Avengers United Battle Force

In Progress Avengers United Battle Force 2.7.41

No permission to download
The project is currently under development.
He is not stuck - he attacks from a greater distance.
This is to prevent player to get closer. On this game, some enemies will try to attack you before you get closer.

But there two enemies who will get "stuck" - fatman and the robot dog.
This is an old engine bug with the "chase" subtype. If I am not mistake, it's logic doesn't take account about widescreen resolution, so they will simple stay idle.
I see.
It's fun to get into a distant punch battle with him =D

I'm Amazed how in depth each character is. I spent 9 hours today trying out a few different characters and still learning =D. Great stuff.

In the future update will psylocke be a playable character?
 
No problem 😀

another great thing about your game is that you let the player buffer the directional commands for the special moves. While do they other actions like jumping- auto combos - blitz attacks.

I hope that stays in the new version. 😀

I really liked sprites you used for her as the assistant character.

I assume it’s these sprites? From the 1995 Xmen 2 clone wars?

Thanks for taking the time to talk your with fans. On this form
 

Attachments

  • IMG_0662.png
    IMG_0662.png
    150.3 KB · Views: 14
another great thing about your game is that you let the player buffer the directional commands for the special moves. While do they other actions like jumping- auto combos - blitz attacks.

I hope that stays in the new version. 😀
If I am not mistaken, this is done by the engine by default and there is no way to control the buffer manually without using some sort of keyscript - maybe @DCurrent can confirm this.
In Mugen, we have a setting to choose how long the buffer will be.

I assume it’s these sprites? From the 1995 Xmen 2 clone wars?
Yes, but resized and edited to match our game size and style. And with a cool smartpal done, always, by Jhfer.
He is a monster with this.

pal_0.gif
 
If I am not mistaken, this is done by engine by default and there is no way to control the buffer manually without using some sort of keyscript - maybe @DCurrent can confirm this.
In Mugen, we have a setting to choose how long the buffer will be.

That is correct. The buffer in OpenBOR is 12 inputs long, and you have roughly 0.5 seconds of real world time to input the next command in sequences (which, BTW, is what most arcade games give). It's all hard coded, but you can of course write your own and time them down to the frame if you like.

DC
 
That is correct. The buffer in OpenBOR is 12 inputs long, and you have roughly 0.5 seconds of real world time to input the next command in sequences (which, BTW, is what most arcade games give). It's all hard coded, but you can of course write your own and time them down to the frame if you like.

DC
Thanks for the info. We should includ this on the manual someday
 
Thanks for the info. We should includ this on the manual someday
Let see if I understand. (I'm in the process of learning of how all this works so bear with me)
Let's use Spider Woman In web Mod as example of input reading.

When I hit Down, Up, Down While hitting punch 3 times in a row. Then the special button to trigger Spider Woman Super powerful attack.
I'm using roughly 5 to 7 of the OpenBOR 12 input sequences?
 
Let see if I understand. (I'm in the process of learning of how all this works so bear with me)
Let's use Spider Woman In web Mod as example of input reading.

When I hit Down, Up, Down While hitting punch 3 times in a row. Then the special button to trigger Spider Woman Super powerful attack.
I'm using roughly 5 to 7 of the OpenBOR 12 input sequences?
Most players have the same inputs - D,F+A and D,U+A
But in very specific cases (Spider Woman is an example), you can have a third move, the web projectile (D,D+A)
But it works only in specific colors.
 
And here comes a WALL OF TEXT...

Many people ask me how the project is going, which characters are ready, etc., so I thought it would be best to make a complete post to talk more about the project.

WILL ALL THESE CHARACTERS BE AVAILABLE IN THE NEXT UPDATE?

No, only the ones marked as COMPLETE.

All the others, except those in the "NOT CONFIRMED YET" category, will be included in the game, but in future updates.

WHEN WILL THE NEXT VERSION COME OUT?

I'll do my best to release it this year. This game hasn't come out yet for one reason: my health, which hasn't been good for years.

Something that only my closest friends and patrons knew, but when I released PDC2 I did it while I was bedridden, with a serious back problem that didn't allow me to stand or even sit for long periods of time. I literally programmed part of that game while I was lying down.

And I need to get that weight off my shoulders.

