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Streets of Rage 4

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Post  ArcadeTheHedgehog on Tue Jun 16, 2020 8:01 pm

So when will be using the sprites or whatever from this game in the Streets of Rage Remake?

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Post  E253MechaShadow on Tue Jun 16, 2020 10:34 pm

ArcadeTheHedgehog wrote:So when will be using the sprites or whatever from this game in the Streets of Rage Remake?
99% never. SoRR is hardly ever going to update anymore.

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Post  thenomad on Thu Jun 18, 2020 1:04 pm

oracle wrote:A SOR4 mod in SORR-Maker is within reach but will not happen overnight. Firstly, a pixel artist with some real talent and LOTS of free time would have to recreate all SOR4 characters and backgrounds as pixels.

Honestly, I don't think this is the worst part. If a person know what is doing, with photoshop, resize of SoR4 textures is a breeze, it's just a matter of taking off some of the frames of animation, resize the SoR4 sprites and that's it. The biggest problem is to put the new sprites into SoRR, but people are already doing this. The only limitation is that you only can use moves from SoR4 that are already on SoRR, because I don't think it's possible to edit/insert hit boxes for specific moves in SoRR. So you can only use, for example, the sprites of SoR4 Axel Grand Upper, over the SoRR Axel Grand Upper. But the newer moves, like the aerial special, I don't think it's possible.
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Post  Iceferno on Thu Jun 18, 2020 2:24 pm

thenomad wrote:Honestly, I don't think this is the worst part. If a person know what is doing, with photoshop, resize of SoR4 textures is a breeze, it's just a matter of taking off some of the frames of animation, resize the SoR4 sprites and that's it. The biggest problem is to put the new sprites into SoRR, but people are already doing this. The only limitation is that you only can use moves from SoR4 that are already on SoRR, because I don't think it's possible to edit/insert hit boxes for specific moves in SoRR. So you can only use, for example, the sprites of SoR4 Axel Grand Upper, over the SoRR Axel Grand Upper. But the newer moves, like the aerial special, I don't think it's possible.
I don't think you need to copy the game mechanics, since it's more about adapting it to Remake. As long as you have the characters and stages, that's a good basis for a mod. I've also been doing some retro remixes of SOR4's music, so those could be added too in future.

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Post  deisha_max on Wed Jul 29, 2020 3:47 pm

Mr.Din wrote:As for the game itself, it's not perfect. I don't enjoy certain instances of armor, the difficulties could use some serious tweaking and better enemy placement, I do not like the retro characters/OST at all and I'm almost certain Shiva and Max would have been unlockables had they not put time and effort into half baked versions of the former characters. That being said I still enjoy the game and it seems to me the divide here is based on whether or not you're willing to unlearn everything and adjust to the game itself, no different than having to change up between playing any of the games in the series and especially remake.

When the last trailer came out, I was like "I don't know how to feel about this." I personally don't agree with the use of the retro characters because it clashes with the hand-drawn animation. Adding the retro characters makes it seem like they weren't completely confident with their work. That's just my perspective.

The retro soundtrack could've been left out. I think a nicer option would to be able to add custom music like in The Sims PC games. Though console gamers would be left out. I think the Stage Clear music from SORR would've worked well in the game.

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Post  Iceferno on Tue Sep 08, 2020 3:41 pm

The balance patch came out yesterday. Has anyone else tried it?

I found 1P a much more enjoyable experience, but didn't like Stage 12's changes. The swingball is gone and even more Big Bens have been added in. Ms Y has some additional patterns and you have to fight her among Shadow enemies no matter the difficulty. Also, when you fight them before the robot, the one that gets in the robot regains all their health.

The pros would be Axel 4's buffs, the fact that Adam 1's combo kick actually kicks enemies off now, and nerfs to the Commissioner fight. I think the special-out-of-hitstun was also added, but I had a hard time doing it, probably due to a worn controller.

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Post  oracle on Tue Sep 08, 2020 11:15 pm

Iceferno wrote:The balance patch came out yesterday. Has anyone else tried it?

Tried it too. My opinions:

- They toned down the difficulty EVE-RY-WHERE in all stages and improvements in movements and defense also contributed to this end. It´s like the Normal mode is now the Easy mode. Many enemies and bosses are a lot less annoying.
- SOR4 Axel movements and experience really improved A LOT and now I can make a more than decent play with him.
- Blaze: I still don´t like SOR4 Blaze and now it looks like they reduced the SOR3 Blaze running speed.
- Because the game is too linear and lacks originality, without new paths, this patch makes difference but doesnt makes me want to play it til the end again.

