Avengers United Battle Force

In Progress Avengers United Battle Force 2.7.41

No permission to download
The project is currently under development.
Thanks!

From time to time, someone asks me about the character "X", why the game does not have the character "Y", etc. So, I thought it would be time to explain how I choose new characters to enter the game, since I follow some standards.

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Text wall warning: https://gamejolt.com/games/avengers-united-battle-force/14591/devlog/dev-talk-how-do-i-choose-characters-for-this-game-mnjatchc
 
O Ilusionista said:
Birnbaum thanks, I've made a tutorial here http://www.chronocrash.com/forum/index.php?topic=5004.0

Tutorial saved...

there is no tutorial yet on how to real-time entity (enemies, main characters) scaling based on Z,
i tried it a couple of days ago & failed, the only partial  option i have is to spawn something and at a certain "Z" point make die & then it drops the desired entitiy on the correct "playground" or layer
 
oldyz uTunnel made a code for that years ago - you can see it in action in this game, right on the first screen (Soldier will jump "from the screen" using this code).

WfxF9sl.png



You need to use this as a ondrawscript. But be warned that drawmethod set by script is persistent and it will override any other drawmethod which is not made by script - even alternapal like fmap.
Code:
void main()
{
    void self = getlocalvar("self");

    int z = getentityproperty(self, "z");
    int ypos = openborvariant("ypos");
    int zoom = 256 + (z - 160 - ypos-30) * 2;
    if(zoom < 0) {zoom = 0;}
    setdrawmethod(self, 1, zoom, zoom, 0, 0, 0, -1);
}

I had the idea to use this for the characters walking - as on an old Sega arcade game called Arabian Magic - but I've scrapped this idea.

 
Time for some short updates:

- Thor (shown in Ragnarok mode) now can run and run attack like all other chars. His old dodge will still be available

- The sky has a new parallax effect (Thanks Damon Caskey for the trick). Also, the sky and the buildings are now separated layers.

- Almost all basic enemies are now bound to the screen so they wont get off, which makes the game quicker.

- Now the Hyper Move/Avengers power is done by pressing Down, Up , Special. Its way easier to perform :)
 
Awesome work as usual buddy. I can't wait to replay this when you get done with all the new updates :)
 
Thanks buddy!

FOR THE KORBNITES!
Beta Ray Bill helper is finished - Sprite edits by Jhfer and custom voice by Paulo HP Bender :)
tfQM1STXb2-9hlNd2UZgj_JvtzKHL4PrkDEDnUHyqgH81LxQC30KD8iYrhQxy7EubcZM5EPYar1Kdsk=s480-nd


His thunder will run across the screen, wiping out everything on its path.
 
Here's my playthrough of the game with Wolverine bro:

https://www.youtube.com/watch?v=fvlgkiXHcyc

I ripped them apart ROFL, they didn't have a chance!!  The only thing I noticed is that enemies attack you off-screen however, you said you'll fix this in the new update so I'll be looking forward to that and with the new updates as well!!

Thanks again for everything man!! 8)
 
Something I wanted to make since long time on Avengers United Battle Force: to clean the game HUD a bit. Now the bosses lifebar will stay at the top, while the NPCs will have custom lifebars attached to them.
1.png



Also, now Vision has a custom time bar, to show how much time he will be invincible during his hyper move, finally.
1.png



Thanks Kratus  for the help :)

 
O Ilusionista said:
Something I wanted to make since long time on Avengers United Battle Force: to clean the game HUD a bit. Now the bosses lifebar will stay at the top, while the NPCs will have custom lifebars attached to them.
1.png



Also, now Vision has a custom time bar, to show how much time he will be invincible during his hyper move, finally.
1.png



Thanks Kratus  for the help :)

personally, i don't like health bars & icons & such on games, too much visual contamination, especially on modern games...
I don't know if those things could be made optional with Openbor.

I prefer to see tinted redi-sh tones or for some reason i like TMNT's approach to damage better(characters strobe their red pallete), or pretty much see the characters (NPC's) slow down or with some signs of tiredness -  or maybe sweating or bleeding more & more depending on their damage.

cant think of anything else ATM
 
oldyz I understand your point. But that was one example using a debug cheat - you won't never see that bunch of NPC's at the same time on the screen.
I made this exactly to make the screen less cluttered. While I an not much fan of those extra bars, that was the best option from all my tests.

A new helper was added to the game - Talisman
5c42FqM.png

She makes both players invincible for a short time.
Thanks Jhfer for the edit :)
 
O Ilusionista said:
Something I wanted to make since long time on Avengers United Battle Force: to clean the game HUD a bit. Now the bosses lifebar will stay at the top, while the NPCs will have custom lifebars attached to them.
1.png



Also, now Vision has a custom time bar, to show how much time he will be invincible during his hyper move, finally.
1.png



Thanks Kratus  for the help :)
O Ilusionista
It's a honor to help in this great game, buddy. Really the visual is more clean and modern with these bars.

As oldyz said, if you want to add an option to switch between health bars and change colors, I can help. We can use the same script as Break character in SOR2X, that changes to "reddish" tones using drawmethod according to health check.

But I believe that these bars fits perfectly in your game.
 
The lifebar boss at the top will be better and without affecting these of enemies. Good idea!

oldyz said:
personally, i don't like health bars & icons & such on games, too much visual contamination, especially on modern games...
I don't know if those things could be made optional with Openbor.

I prefer to see tinted redi-sh tones or for some reason i like TMNT's approach to damage better(characters strobe their red pallete), or pretty much see the characters (NPC's) slow down or with some signs of tiredness -  or maybe sweating or bleeding more & more depending on their damage.
I wonder what I'll decide for my own mod but you wrote a good list of possibilites. ;)
 
I prefer to see tinted redi-sh tones or for some reason i like TMNT's approach to damage better(characters strobe their red pallete), or pretty much see the characters (NPC's) slow down or with some signs of tiredness -  or maybe sweating or bleeding more & more depending on their damage.
I like that idea too, but for other things - not NPCs.

We can use the same script as Break character in SOR2X, that changes to "reddish" tones using drawmethod according to health check.
Kratus I should be using that code for other things, so that will be handy :)
 
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