YesNoOk
avatar

Streets of Rage 2 Bonus Game (Read 19703 times)

Started by K-Fox, September 05, 2014, 04:51:54 pm
Share this topic:
Streets of Rage 2 Bonus Game
#1  September 05, 2014, 04:51:54 pm
  • *
    • USA
Hi! This Bonus Game I have here is the result of playing too much Streets of Rage 2 & 3. I've always wanted a Beat 'em Up Bonus Game for MUGEN, so I decided to make my own after not being able to find any. At first I made this just for myself, but as I got closer to finishing it, I figured I'd share it here. I've learned a lot from this site that helped me fix up the other characters I have, so I'd thought I'd give something back.

The instructions are in the file called "SoR2BonusGameInfo". I hope I didn't leave anything important out...

One thing to note is that the game has some missing things. These shouldn't affect gameplay much. Most of it is related to the custom HUD I made. More specifically, there aren't any portraits for your team and there aren't any names displayed for either your team, to name a few things. Another thing I need to add is intros for most of the Boss characters. Currently they just walk in like the normal enemies, except for Mr.X, who has a very generic intro. I plan on changing that as soon as possible.

There is another thing you need to know. The Bonus Game's Team Mode MUST be Simul mode AND its partner must be itself. This is so you'll turn to face the enemies properly. Your Team Mode can be any of the three modes. Its best to play against the Bonus Game in Team VS.

One little thing to know, when fighting Bosses, they are invincible (they'll flicker) for a short time after they get up. This was my attempt to prevent them from being easily combo'd without a chance to fight back.

I hope you'll enjoy this as much as I enjoyed making this. If you find any problem with this Bonus Game, please let me know so I can fix it.

Older Images (Added at about 9:00 PM on 9/5):

Spoiler, click to toggle visibilty

Newer Images (Added on 9/30)








Download (Updated on 11/7):
http://www.mediafire.com/download/959kffr0bcygswp/SoRC12.zip
Sometimes I listen to video game music more than I actually play the game.
Last Edit: November 07, 2014, 08:47:51 pm by K-Fox
Re: Streets of Rage 2 Bonus Game
#2  September 05, 2014, 05:06:31 pm
  • avatar
  • **
Great idea!!

Downloading now! Can t wait to test it!

EDIT

Actually played it now. Very good!!!!

Much better than the mad gear bonus game I had. Really nice!!! Good job!!! Very fun!
Last Edit: September 05, 2014, 05:37:34 pm by ROLEINMUGEN
Re: Streets of Rage 2 Bonus Game
#3  September 05, 2014, 06:05:58 pm
  • ******
  • Portrait Prodigy EX+
    • mugenguild.com/forum/topics/saikoros-high-resolution-mugen-portraits-fatal-fury-full-set-145724.0.html
For those of us who are stuck at work, screenshots would be great you know. >:(
All of your Mugen Portrait needs may be found HERE.

I'd like to report two robots on the MFG forums: One is EXShadow. The other is Saikoro.
There should be a Saikoro plugin for Photoshop.
Re: Streets of Rage 2 Bonus Game
#4  September 06, 2014, 12:03:56 am
  • *
    • USA
For those of us who are stuck at work, screenshots would be great you know. >:(

Sorry about that. I don't have an account on any of those image hosting sites. For now, I hope this is enough:

http://k-fox.newgrounds.com/news/post/905848

This is my account on newgrounds.com. I can use this for now to show images. I'll get some more screenshots up later. If the image looks blurry, right-click and select "View Image".
Sometimes I listen to video game music more than I actually play the game.
Re: Streets of Rage 2 Bonus Game
#5  September 06, 2014, 12:06:37 am
  • ******
  • Portrait Prodigy EX+
    • mugenguild.com/forum/topics/saikoros-high-resolution-mugen-portraits-fatal-fury-full-set-145724.0.html
No prob man. It's just that with interesting releases like this, you should have screenshots by default. Don't forget that since you're on Newgrounds, you could hotlink images.

Like this.







Looks awesome. Thanks for sharing!! ;D
All of your Mugen Portrait needs may be found HERE.

I'd like to report two robots on the MFG forums: One is EXShadow. The other is Saikoro.
There should be a Saikoro plugin for Photoshop.
Re: Streets of Rage 2 Bonus Game
#6  September 06, 2014, 01:18:00 am
  • ****
  • The Visionary
    • USA
    • https://sites.google.com/site/demonkaimugen/
wow. that looks pretty damn cool
Re: Streets of Rage 2 Bonus Game
#7  September 06, 2014, 03:55:13 am
  • *
    • USA
No prob man. It's just that with interesting releases like this, you should have screenshots by default. Don't forget that since you're on Newgrounds, you could hotlink images.

Looks awesome. Thanks for sharing!! ;D

Alright, cool. I'll go ahead and add the pictures now.
Sometimes I listen to video game music more than I actually play the game.
Re: Streets of Rage 2 Bonus Game
#8  September 06, 2014, 06:20:25 pm
  • ***
    • USA
    • presleybright.bandcamp.com
Oh wow!  I wasn't expecting this.  Gonna check this out now (in sing-song)
Re: Streets of Rage 2 Bonus Game
#9  September 06, 2014, 10:49:43 pm
  • ******
  • Limited time to use Infinite power !
    • France
    • network.mugenguild.com/cybaster/
This is an awesome bonus game man !
I don't know if this is your first character, but it's very well coded, especially since it's a non basic character. :yes:

- Didn't have any problem with the character not turning when needed, and stuff like that.
- I like that some stuff is configurable.
- From the screenshots, I see the bosses are random (didn't fight these ones during my testing). That's great.

Not much to say, apart that you did a great job.
- Maybe make it so when you win a round, you automatically win the fight. People may not want to play twice the same stuff.
- Are you sure there isn't a work-around to avoid having to use simul mode ? It would be great to be able to fight this bonus scene in regular arcade mode. :)
- How about adding a default SoR2/3 stage to fight this bonus game ?
Re: Streets of Rage 2 Bonus Game
#10  September 06, 2014, 11:01:09 pm
  • ******
  • Q.E.D.
    • USA
    • network.mugenguild.com/jmorphman

  • Online
Re: Streets of Rage 2 Bonus Game
#11  September 06, 2014, 11:14:56 pm
  • ******
  • Limited time to use Infinite power !
    • France
    • network.mugenguild.com/cybaster/
Oh ! So the bosses are actually not randomized, and you get different bosses in Round 2 ? Yeah, this shows I was too lazy to continue after finishing round 1, seeing how long it took me to finish it. ;P
Re: Streets of Rage 2 Bonus Game
#12  September 07, 2014, 12:21:04 am
  • *****
  • Legend now but still learning
    • USA
    • http://cvsnb.deviantart.com/

  • Online
SWEEET!
]

NoZ

Re: Streets of Rage 2 Bonus Game
#13  September 07, 2014, 12:23:19 am
  • ****
  • pain is weakness leaving the body
    • Puerto Rico
    • phantomgs.forumotion.net/
This is awesome,sor2 first boss stage goes perfect with this
Re: Streets of Rage 2 Bonus Game
#14  September 07, 2014, 12:24:38 am
  • ******
  • Q.E.D.
    • USA
    • network.mugenguild.com/jmorphman

  • Online
But it plays Never Return Alive (the boss theme from SoR2) whenever the bosses come up!!!

NoZ

Re: Streets of Rage 2 Bonus Game
#15  September 07, 2014, 12:25:40 am
  • ****
  • pain is weakness leaving the body
    • Puerto Rico
    • phantomgs.forumotion.net/
Oh yesh
Re: Streets of Rage 2 Bonus Game
#16  September 07, 2014, 01:20:13 am
  • **
  • Born From the 93's
    • Puerto Rico
    • http://mrpr1993.deviantart.com/

  • Online
I certainly hope someone gets to record a fight featuring this! Cuz' this is so cooooool!!!
Re: Streets of Rage 2 Bonus Game
#17  September 07, 2014, 02:01:28 am
  • *****
    • USA
    • niitris.tumblr.com
So mr.x returned in sor2, never played it unfortunately.
Awesome work, I'm really enjoying this (ironically the most playing as kung fu man). I'd love to record in game action sometime soon.
Re: Streets of Rage 2 Bonus Game
#18  September 07, 2014, 03:06:41 am
  • ***
  • Romantic Karate
    • Germany
Really nice!

I“m a big SOR fan, so this is GREAT for me!

Some feedback...

 - Throws look bad, either SOR thugs disappear or are misaligned
 - screen shake after winning against any of the bosses would be nice
 - needs more sounds & voices from the source game
 - use the source game hit sounds
 - are there block sounds in SOR? I dunno, use other then the once you are using now
 - Laugh of Mr X is missing
 - win animation?
 - you could apply a win animation for every boss, that would be nice

Nice job! Keep up the good work!  :thumbsup:
Re: Streets of Rage 2 Bonus Game
#19  September 07, 2014, 07:56:46 pm
  • *
    • USA
Hey everyone. I'm glad to see you all like the game. I've read all the replies here and have updated the game:

NOTE: Older version.
http://www.mediafire.com/download/ota4x1ba22q9d6a/SoRC1.zip

Changes are:

1. All enemies now use SoR2 hitsounds instead of the default ones. (Guard sound is still default)
2. Missing voices added.
3. The team mode of the Bonus Game can now be Single OR Simul mode. (Although in Single mode, max enemies onscreen is 2)
4. After a boss is defeated, the screen shakes when they hit the ground after their "KO fly away"
5. The laser shot from the two robot bosses now cause the "Electrified" state.
6. Mr.X now laughs if he successfully knocks you down with either of his attacks.

