Avengers United Battle Force

In Progress Avengers United Battle Force 2.7.41

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The project is currently under development.
Yondu & Iron Man to the rescue!
They must shut down the Mutant Power Inhibitor in AUBF or the X-Men are out for the chapter.
Full video

A little more context:
When you start this chapter, you can't use not only the X-Men but any mutant character. If you fail to destroy the inhibitor, your progress isn't interrupted (it doesn't count as a defeat), but besides not unlocking the new X-Men (Colossus and Nightcrawler), you'll lose the ability to choose another mutant character until the end of the chapter.
 
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Oh I really didn't realize it's from the bouncefactor, the decrease is very subtle. Great example of serendipity though!
yep, its very suble.
this is how I did:

In the character header:

And then on idle animation:
bouncefactor 1.01

This makes the entity to bounce for quite long time, but reduces 0.01 each time (sure, you need to spawn it high on the sky - the higher, the stronger the bounce)
 
One boss, two visions! See how The Great Sentinel differs between Marvel Infinity War & Avengers United Battle Force. A fascinating look at fan game creativity!
Full video
 
How to Play: Wolverine

(*) Consumes MP
(**) Consumes HP
(***) Full MP bar only
Testing a new how-to video to explore some of the gameplay complexities of Avengers United Battle Force. From the beginning, the idea was to mix elements of fighting games - such as inputs - and give options to players who want to extend combos, but without turning it into a Marvel vs. Capcom 2 :)

Explaining the mechanics:
Follow-ups (*) - not all characters have this, it's more focused on melee characters

Power Dash (*) - While Dodge is available to everyone, Power Dash is another feature exclusive to melee characters or martial arts specialists. All dodges are invincible to everything.

Breakout (**) - Invincible and unblockable move, but consumes some of your HP.

Hyper Move (***) - Requires a full bar and is unblockable. Even though it's in the game manual and how-to-play, some people still ask how to perform Wolverine's hyper move. As you can see in the video, you can only perform it during the grab.

Note:
A rule I try to follow as a game developer is: give players tools that they CHOOSE TO USE, not that they ARE FORCED TO USE.

Aside from basic things like jumping and specific things in specific cases, if a game forces me to use a mechanic all the time – whether it's very long combos, dodging, long boss gimmicks, or anything else – I lose the will to play.

Don't get me wrong: I love Marvel vs. Capcom 2. But a fighting game and a beat 'em up are different animals to me – and may God keep them separate, especially their respective communities :)
 
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