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Streets of Rage 2 Bonus Game + 12 Chars (Updated 6/30/2022) (Read 906220 times)

Started by K-Fox, September 05, 2014, 04:51:54 pm
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Re: Streets of Rage 2 Bonus Game + 11 Chars
#321  September 08, 2021, 09:07:26 pm
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When I made this Bonus Game, I was still rather inexperienced with MUGEN. Now I've been going back and fixing/adding some of the stuff that I didn't know how to do before. Update: https://www.mediafire.com/file/r2nqf9kzxbskw4q/SoR2Ver38.zip/file

Changes:
Spoiler, click to toggle visibilty

EDIT: I found a issue that made enemies who could block have their guard disabled for much longer than normal if they blocked a multi-hit attack. Here is a mini-update: https://www.mediafire.com/file/24ce8ndjjovbj0j/MiniUD3.zip/file EDIT: Not needed anymore!. Replace the files in the folder from the above link with the ones from this link to update (there is no sound file in the mini-update folder to same space; no changes have been made to the sound file).

I also took the time to make some other changes:
Spoiler, click to toggle visibilty
Sometimes I listen to video game music more than I actually play the game.
Check out my Bonus Game & Characters!: http://mugenguild.com/forum/topics/streets-rage-2-bonus-game-11-chars-162092.0.html
IKEMEN Version: https://mugenguild.com/forum/topics/streets-rage-2-bonus-game-ikemen-version-update-728-196297.0.html
Last Edit: October 19, 2021, 04:30:32 pm by K-Fox
Re: Streets of Rage 2 Bonus Game + 11 Chars
#322  October 09, 2021, 11:01:47 am
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You say that you were inexperienced but you managed to come with this masterpiece.Thanks for updating this minigame.After downloaded this in 2019 i didn't play any chars but this.
Re: Streets of Rage 2 Bonus Game + 11 Chars
#323  October 12, 2021, 04:38:03 pm
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Thanks Adnan, I'm glad you liked the game.

I've got another update for the bonus game. Changes:
Spoiler, click to toggle visibilty

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

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 :wall:. 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.
Sometimes I listen to video game music more than I actually play the game.
Check out my Bonus Game & Characters!: http://mugenguild.com/forum/topics/streets-rage-2-bonus-game-11-chars-162092.0.html
IKEMEN Version: https://mugenguild.com/forum/topics/streets-rage-2-bonus-game-ikemen-version-update-728-196297.0.html
Re: Streets of Rage 2 Bonus Game + 11 Chars
#324  February 01, 2022, 06:58:19 am
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Small update for some characters. Mainly fixes some problems with Shiva: https://www.mediafire.com/file/e4op6mnrqpnyvzg/11Char4StagePack4.zip/file

Changes:
Spoiler, click to toggle visibilty

I can't believe I didn't notice the absurd start-up time for Shiva's Jumping Reverse Kick attacks.
Sometimes I listen to video game music more than I actually play the game.
Check out my Bonus Game & Characters!: http://mugenguild.com/forum/topics/streets-rage-2-bonus-game-11-chars-162092.0.html
IKEMEN Version: https://mugenguild.com/forum/topics/streets-rage-2-bonus-game-ikemen-version-update-728-196297.0.html
Re: Streets of Rage 2 Bonus Game + 11 Chars
#325  May 21, 2022, 04:19:52 pm
First of all thanks for making this bonus game, I keep having fun trying out different characters to see how they fare against Mr.X & his goons. Most do fine but I have encountered a problem with characters made by Ohgaki.

Ohgaki's characters have a stun gauge (either displayed in-game or invisible) that builds up every time they hit an opponent. When the gauge is full the opponent gets knocked down, go in a dizzy state then the gauge goes back to zero. This works fine to regular characters but in the SOR Bonus Game the gauge does not go back to zero making every hit cause a knockdown -> dizzy state. Because of that I won't be able to do combos on the enemies or bosses, is it possible to fix this?
Re: Streets of Rage 2 Bonus Game + 11 Chars
#326  May 25, 2022, 08:58:13 am
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Ohgaki's characters have a stun gauge (either displayed in-game or invisible) that builds up every time they hit an opponent. When the gauge is full the opponent gets knocked down, go in a dizzy state then the gauge goes back to zero. This works fine to regular characters but in the SOR Bonus Game the gauge does not go back to zero making every hit cause a knockdown -> dizzy state. Because of that I won't be able to do combos on the enemies or bosses, is it possible to fix this?