Also, something I wanted to talk about...

- Throws look bad, either SOR thugs disappear or are misaligned

There is a reason for that. Let me explain:

Most helpers aren't meant to be put in custom states otherwise it turns into a clone of the character when they do end up in a custom state. Even if there is a safety like this in the owner's State 0:

Code:
[State 0, ChangeState]
type = ChangeState
trigger1 = IsHelper(500)
value = 500
ctrl = 0

It still doesn't look good when, say, a fireball turns into Ryu for a bit, then turns back into a fireball. In this case, the SoR2 enemies would turn into KFM for a bit, then turn back into themselves.

So what I did first is make all of the 5000 sprites a blank image. That brought up another problem of when the enemies ended up in a custom state, your character would appear to be hitting/throwing nothing. So, I cooked up an iffy work-around.

The actual "character" (I believe the proper term is "root") is in a state that causes it to constantly follow one of the helpers. The 2nd SoR2 character also follows one of the helpers. For the final enemy, a player-type helper follows the last SoR2 enemy helper.

That fixes a turning problem I noticed; if there is more than 1 player-type helper on a team, one of the seems to become the only "turning target" for the other team. In other words, everyone on Team 1 will always turn to face that particular helper and only that particular helper, regardless of how close Team 2's characters are to Team 1's characters. Once all but 1 player-type helper is removed, the turning problem seems to go way. This means the enemies you fight are normal-type helpers (With "Keyctrl = 1" so the -1 states can be used).

But the real reason for the "Following the Helper" thing is for custom states. If an enemy ends up in a custom state, its "Follower" switches its own anim to match the current statetype of the helper. For example, if the helper's statetype is S and the enemy is "Y.Signal" (The dude with a mo-hawk and yellow jacket), then its follower will change its anim to Y.Signal's "Hit High" anim (Equal to most character's 5000,20 sprite).  Once the enemy is no longer in a custom state, the follower changes back to a blank anim. The "Follower" can't be hit, it just shows an anim. The Clsn 2 boxes on the 5000 anims are still there, so you can hit an enemy out of a custom state.

This helps to prevent both the "clone" problem as well as the "attacking nothing" problem. Of course, as Staubhold said, it causes the enemy to appear in the wrong places sometimes. But I figured it'd be better for the enemy to appear in the wrong place than to not appear at all.

Its kind of awkward, but it was the only way I could have enemies show up during custom states without having the other way necessary, which is manually editing every other character's custom state attacks to show a specific anim when a SoR2 Bonus Game enemy is the target. Plus, I know it isn't uncommon for people to have over 100 characters. It would be too much editing for too little difference.

Just wanted to make sure everyone knew why the enemies would sometimes appear in odd places, as well as why Simul mode was required at first.
Sometimes I listen to video game music more than I actually play the game.
Last Edit: September 09, 2014, 08:36:07 pm by K-Fox
Re: Streets of Rage 2 Bonus Game
#20  September 07, 2014, 10:39:55 pm
  • ***
  • Romantic Karate
    • Germany
Thanks for the explanation!

5. The laser shot from the two robot bosses now cause the "Electrified" state.

You should add that to the whip attacks...
Big Ben has no fire breath attack?
Re: Streets of Rage 2 Bonus Game
#21  September 07, 2014, 11:03:36 pm
  • avatar
  • ***
    • USA
    • mega491@yahoo.com
This is a really good bonus game man, I even have a score of my playthrough. I also like that you listen to feedback and build on that.
Last Edit: September 07, 2014, 11:31:57 pm by R565
Re: Streets of Rage 2 Bonus Game
#22  September 08, 2014, 09:23:25 pm
  • *
    • USA
Thanks for the explanation!

No problem.


5. The laser shot from the two robot bosses now cause the "Electrified" state.

You should add that to the whip attacks...

Its there. Its just that Electra only uses the "Electric" whip attack when you are a good distance away from her since only the little electric ball at the edge of the whip can hit you. If you stay close to her, she just swings the whip normally.

Big Ben has no fire breath attack?

Adding it right now.
Sometimes I listen to video game music more than I actually play the game.
Re: Streets of Rage 2 Bonus Game
#23  September 09, 2014, 12:36:19 am
  • ***
  • Romantic Karate
    • Germany
Oh, ok...

You could add a small portrait too...

Use the characteristic metallic sounds for Molecule/Particule (maybe color one of them red...).
Maybe add some SOR win theme after defeating the bonus game.

Again, great work!
Last Edit: September 09, 2014, 01:18:44 am by Staubhold
Re: Streets of Rage 2 Bonus Game
#24  September 09, 2014, 08:32:08 pm
  • *
    • USA
Got another update. Here it is:

EDIT: Older version.
http://www.mediafire.com/download/6t0f5y4ubt3k26d/SoRC3.zip

Changes:

1. Big Ben's Fire Breath + Laugh added.
2. Shiva's Final Crash now has a 7.5 second cooldown, to prevent spamming.
3. Fixed issue where Mr.X would laugh even if his Gun hit was blocked.
4. Fixed issue where Kusanagi (The ninja) wouldn't move during his "Dodge Slide".
5. Raven (The Kickboxer enemy) has a slightly higher chance of blocking attacks.
6. Jet's Attack Frequency lowered a bit.
7. Particle & Molecule (The two robots) now explode after being defeated.
8. Hittime on the first hit of Jack's Knife Attack increased. Fixes problem where you would recover before the 2nd hit.
9. Jack can now punch even with a knife. He couldn't before.
10. Fog (Motorcycle Dude) will now sometimes jump in with his Motorcycle instead of appearing normally.
11. Cooldown added to Hakuyo's Jump kick, so you aren't hearing "CHAAAAAAAAAA!!!!!" every two seconds.
12. Slight cooldown added to Mr.X's Tommygun attack. Prevents him from firing nonstop when you are on the other side of the screen.
13. Added sound to Particle/Molecule when they land from jumping.
14. Updated Instuctions with some important information I left out.

Now I need to focus on portraits, because the blank portrait box next to your team's lifebars doesn't look good at all. I think I'll add portraits for all the characters I have first...
Sometimes I listen to video game music more than I actually play the game.
Last Edit: September 11, 2014, 12:54:55 am by K-Fox
Re: Streets of Rage 2 Bonus Game
#25  September 10, 2014, 12:36:39 am
  • ***
  • Romantic Karate
    • Germany
This is slowly turning perfect!  :thumbsup:
Re: Streets of Rage 2 Bonus Game
#26  September 10, 2014, 12:16:44 pm
  • ***
  • Take That. !
finally something From SOR that we can't get everyday great released brother ;)
RALSH.
I think the only H-Character I ever got was that Black Raiya edit and she had a super that forced the foe to suck her cock while classical music played.
Re: Streets of Rage 2 Bonus Game
#27  September 11, 2014, 12:54:25 am
  • *
    • USA
New update! Just a few things this time:

EDIT: Older version
http://www.mediafire.com/download/i1e2m5bpwpbd9c0/SoRC4.zip

Changes:

1. Names added to all enemies.
2. Jet's slam now has a sound effect if he successfully slams his target.
3. Points earned for dealing damage tweaked a bit.
4. Mr.X now causes the screen to shake when he first hits the floor from being KO'd.

And the best part of this update is...

5. NEW ENEMY: Rocket. A faster, but weaker (despite Rocket's appearance) version of Jet. Rocket is from Streets of Rage 3, but was rarely seen.
Sometimes I listen to video game music more than I actually play the game.
Last Edit: September 11, 2014, 07:05:19 pm by K-Fox
Re: Streets of Rage 2 Bonus Game
#28  September 11, 2014, 01:43:57 am
  • ***
  • Romantic Karate
    • Germany
Keep them updates coming!  ;D

Love the SOR fonts, the portraits & "Rocket"!

btw... Particle & Molecule laser beam should have a sound effect too...

Please add the "Stage Clear" theme after winning one round!

www.youtube.com/watch?v=VyUmHYtG3xc
Last Edit: September 11, 2014, 01:59:55 am by Staubhold
Re: Streets of Rage 2 Bonus Game
#29  September 11, 2014, 08:44:43 am
  • ****
  • former mod here :p
    • Belgium
    • fanaticmugen.free.fr/

  • Online
here first: http://dsarena.free.fr/Forum/index.php

MUGEN MUSEUM CREATOR:
http://1drv.ms/1tLbMv6
no kidding...
Re: Streets of Rage 2 Bonus Game
#30  September 11, 2014, 07:04:14 pm
  • *
    • USA
Oh, stupid me. I had adjusted the enemies' walk forward chance to test something and I forgot to change it back, causing the enemies to almost constantly walk forwards towards you without any delay. This makes them all over you. Plus, it turns out that Rocket is way too annoying to fight against with other enemies onscreen; his constant dive-kicks make it almost impossible to land hits at all, not to mention the fact that he is HUGE compared to the other enemies. This quick update fixes the walking problem and changes the following:

1. Rocket's attack frequency heavily reduced. He gains 100 max life to compensate for this (Now he has 500).
2. Jet's attack frequency reduced (again).
3. Jet's and Rocket's statetype when they land from a dive-kick is now S, so you can throw them with normal throws. Normally their constant flying makes throwing them almost impossible unless your character has an air throw.

