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Streets of Rage 2 Bonus Game + 12 Chars (Updated 6/30/2022) (Read 931069 times)

Started by K-Fox, September 05, 2014, 04:51:54 pm
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Re: Streets of Rage 2 Bonus Game + 5 Chars
#141  July 23, 2015, 08:13:43 pm
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Welcome back. :)

Some quick feedback on Adam...

 - needs more sounds & voices
 - jump height is very low, he can´t even jump over himself
 - you have to adjust p2 position in his throws
"Back Throw"
Spoiler, click to toggle visibilty

"BodySlam"
Spoiler, click to toggle visibilty

 - hyper sparks should be centered on his body
Spoiler, click to toggle visibilty

One suggestion... would love to see the "old school" SoR1 special attack police car assistance as one of the "Hyper Moves" either for Axel or Adam...
I think it would fit Adam very well, cause he was only in the first game. Get rid of one of the hyper "sequences" and use the police car instead.
Re: Streets of Rage 2 Bonus Game + 5 Chars
#142  July 24, 2015, 02:01:52 am
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found this bug on 4v4.exe(mugen1.1b1p1) && roundno=2 && simul 4(not turn) vs 1 sor2

ai stop attacking and ai didn't know enemy position (maybe because the stage is big?)
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please visit my request thread. here
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Last Edit: July 24, 2015, 05:02:53 am by yaminogun
Re: Streets of Rage 2 Bonus Game + 5 Chars
#143  July 24, 2015, 09:56:23 am
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More things about Adam.

 - corner pushback is to high, you can´t hit "Basic Combo" if p2 is in the coner
 - "Basic Combo" is a 4 hit combo, not 5 like listed in the readme
 - standing C is called "DoubleKick" but hits only once (that´s why the "Basic Combo" is a 4 hit one...)
Re: Streets of Rage 2 Bonus Game + 5 Chars
#144  July 24, 2015, 11:55:29 am
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Thanks good work!!

Is it possible to fight more than 2 ennemies at once::?
Re: Streets of Rage 2 Bonus Game + 5 Chars
#145  July 24, 2015, 02:49:22 pm
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found this bug on 4v4.exe(mugen1.1b1p1) && roundno=2 && simul 4(not turn) vs 1 sor2

ai stop attacking and ai didn't know enemy position (maybe because the stage is big?)

I know why that happens. Enemies don't walk (or in the case of Jet/Rocket/Jet MKII, fly) if the closest player is KO'd for good. Problem is, I never bothered to fix the problem with enemies only detecting the KO'd person and not the other person that is still alive. I'm working on a fix right now.

Thanks good work!!

Is it possible to fight more than 2 ennemies at once::?

Choose simul mode for the bonus game and select the game twice. If two SoR bonus games are partnered with each other, it simply allows three enemies to appear instead of just two. Had to do it that way because of an issue with player-type helpers.
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 + 5 Chars
#146  July 24, 2015, 11:39:56 pm
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Hi there K-Fox . I went a made a video of your SoR with my W.I.P Dock Ware house stage  you can use this video for your first video :D


love the SoR  you made I really like it alot :D
Join My JUSMUGEN Community.
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Re: Streets of Rage 2 Bonus Game + 5 Chars
#147  August 02, 2015, 12:35:05 am
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Hi there K-Fox . I went a made a video of your SoR with my W.I.P Dock Ware house stage  you can use this video for your first video :D

Hey, that is cool! I'll include that video in the first post.



Here is another update for the Bonus Game: http://www.mediafire.com/download/1h6gehes7dfb33s/SoRC22a.zip
EDIT: Link changed! I was testing some stuff and I forgot to remove some code that caused enemies to regenerate life.

Changes:

1. Fixed problem where a KO'd ally in Simul mode would cause enemies to stop moving.
2. Power of Mona's/Lisa's Back Throw reduced a bit.
3. Power of Mona's/Lisa's Suplex reduced.
4. Fixed problem with Roo not running away after defeating Bruce if Roo is walking (hopping) forwards or backwards.
5. Doubled the points earned from defeating Bruce before Roo.

Now the characters. Guess what? Max Thunder joins MUGEN! He moves and attacks slow, but he has some very strong attacks and his grabs are very powerful. He can't vault over opponents when he grabs them; instead he jumps with them. If you manage to grab someone from behind, you'll be able to pull off his "Atomic Drop" move, which will pretty much win you the match.

http://www.mediafire.com/download/agqrvmfo4i2dego/SixSoRCharPack.zip

Some characters haven't actually been updated except for making sure Max doesn't break during a Shoulder Throw attempt.