Sorry for the late reply. There are various problems with certain hit states against the bonus game enemies, but most can be fixed by modifying them to work against the bonus game specifically.

Unfortunately, I can't check these characters because I can't download them; it keeps saying there was a problem downloading the file. I'll need to download them from somewhere else. If there is another place to download one of these characters from, tell me so I can do so and help fix this problem.

If there isn't, I use MediaFire; if you could upload just 1 character that uses this system there, I could download it from there instead.

I'll keeping trying to download it until you reply. If the download works before you reply, I'll edit this post.
Sometimes I listen to video game music more than I actually play the game.
Check out my Bonus Game & Characters!: http://mugenguild.com/forum/topics/streets-rage-2-bonus-game-11-chars-162092.0.html
IKEMEN Version: https://mugenguild.com/forum/topics/streets-rage-2-bonus-game-ikemen-version-update-728-196297.0.html
Re: Streets of Rage 2 Bonus Game + 11 Chars
#327  May 27, 2022, 12:16:17 pm
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First of all thanks for making this bonus game, I keep having fun trying out different characters to see how they fare against Mr.X & his goons. Most do fine but I have encountered a problem with characters made by Ohgaki.

Ohgaki's characters have a stun gauge (either displayed in-game or invisible) that builds up every time they hit an opponent. When the gauge is full the opponent gets knocked down, go in a dizzy state then the gauge goes back to zero. This works fine to regular characters but in the SOR Bonus Game the gauge does not go back to zero making every hit cause a knockdown -> dizzy state. Because of that I won't be able to do combos on the enemies or bosses, is it possible to fix this?

Please add the following to [-2.cns] of Ohgaki character.

[State -2, reset]
Type = VarSet
Trigger1 = 1
var(10) = 0

The stun gauge is fixed at 0.
Re: Streets of Rage 2 Bonus Game + 11 Chars
#328  May 30, 2022, 09:32:58 pm
Wow I did not expect Ohgaki to respond here. Thanks for the workaround, while it prevents characters from stunning regular opponents at least the bonus stage will be playable.

Sorry for the late reply. There are various problems with certain hit states against the bonus game enemies, but most can be fixed by modifying them to work against the bonus game specifically.

Unfortunately, I can't check these characters because I can't download them; it keeps saying there was a problem downloading the file. I'll need to download them from somewhere else. If there is another place to download one of these characters from, tell me so I can do so and help fix this problem.

If there isn't, I use MediaFire; if you could upload just 1 character that uses this system there, I could download it from there instead.

I'll keeping trying to download it until you reply. If the download works before you reply, I'll edit this post.
Just found out I couldn't download the characters from that page either (it used to work before). There's actually another place to DL but I believe that site is quite frowned upon here so instead I uploaded one of the characters here in Mediafire. Just want to see if it's possible to fix this issue without adding extra code to every character.
Re: Streets of Rage 2 Bonus Game + 11 Chars
#329  May 31, 2022, 04:44:20 am
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Just found out I couldn't download the characters from that page either (it used to work before). There's actually another place to DL but I believe that site is quite frowned upon here so instead I uploaded one of the characters here in Mediafire. Just want to see if it's possible to fix this issue without adding extra code to every character.

Thanks for this. I'm actually planning to release a mini-update to fix some minor things. I might be able to code the bonus game to "trick" the stun system of those characters into resetting.