EDIT: Older version.
http://www.mediafire.com/download/fsmqav922l308xc/SoRC5.zip
Sometimes I listen to video game music more than I actually play the game.
Last Edit: September 15, 2014, 03:06:20 am by K-Fox
Re: Streets of Rage 2 Bonus Game
#31  September 12, 2014, 01:25:27 am
  • ***
  • Romantic Karate
    • Germany
Plus, it turns out that Rocket is way too annoying to fight against with other enemies onscreen; his constant dive-kicks make it almost impossible to land hits at all, not to mention the fact that he is HUGE compared to the other enemies.

IMO he was just as annoying as he was in SOR3.  ;D

3. Jet's and Rocket's statetype when they land from a dive-kick is now S, so you can throw them with normal throws. Normally their constant flying makes throwing them almost impossible unless your character has an air throw.

Nice, it was like that in the source game too.
Re: Streets of Rage 2 Bonus Game
#32  September 15, 2014, 03:05:58 am
  • *
    • USA
Time for another update!

EDIT: Older Version.
http://www.mediafire.com/download/7ekpmw9r6rk86w8/SoRC6.zip

Changes:

1. Fixed issue where Jet/Rocket wouldn't ever attack.
2. Fixed issue where Mr.X wouldn't appear when hit with attacks that use custom states.
3. Added two missing attacks to Kusanagi (A more powerful punch and a throw).
4. Barbon, Jet, and Zamza now have an intro. (Note that you see Jet's and Zamza's intro only the first time you fight them.)

5. Stopped Shiva from jumping so much, causing him to almost never walk.
6. Fixed a problem with R.Bear's headbutt pummel attack; if his target dropped to 1 life he wouldn't end the attack.
7. Barbon now blocks more often.
8. Particle's and Molecule's Laser Shot now has a sound effect.

9. "Round Clear" music now plays upon winning a round.
10. Damage taken by guarding enemies tweaked a bit.
11. Life bar 'resize speed' (for lack of better term) is faster if a character takes/recovers a large amount of damage.
12. Life Bars now can show up to 10 bars of life (for 10,000 life) for both sides instead of just 5. If a character has over 10,000
life, then an additional dark grey bar will show the 'excess' amount of life remaining.
Sometimes I listen to video game music more than I actually play the game.
Last Edit: September 17, 2014, 04:12:02 am by K-Fox
Re: Streets of Rage 2 Bonus Game
#33  September 15, 2014, 08:04:08 am
  • Mugen El mejor juego 2D De la historia
    • Mexico
    • ponchoalpizar@gmail.com
ThankĀ“s for the update , this bonus Rules  i made this portrait i hope you like it Congratulations !


Re: Streets of Rage 2 Bonus Game
#34  September 15, 2014, 04:55:44 pm
  • ***
  • Romantic Karate
    • Germany
Very nice! Love it!

Love the including of the intros (Barbon ones is so cool).
 - Dunno if you should add the crowd reaction (whistling) after every successful attack from Abadede...
 - Laser beam of Particle & Molecule is misaligned...



 - Mister X needs his gun shot sounds
 - Small & big portrait would be nice.
Last Edit: September 15, 2014, 06:08:40 pm by Staubhold
Re: Streets of Rage 2 Bonus Game
#35  September 15, 2014, 08:21:14 pm
  • *
    • USA
ThankĀ“s for the update , this bonus Rules  i made this portrait i hope you like it Congratulations !



That is a pretty cool portrait. I'll go ahead and add this in the next update. (I can use it, right?)

Love the including of the intros (Barbon ones is so cool).

I think Barbon's intro was the most memorable moment in SoR2. "Come on!"

- Dunno if you should add the crowd reaction (whistling) after every successful attack from Abadede...
 - Laser beam of Particle & Molecule is misaligned...

I was thinking of adding the crowd noise, although it would seem strange without the usual battle background you see during the fight with Abadede in SoR2, and I'll be sure to fix the problem with the laser.

- Mister X needs his gun shot sounds

I'll add that. It seems that I left out a lot of sound effects. I'll have to check for any others I left out.

- Small & big portrait would be nice.

For the big portrait, I'll add the one that Ponchoalpizar made, once he tells me its okay to use it.

For the small portrait, I was thinking either Mr.X or a small logo that says "SoR2" in the SoR2 Font.

If you meant the small portraits for the player side, what I'm going to do is add portraits for every character I have first and make the correct portrait appear when that general character is present. In other words, if "Ryu" is present, the portrait for Ryu by 'Warusaki3' will appear. This way I can cover more characters with one portrait. I really don't want to have to add a portrait for the countless versions of Ryu, Ken, Akuma, etc. that exist, especially if there are only minor differences between the portraits. Of course, I'll have to make sure the wrong portrait doesn't appear for characters that share the same name, but that shouldn't be much of a problem.
Sometimes I listen to video game music more than I actually play the game.
Re: Streets of Rage 2 Bonus Game
#36  September 15, 2014, 10:02:35 pm
  • Mugen El mejor juego 2D De la historia
    • Mexico
    • ponchoalpizar@gmail.com
K-Fox said:
That is a pretty cool portrait. I'll go ahead and add this in the next update. (I can use it, right?)
Sure Bro is For your collest bonus game, i made this small portraits ,use if you like it  :)

Re: Streets of Rage 2 Bonus Game
#37  September 15, 2014, 10:22:39 pm
  • ***
  • Romantic Karate
    • Germany
If you meant the small portraits for the player side, what I'm going to do is add portraits for every character I have first and make the correct portrait appear when that general character is present. In other words, if "Ryu" is present, the portrait for Ryu by 'Warusaki3' will appear. This way I can cover more characters with one portrait. I really don't want to have to add a portrait for the countless versions of Ryu, Ken, Akuma, etc. that exist, especially if there are only minor differences between the portraits. Of course, I'll have to make sure the wrong portrait doesn't appear for characters that share the same name, but that shouldn't be much of a problem.

Really? You wanna do this much work?
Why not simply use "1P" (or "2P") from the SOR2 select player screen as small portrait?
Last Edit: September 15, 2014, 11:16:53 pm by Staubhold
Re: Streets of Rage 2 Bonus Game
#38  September 15, 2014, 11:44:46 pm
  • *
    • USA
K-Fox said:
That is a pretty cool portrait. I'll go ahead and add this in the next update. (I can use it, right?)
Sure Bro is For your collest bonus game, i made this small portraits ,use if you like it  :)


Thanks.

Really? You wanna do this much work?
Why not simply use "1P" (or "2P") from the SOR2 select player screen as small portrait?

Haaaa.... I guess you're right. The portraits should be the last thing I add. Until then, I'll just use a P1/P2 icon instead. I still want to add names for the player side, which should be easier since I don't have to worry about the 'wrong' name showing up. (Ryu is Ryu, whether its Ryu from Street Fighter or some other character named Ryu.)
---
EDIT: Another update.
EDIT 2: New link. Somehow I deleted all my files by mistake.
EDIT 3: And now the files are back. Weird.
EDIT 4: Older version.
http://www.mediafire.com/download/6966z6xajydr8bi/SoRC7.zip

Changes:

1. Fixed position of Particle's/Molecule's Laser.
2. Fixed issue with players appearing too far below Shiva when slammed by him.
3. Changed small portrait of Bonus Game.
4. Added large portrait made by Ponchoalpizar (Thanks again!)
5. Added intro to Abadede (He runs in with his 'dash punch', except this one causes no damage)
6. Enemies are now knocked down when you respawn from being KO'd.
7. Hakuyo may now appear from above with his usual air kick, just like he did in SoR2.
8. "P1" and "P2" icons added as portraits for the player side.
9. Sound effect added to Mr.X when he fires his gun.
10. There are now more kinds of objects that drop in. Sound effect also added for when the objects are hit.
11. It should be much easier to 'Safe Fall' from enemy throws. (Press Up + A when close to the ground after being thrown to ground recover)
Sometimes I listen to video game music more than I actually play the game.
Last Edit: September 24, 2014, 10:56:01 pm by K-Fox
Re: Streets of Rage 2 Bonus Game
#39  September 19, 2014, 12:56:37 am
  • ***
  • Romantic Karate
    • Germany
Again, nice update!
Portraits are nice.

Small nitpicks...

 - Mr. X gun shoot sound is to short, should be as long as he shoots
 - If you have a pink outfit wearing Garnet, she should appear in the bonus game too  :bigcry:

Like I said, nitpicks...
Re: Streets of Rage 2 Bonus Game
#40  September 24, 2014, 10:54:06 pm
  • *
    • USA
Still here. Got a pretty big update:

EDIT: Older version.
http://www.mediafire.com/download/rnlbw53nwfj1nro/SoRC8a.zip

Changes:

1. Zamza's Divekick now performed from his spin-jump instead of the previous slow-jump thing.
2. Boss attack rate higher if you stay close to them, except for Jet.
3. Garcia now has his SoR 3 look. Knife Run, Air Punch, and Elbow Drop attacks added to Garcia.
4. Donovan may now appear with a Pipe. He may either swing it normally or jump then swing. Donovan can also perform the 'swing'
without the pipe, which becomes a double-downward punch with good damage, but short range.

