Avengers United Battle Force

In Progress Avengers United Battle Force 2.7.41

No permission to download
The project is currently under development.
Arg ... so bad ... i realy love games when i can play with my childrens ... and we must have 3 or 4 players mod :p
 
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New players [WIP]:

Major Victory and Storm:

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Designs of new characters. They are not WIP, even ... should be accepted and edited after ... lol

Dagger [everyone knows this sprite !!] and Black Panther:

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And finally I want to share with you a couple of enemies, they are WIP.

Starhawk and Slaymaster:

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Little progress: managed to handle multiple layer stages, so each layer moves on its own speed and makes it different from the original games
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There is another char from the future which will join the party: Youndu
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Starhawk is a boss, but it will be a playable char after you beat him.

About bosses, all the bosses from the original game will be in, even the Giant Robot.
Those guys are on the works
FLQYwuS.gif
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To complete the party from the future, Korvac
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YEAH!!!
Super excited to see Storm!
This is my favorite WIP now! :D

The others look great, but unfortunately I don't know most of them - my Marvel knowledge is mostly X-Men... :(

By the way, isn't Dagger a companion to Cloak? Will he be there too? :)
 
Check their infos at http://marvel.wikia.com/Main_Page

About Dagger, there is a big problem: she can't be on the game right now, because of her powers, which can hit only living beings.

I have no idea how to code it on OpenBOR.
 
if you put Dagger, you should put Cloak on her spawn animation teleporting her  :)

I don't know about Major Victory... I think Cap. America should be the only char using the shield in the game, it's what make him unique, and by adding more chars with the shield, well, makes Cap only another char
 
With some creative color separation, you could have Major Victory, U.S. Agent, and Captain America as alt Palettes. Any News on The Punisher? DarkHawk?
 
About bosses, all the bosses from the original game will be in, even the Giant Robot.

Great!

About Dagger, there is a big problem: she can't be on the game right now, because of her powers, which can hit only living beings.

I have no idea how to code it on OpenBOR.

The best way to do this is by using combination of attacktypes and defense.

For regular attack, you can just use default attacktype. But for Dagger's special attack, you should use attack2, attack3 or any attack type you haven't used yet.

Then in each enemy text, you set defense for this attacktype i.e defense normal2.
For living beings, you can leave their texts be Or you can set defense normal2 2 so Dagger's special attack deals double damage.
For non-living beings, you should set defense normal2 0 200 20. This will make them totally immune to Dagger's special attack (as if the attack never hit them).

Outside of this, you can use this combination for other characters as well. Maybe you want some robots to be vulnerable to shock or electric attack but strong against flame ;)
 
Following the suggestion, I've recolored the background (and now the clouds are on another layer too).
Started the hyper moves (moves which cost all the MP and does a lot of damage):

uJBFScf.png

(Its a backflip, then he shoots a diagonal arrow which just hits the ground and unleash a eletric discharge)

And Lord Sinistro (the one from CROM) made some tests (still needs to be fixed), so we can have some new chars down the road
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:o  :o  :o  :o
These sprites are fantastic!
Both resizes and original ones.
(though, what's Flash doing there? :D )
Man, Phoenix looks amazing (is that a mugen wip or something?)
 
ignore flash :)
About the edits, some are just edits, some are real chars.
That Phoenix is not a wip, but there is a wip in progress, which probabilly I will code her: http://www.infinitymugenteam.com/Forum_345/index.php?board=92.0
 
Great stuff you got there, mister Ilusionista! :)
For sure waiting for this :)
By the way, is the cast of playable chars decided already?
If you still has free spot, can I suggest you add Avalanche (Lance Alvers)? He was more of a hero than the others from brotherhood (in X-men evolution)
You added Quicksilver, So Avalanche could be a nice addition. although it would be better if his appearance would be based on "X-men Evolution"
like in those images:
http://images2.fanpop.com/image/photos/14000000/Lance-x-men-evolution-14043475-89-250.jpg
http://images3.wikia.nocookie.net/__cb20120320110208/marvelmovies/images/f/f4/Brotherhood_%28X-Men_Evolution%294.jpg
 
Yagami Brando said:
You added Quicksilver, So Avalanche could be a nice addition. although it would be better if his appearance would be based on "X-men Evolution"
Quicksilver was an Avenger member (I don't know if Avalanche was, probably not  :o ) and also he appeared on the original game.
O', you could add a coloured version of Vision.
Talking about Vision, I'm pretty sure most of people already saw this, but is nice to remember... :
http://www.youtube.com/watch?v=XV27GbFaRRM
http://www.youtube.com/watch?v=U9VylAHKVkg

Some enemies I always liked, don't know why lol, is the Absorbing Man and the wrecking crew, maybe you can add them, even as a cameo. I don't know very much about Grey Gargoyle, but he appeared on the Iron Man cartoon along Whirlwind, so maybe...
 
Yeah, there will be the green/red vision palette.
About the other chars, we will be focusing on Avengers chars and villans, with few exceptions.

I was thinking in something I forgot:
There will be some sky (and water) stages, where the chars ride machines or fly, shooting the enemies. But since the freespecials consumes mp, how I will explain the no mp consume on those stages?

Maybe I need to make it consume less MP on those stages? Because I don't want to reduce the MP use on the regular stages, since I don't want let the player spam too much the freespecial, like on the original game does.

Any ideas? Maybe make a new move (like a new shoot for ironman, a shorter arrow for hawkeye) on those stages?


 
Any ideas? Maybe make a new move (like a new shoot for ironman, a shorter arrow for hawkeye) on those stages?

If you are referring to different mode (flying mode) like Marvel 1st Alliance flying mode, than having extra mode is simplest idea to solve MP cost problem. Just set no MP cost in this model.

But if you meant just another level (not different mode) with sky or water backgrounds, you could use script to solve MP cost.
 
On Marvel 1st Alliance, its another level (stage), that is what I want to do.
Can I set the freespecials to not cost MP on this stage? Its not another mode, its another level.

And my problem is a tad different: how I will explain that in some stages, the freespecial cost MP, but in others no?

I plan to mix the second level from the Hyperstone game:
http://www.youtube.com/watch?v=_uEZK0ulg98

with Shinobi III water stage
http://www.youtube.com/watch?v=TV-wf5z5WRs

So how I would explain that in those stages, you don't need MP to use the moves, but in others you need?


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Btw, is subject_to_maxz bugged on version 3920 and beyond?
I used this:

Code:
subject_to_minz 1
subject_to_maxz 1

But the char is still subject to it.
 
Sorry to interrupt the conversation fellas... just want to comment that I finished Slaymaster sprites! :)

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You could have the vehicle shoot a free projectile, while the character itself shoots a special one, or the players could have in flight melee moves that are free, with special projectiles costing MP.
 
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