Thanks Adnan, I'm glad you liked the game.
I've got another update for the bonus game. Changes:
Spoiler, click to toggle visibilty
~Fixed
1. Odd camera behavior on stages with zoom when enemies are KO'd, as well as when Jet-Type enemies spawn.
2. Vehelits background not lining up with Vehelits on stages that can zoom.
3. The damage limit system not activating for Bongo and Warrior.
4. Abadede's running Punch attack being avoidable by crouching; will now hit crouching players.
5. No CLSN2 boxes on most of Onihime's/Yasha's back throw & suplex animations, preventing a partner in Simul mode from hitting them and cancelling the attack.
6. Raven taking less guard damage than normal when Enemy Block Type in config file is set to 0 or 1.
7. Jet's CLSN2 boxes of his divekick attack being a bit too short, preventing some standing attacks from hitting once he starts sliding on the ground.
8. The gas 'spray' not lining up with the background panels in the bonus area.
9. Some of R.Bear's animations not being aligned properly, which also meant odd placement of his CLSN2 boxes, which meant you could hit him, but then his "Hit High" animation had a CLSN2 box that was further away, causing some attacks to miss that would hit him if he wasn't already being hit.
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~Enemy Changes
1. Shiva and Mr.X get a slightly higher life bonus when playing on Hard difficulty or above.
2. Cody no longer appears in Speed Run mode.
3. The defense bonus Bosses get when hit in the air or on the ground now only activates if you are in Simul mode against the Bonus Game. The defense bonus was added to make air combos not as effective since it "bypasses" some enemy abilities such as blocking (enemies can't block in the air), but it unfairly affected characters whose main source of damage was air-combos. However, in Simul mode, both players can very easily air-combo Bosses for extended periods of time, causing huge amounts of damage. The damage limiter that kicks Bosses (and Mini-bosses) into an invincible state after they take a certain amount of damage doesn't really help to fix this problem. The defense boost is also now stronger.
Note that Abadede and Shiva still get this Defense bonus even if you aren't in Simul mode, since being air-combo'd disables their Breaker attack (and Shiva can't use his 'Super-Guard'), so the defense boost balances that out.
4. Mini-bosses now get ^this^ new Defense Booster.
5. Reduced the rate Shiva can use his Breaker attack.
6. Roo's 'Tornado Kick' and 'Tailspin' attacks hit less often (Time between hits increased).
7. Bruce's damage with all attacks increased. Roo's damage with some attacks increased.
8. R.Bear jumps further and falls faster during his jump attack (no 'floatly' effect).
9. Barbon's punch damage increased (40 -> 60).
10. Zamza can't be hit by projectiles during his Spinning Slash anymore.
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~Other Changes
1. You now earn points for your blocked attacks, excluding when Shiva blocks (as he takes no damage from blocked hits).
2. The "Boss Life/Damage Multiplier Ratio Fix" option in the config file can now be set to -1, which will make up for the extra damage bosses/mini bosses take due to the "Extra damage mulitplier" by dividing the damage they take by the damage setting instead of multiplying their life. This prevents the odd issue of bosses appearing to have very high amounts of life even on low difficulty levels.
3. Default value of "Enemy Block Charge" setting changed from 0.01 to 0.005.
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~Technical Changes
1. The xscale and yscale parameters of the Bonus Game have been changed (to make the enemies height more accurate to a normal size character).
The SoR enemies' CLSN boxes in the .air file are no longer oversized. Many CLSN boxes of enemies have also been adjusted.
When the Bonus Game was made, I wasn't quite sure how several things worked related to the size of the characters, and the default size of explods, so I made the SoR enemies have "size.xscale = 1.5" & "size.yscale = 1.5" and adjusted their hitboxes to account for their increased size (when a helper's size is increased by "size.xscale" and "size.yscale" parameters, their hitboxes aren't scaled).
I also used 1.5 as the scale because the enemies normally appeared way too small. Unfortunately, this turned out to be too big of a increase.
Hopefully, this makes the enemies not appear so tall compared to other normal-sized characters.
This took a while. I had to change the CLSN boxes of over 700 animations.
