The Old Development Blog (English)

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Re: The Old Development Blog (English)

Post  Charco on Sat Feb 09, 2013 11:55 am

Tue Sep 29, 2009 11:55 pm
ENEMIES 23/64
- Not a big progress, but hard enemies done.

Shiva sor2 / sor3

Sor2
- Improved animation
- Added front grab, grab attack, vault and back throw
- Combo fixed
- Jumps improved
- Sounds, values, timings, fixed
- Added input lag when collision hit on a attack

Sor3
- Completly redone
- Added all missing moves
- Custom values, not a sor2 skin
- Added shine when final crash hit

Vehelits

- Added different death
- Multiple runtines added
- All basic functions done
* The video shows a beta vehelits, he should have more vertical move (being fixed now).

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Re: The Old Development Blog (English)

Post  Charco on Sat Feb 09, 2013 12:00 pm

Wed Oct 07, 2009 3:03 am
CHARS 15/18
- Adam 100 % finished.
* About 173 frames of animation.

ENEMIES 29/64

Enemies can hit now objects, specially when the path is blocked.

Weapon system for enemies added :
* No embedded object with the frame, enemies can get different weapons.
* They can get weapons from the ground now.

Falcon & Barbon

Falcon
- Improved animation.
- Sounds fixed.
- Jump fixed.
- Combo fixed.
- Now he can grab and do multiple hits (the number of hits varies on latest stages)

Barbon
- Improved animation.
- Improved throw.
- Combo added.
- Added new sounds.
- Accurate range attacks, specially anti-air.

Galsia & Donovan

Galsia
- Improved animation.
- Added knife attacks.
- Added combo.

Donovan
- Improved animation.
- Added combo.
- Accurate range attacks, pipe and uppercut.

Galsia sor3 & Donovan sor3

Galsia sor3
- Improved normal punch and jump animation.
- Added combo.
- Fixed jump attack.
- Improved AI walking when have a knife, less annoying.
- He can get a knife from the ground.
- Fixed hit animation in a grab.
- New move added.

Donovan sor3
- Improved animation, this one really needed.
- Fixed/changed combo, less spamming attack.
- Added pipe attack.
- He can get from the ground not only pipe, but bat and metal bat now.
- Accurate range of attack.

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Re: The Old Development Blog (English)

Post  Charco on Sat Feb 09, 2013 12:08 pm

Mon Oct 19, 2009 2:39 am
GAME
- Added POV support for gamepads with analog and digital controllers.
- Improved loading times, even more faster.

ENEMIES (37/64)

Storm sor2 & Storm sor3

Storm sor2
- Improved animation
- Added all the different intros with bike, object or combined
- Added back grab
- Improved combo
- Improved behaviour of several actions
- Improved grenade throw and grenade physics
- Fixed damage, fx sounds and some other values

Storm sor3
- All the moves, values added
- He can throw grenades
- He cant leave the bike unless is dead

Garcia sor1

Full sprite set redesigned
- He have different types of AI, like agressive.
- He can get pipes, bats or knifes from the ground
- He have 2 different modes of fight with a knife
- He can do a combo
- Also back grab

Jack

- Full sprite set ripped from zero, no more beta Jack.
- Accurate animation
- He can laught or punch with a knife now
- 5 knifes limit removed, he have a better manage of objects now
- He can get knifes from the ground

Slash

- He have different modes of attack
- Can use a gun like Bronz, normally in far distances
- Can get knifes from the ground or create ones like Jack
- He can do a combo

Rbear

- Improved animation
- Fixed damage values and sound fx
- Fixed butt attack
- Fixed combo
- Removed some moves added on v4, like evasive jump
- Added all the original moves, grabs..

Abadede

- Improved animation
- Added missing frames, fixed some bad ripped frames
- Fixed combo
- Added 3 types of grab :
* Only on easy he can throw or do bottle opener
- Improved the jump
- Improved the running attack
- Better response to some actions
- Fixed values, fx sounds..