Another thing: I don't have much experience playing as Max in SoR 2 (I don't like playing as the slow, powerful characters in most games), so he may have a bit more issues regrading his 'accuracy' to SoR 2. Please tell me of any issues or suggestions you have.

Also, I got his running sprites from the "Streets of Rage Remake" game. Just want to point that out now.
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: August 02, 2015, 01:29:15 am by K-Fox
Re: Streets of Rage 2 Bonus Game + 6 Chars
#148  August 02, 2015, 03:27:00 am
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Yes!! Good ol´ Max. Thanks!

Some feedback...

 - walking forward/backward, jumping, basic combo, "Hammer Punch"... everything is too quick, slow him down
 - "Basic Combo" axts strange... have to mash the b button very quick to get the combo to work
 - "Thunder Tackle" feels too light, IMO should do more hits
 - "MAX Atomic Drop" is too quick, can´t see what is happening
 - break after the Grip meter is empty shouldn´t happen while Max is jumping with p2, it looks strange. If that happens Max shouldn´t be able to do the "Jumping Throw", but land with p2 and THEN the break animation should play...
 - love the "Jump" in his throw system, but how should Max grab somebody from behind? It´s nearly impossible to get that in a normal fight...
 - give "Spot Dodge" a voice, same for "Endure"
 - is that the right SoR2 sound for the "Hammer Punch" hit?
 - instead of the "PipeSlam" or "PipeTwister" give Max a "Juggernaut Head Crush" like multi-hitting Thunder Tackle hyper
Re: Streets of Rage 2 Bonus Game + 6 Chars
#149  August 02, 2015, 11:30:41 pm
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- walking forward/backward, jumping, basic combo, "Hammer Punch"... everything is too quick, slow him down

I made him too FAST?! I thought I made him too slow... I'll slow down his attacks and some other animations then...

- love the "Jump" in his throw system, but how should Max grab somebody from behind? It´s nearly impossible to get that in a normal fight...

It is supposed to be hard to grab somebody from behind with Max, since Atomic Drop deals 300 damage if successful (assuming the target has 100 defense). I think I can add the Dodge Roll to Max, but make it cost 3 or 4 Blitz Stars instead of 2. That way, there is a better chance of actually being able to Back-Grab somebody. The high Blitz Star cost would mean Max can't spam Dodge Rolls constantly and be able to pull off multiple Atomic Drops in a short time.

- is that the right SoR2 sound for the "Hammer Punch" hit?

No, its a SoR 3 hit sound. I wanted to use SoR 3 hit sounds for Max, since everyone else has SoR 3-like mechanics, but that might sound weird for Max. I'm not sure if I'll switch yet.
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 + 6 Chars
#150  August 02, 2015, 11:42:08 pm
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K-Fox I just want to personally tell you that you've done a great job with this. This bonus game has such a full game vibe to it. A bit unrelated, but I've always thought this would go extremely well with scrolling stages. I was actually thinking about doing something like this for final fight. Any who keep up the good work. I plan to make a video for this soon.
Re: Streets of Rage 2 Bonus Game + 6 Chars
#151  August 03, 2015, 02:13:10 am
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please visit my request thread. here
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Last Edit: August 03, 2015, 03:00:26 am by yaminogun
Re: Streets of Rage 2 Bonus Game + 6 Chars
#152  August 04, 2015, 12:25:20 am
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Here is a rather big update for Max. Lots of things have been adjusted:

http://www.mediafire.com/download/a7wxpf6k5a9dum1/MaxUpdate1.zip

Changes:

1. Jumping Throw can't be used until Max actually jumps. Fixes issue with the throw cancelling instantly if used before Max Jumps.
2. Some Anims slowed down.
3. Thunder Tackle can hit twice if used close to enemy.
4. MAX Atomic drop jump height reduced.