COMPLETE CHARACTERS

Uniques (not counting alternate modes): 30
Overall: 40

gCzhoY5.png


Hulk/Red Hulk and War Marchine and Gold War Machine are separate characters on the select screen, not alternate modes. Most alternate modes have different specials and, in many cases, different hypers as well.

Hawkeye and Black Knight's alternate modes are not ready and I'm not sure if I'll make them.

ALMOST COMPLETE

Uniques: 2

N1SrGlT.png


These are characters that already have almost all of their programming done, only missing a few moves - usually the hyper move or the alternate flight/underwater modes.

Yondu has a 90% chance of entering the game in the next update (even though he's part of a later chapter and, in future updates, he'll only be available after this space-focused chapter). As for Havok, I'd say he has a 70% chance of entering - it all depends on what I need to cut to be able to update this game later this year.

WORK IN PROGRESS

Unique: 8
Overall: 15

ghRVWV1.png


These are characters that already have the basic programming ready (usually done by Jhfer and, in some cases, by Psykai), but I haven't reviewed them yet so that everything fits into the project (speeds, damage, animations, etc.) and, in the end, think about the usefulness of the character for the project and what he brings that's different.

I never liked to inflate the roster with characters that look like skins of each other - I call it the "Lego effect", thanks to the Lego games with 768787123123 characters where most are skins of some other - I prefer to make an alternative mode.

That's why Spider-Man has 6 images: he will be a 6-in-1 character, with each palette having different specials (and hypers), but sharing basic animations like walking, running, jumping, the start of combos, etc. I don't see any reason to separate him into 6 unique characters.

And I confess that Spider-Man is one step away from becoming "Marvel's Batman" for me (those who know my work know what I mean lol).

Of all the names, Sabra is one that I'm not sure will actually make it in.

The new addition here is the inhuman Crystal, who will take the position of user of multiple elemental powers in place of Storm, who will not be in this project.

NO CODING YET

Uniques: 6
Overall: 11

Ur6AGMg.png


I already have all the sprites ready - many of them already cut out - but I haven't started programming yet. I'm not sure about Phoenix's 2 alternative modes (Dark Phoenix and White Phoenix), only Jean Grey and Phoenix.

Aletta is the reason Storm won't be in the game, since they use the same base without having any connection between them. The same base would be PERFECT for Polaris, but I don't like reusing bases for characters that aren't related to each other.

The new thing here is Punisher, who Psykai managed to plan a different moveset from Brand.

NOT CONFIRMED

Uniques: 12

WRSWh4x.png


Well, the name says it all :)

The only ones whose sprites I have are Armor (who I don't know if he'll be in) and Groot. As for the others, I either have to adapt the sprites yet, or edit the sprites, or the character has trouble having a good sprite base, as is the case with Gambit.

Why is Groot so big? Because he's that big.

We're using the comic book version, not the MCU version. For comparison:

Hulk is up to 8′ (2.44 m)
Groot is 23′ (7.01 m)

Thing and Mr. Fantastic will probably be just helpers, since I have no intention of bringing all the members of the Fantastic Four and if I bring only part of them the fans will be on my back, lol. And the big problem is Thing who, in my opinion, doesn't add anything new to the game.

There are other names that I didn't put in the image, but don't tell anyone that one of them is Moon Knight, ok? ;)

In total, we're talking about:

Unique: 58 characters
General: 80 characters


This is already a huge game, difficult to maintain and create unique things for everyone...

TL:DR
1.png


Thanks to everyone who still follows this project - I hope I don't disappoint you :)
 
Learn how to master Quicksilver with @Psykai !

Psykai, besides being a great friend, is also a development partner in several projects, being a voice actress, planning complete movesets for characters, making palettes and, above all, being a beta tester.

In this video, we will learn how to play Quicksilver the way I planned him: taking advantage of his incredible speed! The key is to never stand still (which is why he can't grab enemies), moving quickly between enemies to perform combos.

One mistake I made was not explaining in depth all the different mechanics that the game has and that I'm sure many people didn't realize :)

However, the techniques shown here do not work in the version available for download (2.7.4), as they were added in version 3.0+ when he received several improvements.

