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Streets of Rage 2: Red Crimson Edition Formerly New SOR 2 hack by Red Crimson

#76 User is offline Glisp 

Posted 16 April 2011 - 06:23 PM

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I have to agree with all of you and your comments regarding the block for Shiva. Not sure why he doesn't move backwards, might have to do with balance. I'd have to ask RC. The block is activated by pressing and holding A+B+C simultaneously so it's completely optional if you want to use it. The other issue with the block is that if you go out of it at the wrong time, you're vulnerable to getting pummeled.

Though if you hold down B after letting go of the other two buttons, you can do an axe kick to escape getting hit after leaving the block or do a defensive special by letting go of the buttons and pressing A directly after letting go. But it's pretty pointless to just sit there and block since you can't really so that's why it's still determined if it will be left in or not.

Yeah, I did make a few suggestions to RC regarding the BKIII Special Meter though. Like creating an option in the options menu to switch between it and the timer if you so choose, just like SORR. Also talked a little about an option to add both simultaneously. (though, thinking about it, it might potentially affect the game speed a little due to sprite limit but I'm not 100% sure. If it does, it may not be that bad hopefully.)

Oh and thank you Dean. Apparently, former SOA employee, Michael Latham also likes it as he liked the link to it on Facebook. lol.

Anyway, probably a good time to mention the Music hacking guide Red Crimson told me to make using the offsets and hex values he handed me. (he told me he's not very good at making guides.) Here: http://streetsofrage.freeforums.org/red-cr...ack-t34-10.html

Not much but it could help people research importing music and stuff if they need to. (don't make any guarantees though.) The offsets listed aren't all of them. We're still missing a few level offsets. I've been meaning to look some more but I've been busy with other things. We do have all the hex values listed though for each track.
This post has been edited by Glisp: 16 April 2011 - 06:30 PM

#77 User is offline Meat Miracle 

Posted 16 April 2011 - 07:39 PM

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QUOTE (Jayextee @ Apr 16 2011, 07:25 AM)
I'd make blocking sap the special gauge, one notch per hit. OUCH.

... That might work. Brainstorming some mechanics, if we use X button for blocking:

- block button will put you in block state for: /half the time it takes to charge up 1 bar on the spec meter/.
- you can keep holding the block button to remain in block state, as long as the spec meter allows.
- using block button will subtract 1 bar from the spec meter, but it will NOT affect the charge lag / charge time of the meter. It will continue to charge regardless how many times you use blocking. So, for example, if there are 6 bars total charging at 1 bar/sec, and block time is half a sec, then you can use blocking 9 times from a fully charged meter. Or, keep holding block for 4.5 seconds. Note that I'm just using random numbers here for illustration, ingame bar charge time may not be 1 seconds.
- during block state, you can still be grabbed.
- during block state, you can do everything but movement (like when you normally press X).
- during block state, when hit, you lose another bar on the spec meter!
- during block state, when hit, you are pushed backwards, regardless of the direction the hit came from. (so blocking backwards will move you closer to the enemy)
- this "pushed back" phase is not canceled if the "block state timer" goes down. Basically, you are in block state for x time, and if you get hit during that, you move into a "pushed back" state, which lasts....
- this "pushed back" state should last 2/3 the time it takes to charge 1 bar.
- while being pushed back from a blocked hit, you have no hitboxes. This is to prevent stuff like flying kicks hitting you as you are pushed back. (I think cpu blocking works like this, but I don't remember exactly)
- while being pushed back from a blocked hit, as you have no hitboxes, you can't be grabbed either.
- while being pushed back from a blocked hit, you can cancel to blitz OR supers (A and f.+A). Canceling to Super works as normal (uses up all bars, does damage if not all bars are full), but canceling to Blitz will use 3 bars from the spec meter, and will not work if you have less bars!

- there is no lag after the block state (nor after the "pushed back" state), you can move immediately after it expired.
- after the block state or "pushed back" state ended, you get a few frames of invincibility (1 or 2 or 3? which would be the best?). This is so you have time to do something (like blocking again) if you get knocked into another hit.

This way, blocking could work as a sort of timed parry? It could add another dimension to the fight, because you couldn't just keep blocking indefinitely, but you could use it for baiting, preventing accidental damage, and sweet sweet counter moves. And make the X button based blitz shortcuts look more visually pleasing ("punch, punch, block, cancel to blitz" <-- will look better than "punch, punch, -frozen in place after pressing X-, blitz"), and have a cost too (so you can't use your most powerful moves free of charge). Oh, and it can be implemented for all characters.