This update changes the xscale and yscale of the bonus game, fixing the problem of the enemies appearing way too large compared to other characters.
Now for the links. I did something different this time. If you don't already have a recent version of the Bonus Game, here is the link:
https://www.mediafire.com/file/mz8x2sk9uv3xi2v/SoR2Ver39.zip/file
If you DO have a recent version of the bonus game and want to download a smaller file, download this instead:
https://www.mediafire.com/file/svqff8gs412zix0/SoR2Ver39NoSND.zip/file
This version doesn't have the "AU Format" sound file in it. After downloading this, copy the sound file from your older version of the bonus game to the new one and you're all set.
This update caused another issue; my SoR characters. They were also scaled to 1.5. I had to fix them too, or they would appear larger than the SoR Bonus Game enemies. But instead of just fixing that problem, I took the time to make a large number of changes, here you go:
https://www.mediafire.com/file/5l2cv4oxp6f3ssa/11Char4StagePack3.zip/file
Changes for the SoR characters:
Spoiler, click to toggle visibilty
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All characters (except Yamato for most changes)
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1. The xscale and yscale parameters have been changed. All hit spark/explod/target bind positions have been modified to now scale with xscale/yscale, so it can be changed later without messing up the positions of those things.
2. Red grip meter removed, normal grip meter now regenerates constantly without a 'secondary' max. Regen rate very slighty slower than before.
Throws now reduce yellow meter, landing hits now increases yellow meter.
3. Throwing an enemy from the SoR2 Bonus Game will now throw them in a special state that allows them to hit other enemies, just like in the games where you can throw enemies into other enemies for a good chunk of damage.
4. Blitz star regeneration rate increased by 40%.
5. Most characters now have different amounts of life. Any characters that previously didn't have 100 defense now have 100 defense.
6. Walk backwards speed is now same as walk forwards speed. Reference to the games where characters could walk in both directions at the same speed (since they instantly turned to face the proper direction when walking, they didn't have a true "back walk" state).
7. Position of SoR characters during their Vault action no longer based on target height; is now a fixed position regardless of target height.
8. Max level of AI on Config files can now be set to 8.
9. Changed characters 5070,20, 5071,20, and 5072,20 sprites to proper "Thrown, body horizontal, head in front" poses.
10. All characters (except Yamato) have a new large portrait; instead of just showing a stand sprite, it also now shows a small portrait. and a simple stat graph that rates the following stats out of 5 bars:
Life (3 bars = 1000 life. -50/+50 life for each bar below/above 3)
Power (Overall strength of attacks)
Technique
Speed (Walk/Run)
Jump (Jump Height)
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Axel
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1. Comboing into "Force Bolt" now uses a faster version so that it can actually hit.
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Roo
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1. Adjusted positions of target when Roo back-holds them so they aren't held so close.
2. Start-up time of Defensive Special "TailSpin" (Ground Version) reduced from 10 frames to 4 frames. Damage slightly reduced.
3. Slightly reduced travel distance of "Tornado Kick".
4. CLSN2 boxes of run animation are no longer placed directly over the sprites, instead changed to be 2 CLSN2Default boxes for the whole animtion. Fixes problem with the boxes bouncing around wildly making it somewhat hard to hit Roo with certain attacks, especially low attacks. Also prevents Roo from being able to "run" over opponents lying on the ground.
5. Position of some sprites adjusted; they weren't quite centered, making Roo's position appear further forwards than he really was.
6. Intro is now him jumping in like the other characters. Was really odd that a kangaroo didn't have a JUMP in intro.
7. Walk/Run speed slightly increased.
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Blaze
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1. Start-up time of all Blitz attacks reduced.
2. Walk Speed very slightly reduced.
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Skate
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1. Back Throw removed, to make him more like the games where you had to use his "Overhead Throw" to actually throw enemies. The back throw can still be used for Team Attacks.
2. Walk/Run speed increased.
3. Jump height slightly increased.
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Adam
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1. Walk/Run speed increased.