5. Jumping Throw/Atomic Drop can't be used if grip meter runs out. Throw escape for enemy also won't occur until Max hits the ground again.
6. "Pipe Twister" knocks opponents slightly more upwards. Should help prevent some opponents from hitting the ground after the first hit.
7. Lv.1 Hyper is now "Lightning Tackle", a multi-hit Thunder Tackle.
8. Slide, Slide+, and TackleSlide send opponents away invincible if target has already been hit 3 or more times, no matter the Hit Limiter setting. Fixes infinite combo with repeated Slide attacks. Slide attacks also knock targets further away.*

9. Slide, Slide+, and TackleSlide deal less damage.
10. Attribute of "Pipe Twister" fixed from "S, HP" to "S, HA".
11. Tackle part of "TackleSlide" travels a bit futher.
12. "Forward Roll" and "Backward Roll" added to Max.

13. "Spot Dodge" and "Endure" removed. Max doesn't need them now that he can dodge-roll like the other SoR characters.
14. During "TackleSlide", Max takes a bit longer to go from his tackle attack to his slide attack.
15. Slide and Slide+ have a slightly longer start-up time.
16. Blitz moves are now statetype "C" instead of "S" during the sliding attacks.

17. TackleSlide and TackleSlide+ hit twice during the tackle. Damage of the tackle reduced.
18. Attribute of Blitz attacks fixed; they were all labeled as "A, SA".

* - You could pull off a very damaging "combo" by using Slide or Slide+ back-to-back. The hit limit is to prevent infinite combos on an opponent stuck in a corner. The attack sends opponents further away to prevent infinite combos on an opponent not stuck in a corner.
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 + 6 Chars
#153  August 04, 2015, 02:47:36 am
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Yeah, Max feels much better now.

 - slow his forward walking speed down to the same speed as his backwards walking
 - standard B chop animation looks strange, Max lifts his arm again after the actual hit
 - "Lightning Tackle" is great, love the SoR electrifying sound
 - hyper sparks on his Hyper Moves should be more centered on Maxs body
Spoiler, click to toggle visibilty

 - hyper sparks on "Lightning Tackle" are ok
Spoiler, click to toggle visibilty

 - First punch of his "MAX Atomic Drop" needs a whiff sound & maybe a voice
 - "MAX Atomic Drop" doesn´t look like a Atomic Drop at all
Spoiler, click to toggle visibilty
I would suggest to turn p2 around when Max hits with his first punch of the "MAX Atomic Drop" (like SF3 Alex with his "Flash Chop" special), then grab him from behind and do the actual Atomic Drop with the explosion at the end

 - break animation happend while I had already jumped & thrown p2... p2 was in the air falling, then the break animation happend, Max & p2 were suddenly on the ground standing, Max in his stun animation

 - p2 falls under the ground after Grab & "Bear Punch"
Spoiler, click to toggle visibilty

 - add the SoR2 hard hitting sounds to his attacks (like the Hammer Punch)... without them something is missing for me  :)

 - btw, this happens to all of your chars. Get up animation after a knock down has briefly no clsn, resulting that opponents can run/walk over the chars, switching sides while your chars get up...

 - again, for all your chars... add "ontop = 1" to the HUD so the HUD is drawn over all other sprites and background layers
P.e. I tried to edit that on Max but failed at the yellow grip bar.  :)
Spoiler, click to toggle visibilty



EDIT:

Some feedback on the Bonus Game

 - Jet MKII fight is much better now
 - Mona & Lisa are missing their "Hey" voice while jumping, throwing p2 or firing the ground projectile (is the backflip in there?)
 - please add the double team attacks to Mona & Lisa (I never knew that the double projectile is a Wolf & a barbarian?!?)
Spoiler, click to toggle visibilty

 - P1 is missing his jet propelled dash sound (it´s the same sound Dr. Zan has for his dash)
 - Electras electro whip attack sound should play even when she does not hit or opponent blocks
 - IMO Roo & Bruce shouldn´t be normal enemies

Keep up the nice work K-Fox!  :)
Can´t wait for Yamato & Dr. Zan
Last Edit: August 04, 2015, 04:48:06 pm by Staubhold
Re: Streets of Rage 2 Bonus Game + 6 Chars
#154  August 12, 2015, 03:18:38 pm
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Here is another update for all characters: http://www.mediafire.com/download/b8e7t19whbtz4yi/SixSoRCharPack2.zip.

