Avengers United Battle Force

In Progress Avengers United Battle Force 2.7.41

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The project is currently under development.
Bloodbane said:
About Deathlok, will he be shooting right at enemies (targeted) or shooting wildly (randomly in z axis)?
It would make sense if he shot right at enemies, because he's sort of a supercomputer capable of analyzing huge amounts of data (including alternate realities possibilyties from any decision point).
 
esn23 said:
i thought thor was playable?  Good job on helpers :P

Thor is playable and helper. Like Captain, Hawkeye and others...

About Deathlok, will he be shooting right at enemies (targeted) or shooting wildly (randomly in z axis)?
It would make sense if he shot right at enemies, because he's sort of a supercomputer capable of analyzing huge amounts of data (including alternate realities possibilyties from any decision point).

I wasn't aware of this, so maybe he will need to be changed to shoot right at targets.

But this will take a while. I am not in the mood to work on this project.
 
awesome!

Some suggestions....

Sorry to repeat myself, but please increase the helpers time on screen. Some of them come and go away and you may not even notice it. Some could just be slowed down a little (like Firestar), others could taunt after attacking, or just make a "big" entrance (like when Mugen fight starts). Maybe some of them should come in and out multiple times, from different sides, or jump/teleport to another position and attack again. 

Just something to show that your limited use resource/ability was worth something - either effective or just pretty. :P

Emma and Jean's mind control could be made more visible (enemies could change colors or have an icon on their heads, or maybe the helpers could stay on screen as long as the effect is working, like a psychic projection).

Storm's cape needs an animation, badly. Sorry. :(

Firestar could leave a trail of fire on the ground.

Before leaving, couldn't Captain America do a "pep talk" or something? Give a big speech to increase Morale among the troops - I know giving an Attack bonus may be too hard to code (possibly waste of time), but maybe healing could work too...

Overall, I quite like them. Some seem really weak, while Thor is... well, a GOD! :D
There's a lot of power differences between helpers - which is good! But I'd feel cheated if I called the Avengers and all they sent me was Hawkeye. ;)


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Random idea: how about a helper who stays on screen building something or concentrating on a spell/power and the player must protect him until it's finished. If an enemy hits the helper then the effect is minor, but if he's able to finish the casting/construction then the effect is much more amazing! For example, Beast can bring his Robot helper, but if he has time to work on it, then he brings a Sentinel. You could apply this to Storm or Thor (he could stay in middle of screen whirlling his hammer, and the longer he can do that without interruption, the greater the damage done).
 
Sorry to repeat myself, but please increase the helpers time on screen. Some of them come and go away and you may not even notice it. Some could just be slowed down a little (like Firestar), others could taunt after attacking, or just make a "big" entrance (like when Mugen fight starts). Maybe some of them should come in and out multiple times, from different sides, or jump/teleport to another position and attack again. 
In some cases, this can be done.

Emma and Jean's mind control could be made more visible (enemies could change colors or have an icon on their heads, or maybe the helpers could stay on screen as long as the effect is working, like a psychic projection).
This issue has relationship with how OpenBOR spawns flash/hitsparks. Unlike Mugen, they are placed automatically and I never figured how...until I made a move with a big attackbox. Seams that the engine uses the attackbox boundary to place the effects, render the move to spawn the flash/hitspark outside of the screen. This way is wondeful in 95% of the cases, but can be frustating in cases like mine.

So, I will code it using script, to make the hitsparks to appear. And on the mind control case, my idea originally was to make the enemy to change its color when its mind controlled.

Storm's cape needs an animation, badly. Sorry
Its beyond my spriting skills  :-\

Firestar could leave a trail of fire on the ground.
Firestar fireballs are strange: they remove itselves once they touch the ground, and they should not do this. But I like your idea!

Before leaving, couldn't Captain America do a "pep talk" or something? Give a big speech to increase Morale among the troops - I know giving an Attack bonus may be too hard to code (possibly waste of time), but maybe healing could work too...
Hum, it could works...