The classical SOR and SORR are good enough that I played them for over a decade and still like when I play them today. There is something about the overall SOR4 experience that they got wrong. I dont think it can be fixed with DLC or patches of any kind


Last edited by oracle on Tue Sep 08, 2020 11:31 pm; edited 1 time in total
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Post  Don Vecta on Tue Sep 08, 2020 11:25 pm

Quoting the whole balance patch from the Steam page:
Code:
https://store.steampowered.com/newshub/app/985890/view/2897458912923387107?fbclid=IwAR1GrLN4Bpzde4Vh8t_A4jhtaZ4wOEJjxVkRGKNqdpvsHPQr9px1nsErF_0

[size=33]STREETS OF RAGE 4 - BALANCING PATCH[/size]
Greetings everyone,

We will always be grateful to the community for sharing feedback since the game launched. Even when we don’t reply, we read your comments, your opinion, and feedback (no matter if it’s positive or negative) so everything counts.

Today we are glad to announce that your feedback helped us to bring more than eighty enhancements to the game. The patch notes will be quite long but worth taking some time to be read carefully.

Streets of Rage 4 balancing patch brings enhancements and several fixes to the game including


[/size][/size]

  • Online improvements: better fluidity and stability, less latency.

  • New online stats display options available on the HUD section.

  • Balancing improvements for all main characters.

  • Major gameplay improvements for all stages.

  • Various bug fixes.

  • Fixed rare random crashes.







[GENERAL GAMEPLAY ENHANCEMENTS]





  • Specials and star move can interrupt any hitstun state on ground

  • Specials can interrupt hit freeze

  • Faster jump start for SOR4 characters






[SOR4 CHARACTERS: FIXES AND ENHANCEMENTS]

AXEL SOR4:




  • Faster move speed

  • Better recovery on-air special

  • Added additional invincibility frames on grand upper start-up

  • Added grand upper on the ground (OTG) property

  • Grand upper travels farther

  • Added neutral special OTG property

  • Neutral special has less hit freeze

  • Pipe swing has a less recovery

  • Air special: all hits connect when OTG + ignore weight class

  • Denfsive cost lowered

  • Rescaled damage on grand upper

  • Forward special has a bigger hitbox

  • Buff charge kick wall damage

  • Infinite stun-lock on enemies are removed

  • Special pipe goes farther

  • Better recovery on combo

  • Better damage on normal combo and star move

  • Charge attack goes a little farther





CHERRY SOR4:




  • Cherry can jump cancel after uppercut combo and grab uppercut

  • Added 2 frames stun on punches

  • Flying punch from combo is fully invincible

  • Cherry’s charged flying punch is invincible before hit

  • Full invulnerability during fall is removed

  • Special forward is faster

  • Damage Buff

  • Back throw works in corners

  • Pogo kick can hit OTG

  • Cherry damages are rescaled on normal combo

  • Infinite head stomping fixed

  • Cherry knee loop slightly nerfed





FLOYD SOR4:




  • Floyd’s attack x3 infinite is removed

  • Neutral special life costs adjustment

  • Floyd can no longer reset his grab move counter by jumping

  • Special take less HP

  • Floyd has now a slower animation throwing a butcher knife like all SOR4 characters





BLAZE:




  • Reduced vertical speed on juggle neutral special

  • Reduced vertical speed on juggle back attack

  • Blaze’s back attack has a high bounce

  • Jump cancel on combo kick 1st hit





ADAM:




  • Fixed Infinite loop

  • Added neutral special OTG property






[RETRO CHARACTERS: FIXES AND GAMEPLAY ENHANCEMENTS]


AXEL SOR1:




  • Added invincibility on headbutt





BLAZE SOR1:




  • Hitting behind with flip kick





ADAM SOR1:




  • Combo feels more like the original

  • Added body hit property to his last kick in combo as in original SOR1

  • Infinite fix





AXEL SOR2:




  • Fixed Star Move not recovering green health





MAX SOR2:




  • Atomic drop recovery is now shorter and bigger AOE





SKATE SOR3:




  • Damage nerf on blitz





AXEL SOR3:




  • Infinite removed

  • Increased run speed (+10%)

  • Fixed Star Move not recovering green health

  • Punch range is better

  • Jab recovery is shorter





SHIVA SOR3:




  • Blitz damage nerf

  • Fixed hitbox on Star Move






[BOSS: FIXES AND ENHANCEMENTS]



Diva:




  • Bug fix Diva never going in phase 2.

  • Diva charge is slower.

  • No armor on kicks.

  • Electric area disappears faster.

  • Diva has longer preparation for snake bite.

  • Diva snake bite has less depth.






----
Commissioner Stage 2:




  • Balancing.

  • Commissioner has longer charge punch time + lower dash grab hitbox.





----
Estel:




  • Police attacks are easier to dodge.





----
Barbon:




  • Barbon kicks can hit another player after impact.





----
Shiva:




  • Smaller hitbox on palm moves.

  • Shiva double has a chance to align with the player (instead of being full random).





----
Commissioner Stage 7:




  • Fewer armor moves.





----
Riha & Beyo:




  • Beyo is a little faster.

  • No more armor moves for Beyo.

  • Armor finishes sooner for Riha's moves.

  • Less fire pond (lesser time and bigger cooldown).

  • Riha fire aoe moves are slower.





----
Max:




  • Throw aoe damage nerf.