In Streets of Rage 2 Mania mode it may just work as a clever counter move, to give you a no-health-loss way out from being surrounded. You'll have the options of
a.) blocking (1 and a half bar total), and so repositioning yourself, possibly into grabbing the guy behind you (as being pushed back from blocking will position you in grab range of the enemy who was behind you)
b.) countering with blitz (4 and a half bars total), knocking down enemies on one side, and then resume fighting, but not being able to immediately do a blitz counter again.
c.) countering with blitz (4 and a half bars total), knocking down enemies on one side, the blocking against normally (1 and a half bar total) to prevent a guy sneaking up from behind to hurt you, and then throw. Basically, point b.) followed by point a.). This will clear up enemies front and behind, but will leave you drained.
d.) countering with special move (all bars), however this will take a little life too, and won't be much different from breaking out of being surrounded with a normal standing special (assuming you already started getting hit from both sides).

I'm not entirely convinced that it's not overpowered, though. Maybe change it so it only does a fraction of the original damage, based on the Stamina stats of a character, the one you see at character select? One star - damage cut half, two stars for taking one third of the original damage, and 3 stars for taking no damage? But, that would make Shiva and Max more overpowered, wouldn't it?

edit:
QUOTE (Glisp @ Apr 16 2011, 04:23 PM)
Though if you hold down B after letting go of the other two buttons, you can do an axe kick to escape getting hit after leaving the block


good idea, countering to the combo ender by pressing Y - for one additional bar. So:
e.) countering with Y (2 and a half bars total), this is a knockdown move so pretty useful, but has not invincibility frames unlike Blitz moves. So it has more limited use, but it costs less bars too.
This post has been edited by Meat Miracle: 16 April 2011 - 07:46 PM

#78 User is offline Glisp 

Posted 16 April 2011 - 10:04 PM

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Well, technically Meat Miracle, Red Crimson didn't plan the upgraded blitz move thing as far as I know. The controller setup is also still 3 button. Though he did have plans in the past to make some characters use the X,Y, and Z buttons do something, such as Zamza's flying kick (which still has yet to be implemented as far as I know, the only move of Zamza's not implemented yet. He wants a special way of activating it and is not sure what to do.)

Also, probably should have mentioned that it's the typical "Hold down B button and let go" move you do normally.

Also on subject of blocking animations: Zamza and Barbon do use their blocking animations in the hack currently, but not for blocking. They use them for picking up items. Zamza works well using his blocking animation here. Barbon however, looks out of place when he picks up items with his blocking animation.. lol.

In other news, last time I talked to Red Crimson, he was working on R. Bear's new throwing animation (which is custom and you can see it in the video but it's not working properly yet. In the private beta I have, the music stops playing until you pause then unpause the game and it doesn't cause damage. He's working on this though.)
This post has been edited by Glisp: 16 April 2011 - 10:05 PM

#79 User is offline dsrb 

Posted 20 April 2011 - 11:49 AM

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A+B+C is not an ideal way to activate blocking in my opinion, but any alternative methods I could devise would involve a 6-button controller, so idunnolol.

#80 User is online ICEknight 

Posted 20 April 2011 - 03:34 PM

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...How about just holding the Attack button to block? Just sayin'.

#81 User is offline Meat Miracle 

Posted 20 April 2011 - 06:04 PM

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QUOTE (ICEknight @ Apr 20 2011, 01:34 PM)
...How about just holding the Attack button to block? Just sayin'.

Then you couldn't use it to parry, unless you saw the attack coming a mile away (in which case you could already counter it half a dozen ways).
If it's a separate button, you can punch, block, punch in swift succession.

#82 User is offline Glisp 

Posted 18 May 2011 - 12:55 AM

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update for you.

Not a whole lot of new stuff since last video but:
-R.Bear has a new throw.
-LOst's Kind Viewer hack's code has been implemented into this
-Axel's running sprite demonstration. (currently SORR version 4 sprites but we might be getting version 5 sprites for his running animations as well. We'll see.)

#83 User is offline Glisp 

Posted 13 March 2012 - 12:51 PM

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Please delete this post.
This post has been edited by Glisp: 14 March 2012 - 01:27 PM

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