5. Jack now laughs if he knocks you down.
6. Jack's Knife Combo is slightly faster.
7. Cooldowns added to various enemy attacks (Mostly ranged and jumping ones).
8. Option added to "SetConfig" file to prevent Rocket from appearing until after you defeat Jet. (On by default)

9. When Fog is on a motorcycle, he uses a HitOverride to his Air-Hit state (5020). Prevents strange event where if he got hit by
an attack which used custom states, his motorcycle wouldn't appear.
10. Big-Ben's flames can no longer hit you if you hit him while the flames are out.
11. 'Bullet Spray' effect that happens when you defeat Mr.X tweaked.
12. Option added to "SetConfig" that allows you change the defense boost enemies get when they get hit by combos. You can also
disable this feature.

13. When you knockdown Garcia, Donovan, or Jack when they have their weapon, it will go flying. Note that your attack must now
cause fall to make them lose their weapon.
14. Enemy Stun time when you escape from their throws increased. Doesn't apply to "Pummel" type grabs (The ones used by Raven,
Abadede, and R.Bear)
15. Garcia & Donovan appear less often during the fight with Mr.X.
16. Gun fire sound of Mr.X should last for the entire attack.
Sometimes I listen to video game music more than I actually play the game.
Last Edit: October 03, 2014, 05:44:02 pm by K-Fox
Re: Streets of Rage 2 Bonus Game
#41  September 24, 2014, 11:00:23 pm
  • ***
  • Take That. !
pretty big bag for an update but thanks for being back With your perfect bonus game :D
RALSH.
I think the only H-Character I ever got was that Black Raiya edit and she had a super that forced the foe to suck her cock while classical music played.
Re: Streets of Rage 2 Bonus Game
#42  September 25, 2014, 01:20:50 am
  • ***
  • Naniiiiiiiiiii?
    • USA
Played the first part of your character. In case anyone wanted to see. Maybe you'll notice some bugs. By the way I had it set to "Mania" difficulty, but I didn't really notice a difference?
Spoiler, click to toggle visibilty



Have you ever thought of making a full stage type thing? Basically like this below. Where it works as if it were a real beat em up.

http://mugenguild.com/forum/topics/sidescrolling-template-mugen-updated-115984.0.html
I AM A GREAT MAGICIAN!! RED CLOTHES!!!


http://www.hulu.com/watch/59538
Last Edit: September 25, 2014, 02:27:44 pm by ShinRei
Re: Streets of Rage 2 Bonus Game
#43  September 25, 2014, 04:05:39 am
  • ***
  • Romantic Karate
    • Germany
Nice!

Love the update with armed Donovan & Garcia!

Shouldn“t Rocket have some jet engine sounds on his attacks too?
Re: Streets of Rage 2 Bonus Game
#44  September 25, 2014, 07:34:41 pm
  • *
    • USA
Played the first part of your character. In case anyone wanted to see. Maybe you'll notice some bugs. By the way I had it set to "Mania" difficulty, but I didn't really notice a difference?
Spoiler, click to toggle visibilty

Great video! Some of the reasons I think you didn't see a difference in the Mania difficulty are:

1. Damage dealt by enemies is not affected by difficulty. You'll always take the same amount of damage from enemies no matter what difficulty you are playing on. Difficulty only affects Max Life, Attack Rate, and Walk Speed of all enemies. Zamza and Abadede also run faster.

2. The change in attack rate is a bit low, even on Mania difficulty. You can adjust this with the Config options. Look for this:

Code:
;Extra Enemy Intelligence. Set this value higher than 0 to increase the rate at which enemies react.
;Set to a negative value to decrease enemy reaction speed.
;Default is 0. Best to keep it between -20 and 20.
[State 5900, VarSet]
type = VarSet
trigger1 = RoundNo = 1
v = 52
value = 0;<-- Change this value
ignorehitpause = 1
persistent = 0

Set it to 20 for a much higher enemy attack rate. If that isn't enough, you can set it up to 40.

Also, that Axel is quite strong. That may be another reason why you didn't see a difference in difficulty.

Have you ever thought of making a full stage type thing? Basically like this below. Where it works as if it were a real beat em up.

http://mugenguild.com/forum/topics/sidescrolling-template-mugen-updated-115984.0.html

That would be cool, although I think I'll keep it like this. Less of a hassle since you can play on any stage.

Nice!

Love the update with armed Donovan & Garcia!

Shouldn“t Rocket have some jet engine sounds on his attacks too?

Thanks. Did Rocket have sounds on his attacks? I don't remember, but I guess I could add the 'Jet' sound so he doesn't seem so... quiet.
-----
EDIT: New version:
EDIT 2: Now an older version.
http://www.mediafire.com/download/2zgf4qwbnivj6re/SoRC9.zip

Changes:
1. Invincible time for all enemies after they get up increased, especially for Jet. Should give them a better chance to fight
back. Note that normal enemies won't flicker like bosses do.
2. Barbon's punch is faster.
3. Barbon now only uses his Kick (Not the roundhouse) as an anti-air attack. The kick also now causes fall.
4. Donovan's Double Downward Punch and Pipe attack deal more damage. Hit sound of x2 Punch also changed.
5. Damage taken by guarding enemies tweaked again.

6. Abadede's Dash Punch now has a short cooldown.
7. Mr.X has a cooldown that prevents him from attacking as soon as he exits his intro.
8. Kusanagi's max Life increased. (400 on normal difficulty, was 250)
9. Fog's max Life increased. (300 on normal difficulty, was 225)
10. Zamza continues to jump even after knocking you down. Keeps him moving and stops annoying event where if you got
stuck in a corner, he wouldn't move, making escaping the corner a real pain.
11. Sound effect added to Rocket's Flying Punch and Divekick attacks.

12. Added an option to "SetConfig" file that allows all enemies (Except Particle/Molecule) to pick up items.
Effects for enemies are:

--Non-Boss

Apple: Enemy regains up to 334 Life.
Chicken: Enemy regains up to 1000 Life.
1-Up: Enemy Max Life increases by 1000. Enemy also gains 1000 Life.
Sack of Cash/Gold Bars: No effect. Enemy simply picks them up to keep you from getting them.

--Boss

Apple: Boss regains up to 111 Life.
Chicken: Boss regains up to 333 Life.
1-Up: Boss Max Life increases by 200. Boss also gains 200 Life.
Sack of Cash/Gold Bars: Same as non-boss enemies.

Note: Jet/Rocket can pick up items during their Flying Punch attack. Zamza and Abadede can pick up items while running.
Chance of enemies picking up items is affected by difficultly. Also, standing close to Jet when he picks up an item will
cause him to rocket upwards (invincible) to avoid getting hit.

Also, I just realized I forgot to disable the Enemy pick-up setting before uploading the new version. Be sure you disable it in the "SetConfig" file if you don't want enemies picking up items. You'll also see an option that allows Jet to use additional attacks. It doesn't actually do anything yet.
Sometimes I listen to video game music more than I actually play the game.
Last Edit: October 06, 2014, 09:28:54 pm by K-Fox
Re: Streets of Rage 2 Bonus Game
#45  October 05, 2014, 01:04:21 am
  • ***
  • Romantic Karate
    • Germany
Thanks for the new update.

Will test and give some feedback.

EDIT:
Love the configurability!
 
Some feedback...

 - Shiva blocked the knock down when P1 is respawning after being KO'd  :o
 - never realized, but Jet & Zamza team boss fight, Jet has no jet sound effect on his attacks
Re: Streets of Rage 2 Bonus Game
#46  October 05, 2014, 09:02:33 pm
  • *
    • USA
- Shiva blocked the knock down when P1 is respawning after being KO'd  :o

Yeah, I know why. When you jump back in from being KO'd, an invisible helper is created with this HitDef in order to knock down enemies:

Code:
[State 200, 1]
type = HitDef
trigger1 = Time = 2
attr = A, NP
damage = 0,0
guardflag = MA
hitflag = MA
priority = 2, Hit
pausetime = 2,2
guard.pausetime = 4,2
sparkno = -1
;sparkxy = -10,0
numhits = 0
hitsound = -1
guardsound = -1
ground.type = Trip
ground.slidetime = 3
ground.hittime  = 6
ground.velocity = 0,-6
guard.velocity = 0
air.type = Trip
air.velocity = 0,-6
airguard.velocity = 0,-6
air.hittime = 6
fall = 1
fall.recover = 0
y.accel = 0.1
affectteam = F

It works, except I forgot about enemies that can block. They can guard this hit and not be knocked down. I just fixed this so that the enemies now use a ChangeState to go to a knockdown state instead of being hit by this Helper when you get KO'd. I'll post the new version after I change a few other things.

- never realized, but Jet & Zamza team boss fight, Jet has no jet sound effect on his attacks

I'll add the sound effect in the next version.

Also, I've been thinking of adding a cool little feature for the enemies. It would cause the enemies to sometimes have a special "ability" that changes their Life, Attack, Defense, and Speed, as well as add special effects. Some ideas I have are:

Regeneration: The enemy would regenerate Life anytime they aren't being hit.
Armored: The enemy takes less damage but also moves slower.
Berserk: The enemy deals 50% more damage, but also takes 50% more damage.
Anti-Projectile: The enemy can't be hit by projectile attacks.
Evasion: When you hit this enemy, they randomly take less damage from the hit or sometimes none at all.

