Avengers United Battle Force

In Progress Avengers United Battle Force 2.7.41

No permission to download
The project is currently under development.
Psykai said:
Will the character who isn't unlocked be on the base roster? For example if Colossus is unlocked, will Iceman be available from the start? Or will he not be in that demo at all?

Who knows? ;)

zanac said:
Just a question, when i die can i continue using credit? I m mading rasbperry porting of openbor and maybe this is an issue cause 4 credit but cannot continue

This works fine on the original ports of OpenBOR - I've tested it Windows and Android and it works.
I can't say for unnofficial ports, because I can't test it.
 
Maybe it is my credit patch, i forced share of credits to use tokens in arcade machine for increment credit... Maybe Your mod work only in noshare credit...
 
Like expected, Nightcrawler's moves are impressive! Good job, Ilu!

For the next character, Colossus is my favorite one. About Iceman, are you planning to make the ice attacks able to make falling enemies in the air? It's always weird in the mods when a frozen enemy is suspended above the floor.
 
16-bit Fighter said:
About Iceman, are you planning to make the ice attacks able to make falling enemies in the air? It's always weird in the mods when a frozen enemy is suspended above the floor.
This is an interesting point. For Hawkeye and Bowman's ice arrows and the Hydra Bot's ice beam, they all suspend the enemy in mid-air so I assume Iceman would do the same.

I just thought of something really cool though. What if when you freeze an enemy (or player) in mid-air, they plummet to the ground and either stay frozen on the ground for the normal length of time frozen lasts, or the ice shatters, freeing them from it but also dealing extra damage to the enemy. Perhaps whether the ice shatters or not could be dependent on the weight of the enemy or could be completely random on a percentage chance.

It would be really awesome if the enemy could shatter completely and instantly die from falling whilst frozen but that would have to be something that had a low chance to occur, like less than 25%, and bosses would have to be immune of course, as would players, or 1% chance for both or something so that it doesn't feel cheap when it happens but is awesome to see.

I dunno. I'm just throwing ideas around, lol :)
 
Thanks.

16-bit Fighter said:
About Iceman, are you planning to make the ice attacks able to make falling enemies in the air? It's always weird in the mods when a frozen enemy is suspended above the floor.

I don't have plans to make it for now. I know sometimes it can look weird, but it would require more work and time (which I don't have for now) and it looks nostalgic - reminds me of MK1.

I just thought of something really cool though. What if when you freeze an enemy (or player) in mid-air, they plummet to the ground and either stay frozen on the ground for the normal length of time frozen lasts, or the ice shatters, freeing them from it but also dealing extra damage to the enemy. Perhaps whether the ice shatters or not could be dependent on the weight of the enemy or could be completely random on a percentage chance.
This idea had crossed my mind long time ago. But it would require some time to make it.

It would be really awesome if the enemy could shatter completely and instantly die from falling whilst frozen but that would have to be something that had a low chance to occur, like less than 25%, and bosses would have to be immune of course, as would players, or 1% chance for both or something so that it doesn't feel cheap when it happens but is awesome to see.
I am not sure if Bobby would kill someone. It's a cool idea thought.




 
I must confess its a surprise that Colossus is winning.

If he wins, probably Colossus will be the last Tank/Brawler typed character of the game, because we already have enough. And I would focus on other type of characters.

By the way, some of his costume choices (not all of them will be on the final version).
dKuywUL.png
 
O Ilusionista said:
This game started as a study case from Doom, who worked with me on Bullseye, so he could learn how to code for OpenBOR. It turned into a full game.

DOWNLOAD THE LAST DEMO HERE:    http://gamejolt.com/games/avengers-united-battle-force/14591

Hey guys, finally its done - First video preview:

0.jpg

Avengers: United Battle Force preview

yuush.png
Dude!! I F***ing  Love this game!!!
 
Long time no see, huh?
I am very busy but I am still working on this, from time to time.

- We have a winner from the last pool: Say hello to COLOSSUS
Colossus-Marvel-Comics-Piotr-Peter-Rasputin-X-Men-g.jpg


- Finished all Nightcrawler's intros
HIMoBpp.png


Thanks.
 
I was thinking in to change something on my game, but I am not so sure about it.
Right now, we have special throws, which are made by inputing commands like D,F+A or D,U+A and they work fine.
But in characters which has grabwalk (iow, they can move while grabbing) those commands fails a lot.
1yFJKhp.png


So I was thinking to change it for a single button (just the special grab, not all the moves), probably SPECIAL button.
How it sounds?
 
Thanks. It's not about the number of buttons - is about how easy it would be.
I don't want to be something too easy to do - but something which fails a lot is way worse to me.

That is my question  :(
 
Indeed, do the switch. Or perhaps have that button be a position lock from which players can perform the input.
 
Miru said:
Indeed, do the switch. Or perhaps have that button be a position lock from which players can perform the input.

Sounds cool, but this could make it harder to input (some people said they can't input multiple follow ups, for example).
Its hard to find a ballance between too easy and too hard...
 
darknior said:
@O Ilusionista Yes good idea the SPECIAL button :)
On game pad we have 6 or 8 buttons ... it's not a problem ;)
Indeed in ancient arcade cab where OpenBOR is running Thanks to rasbperry porting there are only 6 buttons....
 
O Ilusionista said:
Miru said:
Indeed, do the switch. Or perhaps have that button be a position lock from which players can perform the input.

Sounds cool, but this could make it harder to input (some people said they can't input multiple follow ups, for example).
Its hard to find a ballance between too easy and too hard...


Alright, I guess it should just use SPECIAL button for special throws with grabwalkers.
 
Makes sense.

One more question: in cases where the character has a special grab and link one of his special moves from the grab (like Beast, which has a D,F+A special grab but still can do his D,U+A from grab), should I change that command to something like UP + SPECIAL?

In my opinion, I don't think I should change it. Or it will make the game too easy - people would start to only grab the enemies and input those commands, since they are easier.
 
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