Some characters haven't really been updated (again) except for two things:

1. The addition of CLSN 2 boxes to the get-up anim to stop other characters from walking over the SoR character.

2. The addition of "ontop = 1" to the HUD explods so that certain stage elements don't block view of the HUD.
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 + 6 Chars
#155  August 12, 2015, 11:16:28 pm
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Thanks for the update.
HUD in front of all stage elements is much better.
Max update is great, SoR2 sounds fit him much better IMO.
Please add the appropriate SoR2 impact sound of the Atomic Drop to his "MAX Atomic Drop" hyper.

Suggestions for the Bonus Game...

 - how about adding Antonio & Souther from SoR1 as bosses? If so, I would recommend using the "Bare Knuckle Mobile" sprites, cause they fit better to the SoR2/3 style...
Spoiler, click to toggle visibilty

 - how about the "Bare Knuckle Mobile" only boss Hara-Kiri/Harakiri?
Spoiler, click to toggle visibilty

XSZ

Re: Streets of Rage 2 Bonus Game + 6 Chars
#156  August 16, 2015, 05:59:59 pm
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Nice work K-Fox! Just played your bonus game 2 days ago for the first time and really enjoying it!  Well done.

XSZ

Re: Streets of Rage 2 Bonus Game + 6 Chars
#157  August 16, 2015, 08:46:37 pm
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Video:
Re: Streets of Rage 2 Bonus Game + 6 Chars
#158  August 17, 2015, 01:10:10 pm
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This is an awesome bonus game, thanks!

Just a few minor issues I noticed:
  • When you successfully hit an enemy with Raiden's torpedo attack (Raiden by Omegapsycho), the enemy is not pushed back - it stays frozen in place while hit by attack
  • When an enemy successfully defends against an attack (e.g. Barbon), it still results in the successful hit sound effect rather than the "attack blocked" sound effect
  • In some stages like JeanBureau's Australian Outback, the powerups are hidden by foregrounds.  I'm not sure if there's anyway to ensure they are always visible?
Re: Streets of Rage 2 Bonus Game + 6 Chars
#159  August 17, 2015, 04:35:40 pm
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Suggestions for the Bonus Game...

 - how about adding Antonio & Souther from SoR1 as bosses? If so, I would recommend using the "Bare Knuckle Mobile" sprites, cause they fit better to the SoR2/3 style...

 - how about the "Bare Knuckle Mobile" only boss Hara-Kiri/Harakiri?

More bosses would be cool, not sure when they would appear though. There are 5 mini-boss battles, each of which takes place after defeating a normal boss. Robo-X is to appear after Particle/Molecule. I could just put Antonio AND Souther together before fighting Barbon and Harakiri before fighting R.Bear.

This is an awesome bonus game, thanks!

Just a few minor issues I noticed:
  • When you successfully hit an enemy with Raiden's torpedo attack (Raiden by Omegapsycho), the enemy is not pushed back - it stays frozen in place while hit by attack
  • When an enemy successfully defends against an attack (e.g. Barbon), it still results in the successful hit sound effect rather than the "attack blocked" sound effect
  • In some stages like JeanBureau's Australian Outback, the powerups are hidden by foregrounds.  I'm not sure if there's anyway to ensure they are always visible?

1. That sounds like a character-specific problem. I'll check out the character myself to see what is wrong. There may be something I can do to 'fix' this problem.

2. Yeah, that is because enemies who can block don't use the default MUGEN guard system; they use HitOverrides instead. I tried to help this by making the guard-sound play when an enemy blocks an attack as well as making the guard spark appear:

Code:
[State 20115, Explod]
type = Explod
trigger1 = Time = 0
trigger1 = (root, Var(43) != 3)
trigger1 = (root, Var(43) != 2) || ((Var(0) != 3) && (Var(0) != 12))
anim = F40
ID = 20115
pos = 10,-60
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.5,1.5
sprpriority = 20
ontop = 0
;shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 10011, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
trigger1 = (root, Var(43) != 3)
trigger1 = (root, Var(43) != 2) || ((Var(0) != 3) && (Var(0) != 12))
value = F6,0
channel = 7
;lowpriority = 1
loop = 0

Although I'm pretty sure the hit-sound of the attack ends up being heard over the guard-sound most of the time.

3. Yes! I know a way to make them appear above foreground elements. I'll include the fix in the next update.
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 + 6 Chars
#160  August 17, 2015, 06:27:10 pm
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3. Yes! I know a way to make them appear above foreground elements. I'll include the fix in the next update.

maybe but i'm not sure of the final result...

because their place is currently correct...