Enemies with special effects would be worth more points. Bosses wouldn't ever have these effects, otherwise they could become very difficult to defeat. If an enemy has a special ability, a small icon would appear next to their lifebar. Of course, there would be an option in the SetConfig file that lets you choose whether you want enemies with special effects to appear or not. Good idea?
Sometimes I listen to video game music more than I actually play the game.
Re: Streets of Rage 2 Bonus Game
#47  October 05, 2014, 10:34:13 pm
  • ***
  • Romantic Karate
    • Germany
Regeneration: The enemy would regenerate Life anytime they aren't being hit.
Armored: The enemy takes less damage but also moves slower.
Berserk: The enemy deals 50% more damage, but also takes 50% more damage.
Anti-Projectile: The enemy can't be hit by projectile attacks.
Evasion: When you hit this enemy, they randomly take less damage from the hit or sometimes none at all.

Enemies with special effects would be worth more points. Bosses wouldn't ever have these effects, otherwise they could become very difficult to defeat. If an enemy has a special ability, a small icon would appear next to their lifebar. Of course, there would be an option in the SetConfig file that lets you choose whether you want enemies with special effects to appear or not. Good idea?

Yeah, I like it.
How about adding a color aura to the enemy too...
P.e. green aura would be "Regeneration", blue "Armor", red "Berserk", white "Anti-Projectile" & yellow "Evasion"?

Another suggestion...
Possible weapon pick up for the enemies after Garcia, Donovan, or Jack lose their weapons?
Like Roo in SoR3, P1 can“t pick up the weapon. He would drop it like the boxing kangaroo, but (source game accurate or not) after 3 times (or so) trying to pick the weapon up it would vanish, preventing the enimies to rearm.
Re: Streets of Rage 2 Bonus Game
#48  October 06, 2014, 02:49:50 am
  • **
  • Born From the 93's
    • Puerto Rico
    • http://mrpr1993.deviantart.com/

  • Online
Awesome!

Hm... this should be added on the MUGEN wiki...
Re: Streets of Rage 2 Bonus Game
#49  October 06, 2014, 09:27:29 pm
  • *
    • USA
Alright, here is a quick update:
EDIT: Older version.
http://www.mediafire.com/download/pszvlzc6y695pp9/SoRC10.zip

Changes:

1. Changed the way enemies get knocked down after you get KO'd. Fixes issue with enemies blocking the knockdown.
2. Fog can now only have 1 grenade onscreen at a time. Prevents grenade spam.
3. Added sounds to Jet's Flying Punch and DiveKick attacks.
4. Electra may now jump backwards to avoid getting hit. She won't do this if you are real close to her. Also, if
you stay close to her as she gets up, she'll stay on the ground until you move far enough from her.
5. Fixed issue with some enemies using ineffective attacks against airborne players.
6. Y.Signal's Slide Attack covers a slightly bigger distance.
7. If Abadede hits you with the Dash Punch he uses as his intro, he uses his Breaker attack as a taunt. His breaker attack also deals more damage.

Regeneration: The enemy would regenerate Life anytime they aren't being hit.
Armored: The enemy takes less damage but also moves slower.
Berserk: The enemy deals 50% more damage, but also takes 50% more damage.
Anti-Projectile: The enemy can't be hit by projectile attacks.
Evasion: When you hit this enemy, they randomly take less damage from the hit or sometimes none at all.

Enemies with special effects would be worth more points. Bosses wouldn't ever have these effects, otherwise they could become very difficult to defeat. If an enemy has a special ability, a small icon would appear next to their lifebar. Of course, there would be an option in the SetConfig file that lets you choose whether you want enemies with special effects to appear or not. Good idea?

Yeah, I like it.
How about adding a color aura to the enemy too...
P.e. green aura would be "Regeneration", blue "Armor", red "Berserk", white "Anti-Projectile" & yellow "Evasion"?

In addition to the aura, I could add some other kind of effects that hover around the enemy, such as green or red + signs for enemies with the regeneration ability, and a small icon that looks like a shield for "Armored" enemies.

Another suggestion...
Possible weapon pick up for the enemies after Garcia, Donovan, or Jack lose their weapons?
Like Roo in SoR3, P1 can“t pick up the weapon. He would drop it like the boxing kangaroo, but (source game accurate or not) after 3 times (or so) trying to pick the weapon up it would vanish, preventing the enimies to rearm.

I think I can make those 3 enemies be able to pick up their weapons after they drop it. For the players, I think what I could do is make the dropped weapons another kind of point item. Maybe 250 points for both the knife and pipe...

Speaking of Roo, I was just thinking of adding him as an enemy. Thing is, he has far more attacks than even bosses do since he is a playable character. I would need to make it so there couldn't be more than 1 Roo onscreen at a time, because 3 Roos would be very, very hard to defeat, especially since I want him to be able to use special attacks like in SoR 3 (Invincible during the special attacks, and can use them to break out of combos.)
Sometimes I listen to video game music more than I actually play the game.
Last Edit: October 26, 2014, 03:23:14 am by K-Fox
Re: Streets of Rage 2 Bonus Game
#50  October 07, 2014, 12:16:04 am
  • ***
  • Romantic Karate
    • Germany
I think I can make those 3 enemies be able to pick up their weapons after they drop it. For the players, I think what I could do is make the dropped weapons another kind of point item. Maybe 250 points for both the knife and pipe...

Yeah, that would be nice.

Speaking of Roo, I was just thinking of adding him as an enemy. Thing is, he has far more attacks than even bosses do since he is a playable character. I would need to make it so there couldn't be more than 1 Roo onscreen at a time, because 3 Roos would be very, very hard to defeat, especially since I want him to be able to use special attacks like in SoR 3 (Invincible during the special attacks, and can use them to break out of combos.)

Will you add his clown trainer Bruce?
This way you could "restrain" Roo. While Bruce is still there, Roo should have a very limited moveset, but after Bruce is defeated he could go "full power".  :laugh3:
I would even go so far and restrict the Roo as a "one time only" sub-boss...

 ;D What do you think about Ash, maybe as a sub-boss too?
Last Edit: October 07, 2014, 12:21:31 am by Staubhold
Re: Streets of Rage 2 Bonus Game
#51  October 07, 2014, 09:21:31 pm
  • *
    • USA
Will you add his clown trainer Bruce?
This way you could "restrain" Roo. While Bruce is still there, Roo should have a very limited moveset, but after Bruce is defeated he could go "full power".  :laugh3:
I would even go so far and restrict the Roo as a "one time only" sub-boss...

I suppose I could add Bruce. The idea of Roo going all-out if Bruce is KO'd first sounds good too. Plus, I could add an option that lets you decide whether you fight Bruce & Roo as normal enemies, as mini-bosses, or both. When fighting them as normal enemies, they would have less life. Roo also wouldn't have invincibility during his special attacks.

;D What do you think about Ash, maybe as a sub-boss too?

Ah yes, Ash. The mini-boss who was only present in the Japanese versions of SoR 3 because of... his... looks...

I suppose I could add him too. All I need to do for the mini-bosses is figure out when they should appear. I think sometime after defeating the 2nd boss of each round (which would be Jet, then the Jet/Zamza team) would be good.
Sometimes I listen to video game music more than I actually play the game.
Re: Streets of Rage 2 Bonus Game
#52  October 08, 2014, 03:10:54 am
  • ***
  • I want to learn, no criticize
    • Dominica
    • yaretromero@hotmail.com

  • Online
Great release, really thanks for sharing.!
Re: Streets of Rage 2 Bonus Game
#53  October 08, 2014, 03:41:24 am
  • avatar
  • *
 
   Honestly I think this is cool as hell, when I have more time (hopefully tonight) I will download this and give some feed back. Honestly I had been thinking about the exact same thing, side-scrolling beat'em-up bonus stages.... You could probably use final fight characters too, or MK mythology chars, TMNT chars (foot soldiers and those little white robots that run on one wheel and electrocute you), double dragon enemies, there are so many bonus stages that could be made like this, I think this may spark something in the mugen world.
Re: Streets of Rage 2 Bonus Game
#54  October 15, 2014, 12:37:35 am
  • *
    • USA
Hi again. Just wanted to say I'm still fixing up this Bonus Game. Wasn't feeling well for the past week but I'm OK now.

The next update, aside from bug fixes and adjustments, will contain Roo and Bruce as normal enemies and as mini-bosses. I'm also going to add Vehelits and Ash as mini-bosses.

I've also been thinking of adding more ways to earn points. Each time I complete the Bonus Game, I save a screenshot. When I look through them, I notice the scores are all very close to each other (Normal difficulty). The main thing that seems to decide whether you get a really high score is the number of gold bar items that appear, as well as the number of 1-up items, since you get 10,000 points instead of an extra life if you already have 9 lives.