Souther

- New redesign of sprites
- Added defensive attack against jumps
- Added basic combo
- Added new sounds
- Improved blur effect

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Re: The Old Development Blog (English)

Post  Charco on Sat Feb 09, 2013 12:16 pm

Wed Oct 28, 2009 1:48 am
GAME
- 2 new options added to misc. :
* Enable police (on/off)
* Enable run and roll (on/off)

ENEMIES (43/64)

Zamza

- Improved animation
- Added missing frames
- He can block attacks
- Added back grab
- Improved behaviour and AI reaction

Haku-oh

- New set of sprites
- All normal moves from sor1
- Formation and team attacks added
- A new move added for close distances
- Several types of jump

Bongo sor1

- New set of sprites
- Similar walking with fire attack
- He have a new jump attack for mid. distances
- You cant throw him, only few chars

Bigben

- He was missing in v4, all frames ripped
- Similar AI, same values, etc
- He can do combination of different actions, like multiple jumps
- He have 2 types of fire attack, and different angle

Bongo sor3

- Added some missing frames
- Added original ticks
- He can do a team attack with Garcia and throw him on right distances
- Like Bongo sor1, you cant throw him on most of the moves
- Fixed rest of attacks
* Fire are sprite objects now

Ash

- Added missing frames
- Fixed animation of the jumps
- Added front and back grabs
- Removed the v4 weak slap
- Super run added
- Added multiple hidden jokes he had on bk3

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Re: The Old Development Blog (English)

Post  Charco on Sat Feb 09, 2013 12:19 pm

Thu Nov 12, 2009 10:55 am

Groovemaster303 Update:


15 tracks shown here, most are what has been heard before but with different parts of the songs being demonstrated.

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Re: The Old Development Blog (English)

Post  Charco on Sat Feb 09, 2013 12:24 pm

Sat Dec 05, 2009 12:26 pm
Little update, not too much info, i will keep some secret stuff for the release.

POLICE CAR

- BETA video, needs touches and more details to be added.
- 2 new different types added.

ITEMS 100%


- News items drew from scratch into sor style / scale.
- Removed any reference from Final fight or other game.

OBJECTS 100%

- Objects added from Sor1 has been remade / improved.
- New objects added.
- Fixed or improved old objects.
- Removed any reference to other game.

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Re: The Old Development Blog (English)

Post  Charco on Sat Feb 09, 2013 12:27 pm

Thu Jan 14, 2010 12:36 pm
BATTLE MODE

Video shows the following :
- BK3 Sunset redesigned
- Music remix
- Free camera (not the whole stage)
- A victory pose example
- A quote example
- A few new moves (Power bomb, already showed on a update)
- Multiple lives (option)
---

The progress on the game is going quite well..

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Re: The Old Development Blog (English)

Post  Charco on Sat Feb 09, 2013 12:31 pm

Fri Jan 22, 2010 2:16 pm
BULLDOZER

Wip scene, lacks some sounds and you will see a better scene on the game
- Custom bulldozer (10 sprites)
- More background layers (main layer have to be improved)
- Scripted events
- Some new details added to the scene

This is one of the last videos i will show.

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Re: The Old Development Blog (English)

Post  Charco on Sat Feb 09, 2013 12:36 pm

News for Nov. 11th, 2009
Wednesday, November 11th, 2009

This time I wanted to do a full update, because it’s one of the last few there will be.
The game progresses very well and the game release, if there are no setbacks, is near. The exact date will be announced in this blog a week before the release, so you can subscribe to the RSS feed to get it as soon as it’s published.

New and last set of remixes, from Duke:
Ready funk
Back to the industry
Fuze

HARDNESS MAP

Implementing this into the engine took an entire week. In beat ‘em ups vectors are commonly used, but it’s essential for making SORMaker mods easily.

