Avengers United Battle Force

In Progress Avengers United Battle Force 2.7.41

No permission to download
The project is currently under development.
I'm agreed with mcricosta, the car looks big. Usually 2 adults can stand in front of a car, but it looks that here 4 adults can do it. But it's a minot nitpick, anyways like this looks beautiful!
As for cars, the size is correct.

yes, its correct, take a look: http://aipetcher.files.wordpress.com/2010/03/untitled-3.jpg

Though you need to give some space between them. You can't park 2 cars very close like this
Yeah, I will fix it!

Thanks to Bloodbane (for the code) and utunnels (fixing the overlaping wall bug), now war destroyer is working perfectly! The missiles never falls on the water (blocked by a wall).


 
I will post a video soon.

Hello ladies and guys, I have good news and bad news. Lets start with the good ones:

- New Playable char: Thor
He was very fast to do (one day only) and its already complete. I edited all his sprites to match the sytle, removing some frames since it uses a high number of frames on the original game.

bG37zUj.png

RjKqQVc.png


Thunder Strike
0YwTd3c.png


Wrath of God of Thunder - Hyper move

ekfCt9r.png

The thunders dashes over all the screen, on a straight line, killing anything on their paths.
All lighting moves have electric fx, its just too quick to take a screenshot :)

- New Playable char: Hulk
He is still wip, but his development is going pretty good. I edited a lot of new sprites to him, to give him new moves and the missed sprits, like the fall

lvrNZV2.png

Gamma Charge!

now the bad ones:

Dunno if the engine doesn't supports what I want to do, or I am dumb, or both lol...but some weird things are happening. Even the image host is giving error to host just this imagem, lol

I spent HOURS trying to make you be able to jump on the cars. (ignore the overlapping)
2sadx1j.png


It never ends on the way I want. the char can step over the car, can go still walk on the air (way beyond the boundies of the car). I had pissed me off so much that I won't work on this for sometime. It SEAMS that when you flip a entity that the platform code isn't flipped too.

The other error is a strange one: I copy and past the same code for every char, and now some aren't working:

com      d u d s freespecial4

and on the move, I put:

Energycost 100 1 0

But for Thor and Warmachine it just...ignore the move if I put this, it always do the freespecial6 (the block, which is d S). If I remove, it works.

The strange is that it works on Hawkeye and Ironman...its the SAME code.
If anyone wants to help, drops me a line.
 
yes Thor
add Loki if possible (i'm not requesting of anything) but if you could that would be nice ;D
 
ignore the move if I put this, it always do the freespecial6 (the block, which is d S). If I remove, it works.

Oh that overlapping command problem. I don't know how to solve that with keyscript but my suggestion is why don't you just use another key for block?

- New Playable char: Hulk
He is still wip, but his development is going pretty good. I edited a lot of new sprites to him, to give him new moves and the missed sprits, like the fall

Yay! my favorite character is here!

I think this might be time for you to consider setting defense for characters (enemies included). The 3rd parameter of this command defines how much damage this entity could take before it plays PAIN or FALL animation. IOW it allows entity to act without getting interrupted by attacks with low damage.
Hulk should have something like:

defense all 1 30

With this, shots or attacks whose damage is less than 30 won't stop Hulk from walking or attacking. Hulk still receives the damage of course.
 
MrShyCity said:
yes Thor
add Loki if possible (i'm not requesting of anything) but if you could that would be nice ;D

I plan to do Loki, but someone need to rip him.

Oh that overlapping command problem. I don't know how to solve that with keyscript but my suggestion is why don't you just use another key for block?

As far as I see, its the the block where the bug is, its on the combination of the command + Energycost. I tryied to use the same rule we use on Mugen (bigger commands needs to come first, but no good).

I copied EXACTLY the code from Ironman (which works) and its not works. I even tried to copy the whole FREESPECIAL codes from Iron Man to Warmachine, but it still doesn't works on Warmachine!

Those are the codes from Iron Man, which works perfectly.

Code:
anim	freespecial
	custknife	beam
	throwframe	2 -1
	loop	0
	delay	10
	offset	66 103
	bbox	49 47 38 56
	Energycost	10 1 0
	sound	data/chars/ironman/repulsor.wav
	frame	data/chars/ironman/free1-11.pcx
	bbox	52 44 30 59
	frame	data/chars/ironman/free1-12.pcx
	delay	3
	bbox	50 51 32 52
	sound	data/sounds/beam01.wav
	frame	data/chars/ironman/free1-14.pcx
	frame	data/chars/ironman/free1-15.pcx
	frame	data/chars/ironman/free1-16.pcx
	frame	data/chars/ironman/free1-17.pcx
	delay	20
	frame	data/chars/ironman/free1-13.pcx
		