I don't like that, since it makes your score somewhat based on luck rather than skill. Not sure what to add or change to fix that. Anyone have any ideas?
Sometimes I listen to video game music more than I actually play the game.
Re: Streets of Rage 2 Bonus Game
#55  October 15, 2014, 12:53:35 am
  • ******
  • Limited time to use Infinite power !
    • France
    • network.mugenguild.com/cybaster/
- A multiplier based on the time you take to beat the bonus game.
- Bonus points for the time you take to beat each opponent (you set a timer each time an opponent appears, and add specific points if the opponent is killed quickly).
- Negative points each time you die.
- It's been quite some time I haven't played your game (shame on me), but if combos are possible, bonus points based on number of hits in combos and/or maximum damage dealt to opponents in single combos. Of course, this would advantage certain types of gameplay.
- Bonus points for not using projectiles.
- Bonus points for meeting certain conditions (this can be seen as special "missions" for fun). For example, some huge bonus for not using a single super, for not jumping, for not dying, for not using projectiles, etc.
Re: Streets of Rage 2 Bonus Game
#56  October 15, 2014, 05:02:53 pm
  • ***
  • Romantic Karate
    • Germany
Hi again. Just wanted to say I'm still fixing up this Bonus Game. Wasn't feeling well for the past week but I'm OK now.

Take your time K-Fox.  :)


Love those bonus ideas Cybaster.
Re: Streets of Rage 2 Bonus Game
#57  October 15, 2014, 11:14:36 pm
  • *
    • USA
- A multiplier based on the time you take to beat the bonus game.
- Bonus points for the time you take to beat each opponent (you set a timer each time an opponent appears, and add specific points if the opponent is killed quickly).
- Negative points each time you die.
- It's been quite some time I haven't played your game (shame on me), but if combos are possible, bonus points based on number of hits in combos and/or maximum damage dealt to opponents in single combos. Of course, this would advantage certain types of gameplay.
- Bonus points for not using projectiles.
- Bonus points for meeting certain conditions (this can be seen as special "missions" for fun). For example, some huge bonus for not using a single super, for not jumping, for not dying, for not using projectiles, etc.

A bonus for finishing quickly could be done, it just would need to be adjusted for different difficulty levels. (On Novice difficulty, you can fly right through each round, but on Chaos, you're looking at 30+ minutes each round.)

The bonus for defeating enemies quickly sounds good. Again, it would need adjusting based on how hard it is to defeat each enemy. (Garcia & Donovan are easy to KO. Y.Signal isn't tough but he has quite a bit of Life. Raven can be very hard to take down due to his high Life and his ability to block attacks.)

For point loss on player KO, I was thinking maybe a loss of about 10% of the current score would be good. Might be needed since you currently don't lose points if you lose a round.

For combos, I think applying a multiplier to points when hitting certain combos could work. Something like this:

4-6 hits: +20% points gained from each hit
7-9 hits: +40% points gained from each hit
10-12 hits: +60% points gained from each hit
13-15 hits: +80% points gained from each hit
16+ hits: +100% points gained from each hit

Gaining extra points for not using projectiles could be done, except helper-type projectiles wouldn't be able to be detected, giving characters who use those type of projectiles an advantage over those that don't use helper-type projectiles (In an ironic twist, all projectiles used by the SoR enemies are helpers.) I'll also see what I can do about the "mission" idea.

Also, progress note. I FINALLY finished Roo's animations. That was a lot! Now I need to add all his attacks. After that, all that is left is Bruce, Vehelits, and Ash.

By the way, something I really want to know. How do you guys handle Jet? He is quite an unique enemy for a beat-em up game. Does his constant flying make him hard to hit? Do you attack him in the air or wait until he gets close to the ground when he uses his Flying Punch or Dive-Kick attacks? Is Rocket just as annoying as Jet?
Sometimes I listen to video game music more than I actually play the game.
Re: Streets of Rage 2 Bonus Game
#58  October 16, 2014, 12:02:45 am
  • ***
  • Romantic Karate
    • Germany
Against Jet...

I use "anti air" Shoryuken-like moves when he“s flying, block his Dive-Kick attacks and retaliate. Is he attacking with his Flying Punch I use projectiles.

Rocket is much easier to handle, cause of his low life.

I love Roo, great to hear that he“s ready.

On Vehelits...

Will you use some SOR fog in this fight?  How about adding the SOR2 "Alien Power" theme against Vehelits?
Ash and his "Kama De Coco" theme?
Re: Streets of Rage 2 Bonus Game
#59  October 19, 2014, 08:14:19 pm
  • *
    • USA
Will you use some SOR fog in this fight?  How about adding the SOR2 "Alien Power" theme against Vehelits?
Ash and his "Kama De Coco" theme?

Hmm... I don't know about the fog, since it could conflict with other fog-like effects some stages have, but I can add the Alien Power theme. Ash is also getting his theme.

Progress note: Roo is finished, except I'm still trying to get his Vault to look right. Bruce is also finished. All that is left is Ash and Vehelits. I've also decided to make Roo a normal character, since he seems to have enough attacks. I'll work on him after I finish this update.
Sometimes I listen to video game music more than I actually play the game.
Re: Streets of Rage 2 Bonus Game
#60  October 19, 2014, 11:04:43 pm
  • ***
  • Romantic Karate
    • Germany
Roo a normal character?

What do you mean? Apart from the bonus game as a "normal" char?
Re: Streets of Rage 2 Bonus Game
#61  October 19, 2014, 11:06:21 pm
  • avatar
  • ***
    • USA
    • mega491@yahoo.com
I think either A: as a regular mook that we fight or B: a fighter himself.
Re: Streets of Rage 2 Bonus Game
#62  October 20, 2014, 10:39:23 pm
  • ****
  • former mod here :p
    • Belgium
    • fanaticmugen.free.fr/

  • Online
  • Roo is a full "regular" char (hidden in original sor2)
  • I'm a big fan of the series, especially the soundtracks but you may consider using alt. soundtracks from fans... let's try the alien power remixes & cry

& total respect for your motivation  :buttrox:
here first: http://dsarena.free.fr/Forum/index.php

MUGEN MUSEUM CREATOR:
http://1drv.ms/1tLbMv6
no kidding...
Re: Streets of Rage 2 Bonus Game
#63  October 26, 2014, 03:22:11 am
  • *
    • USA
Alright. The update is ready. Took a while, but its here:

http://www.mediafire.com/download/pfc6fbdf766glkb/SoRC11.zip

Changes:

1. Fixed odd issue where Fog would appear without his motorcycle, but when you hit him his motorcycle would
appear as if he were on it.
2. Fixed issue with items disappearing as soon as they appeared when enemies where set to be able to pick up items.
3. When enemies start to walk onscreen, their speed will increase if they aren't onscreen after 5 seconds. Fixes issue
with slower enemies taking too long to walk onscreen.
4. Guard sound of enemy attacks is now the guard sound from SoR 2.

5. Roo & Bruce are now normal enemies AND mini-bosses. When fought as normal enemies, they have low life. As mini-bosses, they
have a good amount of life.
6. Vehelits and Ash have also been added as mini-bosses. Vehelits just floats around, knocking you down if it touches
you. Sometimes it speeds up suddenly. Ash only has 3 attacks. Two are powerful throws, the other is a wierd jumping attack.

7. Abadede's "Karate Chop" attack now causes knockdown. He also now will combo his "Stab" attack into either his "Karate Chop"
or another "Stab" then a "Karate Chop" attack. His uppercut attack is now only used as an anti-air attack.
8. Similar to Abadede, R.Bear will now combo his weak right punch (when facing left) into either his strong left punch or
another weak punch then a strong punch. The strong punch also now causes knockdown.

9. If Electra stays on the ground because you are close to her while she is getting up, she will now get up after 10 seconds
even if you are close to her. Prevents her from being stuck in that state.

Sorry if some things seem off. I didn't want to delay this anymore. If you see something that you think isn't right, please tell me so I can take a look at it.

Some things:

During the fight with Vehelits, there is what I call an "Arena Lock" in place. In other words, the screen won't scroll left/right until you defeat Vehelits.

I didn't add the "Alien Power" theme when fighting Vehelits because of how quick you can defeat it.

You'll fight Bruce & Roo after Barbon, Vehelits after Jet, and Ash after R.Bear. Bruce and Roo can also be fought as normal enemies before you fight them as mini-bosses.

Roo can't be hit while performing his Special attacks, which are a short hop in place while spinning and an attack where he spins around on his tail while moving forwards. Also if Roo grabs you, keep mashing the buttons to escape before he kicks you away or starts his "KickRage" attack, which is a quick 10-hit kick attack. Unlike other enemy grabs, Roo's grab is quite hard to escape.

Also, when I said I'm going to make Roo a "Normal Character", I meant a character that you add to your roster and play as. Sorry about the confusion.

Next I'm going to add some of the new ways to earn points that were suggested on the last page.
Sometimes I listen to video game music more than I actually play the game.
Re: Streets of Rage 2 Bonus Game
#64  October 26, 2014, 10:06:03 pm
  • ***
  • Romantic Karate
    • Germany
Nice!
Will test and give some feedback...

CanĀ“t wait for Roo!  :)
Re: Streets of Rage 2 Bonus Game
#65  October 26, 2014, 10:54:23 pm
  • avatar
  • ***
    • USA
    • mega491@yahoo.com
Yay! Roo!
Re: Streets of Rage 2 Bonus Game
#66  October 26, 2014, 11:33:31 pm
  • ****
  • #duckhuntkirby
    • USA
    • DJHANNIBALROYCE@gmail.com
    • Skype - DJHANNIBALROYCEUSA
    • sites.google.com/site/djhrmugen/
wow. this is all kinds of awesome! great release! a must-have
SKYPE: DJHANNIBALROYCEUSA
TWITTER: https://twitter.com/DJHANNIBALROYCE
SOUNDCLOUD:https://soundcloud.com/djhannibalroyce
Re: Streets of Rage 2 Bonus Game
#67  October 27, 2014, 08:33:07 pm
  • ***
  • Romantic Karate
    • Germany
Some quick feedback...