Wall collisions are controlled by the map.
Characters can slide along some walls just by pressing up or down (SOR3).
Pits have been added, now they work as they should.
Unlike the original games, different pit types have been added:
Fall and die (SOR1)
Fall and come up again (SOR3)
The enemy IA has been improved to avoid jumping right into a pit.
When creating a SORMaker mod you have to take into account that some enemies’ way of moving is jumping, so these ones will likely end falling into pits; people will need to use the hardness map and enemy placement wisely.

PORTS
This is the definitive list of official ports for the game:

Windows
Linux (x86)
Wiz

Alongside the game, information about how to port it to other platforms will be provided as well as minimal requirements. In fact, if someone is interested in porting I can give them the information since the port is actually done for the language the game is programmed in and not of the game itself.

There’s a high chance of getting it ported to Wii and XBox, but unless the ports are already done they will not be there for the game launch and/or they might not be official or adapted independently like the Wiz one.

WIZ
100% done, there are some things adapted from the PC versions.

Redesigned menu so options meant for 2 players are not shown.
Added touchscreen controls for the name and palette editors.
Some options are blocked (specially video related ones). The optimal ones have been chosen and can’t be modified.
60 FPS using a 1 or 2 frameskip in some places. I will try to improve this point.

Controls

The controls map is predefined.

Virtual keyboard

A virtual keyboard has been added for all versions, so in any port the editors will stay functional.

ENEMIES (43/64)

Video of Vehelits in an early stage of development:

Some snapshots:








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Re: The Old Development Blog (English)

Post  Charco on Sat Feb 09, 2013 12:43 pm

News for Feb. 3rd, 2010
Wednesday, February 3rd, 2010

STAGE REDESIGN

(This stage replaces the blue lab used in v4)

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Re: The Old Development Blog (English)

Post  Charco on Sat Feb 09, 2013 12:46 pm

Sun Feb 14, 2010 10:40 pm

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Re: The Old Development Blog (English)

Post  Charco on Sat Feb 09, 2013 12:50 pm

Some quick update..
I thought some people wanted more natural shadows on v5, so here we go.

Shadows improved

- Perpective added
- Like the size, the perspective can change in realtime

Multiple shadows

- Different perspectives based on light points

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Re: The Old Development Blog (English)

Post  Charco on Sat Feb 09, 2013 12:52 pm

Mon Mar 15, 2010 12:36 pm
Trap rooms


In case someone wondered about the " 16 special enemies " from the blog, traps are included on it, plus new surprises not only based on traps.

--
Regarding shadows, they can overlap at night (in real life), the reason is on the day there is only one powerful light (sun) with unique angle and focus, but at night there is plenty of lights, since the game is night mainly i will keep shadows how works now.

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Re: The Old Development Blog (English)

Post  Charco on Sat Feb 09, 2013 12:56 pm

Fri Apr 09, 2010 4:21 pm
Wii port (85 %)

To be done : fixes on load/save features and sound.
- The resolution is defined by the Wii system, so can run in 576i, 480i or the recommended 480p mode.
- All the filters such HQ2X or scanlines available.
- 60fps (stable)
- Same pc version, no downgrades.
- Wii Online play to be confirmed..
- The game is paused if the battery of the pad is off.

Added support for the following combination pads :
1. Horizontal Wiimote
2. Wiimote + nunchuk
3. Classic controller
4. Gamecube controller
5. Keyboard support (only editors)
* Wiimote pointer can be used on editors.
* Each player can have a different controller combination.

--
Other than that, the progress on the game is going well, this port took me some time..

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Re: The Old Development Blog (English)

Post  Charco on Sat Feb 09, 2013 1:00 pm

I forgot to show a Wii video :


- Motion controls for attacks or specials in type config B (wiimote + nunchuk), but you can still press the buttons
- Added rumble support (enable or disabled by the wii system options)

Portraits color fix (palette both things) :

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Re: The Old Development Blog (English)

Post  Charco on Sat Feb 09, 2013 1:03 pm

Thu Jun 03, 2010 2:37 pm
Groovemaster303 update:
For those starving for new information regarding V5... here is a small comparison teaser clip featuring a small snippet of one of the DLC remixes.