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Max
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1. Max's Slide & Slide+ attacks now only cause knockdown if combo'd into from his Basic Combo or if opponent is already 'stunned' from a previous Slide. This allows Max to use these attacks to approach enemies and start a combo, while still allowing the attacks to be used as a combo ender, and also preventing Max from infinitely chaining Slide attacks into each other.
2. Walk/Run speed reduced.
3. Hammer Punch start-up speed slighty reduced.
4. Some moves have be changed to the new moves from the fangame "Streets of Rage Remake". Changes are as follows:
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A. Lv.2 Blitz is now "Spear Tackle", which causes Max to do a low jump and perform a full body tackle forwards, then a grab that deals big damage to a target after Max lands. Both hits can be blocked, but not while crouching. Should the grab connect, Max is invincible until he gets up after after hitting the ground, and he also will damage any other enemy he runs into before hitting the ground; the latter part won't matter much unless you are fighting against a Simul mode team, the SoR2 bonus game, or an enemy that summons some sort of object/assist/etc that can be hit.
B. Lv.3 Blitz is now "Shoulder Tackle", which has Max use a very short-ranged version of his "Thunder Tackle" (without invincibilty), before using the above attack.
C. NEW MOVE: "Power Bomb". When holding an enemy from the front, press 'y' to have Max perform an impressive lift and slam that deals big damage. The quirk of this attack is that it uses the Special meter instead of the grip meter, meaning Max takes damage if the special meter isn't fully charged when this move is performed.
D. Lv.1 Hyper is now "Pipe Slam", where Max jumps and swings a pipe downwards in a wide arc.
E. Lv.3 Hyper is now "Katana Slash", which is a simple but powerful slash while sliding forwards.
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Dr.Zan
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1. Position of "Electric Reach" adjusted, giving the move more range.
2. "Electric Body" now hits just once instead of up to 4 times. Damage increased.
3. "Electric Reach" now hits 3 times instead of 4.
4. Some moves have been changed, just like Max's moves. Sprites from Street of Rage Remake:
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A. Lv.2 Blitz is now "Dashing Electric Reach", which is simply a moving, non-invincible version of "Electric Reach".
B. Lv.3 Blitz is now "Extended Dashing Electric Reach", which is almost exactly the same as the above move, except Dr.Zan slides forward
further.
C. Zan's fireball projectile hyper is now a "Y" special attack (Command: Down,Down-Forwards,Forwards,Y).
Unlike the other "Y" moves, it doesn't grant invincibility.
D. Zan's "b" action when holding an enemy from the front is now a kick, while the 'c' action is now the downwards swipe action. This is just a visual change; the damage these actions did before the animation change is the same.
E. Lv.1 Hyper is now "V-Slash", which has Dr.Zan swing a knife that causes a trail in a "V" shape. Has a very large area of effect around Zan.
F. Lv.2 Hyper is now "Windmill Pipe", which has Zan slide forward while spining a pipe in front of him. Zan is invincible for the whole attack.
G. Lv.3 Hyper is now "Flying Stab". After a brief delay, Zan flys forward with a knife. The slash he does just before he starts flying has a huge range.
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Mr.X
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1. Walk speed reduced. Run speed slightly reduced.
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Shiva/Ultra Shiva
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1. Proper Crouch Guard & Air Guard sprites added.
2. Offset of some sprites adjusted. Had a similar problem to Roo.
3. Folder names changed to "SoR2Shiva" and "SoR2UltraShiva", to avoid potential problems with other characters named Shiva. (Be sure to update the names in your select file if you already have Shiva/Ultra Shiva in your Roster!)
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Ultra Shiva
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1. New secondary palette added. Palettes that were for normal Shiva removed.
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Yamato
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1. Life value increased to 3600, but defense set to 100, and now the first two Yamato take 50% more damage. This is a reference to SoR3 in which the last Yamato had more life than the other 2.
The most important part of this update is that Max and Dr.Zan no longer have generic attacks for some of their Blitz and Hyper attacks, making them play much better.
This took a VERY long time, and after I was done I was basically like . If anyone finds anything wrong, please tell me so I can fix it. I have a feeling I overlooked something after doing all these changes.