 - I really donĀ“t like Roo as a normal enemy
 - If you throw Roo, he disappears
 - you have to add RooĀ“s voices from the game (if youĀ“re working on Roo as a char, maybe you could use Rogers voice from Tekken
Re: Streets of Rage 2 Bonus Game
#68  October 27, 2014, 10:26:40 pm
  • I don't even know
    • USA
    • catanesetyler@gmail.com

  • Online
Re: Streets of Rage 2 Bonus Game
#69  October 27, 2014, 10:39:49 pm
  • ****
  • #duckhuntkirby
    • USA
    • DJHANNIBALROYCE@gmail.com
    • Skype - DJHANNIBALROYCEUSA
    • sites.google.com/site/djhrmugen/
Some quick feedback...

 - I really donĀ“t like Roo as a normal enemy
 - If you throw Roo, he disappears
 - you have to add RooĀ“s voices from the game (if youĀ“re working on Roo as a char, maybe you could use Rogers voice from Tekken

roger voice is a great idea!

i just played it and oh boy is it awesome! my only nitpick is that its crazy long....maybe a shorter version of this...just for arcade purposes..... but in all reality, this is just so perfect. GREAT JOB!
SKYPE: DJHANNIBALROYCEUSA
TWITTER: https://twitter.com/DJHANNIBALROYCE
SOUNDCLOUD:https://soundcloud.com/djhannibalroyce
Re: Streets of Rage 2 Bonus Game
#70  October 31, 2014, 12:52:30 pm
  • *
    • USA
- I really don“t like Roo as a normal enemy

Yeah, I kinda don't either. I made him a normal enemy to add more variety to the enemies that you can fight, although it kinda takes away his "uniqueness" as a mini-boss. I think I'll either remove him as a normal enemy or just reduce the chance of him appearing.

- If you throw Roo, he disappears

Whoops. Forgot to add something important to make him appear in custom states... I just fixed it for the next update, although if you want it fixed now...

Open the file called "SoR2Main.cns" and search for "Helper ID values (Var(0))", without quotation marks. You should find this:

Code:
;Helper ID values (Var(0))
[State -3, VarSet]
type = VarSet
triggerall = IsHelper = 0
trigger1 = NumHelper(200) = 1
trigger1 = (Helper(200), StateNo = 9502) || (Helper(200), StateNo = 9512) || (Helper(200), StateNo = 21171) || (Helper(200), StateNo = 21363) || (Helper(200), StateNo = 21367)
trigger1 = Var(10) != (Helper(200), Var(0))
v = 10
value = (Helper(200), Var(0))

[State -3, VarSet]
type = VarSet
triggerall = IsHelper = 0
trigger1 = NumHelper(201) = 1
trigger1 = (Helper(201), StateNo = 9502) || (Helper(201), StateNo = 9512)
trigger1 = Var(11) != (Helper(201), Var(0))
v = 11
value = (Helper(201), Var(0))

[State -3, VarSet]
type = VarSet
triggerall = IsHelper = 0
trigger1 = NumHelper(202) = 1
trigger1 = (Helper(202), StateNo = 9502) || (Helper(202), StateNo = 9512)
trigger1 = Var(12) != (Helper(202), Var(0))
v = 12
value = (Helper(202), Var(0))

Delete the second and third VarSet state controllers and replace them with these:

Code:
[State -3, VarSet]
type = VarSet
triggerall = IsHelper = 0
trigger1 = NumHelper(201) = 1
trigger1 = (Helper(201), StateNo = 9502) || (Helper(201), StateNo = 9512) || (Helper(201), StateNo = 21171) || (Helper(201), StateNo = 21363) || (Helper(201), StateNo = 21367)
trigger1 = Var(11) != (Helper(201), Var(0))
v = 11
value = (Helper(201), Var(0))

[State -3, VarSet]
type = VarSet
triggerall = IsHelper = 0
trigger1 = NumHelper(202) = 1
trigger1 = (Helper(202), StateNo = 9502) || (Helper(202), StateNo = 9512) || (Helper(202), StateNo = 21171) || (Helper(202), StateNo = 21363) || (Helper(202), StateNo = 21367)
trigger1 = Var(12) != (Helper(202), Var(0))
v = 12
value = (Helper(202), Var(0))

That will fix the problem with Roo.

- you have to add Roo“s voices from the game (if you“re working on Roo as a char, maybe you could use Rogers voice from Tekken

Sorry about the silence. I don't have sound effects for SoR 3, which is why Roo is silent.

This is a really awesome mini game you made, maybe you can add slum from streets of rage 3
http://www.spriters-resource.com/genesis_32x_scd/sor3/sheet/54229/

Thanks. I was thinking of adding more SoR 3 enemies. I might add Slum, and maybe Vice.

i just played it and oh boy is it awesome! my only nitpick is that its crazy long....maybe a shorter version of this...just for arcade purposes..... but in all reality, this is just so perfect. GREAT JOB!

Thanks. You can adjust the length of the game in the file called "SetConfig.cns". Look for this:

Code:
;Enemy strength. The higher the value, the more enemies that need
;to be defeated before the round ends.
;Default is 10000. Don't set lower than 2000.
[State 191, VarSet]
type = VarSet
trigger1 = RoundNo = 1 || Var(59) <= 0
v = 59
value = 10000;<-- Change this value
ignorehitpause = 1

Change 10000 to something lower, like 5000. In the next update I'll add another option to determine the length of the game when playing it in arcade mode so you won't have to change it constantly.
Sometimes I listen to video game music more than I actually play the game.
Re: Streets of Rage 2 Bonus Game
#71  October 31, 2014, 06:49:54 pm
  • **
    • USA
    • mikecrazy2004@aim.com
    • Skype - mikecrazy2004
    • facebook
cant wait for update =)
Re: Streets of Rage 2 Bonus Game
#72  November 07, 2014, 08:46:43 pm
  • *
    • USA
Here is another update:
http://www.mediafire.com/download/959kffr0bcygswp/SoRC12.zip

Changes:

1. Fixed problem with Roo not appearing when thrown. Also fixed problem with Roo getting stuck in his Vault Action.
2. Roo and Ash can now block attacks.
3. Reduced power of Mr.X's attacks.
4. Hittime of Abadede's "Stab" and R.Bear's Quick Jab increased. Should stop characters from recovering in the
middle of the attacks.

5. Added 4 new difficulty levels: "Super Easy" for an even easier time, as well as "Extreme", "Expert", and "X" for
a real tough time.
6. Added an option to play with infinite lives. The words "Infinite Lives Mode On!" will appear at the bottom and top
of the screen when this mode is active.
7. Added 3 new ways for points to be altered:

-KO an enemy quickly (Points that can be earned varies)
-Land combos (Increases points earned from that hit if combo is at least 3 hits)
-Get KO'd (Lose 5% of current points)

8. Added an option that determines the amount of enemies that appear when fighting the Bonus Game in Arcade Mode.

9. Added an option that allows enemies to appear with special effects. Current effects are:

-Regeneration (Enemy recovers Life when they aren't being hit. A Green + sign will appear by the enemies' lifebar)
-Armor (Enemy takes 25% less damage, but walks 50% slower. A shield-shaped icon will appear by the enemies' lifebar)
-Berserk (Enemy deals 50% more damage with non-throw attacks, but also takes 50% more damage. Enemy appears red)
-Anti-Projectile (Enemy can't be hit by projectiles. A white square will appear by the enemies' lifebar)
-Evasion (Enemy randomly takes less damage or none at all. Enemy appears with 2 transparent copies of itself)

In other news, Roo is still in progress. I've also decided to make Shiva a playable character as well. I actually started Shiva a long time ago when I finished the Bonus Game, so he might be finished before Roo is.

Also, another enemy I want to talk about... Raven.

How tough is Raven to you? Not only does he have a huge amount of Life (1,000 on Normal difficulty), but he can block and his kick attacks are fast, strong, and have good range. He is pretty much a Mini-Boss instead of a normal enemy...
Sometimes I listen to video game music more than I actually play the game.
Re: Streets of Rage 2 Bonus Game
#73  November 08, 2014, 04:38:49 pm
  • avatar
  • ***
    • USA
    • mega491@yahoo.com
It's cool that you are working on this stuff. I was surprised when you said that you was working on Shiva too.
Re: Streets of Rage 2 Bonus Game
#74  November 09, 2014, 11:01:03 pm
  • ***
  • Romantic Karate
    • Germany
Shiva too?
Great!

Will test and give feedback later..

360

Re: Streets of Rage 2 Bonus Game
#75  November 17, 2014, 08:59:24 am
  • avatar
how do i fight more then 2 enemies at once? I dont know what to change in the config to let me fight 3 but i'm always getting only 2 enemies.
Re: Streets of Rage 2 Bonus Game
#76  November 17, 2014, 12:42:09 pm
  • *
    • rready@ciffreobona.fr
wowoo never saw this released before, this is something i have been waiting for quite some time in mugen
i have to download it
is it open source?
i'm a genius, check my body :)
Re: Streets of Rage 2 Bonus Game
#77  November 17, 2014, 06:30:41 pm
  • *
    • USA
how do i fight more then 2 enemies at once? I dont know what to change in the config to let me fight 3 but i'm always getting only 2 enemies.