Until then, change that code Ohgaki gave you into this:
Code:
[State -2, reset]
Type = VarSet
Trigger1 = NumEnemy > 0
Trigger1 = Enemy(0), Name = "SoR2"
var(10) = 0

This will disable those character's stun systems only against the bonus game, so you don't have to keep adding/removing it when you want to fight against normal characters.
Sometimes I listen to video game music more than I actually play the game.
Check out my Bonus Game & Characters!: http://mugenguild.com/forum/topics/streets-rage-2-bonus-game-11-chars-162092.0.html
IKEMEN Version: https://mugenguild.com/forum/topics/streets-rage-2-bonus-game-ikemen-version-update-728-196297.0.html
Re: Streets of Rage 2 Bonus Game + 11 Chars
#330  May 31, 2022, 09:02:17 pm
The code works like a charm! Thanks again both of you and keep up the good MUGEN creations.
Re: Streets of Rage 2 Bonus Game + 11 Chars
#331  June 03, 2022, 05:19:28 pm
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Mini-Update! If you have a recent version of the bonus game and want to download a smaller file, there is a link for the bonus game with no sound file like the last major update I posted. Just copy the sound file from the recent version of the bonus game into the new one.

Normal link: https://www.mediafire.com/file/7xx0in12m0m4kk3/SoR2V39MiniUpdate4.zip/file.
No Sound file link: https://www.mediafire.com/file/h9hdhevroqdhlwu/SoR2V39MiniUpdate4NoSND.zip/file

Also, D41bon, I wasn't able to adjust the code of the bonus game to 'trick' the stun system's of ohgaki's characters into resetting. The only way I could do it was by adding some code into the bonus game, then adding more code to the character you posted. In short, if you want those stun systems of ohgaki's characters to reset properly against the bonus game, you'll need to add this to the -2 state of every one of ohgaki's characters you want to fight against the bonus game (place it right at the beginning of the -2 state):
Code:
;Reset Stun System vs. SoR2 Bonus Game
[State -2, reset]
type = VarSet
trigger1 = NumEnemy > 0
trigger1 = Enemy(0), Name = "SoR2"
trigger1 = Enemy(0), Var(28) = [1,3]
var(10) = 0
ignorehitpause = 1
I'm sorry I couldn't get it to work by just editing the code of the bonus game. The stun reset system of ohgaki's characters require the character to be in a specific state to reset the stun meter, but the actual bonus game 'character' is always in certain states to spawn enemies and isn't actually "hittable", so the reset never can take place. The bonus game 'character' needs to always be in those states (until the round ends) or certain things break or are spawned incorrectly, and I kept running into problems when I made the bonus game change to a "fake" state so that the character would detect it and trigger the reset.

As such, adding code to every one of ohgaki's characters (I assume all use the stun system) is unfortunately required to get the stun system to work properly against the bonus game. I'm sorry :shame:.

EDIT: Forgot the update notes! Changes are:
Spoiler, click to toggle visibilty
Sometimes I listen to video game music more than I actually play the game.
Check out my Bonus Game & Characters!: http://mugenguild.com/forum/topics/streets-rage-2-bonus-game-11-chars-162092.0.html
IKEMEN Version: https://mugenguild.com/forum/topics/streets-rage-2-bonus-game-ikemen-version-update-728-196297.0.html
Last Edit: June 03, 2022, 09:00:37 pm by K-Fox
Re: Streets of Rage 2 Bonus Game + 11 Chars (Update 6/3/2022)
#332  June 04, 2022, 05:43:55 am
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It's so nice to see that you're still updating and fine tunning your awesome bonus game. Thank you very much for that!

PS...
Spoiler, click to toggle visibilty
Re: Streets of Rage 2 Bonus Game + 11 Chars (Update 6/3/2022)
#333  June 04, 2022, 06:12:45 pm
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I don't think I'll make any characters from Streets of Rage 4, especially since I don't know enough about the game's character mechanics (I have never played it).

