Avengers United Battle Force

In Progress Avengers United Battle Force 2.7.41

No permission to download
The project is currently under development.
Thank you guys.
Just a quick video showing the How to play animation. Btw the classic Avengers theme is back.
http://www.youtube.com/watch?v=M6PzU-wJmOE
(btw we need a Youtube tag on this forum)
 
nice to hear that classic tune back!!!!

about the how to play, it looks pretty good!!! but it slides too faster for me, I pressed the pause button on youtube in order to read  :)

btw, do you have the sounds from the arcade game? PrimeOP had a rar file with all voices on his site years ago, maybe they are still up.
 
Yeah, I am aware of those sounds, I use some of them.

Scarlet Witch already fully edited, now it will start to be coded.

So, these are the new additions to the game:
i60OR8Q.gif

(Black Widow and Iron Fist are wips)
 
Well, since my beta tester is on vacation, I used a NPC just to show more chars in action :)

Here is a fight showing Beast and Quicksilver (NPC) agains Whirlwind. As you can see, Whirlwind is not so easy as he was on the arcade game.

http://www.youtube.com/watch?v=HP_cMrWUfSg

The chars are still in progress (so this is why there is no sound in Whirlwind's attacks), so somethings can be changed.

Natasha is comming
bw_zps939a93de.gif
 
Nice! That's how Whirlwind should be!

BTW you should add attack in which Whirlwind becomes tornado but instead of going toward player, he flies randomly and bounces when he touches screen edge and playing field edge

Oh speaking of Whirlwind, I remember in original game he shows up couple times before he finally attacks player, are you going to add this feature too?
 
O Ilusionista said:
http://www.youtube.com/watch?v=HP_cMrWUfSg
I suggest you to remove that soil tremor when a character falls, it's so BORish that it doesn't fit in this mod.
 
Bloodbane said:
BTW you should add attack in which Whirlwind becomes tornado but instead of going toward player, he flies randomly and bounces when he touches screen edge and playing field edge
He already makes this, but I still not satisfied with that.

Oh speaking of Whirlwind, I remember in original game he shows up couple times before he finally attacks player, are you going to add this feature too?

I don't think so, at least for now. The first boss will be Wizard, and he will appear couple of times before the final fight.

Kyojinmaru said:
O Ilusionista said:
http://www.youtube.com/watch?v=HP_cMrWUfSg
I suggest you to remove that soil tremor when a character falls, it's so BORish that it doesn't fit in this mod.

Maybe its a good idea.
 
Not specifically related to your mod, but the latest video showcases it pretty well, so I'm just going rant over it here.  ::)

Isn't there a way to (easily) prevent enemies from staying outside the screen? Specially shooters. It's even worse when you have helpers who can keep fighting the enemies on the outside, while you must wait... :-\

This mod has a wide play area so it's not so bad, but it still happens...
 
yeah there is, I was just too lazy to do that, lol.

subject_to_screen {bi}

~This command determines whether entity can move offscreen or not.
0 = Entity can move offscreen. Default for non-player entities.
1 = Entity can't move offscreen. Default for players.

This will make the chars to not walk outside the screen, but I know there is a way to avoid attack while the char isn't on the screen.
 
O Ilusionista said:
yeah there is, I was just too lazy to do that, lol.
LOL
But really, I don't think it's laziness, most games are like that, and there's a part of level design and strategy that even makes it interesting. Imagine blasting every minor enemy away from you so you can focus on the boss. In my opinion, problem comes when there's just a couple of minions alive, and you can't get to them. Even worse if they have ranged attacks (or really long arms!) which can hit you from outside the screen.

 
There is also this command - should stop them shooting you off screen.

put in models.txt
Code:
offscreen_noatk_factor 1
 
More news:

Jhfer is being working on the game history (and on many edits). The second stage will have the Maggia crime syndicate, on a ship. This is why you fight on a Port on the first stage. You will fight Wizard on a branch, or Whirwind on another.

new content


Enemies:
IMA soldier (wip)
V2LKzBO.gif


DREADNOUGHT - Maggia
uyPlWPh.gif


Bosses:
Do you know those people?
A2Yuevx.gif

ff5ERvV.gif



Playables:
Yondu is almost done (spritewise)
oS8flGj.gif
 
This is why you fight on a Port on the first stage. You will fight Wizard on a branch, or Whirwind on another.

Great! that's how it should be. Having to fight all bosses could be too much IMO and this branch solves it!

Nice new contents! I assume this IMO soldier has different attack or at least different projectile, right?
 
I've been away because I am busy with 3d study and some mugen stuff, but we are working on it.

Count Nefaria is almost done
rUnMkQZ.gif


Madame Masque done
cN3sNB4.gif


New NPC: Moondragon
avf8gHe.png
 
They look great, O! ;D Looking forward to see how those edits are going to react. Special, indeed!
 
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