Avengers United Battle Force

In Progress Avengers United Battle Force 2.7.41

No permission to download
The project is currently under development.
Now that you posted that quote, I'm not sure what to expect from Natasha
Oh well, let's see what you can come up with Ilu :)
 
Not all Dark Avengers, but some of then. There will be fights against certain characters which will be avaliable after you beat them, like StarHawk*.

*in this game, StarHawk and Aleta (which will be playable too) are two different characters, since we are using the male version of StarHawk. The Female version and Aleta shared the same body for long time, but its not the version we will be using.
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Hey O' im working with chamat over at mugenguild on making sprites for black bolt I can share them with you as they're made if your interested in another possible npc or helper for you mod
 
Hola amigo O Ilusionista vi estos sprites de npc,  corriendo por ayuda, y creo que lo podrías utilizar,
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Hello friend O Ilusionista saw these sprites of NPC, running for help, and I think we could use,

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Edite unas capturas en Photoshop. Para ver como se ven. Bueno espero que te sirvan saludos.
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Edit a catch in Photoshop. To see how they look. Well I hope you serve greetings

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Thanks, dude. Some of those sprites could be used (with minor edits). I made a quick try here and works good.

I am working very, very slowly on this game - thanks to issues at RL - and I am coding this game alone again. Doom is MIA.
but Jhfer already edited many sheets to be coded and even made the whole game script. I will post news as soon as possible.
 
I just wanted to pop in and say that this mod is so great!
This and Marvel First Alliance are what got me back into thinking about openbor.

Also, if you want to make any of the music tracks used into smoother loops I can do that.
I always find it a little weird to hear the fade when I'm halfway through playing a level.
 
Actually, there's a tutorial which utunnels made about looping songs from post-intro to the end instead of going back to the intro. There's a possibility to loop songs like that. (Sadly, I can't see utunnels's posts here anymore.) And yes, it's music edit work but you don't need to extend the lengths of the songs for looping. You can remove the fading part or the last beginning part that will begin to fade so you can make looping just like old-school games. Try to carefully listen to the sound of beginning and ending so you could make looping sound smoothly.
 
maxman said:
Actually, there's a tutorial which utunnels made about looping songs from post-intro to the end instead of going back to the intro. There's a possibility to loop songs like that. (Sadly, I can't see utunnels's posts here anymore.) And yes, it's music edit work but you don't need to extend the lengths of the songs for looping. You can remove the fading part or the last beginning part that will begin to fade so you can make looping just like old-school games. Try to carefully listen to the sound of beginning and ending so you could make looping sound smoothly.

Oooo... I'd love to find out how to loop to just past the intro of music, if anybody knows where that is.
I was just thinking of chopping off the fade outs and making it time up so it could re-loop to the intros without sounding weird. I've been doing music as a hobby for years, so this is no big deal for me, but to keep the intro and then get into a loop would be even cooler.
 
to read those buged posts i copy the link on google and then load the page in cache in text only format:

Quote from: openbor manual
music {path} {offset}

~Optional.
~{path} points to a .bor music file which will be played during the stage.
~{offset} is position in bytes music will return to when it loops. For instance, with a .bor file with 128000 byte size, setting offset to 64000 would make music loop from halfway of the music.

This is not accurate because bor has a 160 byte header. So the total length should be 128000-160.

But what about ogg files? They are encoded in a different way than adpcm, so it is not accurate to count position in bytes. Instead, the position is calculated in samples.

Let's see an example. data/music/level1.ogg file is 5 minutes in length, it has a 15 second prelude, all the rest part should be played looping. What do we do?

First of all, we need to calculate things in samples. Now open the file in a music player or editor. I prefer audicity. Goldwave may work, but I'm not familiar with it. The goal is get the time as accuracy as possible. Audicity can show position in samples, so it is easier to handle. Something winamp doesn't work well because you can only see the time in seconds.

Secondly, check sampling rate of the ogg. Any music player will do. For example, 44.1kHz, 22.1kHz, ... Let's say, 44100.

Now pause the music at the point where it begins the loop. Say, if it shows 15.567 seconds, then the time in samples should be 44100x15.567 = 686504. If you are using audicity, should already have the result.

music data/music/level1.ogg 686504

That is it. It is easier to say. You may need to cut and trim the music many times before you get desired result.

BTW, you need to download build 3893 or above to make it work properly. Old versions have a bug so you may need to use 686504/2=343252 instead.

Here is one example ogg: https://www.dropbox.com/s/3a4fabny3v3igay/nw-235416.ogg
 
:) hola Amigo hice 2 flyer, basado en tu juego. espero que te gusten.
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:) Hello friend I made 2 flyer, based on your game. I hope you like them.

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Here 2

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Como sabes no hablo ingles, aqui que use el traductor de Google para el texto. si te intereza te facilito el archivo psd.
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As you know I do not speak English, here you use the Google translator for text. if you intereza you facilitated the psd file.
 
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