Spoiler, click to toggle visibilty
Sometimes I listen to video game music more than I actually play the game.
Check out my Bonus Game & Characters!: http://mugenguild.com/forum/topics/streets-rage-2-bonus-game-11-chars-162092.0.html
IKEMEN Version: https://mugenguild.com/forum/topics/streets-rage-2-bonus-game-ikemen-version-update-728-196297.0.html
Re: Streets of Rage 2 Bonus Game + 11 Chars (Update 6/3/2022)
#334  June 05, 2022, 08:33:52 pm
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Ash would be very nice.
Spoiler, click to toggle visibilty
Re: Streets of Rage 2 Bonus Game + 11 Chars (Update 6/3/2022)
#335  June 05, 2022, 08:52:00 pm
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This bonus game is very cool but i think there should be a option to change how fast the completion bar depletes, because the game takes too much time to finish (at least for me).
Re: Streets of Rage 2 Bonus Game + 11 Chars (Update 6/3/2022)
#336  June 06, 2022, 02:12:06 pm
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There is an option to change the how fast the enemy strength meter drops. In the "SetConfig" file, right near the top you can find this:
Code:
;Enemy strength, Single Match.
;The higher the value, the more enemies that need to be defeated before the round ends.
;Is not the exact number of enemies that need to be defeated. Each enemy, when defeated, drops the meter by 200 or more points, depending on their strength.
;Default is 10000. Don't set lower than 2000.
[State 191, VarSet]
type = VarSet
trigger1 = MatchNo = 1
trigger1 = RoundNo = 1 || Var(59) <= 0
v = 59
value = 10000
;       ^^^^^ Change this value
ignorehitpause = 1

Change 10000 to something lower to fight less normal enemies. Take note that the Bosses & Mini-bosses take a good chunk of time to defeat, which adds up since there are so many of them. You might consider playing in Traditional mode instead. Right below the Enemy Strength setting is the "Alternate Mode" setting. Set it to 3 to only fight normal enemies; no Bosses or Min-bosses appear in Traditional mode.
Sometimes I listen to video game music more than I actually play the game.
Check out my Bonus Game & Characters!: http://mugenguild.com/forum/topics/streets-rage-2-bonus-game-11-chars-162092.0.html
IKEMEN Version: https://mugenguild.com/forum/topics/streets-rage-2-bonus-game-ikemen-version-update-728-196297.0.html
Re: Streets of Rage 2 Bonus Game + 11 Chars (Update 6/3/2022)
#337  June 06, 2022, 07:37:24 pm
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Spoiler, click to toggle visibilty
Spoiler, click to toggle visibilty
Re: Streets of Rage 2 Bonus Game + 11 Chars (Update 6/3/2022)
#338  June 08, 2022, 08:31:59 am
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Yo, this "SoR2" minigame thing is fantastic and I like using it to test out my characters which I've pretty much designed to handle beat'em up type stuff with multiple enemies and such.

That being said, I have some questions about the inner working of this minigame because I'd like to make my own spin on this thing with my own assets, but I want to do it more from scratch and not just rip off your work.

The main thing I wanna know is how you got throws to not break the image assets on the enemies. The enemy sprites stay consistent rather than reverting back to the standard sprite numbers. I wanna know how you did this.

Is it a state -1 or -3 trick that swaps the sprites during the throw?

I'm genuinely impressed with the scope and features of the SoR2 minigame you have here and would love yo pick you brain about it if I may have the opportunity.
If you wanna seek me out, my name is the same everywhere "VinVulpis" I'm not too hard to find. I apparently can't DM on here?

Either way, fantastic work on this. It's quite a marvel for the Mugen engine. (also, consider looking into the IkemenGo engine to possibly take it even further with the features.)
Thanks for this project either way!
Freelance artist/animator. I do music too. I make Mugen/IkemenGo stuff. Looking to make game stuff outside of that later on.
https://www.vinvulpis.com/
Re: Streets of Rage 2 Bonus Game + 11 Chars (Update 6/3/2022)
#339  June 08, 2022, 02:50:00 pm
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The main thing I wanna know is how you got throws to not break the image assets on the enemies. The enemy sprites stay consistent rather than reverting back to the standard sprite numbers. I wanna know how you did this.

Is it a state -1 or -3 trick that swaps the sprites during the throw?

Its actually a really odd work-around that only sometimes looks right.

The actual Bonus Game "character" goes into special states to spawn enemies, bosses, and track other things. In every single one of those states, there is a large chunk of code that tracks the Position, Enemy Type (the actual enemy in play such as Garcia or Y.Signal), and StateType of Helper(200) (one of the enemies). The Bonus Game "character" follows the Helper around. If it detects the Helper is in a custom state (which is more like "Is the Helper in a hit state that is not the 5000-5210 states?"), the Bonus Game character switches to 1 of 4 different hit sprites for the current enemy depending on the Helper's current statetype. For example, if the Helper is in a custom state with the L StateType, the Bonus Game character will display the Liedown sprite for the current enemy.

