Avengers United Battle Force

In Progress Avengers United Battle Force 2.7.41

No permission to download
The project is currently under development.
Many of them. Almost all Militant animations reuses sprites from Cap, which exception of the fall animation and one specific animation
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But for Major Victory, we are reusing just the walk, pain and part of the falls.
There are a lot of new frames - some with minor differences
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some with bigger ones
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And some exclusive ones
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See, THIS is the kind of thing I love. Dedication. I'm trying to do something similar with my own project - the guy (Valis) I've been posting is a twin, but his brother won't be sharing animations except maybe a very select few. I'm doing the other brother with his back to the camera (Like Kim in Real Bout or Carlos in FF2). So this caught my attention. For some reason, I really admire when you have ostensibly reusable sprites, but differing animation sets. Even the knockdown between Cap and Militant. It's like fighting and winning against temptation. :)

DC
 
I really admire when you have ostensibly reusable sprites, but differing animation sets.
Really thanks for the nice words, buddy. Means a lot to me.
I had to develop this method because I'm not a spriter but I need new sprites, so I learned to reuse sprites while being careful not to make it too obvious. Often, just rotating a sprite can make it look like a new sprite.

Rotsprite is extremely useful for this, despite not having a GUI. But you can achieve the same result using ASEPRITE - there is a paid version, which I highly recommend, or the free version, Libresprite LibreSprite
And if I'm not mistaken, you can use the official version of ASEPRITE for free if you compile the program.
 
And I have to give kudos to @jhfer with the smart palette.
Thanks to his skill in making smart pals, a simple palette makes it look like a new character. Details like the headband, which is used in only ONE palette, catch my attention.

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The full color separation
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And I have to give kudos to @jhfer with the smart palette.
Thanks to his skill in making smart pals, a simple palette makes it look like a new character. Details like the headband, which is used in only ONE palette, catch my attention.

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nzHF0Y6.png


The full color separation
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You may already be aware of this, but there's a simple trick to using smart palettes to change the shape of a sprite too. Setting a color cell to the transparent color won't work, since as we know, OpenBOR doesn't care about color values - only position in the table. There is however, an exception to that. Screens consider RGB (0,0,0) transparent. Soooo, if you just filter the game through a screen at all times (basically, leave your zoom on without the drawmethod), you can make smart palettes that add or remove capes, scarves, or whole body parts by making them RGB black. If you REALLY want to get fancy, 4.0 lets you overwrite individual color cells without swapping palettes.

DC
 
Is the newest version of this game downloaded from here 2.7.41? I did playthrough with Emma Frost and she can't jump in human form. Then I saw another playthrough where she can jump in human form.
 
Is the newest version of this game downloaded from here 2.7.41? I did playthrough with Emma Frost and she can't jump in human form. Then I saw another playthrough where she can jump in human form.
Yes, that is the last version I've released.
And she can jump normally, I just had downloaded it again to check.

Are you running the game in which OS? and are you using the provided OpenBOR version?
 
Yes, that is the last version I've released.
And she can jump normally, I just had downloaded it again to check.

Are you running the game in which OS? and are you using the provided OpenBOR version?
On Windows 10. Yes, I am using the OpenBor version that came in the download file. For some reason Emma's jump is replace with Mp bar regeneration Skill. In diamond form her jump come back. I'm using Chrono crash version

Avengers United Battle Force 2.7.41​

Maybe I'm missing a button? I have -Jump- Special -Attack 1- Attack 2 - Programed [Attack 2 actually blocks and calls in the team assist character with Down Up] Is there a dodge? I'm not aware of?
 

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@Halcyon Ways weird, you can try downloading the gamejolt version to see if the same bug happens Game Jolt - Share your creations

You can find all the characters commands here Avengers United Battle Force - Information page or in the included manual
The dodge, if I am not mistaken, were added after the last release.
The game Jolt has the same version as the Chrono crash version.

Another thing is that Emma Cant Hold an enemy and do Up Down special like the electric/Web Spider Woman can.

I tried War Machine And Iron Man and they can't do the Up Down special while holding an enemy either.

2.7.41​

 
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hum, your version is wrongly detecting the buttons.
The thing with MP is the CHARGE animation, which is executed by holding special and jump together.
 
I'm using a Xbox Elite 2 controller. For both version of the game of the game is just button to charge =/
That is it. The included OB version had an issue with controllers, that is why you are having this issue.
Please, download the executable from my other project (PDC2) and see if the issue continues - as far as I know, you won't have this problem
 
That is it. The included OB version had an issue with controllers, that is why you are having this issue.
Please, download the executable from my other project (PDC2) and see if the issue continues - as far as I know, you won't have this problem
After I download your other game. How did I put Avengers game into the Launcher of PocketDiemensional?
 
You either copy the executable PocketDimensionalClash to Avengers folder or copy the .PAK file from Avengers folder to PDC folder.
I would do the first option
I copied the executable PocketDimensionalClash to Avengers folder which had every controller input unsigned. Now I can jump with her But now I'm stuck in debug mode with this green hit box thing every where. Training mode has it as well.

I also cant choose the characters in training mode. It defaults to the Namor Hero with the green rectangles

Charge for Emma works with Jump and Special now

I also cant choose the characters in training mode. It defaults to the Namor Hero
 

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First, delete you saves under saves folder. As the engine version had changed, you will have some issues.

Second, go to option, debug and turn off everything there
I deleted the saves which fixed everything! The training Robot even moves slower so I can time my Inputs for the specials moves =D.

btw How do you into Debug mode?

Thanks for your help!
 
What makes this Claw enemy get stuck into attacking at this set distance?

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.
 
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