anim	freespecial2
	loop	0
	delay	5
	offset	66 103
	bbox	56 58 29 41
	hitflash	flash3
	hitfx	data/sounds/robohit3.wav
	Energycost	10 1 0
	sound	data/chars/ironman/superior.wav
	frame	data/chars/ironman/free2-11.pcx
	frame	data/chars/ironman/free2-12.pcx
	frame	data/chars/warmachine/free2-110.pcx
	frame	data/chars/warmachine/free2-111.pcx
	delay	6
	@cmd	velo001 5 0 0
	bbox	61 59 44 19
	blast	62 59 57 19 35 1 0 0 10 10
	sound	data/sounds/turbo.wav
	@cmd	spawn01 "po" -22 34 0
	frame	data/chars/ironman/free2-13.pcx
	@cmd	spawn01 "po" -22 34 0
	frame	data/chars/ironman/free2-14.pcx
	@cmd	spawn01 "po" -22 34 0
	frame	data/chars/ironman/free2-13.pcx
	@cmd	spawn01 "po" -22 34 0
	frame	data/chars/ironman/free2-14.pcx
	@cmd	spawn01 "po" -22 34 0
	frame	data/chars/ironman/free2-13.pcx
	@cmd	spawn01 "po" -22 34 0
	frame	data/chars/ironman/free2-14.pcx
	@cmd	spawn01 "po" -22 34 0
	frame	data/chars/ironman/free2-13.pcx
	@cmd	spawn01 "po" -22 34 0
	frame	data/chars/ironman/free2-14.pcx
	delay	20
	bbox	58 65 28 38
	@cmd	velo001 2 0 0
	attack	0
	sound	data/sounds/friction.wav
	frame	data/chars/ironman/free2-15.pcx
		
anim	freespecial4
	loop	0
	delay	6
	offset	66 103
	energycost	100 1 0
	@cmd	spawn01 "super" 0 40 0
	frame	data/chars/ironman/un00.pcx
	sound	data/chars/ironman/uni.wav
	frame	data/chars/ironman/un0.pcx
	blast	75 34 50 42 250 1 0 0 0 10
	delay	2
	sound	data/chars/ironman/uni3.wav
	@cmd	velo001 -0.5 0 0
	frame	data/chars/ironman/un1.pcx
	blast	75 34 55 42 100 1 0 0 0 10
	frame	data/chars/ironman/un2.pcx
	blast	75 34 95 42 100 1 0 0 0 10
	frame	data/chars/ironman/un5.pcx
	blast	75 34 105 42 100 1 0 0 0 10
	frame	data/chars/ironman/un6.pcx
	blast	75 34 135 42 100 1 0 0 0 10
	frame	data/chars/ironman/un9.pcx
	blast	75 34 155 42 100 1 0 0 0 10
	frame	data/chars/ironman/un10.pcx
	blast	75 34 185 42 100 1 0 0 0 10
	frame	data/chars/ironman/un13.pcx
	blast	75 34 205 42 100 1 0 0 0 10
	frame	data/chars/ironman/un14.pcx
	blast	75 34 245 42 100 1 0 0 0 10
	frame	data/chars/ironman/un17.pcx
	blast	75 34 275 42 100 1 0 0 0 10
	frame	data/chars/ironman/un18.pcx
	blast	45 34 355 42 100 1 0 0 0 10
	@cmd	velo001 -0.25 0 0
	frame	data/chars/ironman/un20.pcx
	blast	5 34 700 42 100 1 0 0 0 10
	frame	data/chars/ironman/un21.pcx
	blast	45 34 355 42 100 1 0 0 0 10
	frame	data/chars/ironman/un22.pcx
	frame	data/chars/ironman/un23.pcx
	frame	data/chars/ironman/un24.pcx
	frame	data/chars/ironman/un25.pcx
	blast	0 1 0 0 0 10 0 0 0 0
	frame	data/chars/ironman/Free1-11.pcx
	frame	data/chars/ironman/un24.pcx
	frame	data/chars/ironman/Free1-11.pcx
	frame	data/chars/ironman/un25.pcx
	frame	data/chars/ironman/Free1-11.pcx
	frame	data/chars/ironman/un24.pcx
	frame	data/chars/ironman/Free1-11.pcx
	delay	4
	frame	data/chars/ironman/un25.pcx
	frame	data/chars/ironman/Free1-11.pcx
	frame	data/chars/ironman/un26.pcx
	frame	data/chars/ironman/Free1-11.pcx
	frame	data/chars/ironman/un27.pcx
	frame	data/chars/ironman/Free1-11.pcx
	frame	data/chars/ironman/un26.pcx
	delay	20
	bbox	52 50 29 53
	@cmd	velo001 0 0 0
	frame	data/chars/ironman/Free1-11.pcx
	delay	8
	frame	data/chars/ironman/un0.pcx
		
anim	freespecial5
	com	U U J freespecial5
	loop	0
	delay	8
	offset	66 103
	bbox	58 50 25 53
	hitfx	data/sounds/robohit3.wav
	frame	data/chars/ironman/att31.pcx
	delay	8
	bbox	60 50 25 53
	sound	data/chars/ironman/att_4-2.wav
	frame	data/chars/ironman/att32.pcx
	delay	16
	bbox	58 50 25 53
	attack	-400 -10 800 200 450 1 1 1 0 100
	frame	data/chars/ironman/att33.pcx
	delay	10
	attack	0 0 0 0 0 0 0 0 0 0
	frame	data/chars/ironman/att32.pcx
		