For the second SoR enemy, a Helper with "helpertype = player" follows that enemy, with similar code that tracks certain things about the enemy. The third enemy requires 2 SoR Bonus Games to be on the same Team in Simul mode; the 2nd SoR Bonus Game character follows the third enemy with once again similar code as the player Helper above. However, since they can't track the status of the 2nd and 3rd Helper normally, the first SoR game has certain variables track those status instead, and then the player-type Helper and second SoR Character track those variables with "parent," and "partner" trigger redirection respectively.

In short, all the enemies spawned have either a Bonus Game character or a helper following them that change their own animation if the actual enemy is in a custom state. This is to prevent a character from appearing to "throw nothing" during any kind of throw. Unfortunately, the SoR enemy ends up looking out of place because of this, but I figured better that than throwing nothing.

The reason I have the Bonus Game characters and a Player-Type helper following the enemies around instead of using player-type helpers is because other character's turning acts weird if there is more than 1 Player-Type helper in play from 1 character/team. More specifically, if more that 1 player-type helper exists, one of them seems to take priority over everything else on that team for Facing purposes, meaning everyone on the other team will turn only to face that one Player-Type helper, and will not turn even if the other opposing enemy characters or player-type helpers are closer.

Wow that was a lot of words . If you have any more questions about the Bonus Game, I'll be around. I'm currently in the process of making Ash and then Rudra from Streets of Rage Remake, so I'll be posting again soon.

EDIT: I forgot to mention that the 5000 sprites for the SOR Bonus Game are blank so that nothing would show upon an enemy being thrown. This work-around allows enemies to appear in throws instead.
Sometimes I listen to video game music more than I actually play the game.
Check out my Bonus Game & Characters!: http://mugenguild.com/forum/topics/streets-rage-2-bonus-game-11-chars-162092.0.html
IKEMEN Version: https://mugenguild.com/forum/topics/streets-rage-2-bonus-game-ikemen-version-update-728-196297.0.html
Last Edit: June 08, 2022, 05:28:42 pm by K-Fox
Re: Streets of Rage 2 Bonus Game + 11 Chars (Update 6/3/2022)
#340  June 09, 2022, 07:42:51 am
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Oooh, neat, so when the enemies get thrown, the "player" entity and 1 helper with player-type follows them and then just shows sprites based on how the actual enemy is being thrown. Okay, that makes a lot of sense. And yeah, it's def better than nothing, it a creative work around.

And yeah, I know that issue from testing things myself, namely with my AI. (My characters can freely turn by default.) and occasionally with other characters. I noticed this issue was very apparent with the Rox Howard Clones. What happens is the MOST RECENTLY SPAWNED player-type helper will take focus priority.

So then, the actual enemies are just "normal" helpers and there's a hidden entity that follows. Good to know.

I'm curious if the IkemenGo peeps are going to expand on helper behavior like this at all. I know they made a -4 state that even normal helpers get access to, but better behavior for player-types would be nice. I might go and suggest that on their github thingy. That and making them (or the player) able to access different standard sprites (which I think they can... maybe? (I need to look more into it.) I think its like a "remap sprite" function. Designed to handle "transformations" and I think they used Vega's claw as an example, to use sprites with or without the claw. I was resorting to a remap palette and having 2 forms melded into each sprite with palette mask tricks. hahah.

Thanks for the very detailed response!

EDIT: Small suggestion. Maybe make Bongo's fire a separate helper for the attack from the character. Projectile counters break him. I have a character that turns helper based projectiles into his own projectile.... so Bongo becomes a cryosphere on one counter and vanishes, also breaks the enemy display, keeping his name and picture there with new enemies just just overlapping it later. Hahah.
Freelance artist/animator. I do music too. I make Mugen/IkemenGo stuff. Looking to make game stuff outside of that later on.
https://www.vinvulpis.com/
Last Edit: June 09, 2022, 07:51:17 am by VinVulpis