Post subject: streets of rage 2 wip1: youtube + 60 fps stream
Joined: 3/18/2006
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Link to video HQ 60 fps stream and video file: http://vgarchives.com/content/streets-rage-2-wip-1-hq ^56k beware :-p
Sonikkustar wrote:
Stage 1!
Joined: 7/2/2007
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Looking good! The contrast between Max and Skate is excellent, as is Skate poking Max to cancel him out of his attack recovery. Any particular reason you haven't used Skate's throw yet? You have to use it when he's changing sides after having grabbed an enemy.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Derakon wrote:
Any particular reason you haven't used Skate's throw yet? You have to use it when he's changing sides after having grabbed an enemy.
....I do use the throw. Right at 1:50 infact.
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So you do. My apologies.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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GO STRAIGHT I like what I see...surely this will be improved. Please continue.
true on twitch - lsnes windows builds 20230425 - the date this site is buried
Twisted_Eye
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Very nice start! Looking forward to more. The way you were able to just keep the screen scrolling and scrolling was impressive.
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This was too much entertaining dude, keep up the amazing job!
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The fight with Jack was chaos. Dudes everywhere and all over each other. Yup, it's awesome.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
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The fight with Jack was chaos. Dudes everywhere and all over each other. Yup, it's awesome.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
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Thanks everyone! I'm glad people enjoy my run so far. Here is a little teaser for Stage 2: Possible Suggested Screenshot perhaps?
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Stage 2! I have no idea how to only spawn 1 of those jets. So the boss fight could be improved by quite a bit. I'll try & look to see how to do it.
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Generally, you just need to turn around and go left just as you touch the spawn point, and enemies will spawn one at a time. Do you really want to do this, though? More jets, more fun! By the way, the jets land from throws. Most people never see this since the battle with them is very jump kick-focused.
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IIRC the Jets are immune to throws but can be slammed. Only problem is that if you try to grapple them odds are good they'll end up slamming you instead. I never did figure out how to ensure that I'd be the grabber instead of the grabbee...
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Stage 2 Boss Redo! The boss is now a lot more awesome imo. Just constantly slamming the hell out of the jet. You can even see how fast the HP drops under Player 2's health bar!
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Somebody to encode, please? :(
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Finally. I'm glad that someone is finally picking this back up. Thanks. Looking great so far.
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Stage 3 & Knuckles done! This is the last WIP I'll be posting for this run. All future gmv's will be on my SVN. So go there if you want to see my progress!
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Link to video Sorry I'm late. Much better than Double Max in my opinion!
I like Doraemon
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Niiiiiiice. The extra chaos when you throw Skate into the mix is much better than having two ponderous muscleheads. I look forward to seeing the run on the workbench. :) Thanks for the encode, Lorenzo!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
NitroGenesis
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http://dehacked.2y.net/microstorage.php/info/38977870/diabetes.gmv I saved 17 frames on the intro. How did I do that? Well basically, during the intro, there is a magical frame (196) and if you press start while on this frame, it totally skips the intro fading in. Now we just see black. Good luck to improvers.
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
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Can't you just hex edit to the published movie to update it?
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Depends on if it affects the randomness or not; even if it doesn't I doubt that the encoders and publishers would be interested in re-doing everything for such a small and almost-invisible improvement, considering the length of the run.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
WST
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Played this in real time to satisfy my curiousity, and was a lot surprised how good is Blaze for fighting against Shiva, it looks really crazy when I play as Max and always loose, but then change to Blaze and Shiva begins to act like he doesn’t want to hurt a girl. Shiva is my favorite character from this game, his moveset is so much enjoyable to see, despite the fact he hurts a lot ^^ I guess he is meant to be someone like Chuck Norris or Bruce Lee in context of this game, right?
