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

#46 User is offline Meat Miracle 

Posted 14 February 2011 - 04:48 AM

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Nice.
If you guys are keen on making him play more like the SOR2 boss, do you want me to make a list of differences based on that video? (had I just dumped a list here without asking, people would surely go "lol do better yourself")

#47 User is offline Elektro-Omega 

Posted 14 February 2011 - 06:58 AM

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I'm loving what I see more and more.
Just a few questions. Shiva respawns in his crouched position, was this intentional or will he be fixed to respawn in his jumping sprite?

the second question doesn't really regard what has already been done but more what is able to be done. when you play Streets or rage 2 and smash a crate or barrel to collect a powerup (say an apple) the object will smash and then there is a small delay before the power up appears. Is there any way to check if the character has attacked the object and then spawn the power up before playing the smashing animation? or would that load the powerup ontop of the object. If thats the case then maybe interrupting the animation mid play so the object can be loaded half way through the animation to allow the player to see what object it is without a delay.

I know that was a bit of a long question and I know nothing about this so if it's completely unfeasible, tell me.

Also, I know RC has his disassemblies private, which I completely agree with. But does he release anything about the tools he used to disassemble? does he use IDA Pro or does he have an alternative?
This post has been edited by Elektro-Omega: 14 February 2011 - 06:59 AM

#48 User is offline Glisp 

Posted 14 February 2011 - 02:08 PM

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QUOTE (Meat Miracle @ Feb 14 2011, 04:48 AM)
Nice.
If you guys are keen on making him play more like the SOR2 boss, do you want me to make a list of differences based on that video? (had I just dumped a list here without asking, people would surely go "lol do better yourself")


He's not gonna be 100% perfect (RC's trying to make him balanced unlike his BKIII playable version.) He also decided to give him a complete moveset. (that's where the flame kick throw comes in. Yeah, it's kind of lame to use a recycled animation but even Max has a frontal throw.)
Regarding his sound effects, he's working on it. He also has a >> B move as well that recycles some other animations. (it's based off of the Round 7B BKIII Boss version. Like I said, it's ported script from another hack that gave him a complete moveset in BKIII.)

@Elektro Omega
QUOTE
Just a few questions. Shiva respawns in his crouched position, was this intentional or will he be fixed to respawn in his jumping sprite?

I dunno. It's kind of bothered me but I've never really brought it up to RC.

QUOTE
the second question doesn't really regard what has already been done but more what is able to be done. when you play Streets or rage 2 and smash a crate or barrel to collect a powerup (say an apple) the object will smash and then there is a small delay before the power up appears. Is there any way to check if the character has attacked the object and then spawn the power up before playing the smashing animation? or would that load the powerup ontop of the object. If thats the case then maybe interrupting the animation mid play so the object can be loaded half way through the animation to allow the player to see what object it is without a delay.

Tbh, I've never really thought about this. So I dunno.

QUOTE
Also, I know RC has his disassemblies private, which I completely agree with. But does he release anything about the tools he used to disassemble? does he use IDA Pro or does he have an alternative?

Last time I checked he used IDA Pro. Also, he made an art decompressing tool for SOR 2. I still have that tool actually on my hard drive.

This post has been edited by Glisp: 14 February 2011 - 02:14 PM

#49 User is offline Meat Miracle 

Posted 14 February 2011 - 02:31 PM

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QUOTE (Glisp @ Feb 14 2011, 12:08 PM)
He's not gonna be 100% perfect (RC's trying to make him balanced unlike his BKIII playable version.) He also decided to give him a complete moveset. (that's where the flame kick throw comes in. Yeah, it's kind of lame to use a recycled animation but even Max has a frontal throw.)
Regarding his sound effects, he's working on it. He also has a >> B move as well that recycles some other animations. (it's based off of the Round 7B BKIII Boss version. Like I said, it's ported script from another hack that gave him a complete moveset in BKIII.)

Yeah, I get that, though in my opinion his SOR2 boss moveset alone is already balanced - it's the AI that makes him overpowered.
In fact, if you want him balanced, you'll have to do with some missing moves, such as no back attack nor frontal back throw.

I'll do a list of things a little later.

#50 User is offline Glisp 

Posted 14 February 2011 - 03:05 PM

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Right now, my biggest concern as a tester regarding balance for Shiva is the bug that makes him invulnerable while using his B+C infinite. Sometimes if he uses it enough, he'll become invulnerable to enemy attacks. This lasts until he is thrown or he exits a scene in a level or wins a level.

Also Meat Miracle, we're not like over powering any of his new moves so it's not like he's going to be much stronger than the other characters. Trust me, I think you'll like him once the hack gets released. wink.png He has his advantages and disadvantages like the other characters. For one thing, he really has a hard time inflicting large amounts of damage to Jets, especially if more than one Jet is on screen. There's a method of handling them as him probably, I just haven't found it yet. I've really just been attempting weak anti-air attacks until they die and also hoping to infinite them while they're floating close to the ground which isn't always successful.

