what moves to use and stuff like that. Depending how far you take it, you could even do a little blurb about each enemy and so on and so forth.

As an example, I did a virtual fully functional game manual for the "How to play" section in my menu for my WIP Double Dragon game I'm working on, and even added silly gags for that nostaglia fix (i.e. Red Bull is now Red Ox, Cheetos are now Cheezoz and etc. and etc).

Those little flourishes, for me at least, deepen the joy and expand the world a game seeks to create. Just sharing that, and my 2 cents, for the fun of it.

gamebook.gif

1-2.gif
 
That said, have you considered a virtual in-game manual to your game? Maybe in the style of a parody of a Genesis game manual?
Yeah, I already thought of adding an in-game manual but I think it would be better to make a PDF using the Mega Drive style.
This way I can have more freedom to create the content, I don't want to bloat the game file too much.

Something like this.

1783980521881.png
 
Kratus, I think it would be cool to add the SoR1 HUD for the SoR1 route and the SoR2 HUD for the SoR2 route—although the "classic" HUD is basically just the SoR2 HUD with the credit count in blue, whereas in the original version it's red. Anyway, for the SoR3 route, it would—as you know—use the SoR3 HUD with that special meter from the original game. These features could be added to the standard version with an "on/off" toggle, while the classic version would have them enabled by default without the option to turn them off.
 
An SoR 1 HUD in general as an option would be awesome, but I imagine due to things like the energy meter, stars, etc. that weren't in the first game, it might be hard to implement. Would be pretty cool though!

As a random aside, @Kratus, I'm obsessed with color palettes, and in a lot of OpenBOR games I tend to unpack the game and create my own palettes for the playable characters. Of course I understand why you've made unpacking the game not possible to protect your work, but I wondered if you could maybe find some kinda way in which people could still at least add their own palettes to the playable characters? Probably not possible but thought I'd ask :)
 
An SoR 1 HUD in general as an option would be awesome, but I imagine due to things like the energy meter, stars, etc. that weren't in the first game, it might be hard to implement. Would be pretty cool though!

As a random aside, @Kratus, I'm obsessed with color palettes, and in a lot of OpenBOR games I tend to unpack the game and create my own palettes for the playable characters. Of course I understand why you've made unpacking the game not possible to protect your work, but I wondered if you could maybe find some kinda way in which people could still at least add their own palettes to the playable characters? Probably not possible but thought I'd ask :)
Don't know if it's just me?.. but I've always loved SoR3 Yellow/Black Axel more than the classic Red/White/Blue
 
Back
Top Bottom