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
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I understand that Max is widely accepted to be the ideal speedrun character; a Dash Attack that doesn't knock down if he hits late, ludicrous amounts of damage-dealing, the jumping throw that causes enemies to despawn quickly... I was thinking about looking into doing a solo Skate real-time run in the future. Because of copious amounts of RNG and the amount of HP added in Mania mode, most real-time runs appear to be done on Normal. While I doubt that Skate would be faster, I wanted to see if there were any resources here to help with this endeavor. Significant differences I can think of: Faster movement in general obviously helps. He moves significantly faster than Max while walking "up/down," which helps to get into position faster to use a Dash Attack (especially convenient in a real-time run), and a decent bit in the arcade of Stage 3 and the Jungle area of Stage 6, where you have to walk downward to proceed. Thunder Tackle speeds can be reached without spending health via his dash, but the slow screen-scrolling limits this advantage. You can buffer certain actions at the beginning of screens where your character walks in. For all characters, that's the hold-Attack combo finisher (which locks you in place and wastes time), but Skate can dash, putting him into place for the start of the scene faster, which might save almost a second every time compared to Max's lumbering walk. On Normal difficulty, enemies have significantly lower health. Skate's Dash Attack (the diving headbutt) deals 40 damage during the beginning of it and 24 damage on the second half (you only get one or the other; you can't land both on one enemy), significantly higher than Max's slide for 16 damage. Combined with Skate's superior mobility in general, this would likely allow him to mow down most Galsias and Donovans faster in many cases if he's precise with his placement. The hitbox/hurtbox placement seems to give it great priority, too, giving him a reliable high-damage tool to fight Jets with. Skate is significantly worse with weapons; using a sword against the robot bosses in Stage 7 or Vehelits (the alien robot thing in Stage 3) would likely be less viable, but the Dash Attack does more damage anyway (40 as compared to the sword's 32) with comparable time for opponents to hit the ground. Crowd control is limited, though, since Max has a huge swing on both sides of him and hitting late with Skate's Dash Attack deals noticeably less damage, which would likely cost time against sword-wielding ninjas. Despite having the best single-hit attack in his Dash Attack, enemies with a large amount of HP become a chore with Skate compared to Max. Though it basically requires excellent spacing with his Dash Attack or a jump-in attack (both dealing 16 damage on their own), the first three hits of Max's basic attack combo deal 64 damage, which can lead into a grab for (knee-knee -> ) a throw. That's well over a full life bar, while Skate struggles to do so much damage in a single string. His jump-in attack deals 24, but the first three hits of his basic attack combo deal 4 HP each. Being able to cancel it into a Dash Attack at any point is nice (if you just need to tack on a tiny bit of damage pre-Dash Attack), but the most efficient string tends to deal about half the damage Max is capable of, which is made much worse by the fact that Max's throw is invincible with a huge hitbox while Skate can be hit out of both the jump-in attack and the Dash Attack. That said, Skate's jump-in attack -> Dash Attack is quite fast when you have a single high-HP enemy in a loop on wake-up compared to Max's Atomic Drop, so maybe the superior speed per knockdown is worth the lower damage there (that Skate combo does 64 while Max's Atomic Drop does 70). Skate's Corkscrew Kick doesn't deal nearly as much damage to the blocking bosses as Max's Thunder Tackle in Stage 1 and Stage 3. A full hit deals 64 damage on non-blocking enemies and puts Skate in a knockdown state if a stray enemy decides to hit him. Also, 64 damage is the same amount as jump-in attack -> Dash Attack, so there's no real incentive to use this move, for better or worse. The defensive specials seem largely identical; using them to pass through bosses' invincibility periods post-knockdown works the same, though a Dash Attack follow-up isn't nearly as good as one of Max's grabs. Anyway, I think there's some potential here to consider, and if nothing else, it'd be a nice change of pace from all the creeping slowness and Atomic Drop spam of Max when he's not Thunder Tackling (though Skate trades the latter for Dash Attack spam, so... :p ). Does anyone happen to have HP values for enemies so I don't have to gather them manually? Otherwise I guess I'll just play through normally and make my own notes.
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TheReflexWonder wrote:
1) a decent bit in the arcade of Stage 3 and the Jungle area of Stage 6, where you have to walk downward to proceed. 2) but the Dash Attack does more damage anyway (40 as compared to the sword's 32) with comparable time for opponents to hit the ground. 3) Skate's jump-in attack -> Dash Attack is quite fast when you have a single high-HP enemy in a loop on wake-up compared to Max's Atomic Drop, so maybe the superior speed per knockdown is worth the lower damage there (that Skate combo does 64 while Max's Atomic Drop does 70). 4) Anyway, I think there's some potential here to consider, and if nothing else, it'd be a nice change of pace from all the creeping slowness and Atomic Drop spam of Max when he's not Thunder Tackling (though Skate trades the latter for Dash Attack spam, so... :p ). 5) Does anyone happen to have HP values for enemies so I don't have to gather them manually? Otherwise I guess I'll just play through normally and make my own notes.
1) Also stage 1! 2) The sword actually does 38 when used by the player, so it's not that big of a difference. It's 32 when used by the enemies, though. 3) Skate's jump down+attack into dash attack is possible, but really hard to pull off, at least for me. Most of the time you end up grabbing the opponent instead. 4) I agree! It will almost definitely not be faster than a run with Max, but some variation is nice. 5) What, all of them? :) I think it might be unique per enemy, but if it's not, it varies at least by enemy variant (different color Galsias have different health) and difficulty level.