  • Some AI fixes.

  • Can't combo the player anymore with 3 shoulder tackles.





----
Ms.Y:




  • Mr.Y is now harder to defeat

  • Elite Shadow reinforcements during the fight.





----
Mr. Y:




  • MrY stage 11 harder.

  • MrY stage 12 evades more.





----
Robot:




  • Mr.Y and Ms.Y final fight lasts longer (before the robot appearance)

  • Some robot hitboxes are smaller.

  • Legs positions have changed.

  • Twin getting into the robot regains full life.

  • Additional damages on the robot.

  • Fixed a bug preventing Mr.Y from throwing grenades.

  • Spider robot now has the same attacks in phase 1 & 2.

  • Fix a bug with Ms.Y not grabbing in stage 12 last fight.






STAGES / ENEMIES:




  • Nerfed Galsia weapon hitbox





Stage 9:




  • Apple added in the changing room.

  • Added a roasted chicken.





Stage 12:




  • Less green life at the beginning.

  • Fixed Pheasant and sparrow rising move.

  • Shorter electric vial time.

  • Reduced steam hazards hitbox.

  • Lots of enemies rising armor moves removed/nerfed.





Karate:




  • Longer parry recovery time.

  • Massive punch is easier to dodge





Caramel and Candy:




  • Headbutt nerf: hitbox + hitbox depth nerf.

  • Lower hp.





DIAMOND / palettes:




  • Jump kick track less.

  • Slap is slower.





Dylan:




  • No armor.





Raven / palettes:




  • Slower kicks.

  • Slower knee while rising.

  • Turn towards the target when rising.





Taser Cop:




  • Slower start up.

  • Smaller hitbox height.

  • Less HP.







  • Bronze enemy is not armored anymore during his attack.

  • Donovan and palettes have a slower jab punch.

  • Lower nb of hits to destroy bikes : 3.





Big Ben / Gourmand:



  • Gourmand jump attack tracks less.

  • Gourmand doesn’t do 2 hits anymore with an air attack.

  • Armor removed on Big Ben fire attack.





Elite Cop:




  • Slower shield regeneration.

  • Slower attack.





Boss Rush:




  • Barbon clone bug fixed.





Signal R & D:



  • Faster walk speed before grab.






VARIOUS




  • Deactivated special burst in Battle Mode

  • Enemies hurtbox while jumping on-screen is bigger.

  • You can pick up an item that is in the air if it is in your character height.

  • All characters can hit at point-blank.

  • You cannot charge a move while doing a charged move.

  • Forward specials are not triggered when pressing up or down.

  • Wall bounces increments the combo counter.

  • A character that is in « Body Hit » mode will collide more easily with other characters.

  • Nora palettes aren’t armored anymore.

  • Donovan can hold a hammer.

  • Gold reinforcements on stage 10 boss.

  • Stage 11 more score items on the plane.

  • Stage 12 ninja floor changed a little (removed spike ball, added Big Bens).

  • Faster transition on stage 1_2.

  • Donovan with a hammer on stage 3_1.

  • Boss Rush Mr.Y & Ms.Y robot trigger threshold as in Story Mode.

  • Bikes are now breakable in Stage 6.

  • Walking upward in front of Roo makes spawn 3 vials.

  • Score: combo bonuses don’t have a point limit now.

  • Better reinforcements spawn code preventing some reinforcements from spawning out of bounds.

  • Combo counters stay alive when hitting shields or guards.

  • Falling into holes breaks the combo.

  • Lowered Koobo control weapons number (2 flying at the same time).

  • Fixing Grenade throwers on roff throwing their grenades out of bounds.

  • Damage reduced on players when comboed by enemies.

  • Fixed a bug where you could infinite combo an enemy and refill his life.

  • Fixing pickup bug when several items overlap.

  • Weapons start flashing in red at 1/3 life (instead of 1/2).

  • Sledgehammer freeze reduced a bit.

  • Fixed input bug when canceling blitz by fwd special near a wall.

  • Fixed some scripting issues in the 5-2 bar fight.

  • Better reinforcements spawning.

  • Throwing knives do 36 damage instead of 35 preventing some weird 0hp enemy situations.

  • Some K-washi shield issues fixed.

  • Retro Shiva boss fight reworked.

  • Added 10 frames of stun after vault jump.

  • Pummel moves fix preventing some infinite.


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Post  iceweb38 on Wed Sep 09, 2020 5:13 pm

Axel's improvement is amazing and very welcome.
same for the removal of several armor frames, especially Diva.

Stage 12 got indeed a hell lot harder, there's now a new learning curve for that one but at least the final bosses fights actually have are a real challenge now.

The game has also been downloaded 1.5 millions of times, quite impressive!
Hope SEGA keep giving the series more attention now that its confirmed to be a success.

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Post  Don Vecta on Wed Sep 09, 2020 10:04 pm

Mania players gets disappointed on the nerf on the difficulty and the removal of the infinites, but I believe now everyone will enjoy the game a lot more.

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