Select "Simul" mode for the other team and choose the bonus game twice, so that you are fighting two bonus games. The bonus game has been made so that if it's team mode is Simul and it's partner is itself, it simply allow 3 enemies to appear instead of having both bonus games play at once.

is it open source?

Yes.
----------
Good news. Shiva is finished. I just need to test him some more for bugs and such and I'll post him.
Sometimes I listen to video game music more than I actually play the game.
Re: Streets of Rage 2 Bonus Game
#78  November 18, 2014, 01:38:34 am
  • ***
  • Romantic Karate
    • Germany
CanĀ“t wait for Shiva!  :)

360

Re: Streets of Rage 2 Bonus Game
#79  November 18, 2014, 03:41:35 am
  • avatar
i never thought to try that before, thanks!
Re: Streets of Rage 2 Bonus Game
#80  November 18, 2014, 04:17:29 am
  • *****
  • Video Game Veteran
    • USA
    • gcnmario.free.fr
Umm......... HOLY SHIT! :O

Usuually these bonus games turn out really shitty in Mugen. But this...... THIS one.... Oh, my GOD! I actually had FUN with this!  ;D

My only complaint about this is that i do not have any freedom to turn around when I want to. Have you tried to do anything about this? I mean, the players do face the enemy attacking you, but when I want to turn around freely in a bonus game when I can't just kind of annoys me. X_X

Other than that, and besides throwing enemies at their feet offsets look weird, this is DEFINITELY worth a keeper! :D

You sir... earned ALL MY 5 STARS!

"You must defeat my flaming
dragon punch to stand a chance."
Re: Streets of Rage 2 Bonus Game
#81  November 18, 2014, 10:34:57 pm
  • *
    • USA
My only complaint about this is that i do not have any freedom to turn around when I want to. Have you tried to do anything about this? I mean, the players do face the enemy attacking you, but when I want to turn around freely in a bonus game when I can't just kind of annoys me. X_X

I do have an idea on how to make the players turn when you want instead of just facing the enemies all the time, although I'm not sure its a good idea because it could mess up guarding attempts, especially when trying to face an enemy that is right next to you. I'll see what I can do.

----------

Shiva is ready!!! Download here:
http://www.mediafire.com/download/dmg8arqrmb4cxcm/Shiva1.zip

Some images:
Spoiler, click to toggle visibilty

His moves and abilities are in the file called "ShivaInfo". Please tell me about any problems you encounter. Also tell me if his combo ability and AI is too strong or weak. His plays like a SoR 3 character with a few extra moves thrown in, such as Hyper Attacks. There is also a Config file, but there are just 2 options for now.

If you are wondering about the lifebars, I'm trying to make lifebars that take up as little space as possible, because I have a good amount of characters who have extra meters and such near the top of the screen instead of at the bottom.
Sometimes I listen to video game music more than I actually play the game.
Re: Streets of Rage 2 Bonus Game
#82  November 18, 2014, 10:43:20 pm
  • avatar
  • ***
    • USA
    • mega491@yahoo.com
Cooool! A lifebar, bonus chars, and playable chars!
Re: Streets of Rage 2 Bonus Game
#83  November 18, 2014, 11:11:07 pm
  • ***
  • Romantic Karate
    • Germany
Love the "Blitz" & "Special" systeme ... and the "Grip" one too. So nice to see the SOR grappling systeme!
Needs much more sounds from the source game. maybe a taunt...
Again, you could use the "Stage Clear" theme from SOR for a win animation.

For another intro, how about the "fake General turn into Shiva" scene


Will test further if I have more time.

Shiva floats down into the ground after a "time over" lose.
Last Edit: November 18, 2014, 11:18:49 pm by Staubhold
Re: Streets of Rage 2 Bonus Game
#84  November 19, 2014, 12:08:15 am
  • *
    • USA
Shiva floats down into the ground after a "time over" lose.

I thought I fixed that. Open "ShivaMain.cns" and look for this in State 170:

Code:
[State 170, VelAdd]
type = VelAdd
trigger1 = Time > 0
x = 0
y = 0.3

Change it to this:

Code:
[State 170, VelAdd]
type = VelAdd
trigger1 = Time > 0
trigger1 = Anim != 5110
x = 0
y = 0.3

That should stop Shiva from sinking.

About the intro, I'll think about it. One intro I want to add is the one from SoR 2 where Shiva and Mr.X are in the "background". Shiva will jump to his spot and Mr.X stays in his chair throughout the fight, laughing if Shiva wins, but simply leaving if Shiva losses.
Sometimes I listen to video game music more than I actually play the game.
Re: Streets of Rage 2 Bonus Game
#85  November 19, 2014, 12:44:21 am
  • ***
  • Romantic Karate
    • Germany
Will you use the Bare Knuckle II smoking Mr X?  ;D
Re: Streets of Rage 2 Bonus Game
#86  November 19, 2014, 04:51:01 am
  • *****
  • Video Game Veteran
    • USA
    • gcnmario.free.fr
My only complaint about this is that i do not have any freedom to turn around when I want to. Have you tried to do anything about this? I mean, the players do face the enemy attacking you, but when I want to turn around freely in a bonus game when I can't just kind of annoys me. X_X

I do have an idea on how to make the players turn when you want instead of just facing the enemies all the time, although I'm not sure its a good idea because it could mess up guarding attempts, especially when trying to face an enemy that is right next to you. I'll see what I can do.

I was also going to try to do something for Player to freely turn around for another bonus game i was thinking about doing in a future WIP some day from SF2. I was trying a few things, but no luck really in detecting opposite player commands, just velocity checks.

BTW, I looked at Shiva there, he seems alright. But in terms of completion, how much of the bonus game is finished? I looked in the SFF file. There seems to be more boss sprites in there then what I saw playing it in Mugen. Do those bosses still needed to be coded in I take it?

"You must defeat my flaming
dragon punch to stand a chance."
Last Edit: November 19, 2014, 04:59:35 am by Sheng Long
Re: Streets of Rage 2 Bonus Game
#87  November 19, 2014, 08:23:07 pm
  • *
    • USA
BTW, I looked at Shiva there, he seems alright. But in terms of completion, how much of the bonus game is finished? I looked in the SFF file. There seems to be more boss sprites in there then what I saw playing it in Mugen. Do those bosses still needed to be coded in I take it?

All enemies you see in the SFF file are coded. Did you continue playing after winning 1 round? You'll fight different bosses after winning 1 round. To be more specific, the bosses you should fight are:

1st Round:
Barbon
Bruce & Roo (Mini-bosses)
Jet
Vehelits (Mini-boss)
Zamza
Abadede

2nd Round:
R.Bear
Ash (Mini-boss)
Zamza & Jet
Particle & Molecule
Shiva
Mr.X
Sometimes I listen to video game music more than I actually play the game.
Re: Streets of Rage 2 Bonus Game
#88  November 19, 2014, 08:43:42 pm
  • ****
  • former mod here :p
    • Belgium
    • fanaticmugen.free.fr/

  • Online
here first: http://dsarena.free.fr/Forum/index.php

MUGEN MUSEUM CREATOR:
http://1drv.ms/1tLbMv6
no kidding...
Re: Streets of Rage 2 Bonus Game
#89  November 20, 2014, 01:29:18 am
  • *****
  • Video Game Veteran
    • USA
    • gcnmario.free.fr
BTW, I looked at Shiva there, he seems alright. But in terms of completion, how much of the bonus game is finished? I looked in the SFF file. There seems to be more boss sprites in there then what I saw playing it in Mugen. Do those bosses still needed to be coded in I take it?

All enemies you see in the SFF file are coded. Did you continue playing after winning 1 round? You'll fight different bosses after winning 1 round. To be more specific, the bosses you should fight are:

1st Round:
Barbon
Bruce & Roo (Mini-bosses)
Jet
Vehelits (Mini-boss)
Zamza
Abadede

2nd Round:
R.Bear
Ash (Mini-boss)
Zamza & Jet
Particle & Molecule
Shiva
Mr.X

No, I did not. I usually expect all bonus games can be tested via round 1 plays. But this have round 2 plays as well? Holy MOLY!  :o

Is there any chance to have an option to fight all the bosses in round 1? Just for the case someone has rounds = 1 in their fight.def system? Or maybe, perhaps any on screen options instead of manual file configuration before running Mugen?

"You must defeat my flaming
dragon punch to stand a chance."
Re: Streets of Rage 2 Bonus Game
#90  November 28, 2014, 01:59:54 am
  • ***
  • Romantic Karate
    • Germany
Some feedback...

I really like the black/white/grey effect for Vehelits. The power up objects (chair and such) should be grey too IMO...

All special effects should have two distinguishing marks - one icon next to the enemies' lifebar and one effect on the enemy itself.
P.e. a green aura on the enemy AND the green + icon next to his lifebar for Regeneration.

Make the "on enemy" aura/effect more subtle. The red aura of the Berserk effect is to "strong", make the transparent after effect on Evasion even more transparent/ghostly...

Agian, just great work K-Fox!


Small suggestion for Shiva...
Use his SoR3 portrait.