#51 User is offline Glisp 

Posted 16 February 2011 - 02:01 AM

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New Update: 2 player mode palletes for Shiva and Zamza



It's pretty obvious what Shiva's pallete is based off of but Zamza's pallete is only obvious if you've played Bare Knuckle III. Personally, I don't like that orange spot. I made a lot of nice recolors for Zamza based upon all the 2 player palletes except Skates and Shiva's boss pallete form BKIII/SOR 3 (the green one) Red Crimson didn't like any of them.

http://s527.photobucket.com/albums/cc353/glitchhunter09/

Personally, I thought all of them, aside from the Blaze one, turned out pretty good.
But whatever, it's his hack. I was just trying to help. =P I didn't feel like I was contributing anything so I tried to contribute something. Oh well. Another time, another day.

As for other bosses being implemented, not gonna happen. Red Crimson wants to move on to other projects after this and he doesn't wanna make anymore bosses playable as a result.

In other News, he's still trying to go about how to implement Zamza's flying kick. He said it's too special of a kick for your typical flying kick.
This post has been edited by Glisp: 16 February 2011 - 02:03 AM

#52 User is offline Tiberious 

Posted 16 February 2011 - 10:13 PM

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Umm, why are the specials still taking health if the meter is full? I thought the point of that bar was to be able to use your 'GTFO me' move while not incurring (as much/any) damage yourself.

#53 User is offline Sonic Boom 

Posted 16 February 2011 - 10:52 PM

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QUOTE (Tiberious @ Feb 16 2011, 07:13 PM)
Umm, why are the specials still taking health if the meter is full? I thought the point of that bar was to be able to use your 'GTFO me' move while not incurring (as much/any) damage yourself.

Looked like they were working fine to me.

#54 User is offline Skeledroid 

Posted 16 February 2011 - 11:02 PM

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Playing as the ninjas would be the best, especially if you could use the teleport move.

#55 User is offline Glisp 

Posted 17 February 2011 - 12:35 AM

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No more characters are going to be made playable. Red Crimson said it, not me.

Also Tiberious, you're looking at the wrong meter lol. I was playing as player 2. XD
This post has been edited by Glisp: 17 February 2011 - 12:37 AM

#56 User is offline ICEknight 

Posted 20 February 2011 - 11:47 AM

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QUOTE (Glisp @ Feb 17 2011, 12:35 AM)
No more characters are going to be made playable. Red Crimson said it, not me.

Does he even know that many fans of his work are asking for more characters?

#57 User is offline Glisp 

Posted 20 February 2011 - 12:41 PM

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Yes he does, I told him. He still won't do it. The hack recently got a kind donation from Daors of Bombergames.net. He created some custom running sprites for SOR 2 Blaze just for this hack. I haven't seen them yet so I can't really voice my opinion on them. RC told me yesterday the animations have been implemented though.
This post has been edited by Glisp: 20 February 2011 - 12:48 PM

#58 User is offline Glisp 

Posted 18 March 2011 - 03:10 PM

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Hey guys, got a couple of updates for you:

Surprise, surprise! R.Bear has been implemented after all! I wonder what got RC to change his mind... He's still WIP so his moves aren't exactly boss accurate as of yet.

Barbon is too. His moveset is even more limited at this time. (RC's trying to get a hold of Xenowhirl to help implement Streets of Rage game support for SonMapEd. However, Xenowhirl's not the easiest guy to get a hold of.)

Blaze can now run and her running sprites are fixed up so that they now use the correct XY Axis. (credit for the running sprites goes out to Daors who has been a sprite contributor for the project.)

Other changes:
Weapons now bounce off of enemies allowing them to be picked up and thrown a second time. The second time they are thrown, they disappear upon bouncing off of a target. (oddly, the knife does this which doesn't seem quite right. I don't know if the Katana does this or not but it might. Gonna ask Red Crimson to fix this/these issue/issues next time I see him.)


I'm not allowed to release this and due to the WIP status, I don't think it's wise to make a video just yet due to the noobs on youtube. (among other things.)
This post has been edited by Glisp: 18 March 2011 - 03:16 PM

#59 User is offline Meat Miracle 

Posted 19 March 2011 - 06:40 AM

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OK, not that I'm ungrateful, but can we have an alternate version at one point, which has none of the SOR3 gameplay additions or extra moves, only Shiva playable with his exact moveset (no extras)?

#60 User is offline Glisp 

Posted 19 March 2011 - 02:06 PM

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Heh. Meat Miracle, I don't have a problem with what you said. RC's really just experimenting some. Since hacking the Streets of Rage games is still a relatively new thing, RC's just messing around with porting features and stuff.
(though I will say, he has had plans of porting Zan and Roo/Victy though I personally think it's a bad idea because of the fact their sprite styles just won't fit.)

Hopefully in the future, there will be a hacking guide so you should be able to do whatever you want, provided the disassembly gets finished. Trust me, I think you'll like the hack once it's released. wink.png It may not be what you had in mind but I think you'll definitely enjoy it a little.

But I'll talk to him about it and see what I can do. I don't make any guarantees though Meat Miracle. It isn't my decision after all.
This post has been edited by Glisp: 19 March 2011 - 02:07 PM

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