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Re: The Old Development Blog (English)

Post  Charco on Sat Feb 09, 2013 1:04 pm

Thu Jul 08, 2010 7:15 am
A Sormaker preview list :

* Any of them are real, just a list of what could be done
* Original package will have a prototype mod
* Up to 99 mods on a list
* Logo of 32x32
* Sormaker list is embedded with SorR as a new menu, all the mods will be played directly from SorR.

Some other progress :

Cpu friend 100%
* Smart, or in other words, tested, unlike v4
* Fighting system, different types of fight depeding on situations
* Chars are selected manually

All extra modes 100% (main campaign not included)

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Re: The Old Development Blog (English)

Post  Charco on Sat Feb 09, 2013 1:07 pm

Mon Jul 12, 2010 1:19 am


Little test with AI Mania :
* Still missing few features, will be more smart in the end of the process
* Based on the original game
* Each difficult have his own settings
* Each enemy have his own custom AI

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Re: The Old Development Blog (English)

Post  Charco on Sat Feb 09, 2013 1:14 pm

Thu Aug 12, 2010 8:06 pm


For no spoilers i will show 2 stages (from a giant amount made this month), they are more or less already showed, but now improved / renewed :

Rebuild, different than v4 version, isnt that pose sexy ? Razz


Big Improve over the old beach showed.

Things :
- The total number of stages has been reduced to around 100, many v4 stages has been removed others has been transformed into something new, that value is final.
- Most of the stages have specific programming for specific effects or events, game is plagued of details, no details about it, ill keep secret.

All the routes of the game are done, im happy with the results (finally!), is like a giant puzzle that fits really well in the end, each route have a different "concept", ill keep secret.

The number of remixes has been increased, probably final version is around 75 remixes, plus an alternate soundtrack with more songs for modding, all the remixes are exclusive for the remake, expect a bunch of never heard remixes from our talented musicians.

I was thinking of showing a hint of when the rele..ill keep secret, yet.

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Re: The Old Development Blog (English)

Post  Charco on Sat Feb 09, 2013 1:18 pm

Mon Aug 23, 2010 2:50 am
Some day of june 2009 on the blog...
The sun blinds when it’s uncovered by the scenery (this scene still has to be improved)


Do you remember how limited was the rooftop in v4 ? well expect diagonal scroll and different floors on the renew stage :


--
Other things you could like to know :
- Game have a total of 19 playable chars (i forgot one of them Razz )
- Extra playable chars instead police call will use something special

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Re: The Old Development Blog (English)

Post  Charco on Sat Feb 09, 2013 1:21 pm

V4 stages, the ones still there are improved :

Sor1 stages..

More things :
- 6 endings (final number), you can skip them when you saw it once.

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Re: The Old Development Blog (English)

Post  Charco on Sat Feb 09, 2013 1:25 pm

Mon Sep 13, 2010 6:59 am
- Design of the stages 100% (remake stages/new stages), some stages could have few more edits thought.
- Scripted events 99%, most of the events on the stages are done
(this doesnt include enemy/item placement).
- The rest of things to do is basically one man work, plus few contributors missing work, so do not ask when.

Sor3 stage2 redone


Sor1 stage3 improved

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Re: The Old Development Blog (English)

Post  Charco on Sat Feb 09, 2013 1:28 pm

Wed Nov 03, 2010 8:00 pm
Yamato full fight (Don't watch it if you don't want spoilers) :


- I wanted to show all his moves so is a slow and bad played battle.
- Is played in normal, other modes could be more or less challenge.

Other stuff :
Chars 100%
Enemies 99% (missing one)

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Re: The Old Development Blog (English)

Post  Charco on Sat Feb 09, 2013 1:32 pm

Streets of rage Remake v5.0
Sunday, April 3rd, 2011

Welcome back to the blog!