• Auto Dodge - He has a chance to automatically dodge attacks, similar to what happens with Black Cat, but with different rules:

- 50% chance to dodge during any animation in which he is on the ground (while Black Cat always dodges, thanks to her power to manipulate luck, but only while she is standing still)

- Works against attacks made at any distance, while Black Cat only works for close attacks (now she flashes purple to indicate that she is in this mode)

- The autododge animation is super fast, which makes him return to the idle animation quickly (while BlackCat remains in this mode until either the nearby enemy moves away or the player interrupts it with any command)

- It is activated automatically via script, not depending on the action of the player or the enemy, as long as there is an attack that hits him - the script nullifies the attack, but he remains immobile and uncontrollable during this animation. In Black Cat, this depends on the proximity of an enemy, it is triggered before the attack by the mere proximity of the enemy and can be interrupted by the player... or by enemies who attack her from afar while the nearby enemy moves away.

• New special moves:
- Quicksilver has been revamped with new special moves. His main attack is now a slide with a kick, which has two follow-ups that need to be triggered by repeating the command, which Psykai uses masterfully in the video :)

• Power Slide
- Now melee characters have another exclusive mechanic, which consists of using an invincible slide forward or backward by pressing forward or backward while blocking, while other characters can only dodge up or down. Spend MP and the forward version automatically turns the player, making it easier to hit enemies from behind (but also leaving him open to attacks from behind)

• New Hyper Move
- His old hyper move, which consisted of running across the screen several times, has been modified to work as a riseattack and now he can create a tornado using super speed and direct this tornado against enemies in a straight line. And as Psykai did several times in the video, you can wait for the enemy to fall and continue the combo :)

Grab some popcorn and watch the show! There are bosses that don't even touch Quicksilver.
 
Learn how to master Quicksilver with @Psykai !

Psykai, besides being a great friend, is also a development partner in several projects, being a voice actress, planning complete movesets for characters, making palettes and, above all, being a beta tester.

In this video, we will learn how to play Quicksilver the way I planned him: taking advantage of his incredible speed! The key is to never stand still (which is why he can't grab enemies), moving quickly between enemies to perform combos.

One mistake I made was not explaining in depth all the different mechanics that the game has and that I'm sure many people didn't realize :)

However, the techniques shown here do not work in the version available for download (2.7.4), as they were added in version 3.0+ when he received several improvements.

• Auto Dodge - He has a chance to automatically dodge attacks, similar to what happens with Black Cat, but with different rules:

- 50% chance to dodge during any animation in which he is on the ground (while Black Cat always dodges, thanks to her power to manipulate luck, but only while she is standing still)

- Works against attacks made at any distance, while Black Cat only works for close attacks (now she flashes purple to indicate that she is in this mode)

- The autododge animation is super fast, which makes him return to the idle animation quickly (while BlackCat remains in this mode until either the nearby enemy moves away or the player interrupts it with any command)

- It is activated automatically via script, not depending on the action of the player or the enemy, as long as there is an attack that hits him - the script nullifies the attack, but he remains immobile and uncontrollable during this animation. In Black Cat, this depends on the proximity of an enemy, it is triggered before the attack by the mere proximity of the enemy and can be interrupted by the player... or by enemies who attack her from afar while the nearby enemy moves away.

• New special moves:
- Quicksilver has been revamped with new special moves. His main attack is now a slide with a kick, which has two follow-ups that need to be triggered by repeating the command, which Psykai uses masterfully in the video :)

• Power Slide
- Now melee characters have another exclusive mechanic, which consists of using an invincible slide forward or backward by pressing forward or backward while blocking, while other characters can only dodge up or down. Spend MP and the forward version automatically turns the player, making it easier to hit enemies from behind (but also leaving him open to attacks from behind)

• New Hyper Move
- His old hyper move, which consisted of running across the screen several times, has been modified to work as a riseattack and now he can create a tornado using super speed and direct this tornado against enemies in a straight line. And as Psykai did several times in the video, you can wait for the enemy to fall and continue the combo :)

Grab some popcorn and watch the show! There are bosses that don't even touch Quicksilver.

Love it. Tons of moves are a necessity, but Beat em ups always overlook passives, and that's where the real fun can be had!

DC
 
Back
Top Bottom