Avengers United Battle Force

In Progress Avengers United Battle Force 2.7.41

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The project is currently under development.
O Ilusionista said:
Bingo. Nice idea, I plan to add it to my game once I include Colossus.

2) Bombers? Now that's interesting. Maybe enemies that hang from the side of the vehicle that you can knock off?
Nice idea! I just can't add anything more to that stage or I won't be able to follow the deadline.

I can only imagine what other bosses may be like...
HARD :) Some bosses can even grab the health/power items from the floor.

Thinkin' about granting Stan Lee the same treatment? Or Howard the Duck?
Ah, no. It would be too much into comical (read FUNNY) zone and would screw the tension of the game.

New Black Bird sprite by Navs, thanks buddy.
Pus, Emma can now use Astral Projection while controls the Black Bird
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New enemy - Claw (thanks Jhfer). Small but pretty damn fast
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Bowman on the works
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1) Good detail! Any more team-up moves planned?

2) That's alright, you can add them later if you want.

3) I meant more in terms of thematics and controls. Will there be any more bosses like this one? Like maybe a chase across platforms? And the bosses picking stuff up from the floor is cool.

4) Why? Is it that these two in particular are going too far, or do you just not want too much going on? But I'll accept that for now.

5) I like these new additions.
 
Thanks! You mean the claw enemy? Its is small at the original game too.
I've added a new attack to Tactical Force - the same snipper attack which Brand have (its chase the player then drops a little bomb on him/she).
 
Progress report:

- Started to add some traps to Hydra-3 strage. The laser shift position (from one pillar to another) and can hit both players and enemies.
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-Bowman is done, and was voiced by Psykai :). He is kinda agile and will make you suffer. Also he uses a poison arrow, which drains your health over the time plus BLOCKS all your freespecial moves while the poison is active.
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(Jhfer fixed the masks on the wall)

- Coding the Hydra-4 stage, where you will fight Hammer (clone of Thor). Some more traps and holes to make your life harder :)
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If everything goes well, I will release this demo in December 20th. I had to cut a lot of ideas that I have, because I want to release this demo this year yet. I think I won't be making new videos to not spoiler the surprises.

I am putting A LOT of hard work and dedication on this game and I really want people to enjoy it.

Thanks for all the support, everyone.
 
Great screens!

Yes! Traps are always better when they can hit enemies as well, It can make some nice gameplay "strategies".

I really hope we can give it a shot this december :)
Good luck with the last updates for the demo.
 
16-bit Fighter said:
Ha ha, it's the final straight! I hope you'll manage to do what you want !

BTW, if you need help, don't hesitate to ask for it! ^^

Thanks man. I won't manage to do what I want to (to release the whole game), but I think it will be a cool demo :)

The last hydra stage will have some cool traps, as wall traps
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Thanks. I had plans for wall traps since long time - in fact, I have a lot of unused ideas that I have not time to include saddly.
Then when someone releases something with the idea I had it bothers me a bit (nothing with the person, its related to me only) so I decided to include some of them on this version.

I am chasing time to be able to release this asap :)
 
This game is shaping to be a certified classic for next year and can't wait to try the new demo. You added little and big additions to your mod like traps, visual effects, enemy A.I. and much much more instead the conventional beat'em up. So I'm super excited and anxious to play your new demo buddy.
 
Hanzo said:
This game is shaping to be a certified classic for next year and can't wait to try the new demo. You added little and big additions to your mod like traps, visual effects, enemy A.I. and much much more instead the conventional beat'em up. So I'm super excited and anxious to play your new demo buddy.

Thanks for the nice words. That was my intention since the day one: to make a different game. I don't want to sound arrogant, but I think OpenBOR has too much clone games - same games with just different graphics. My close friends  do know how much issues I am having in my RL right now and how much this project cost to me, but I am struggling to release it now.
 
I understand what you coming from and yes you're right about OpenBor has too many of the same. Just pace yourself and give yourself a break every now and then.
 
Ay ay ay, I feel the last stage will be like hell on Earth. ^^'

O Ilusionista said:
16-bit Fighter said:
Ha ha, it's the final straight! I hope you'll manage to do what you want !

BTW, if you need help, don't hesitate to ask for it! ^^

Thanks man. I won't manage to do what I want to (to release the whole game), but I think it will be a cool demo :)
Okay, I don't speak very well but I've had understood what you told. :P I just meant "I hope you'll manage to make the demo that you want considering the remaining time". In any event, you can be proud of yourself. ;)
 
In any event, you can be proud of yourself.
Thanks buddy.

ho ho ho...oh boy, I am pretty excited with something I made for this project! Almost like that kid which got a N64 for christmas :)

I manage to make something that I haven't saw in any other mod before (there was a project with something close, but not the way I did) and I think its pretty cool.
I can't reveal right now, but trust me I am an engineer it adds a urgent feeling to boss battles!

Some updates, mostly about the boring parts:

- All enemies now have jugglepoints/jugglecost, so no more killing enemies with just one combo ("beach ball effect", as I call it)
- All bosses blinks in red when they have less than 50% of life
- All bosses had their life revised. When you fight a boss with 2 players, the boss has a boost of 50% in his/her/its lifemax
- Helpers fixed when dying on holes and walls (thanks DC for the tip)
- White Dragon had helped me with a cool entity debug, so I can check all avaliable entites and check which one got stuck
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- Hammer boss is almost done
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I think I will be able to match the deadline I was planning (december 20), I just need to stop to have ideas :)
 
Good news and impressive stuffs to come!
O Ilusionista said:
I just need to stop to have ideas :)
I know this "disease" too.
Beside the fact I'm more limited by my coding knowledge :)

This christmas will be epic!  8)
 
Thanks :)

I am working almost non-stop on this. Some quick news:

- Finished all attacks from Red Hulk sky cycle
- Hydra-3 level complete with Boss (a pain to beat)
- Finished Vision throws. He gets invisible in one of his moves (Repitle style)
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- Hydra-4 level almost done
 
More news:

- Namor sky cycle is done. He can fly and shoot bioeletric sparks
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- Also he can dive into the water (and can't be hit there)
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and can return to the air using an uppercut.
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With this, the demo is 98% done ;)
 
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