It has been 8 years of work, but the final version is here, this is complete and ready for download, Surprised? Wink


PROGRAM
Streets of Rage Remake is a project created from scratch, it does not use reverse engineering nor a single line of code from the original games. It’s all based on visual interpretation, comparing how things work in the original games and trying to mimic it for Streets of Rage Remake.

Some of its functions:
* Animation timing, animation positioning, control response, X/Y/Z positions and physical movement for all characters are accurate to the original games.
* 64 modules of AI per enemy to represent walking and reactions.
* Collisions and damages based on the original games.
* The same score system algorythm that is used in SOR2.
* Grabs and vaults as in the original games.
* Autosave savestates that allow you to continue the game from the same point, exit windows, alt+x, etc.
* Prediction of resources, to speed loading times.
* All functions of all the original games in the series are emulated:
- Over 30 configurable options in the menu
- Star and Special Meter sytems
- 6-button controller actions
- Different types of weapons, and Special Weapon attacks
- Police specials
- And much more

GAMEPLAY
Tests have been conducted for months to ensure that the game plays well, plays accurately, has the smallest possible number of bugs and an appropriate difficulty level.

MATERIAL
The following material has been created exclusively for Street of Rage Remake V5, and V4 (with all that implies).

CUTSCENES
The game includes original cutscenes between stages, totalling over 40 cutscenes and 8 endings.

STAGES
There are stages in the game that are either completely new or remastered, adding more colors, more scrolling layers, interactive details not present in the original games and much more.

THE SPRITES
Over 10 designers have been working for years to create new sprites, creating 19 playable characters all with a complete set of moves, new enemies, new details on the stages and much more.

MUSIC
The music has been remixed by 5 different musicians, they are in OGG format (44khz, 128kbps) and contain practically all the songs in the original series, including Game Gear versions and some new tracks, a total of 76 songs.
* All songs have been volume controlled and EQ.

SOUND FX
The game contains audio sounds from the original games that have been recorded directly from a Megadrive/Genesis.
* Each enemy and character has their own voice channel (a total of 24 channels of audio)
* The shrill sounds accumulate in specific channels to avoid distorting the audio.
* Ambient sounds are a new feature of the game.

SUMMARY OF THE CONTENTS OF THE GAME

You can see the promotional poster for the game here.

103 STAGES
- 93 stages in story mode
- 5 stages in extra modes
- 5 stages in the Prototype mod (separate download)

19 PLAYABLE CHARACTERS
- SOR1 characters remastered with new moves
- SOR2 characters with new moves
- SOR3 characters with new moves
- New playable characters

64 ENEMIES
- All enemies from SOR1 remastered.
- All enemies SOR2 (RGB color correction).
- All enemies SOR3 (RGB color correction).
- New enemies based on the Game Gear versions and even the cover the game!

REMIXES 83
- 76 in V5.
- 7 in the Prototype mod.

ADDITIONAL CONTENT
- Profile Editor
- Color Editor
- Name Editor
- Sormaker
- Cutscene Viewer
- Profile Viewer (and commands)
- Image Gallery
- 16 cheats
- Battle Mode
- Survival Mode
- Boss Rush mode
- Events Mode (16 events)
- Volleyball Mode
- Allied cpu mode
- And more than 30 customizable options

The planned online feature had to be scrapped as there were problems getting the game to run lag free, even from early build. It would of taken longer to wait for an improvement on this, so it was left out and more time was spent on improving the game itself.

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Re: The Old Development Blog (English)

Post  Charco on Sun Feb 10, 2013 10:39 am




A gallery of some screenshots from early development (pre-V4).

Running, rolling, team attacks and new moves




Graphical effects





Enemies





Stages




Palettes




Art by David Rubarth (Arth)




Miscellaneous


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Primera linea de código escrita .. GO! GO! GO!
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Charco
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Location : Ireland

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Re: The Old Development Blog (English)

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