anim	freespecial6
	com	d S freespecial6
	@cmd	block 1
	loop	0
	loop	0
	delay	4
	offset	66 103
	bbox	45 55 30 48
	sound	data/sounds/shield.wav
	frame	data/chars/ironman/bl2.pcx
	frame	data/chars/ironman/bl3.pcx
	frame	data/chars/ironman/bl4.pcx
	frame	data/chars/ironman/bl2.pcx
	frame	data/chars/ironman/bl3.pcx
	frame	data/chars/ironman/bl4.pcx
	frame	data/chars/ironman/bl2.pcx
	frame	data/chars/ironman/bl3.pcx
	frame	data/chars/ironman/bl4.pcx
	frame	data/chars/ironman/bl2.pcx
	frame	data/chars/ironman/bl3.pcx
	frame	data/chars/ironman/bl4.pcx
	frame	data/chars/ironman/bl2.pcx
	frame	data/chars/ironman/bl3.pcx
	frame	data/chars/ironman/bl4.pcx
	frame	data/chars/ironman/bl2.pcx
	frame	data/chars/ironman/bl3.pcx
	frame	data/chars/ironman/bl4.pcx

I don't see any problem with that...

Edit: I saved the Ironaman.txt as Warmachine.txt and changed the name to War_machine. It works now. But I have NO clue about why.

Edit2: Its something on the character header, but I can't see WHAT. I copy-pasted just the header from ironman and it works.

Ironman:

Code:
name	  Ironman
health	  100
speed	  12
mp 100
type	  player
shadow	  3
gfxshadow 1
icon	  data/chars/ironman/icon.pcx
iconpain	  data/chars/ironman/iconpain.pcx
icondie	  data/chars/ironman/icondie.pcx
diesound  data/chars/ironman/die.wav
makeinv	  3
riseinv 1 1
atchain   1 1 2 3
bflash 		bflash
jumpmove  3  2

com       d f a freespecial
com       d u a freespecial2
com      d u d s freespecial4
running   20  4.0  2  1  0

animationscript data/scripts/grabscript.c

parrow data/sprites/parrow.pcx -5 -90
parrow2 data/sprites/parrow2.pcx -5 -90

palette       data/chars/ironman/pal1.pcx
alternatepal  data/chars/ironman/pal2.pcx


load beam

War Machine
Code:
name   war_machine
health	  120
mp 70
speed	  11
type	  player
shadow	  3
gfxshadow 1
icon	  data/chars/warmachine/icon.pcx
iconpain  data/chars/warmachine/iconpain.pcx
icondie	  data/chars/ironman/icondie.pcx
diesound  data/chars/warmachine/die.wav
makeinv	  3
riseinv 1 1
atchain   1 2 3 4
jumpmove  3  2


com       d f a freespecial
com       d u a freespecial2
com      d u d s freespecial4
running   22  4.0  2  1  0

bflash 		bflash

animationscript data/scripts/grabscript.c

parrow data/sprites/parrow.pcx -5 -90
parrow2 data/sprites/parrow2.pcx -5 -90

palette       data/chars/warmachine/pal1.pcx
alternatepal  data/chars/warmachine/pal2.pcx

load ward
 
Guys...I am retard, lol.

I got what is the problem:

Code:
name	  War_Machine
health	  120
speed	  12
mp 70
type	  player
shadow	  3
gfxshadow 1
icon	  data/chars/warmachine/icon.pcx
iconpain  data/chars/warmachine/iconpain.pcx
icondie	  data/chars/ironman/icondie.pcx
diesound  data/chars/warmachine/die.wav
makeinv	  3
riseinv 1 1
atchain   1 1 2 3
bflash 		bflash
jumpmove  3  2

com       d f a freespecial
com       d u a freespecial2
com      d u d s freespecial4
running   20  4.0  2  1  0

animationscript data/scripts/grabscript.c

parrow data/sprites/parrow.pcx -5 -90
parrow2 data/sprites/parrow2.pcx -5 -90

palette       data/chars/warmachine/pal1.pcx
alternatepal  data/chars/warmachine/pal2.pcx

load ward
load beam

Look at the MP value, now look at my energycost code:

Code:
Energycost	100 1 0

Go home, O Ilusionista, you are drunk! lol
 
This game is shaping up to be really awesome O Illusion. Warmachine looks pimp and Thor and Hulk sprite work look great.
 
O Ilusionista said:
I will post a video soon.
.

Add another car before the Truck.
This will solve the problem of the character walkin on the air.
It is a dumb solution but you will keep your scenario
Keep the bkp of the old scene...
 
Finally I got some time to work on it.

Thanks to Beastie's help (and Jasc Animation Pro), I finally could made the How to Play screens, with animations

JQNtWiB.gif


lrwwJuz.gif


The Pier stage is way wider now, and the boss battle will be on the platform
JtsaWxT.png

QQOvbBd.png
 
absolutely beautiful!!!

I would like to learn someday how to do sprites like that, then I would do a mod about X-Statix and the Age of Apocalypse.
 
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