Overall, I quite like them. Some seem really weak, while Thor is... well, a GOD! :D
There's a lot of power differences between helpers - which is good! But I'd feel cheated if I called the Avengers and all they sent me was Hawkeye.
You got Thor right :)
Yeah, the helpers power are intended to be different from each one. About Hawkeye, don't dismiss him: His accuracy is only surpassed by people like Bullseye and Boomerang. Take a look at the video bellow (2:05) and you will see what I am talking about
Avengers Earth's Mightiest Hero: Hawkeye

Maybe I could make his helper version with homming arrows?

Random idea: how about a helper who stays on screen building something or concentrating on a spell/power and the player must protect him until it's finished. If an enemy hits the helper then the effect is minor, but if he's able to finish the casting/construction then the effect is much more amazing! For example, Beast can bring his Robot helper, but if he has time to work on it, then he brings a Sentinel. You could apply this to Storm or Thor (he could stay in middle of screen whirlling his hammer, and the longer he can do that without interruption, the greater the damage done).

I had the same idea, but requires more work thanks to the way I made the helpers: they are a single entity, which has all the frames of all helpers, and each helper only uses one animation (with exception of Storm). This helps me to not make 87687123123123 new entities, to load them and call them, but can make some things a little harder. So this is why I've choosen to make all the helpers invencible.

Thanks for all your feedback :)

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Talking about Tigra, she doesn't has a running animation, she does short hops. The hops are fine, but since she is a feline, she would need to RUN as feline. But I need help with that.

Any good soul to help me?
 
snes cheeta have this run anim.
i belive i found it ripped at mugenguild resources board
 
I haven't found it, send me the sheet, please.

Dunno if someone had noticed, but those enemies which breaks crates, jumping to fight with you, are random.
They have 50% of chance to appear or not. I think this adds a extra cool factor to it :)
 
O Ilusionista said:
Talking about Tigra, she doesn't has a running animation, she does short hops. The hops are fine, but since she is a feline, she would need to RUN as feline. But I need help with that.

Any good soul to help me?

Maybe you can use this O.. Sorry if it's bad spriting, it's just badly made using crop, paste and rotate using Aseprite 1, because i wanna test the built in RotSprite feature.

[attachment deleted by admin]
 
Dunno if someone had noticed, but those enemies which breaks crates, jumping to fight with you, are random.
They have 50% of chance to appear or not. I think this adds a extra cool factor to it

I didn't notice them at all. You need to make video which plays same level to show that
Though one thing I notice is dynamite popping out of nowhere when Tigra is on right side of playing field (maybe that random enemy did that?)
 
Bloodbane said:
Dunno if someone had noticed, but those enemies which breaks crates, jumping to fight with you, are random.
They have 50% of chance to appear or not. I think this adds a extra cool factor to it

I didn't notice them at all. You need to make video which plays same level to show that
Though one thing I notice is dynamite popping out of nowhere when Tigra is on right side of playing field (maybe that random enemy did that?)

I will.
About the TNT, its works like a trap for players which likes to run once the GO appears :) its not related to the random enemy.

I had just a little time to work on this, so I worked a bt on Tigra's throws. Her forward throw its a vault over the enemy, where she grabs the enemy's head to throw him. Works kinda like Skate vault throw in Streets of Rage:

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A little surprise will happens if you try to do this in very tall enemes :)
 
:o Love that throw! can't wait to see it in action!

Anything random is amazing, be it enemies, items and even random levels! Keeps it unpredictable, replayable, and fun! :)



O Ilusionista said:
About the TNT, its works like a trap for players which likes to run once the GO appears :) its not related to the random enemy.
oh man, that's evil!  ??? ;D
 
Guys, I have good and bad news.

Lets start with the good ones...

• This is something some people asked me and its a fan favorite (*cough* zvitor *cough*): Wolverine (and maybe Tigra) will be able to climb the tall robots, like Golem and Sentinel.

nCKbk5x.png

After that, he will execute an auto attack.

• Jhfer finished the Spiderwoman sheet.

Now the bad ones...

• Tigra won't be on the next demo, I have to care about of many bugs.

• The project is...on hold. I have too much things happening in my real life, and I am losing the motivation to keep this project.  So, before I lose it all and cancel all of this, I do prefer to take a break.

Thanks for all your support, guys.
 
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