Streets of Rage X - Maestro Draven Musics Preview (And some new updates)

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Counter-Strike: Source
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Hi friends! I didn't post too many videos due to some extra work I had this month, but this one is very special.

Today I'm presenting the result of the great partnership between @FGAMES9000 and @MaestroDraven renewing the SoRX music tracks by replacing all the SoRR ones with your fantastic Expanded & Enhanced versions.

Please, consider subscribing to his channel:
https://www.youtube.com/c/MaestroDraven

I will gradually make the proper adjustments, adding one by one and recording videos constantly of the SoR2 and SoR3 routes, once these ones you already know from SoR2X. At the moment, the SoR1 content will be available only when the first beta is launched.

About the other updates, here's a quick list:

- Enemy A.I. was totally reprogrammed to make their actions similar to the original games. Instead of attacking insanely with no interruption or staying IDLE forever, now the enemy will always look for a better opportunity to hit the player, plus moving constantly.

- Enemy spawn method now was reprogrammed with a new code that replicates the original games, where the total amount in the screen is automatically renewed until reaches a previously defined limit (commonly is 4) no matter the player's position (Ex: SoR2 stage 1 at the streets and bar). It will help the game's pacing, fixing some "empty" places during the playthrough.

- The "item drop" system now follows all the original games by default, but all the other random options were maintained.

- Wall/Screen Edge bounce now works for some "falling" animations, more close to SoR4. It will prevent most situations where the player is constantly spamming attacks against the same opponent during a juggle at the edge of the screen.

- The Otg now adds a small juggle point's bonus every time the opponent gets a hit when falling on the ground. However, the total juggle points was halved, forcing the player to create a better strategy in order to do more hits. In addition, now both Wall/Edge bounce has a little juggle point cost too.

- Weapons now have a usage limit and will break depending on how much damage was dealt (yes, stronger characters like Max will have a necessary "nerf" in this aspect, once the weapon base damage is the same for all characters but multiplied by your power). In addition, now the weapons can hit walls one more time before disappearing, but can be dropped only 2 times now.

- I think that some people may hate me lol, but I removed the "block" and "super armor" features from all heroes. Once the SoRX is a game different from SoR2X, focused on being close to the originals, I decided to maintain all the native features only on the characters that already have it on all previous games (except for the "super armor", which was maintained only on the characters that don't have "block", like Abadede).

- Both Run/Dodge moves received a "nerf" too. The "dodge" now has a collision box at the last frame, making the characters vulnerable to attacks, plus the Z axis velocity is now the same for all characters with the "rolling" dodge, same as the original. About the "running" move, the Z axis velocity was halved to make it slower because some characters (especially heroes) had too much advantage when moving on the level compared to most opponents.

- The special bars now follow only the original systems present on SoR4, 3 and 2, plus now the cost is higher, same as the original SoR2. The others were removed.

- There are many other small updates, like different "Go Arrows" depending on which route you are on, new button functions, more info on the screen, etc. I will make another video to show more details.

Please, if you have any feedback or suggestions with a long text, I suggest sending by mail or at the Chrono Crash Forum.
fgames9000@gmail.com

Thanks!

✔ Need a hand with your OpenBOR projects?
https://www.patreon.com/fgames9

✔ Links:
https://fgames9000.blogspot.com/
https://www.facebook.com/fgames9000/
https://twitter.com/fgames9000
https://www.chronocrash.com/

(PT-BR)

Curso de Sound Design para Games
https://go.hotmart.com/D67544998B

Curso de criação de arte e animação em minutos:
https://go.hotmart.com/M67538018T

Curso de Pixel Art do básico ao avançado:
https://go.hotmart.com/V67544846C




Other Videos By F-GAMES


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2022-07-14Streets of Rage X - Small Update (SOR1 Boss Bongo - Genesis version)
2022-07-10Streets of Rage X - Progress Report (New SOR1 Boss Bongo and Maestro Draven Tracks)
2022-07-02OpenBOR Templates - $uper M@rio Test
2022-06-30Streets of Rage X - Character Development Process (BKM Souther)
2022-06-29Streets of Rage X - Progress Report (New SOR1 Boss Souther and Maestro Draven Tracks)
2022-06-28Sonic Brawlers - First Test (Sonic)
2022-05-29Streets of Rage X - Progress Report (New SOR1 Boss Antonio, Enemy A.I. test, Maestro Draven Tracks)
2022-04-27Streets of Rage X - Maestro Draven Musics Preview (And some new updates)
2022-04-09Streets of Rage 2 Hacks - Street Fighter V1.1 (Fei Long - Stage 1)
2022-04-09Streets of Rage 2 Hacks - Street Fighter V1.1 (Dee Jay- Stage 3)
2022-04-09OpenBOR Tips - Customizing Main Menu
2022-03-31Streets of Rage X - Bosses Full Life Combos (Axel - Unlimited Juggles/Otgs/Specials)
2022-03-29Streets of Rage X - Progress Report (Added SOR1 Enemies and Items, All Music Metadata Finished)
2022-03-14OpenBOR Tips - Text Spawn during Item Pickup
2022-03-12Streets of Rage 2 Hacks - Street Fighter V1.1 (Ken - Stage 1)
2022-03-10OpenBOR Tips - CPU Partner Menu (Portable version)
2022-03-04OpenBOR Split Screen - Prototype Test v3 (Adding Front/Back Layers with different speeds)
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