Avengers United Battle Force

In Progress Avengers United Battle Force 2.7.41

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The project is currently under development.
Hi there
I must say how the combat system change with each superhero is insane!
I notice Wolverine and Ironman have launch attacks as grabs...is it possible to change it so that all heroes with launch attacks share the same input like F D A perhaps then one could use those follow up attacks afterwards with ease.
Combos tends to be random after the third attack in some cases like with Hulk.
There is more then enough content to have different combo strings.
Wolverine even got a ground attack.
This game would benefit from 2D boss battles like something straight out of Hollow knight.
This game reminds me of BattleToads but on steroids...switching between 2D and 2.5D is awesome when done right.
Can't believe this game is a decade old...
Keep up the amazing work.
Imagine if this dropped back in the 90s...
It would of change the face of beat em ups.
 
Imagine if this dropped back in the 90s...
It would of change the face of beat em ups.
Oh thanks for the nice words! Means a lot to me :)

Behold the wall of text, lol

The version you tested is very old. I've changed so many things in this game since this version that today it looks like another game :)

Regarding her suggestion, it's a good idea, but I can't add it for two reasons:

- I'm trying to be faithful to the comics, so there are characters that are much more skilled than others.

- My biggest goal in this game is to make each character as unique as possible (games where the characters are just skins for each other really bother me).


Therefore, some characters have more tools (or different tools) than others, which I added with the theme, such as:

- Characters' MP no longer recovers over time (with the exception of some characters who can use a charge move and some who can still recover, like regeneration), so this forces you to always stay on the offensive.

- Characters who are specialists in melee combat (such as Iron Fist, Black Widow, etc.) have a mechanic called "rushdown" - they can execute combos while running, to expand their range of tools and compensate for the lack of long range moves.

- They also have an extra type of dodge called Power Dodge, which you can see in action here:


This dodge works similarly to the normal dodge, but with some differences:

Command:
Forward Power Dodge - F+Block (or hold block and input F)
Backward Power Dodge - hold block and input B

👍 Benefits:
- In the forward version, your character turns at the end of the animation automatically, allowing combos on the back of enemies

- Recovery time shorter than normal dodge

👎 Disadvantages:
- Only available to melee characters (with one exception, Black Widow) and who are fast.

- It costs MP

This makes the difference between melee and ranged combat characters even greater.

So, I can't put the same type of movement for all characters because they are not the same:

-Some characters hit enemies on the ground (often based on their personality, like Wolverine and Hercules, which is why Colossus doesn't have this),
- Others recover from falls (like Black Cat and Tigra, as it has to do with their powers)
- Some characters do not die when they fall into holes (all characters that fly)
- Some characters are immune to poison (such as Vision, Wolverine, Hercules) - which blocks the execution of special moves and causes damage over time.

And for every rule, there is almost always an exception: for example, characters who have the passive ability "Iron Will" (Captain America and Emma Frost are examples of this) can perform special moves even when poisoned - again, based on their personality. You don't tell Captain America that he can't do something :)

You can see the old game manual here and you will notice that many character has special traits, abilities, passive skills, etc

Combos tends to be random after the third attack in some cases like with Hulk.
Combo finishers ARE random, on purpose. It's my signature - every beat em up I develop has that.

There is more then enough content to have different combo strings.
In fact, it doesn't (it's easier said than done :) A lot of things in this project were made either by joining different pieces together or simply designed from scratch. If I gave the same moves to each character, the game would increase in size exponentially.

That's why I balance the game in other ways, like adding passive skills, different tools, etc.

This game would benefit from 2D boss battles like something straight out of Hollow knight.
I agree, that's why I've already added some levels to this style. Here, for example, the time you finish the level determines which boss you face - at the top, you face Tusk; At the bottom, Chrome


Keep in mind that, as Zvitor once said, trying to balance something that is unbalanced by nature (like comics) is extremely difficult - bordering on impossible, to be honest.

One example is the physical strength of the Hulk (and Red Hulk and Hercules as well): he deals much more damage than any other character in the game. But if I were to be completely faithful to the comics, you could finish the game with just one punch to each enemy - there are few people who can take a punch from the Hulk and not explode in a shower of blood and guts :)

Thank you very much for your words and feedback! I don't know if I'll be able to update this game this year, but it's already 85% ready.
 
- I'm trying to be faithful to the comics, so there are characters that are much more skilled than others.

- My biggest goal in this game is to make each character as unique as possible (games where the characters are just skins for each other really bother me).
I completely agree.
For future reference you don't need to implement any of my suggestions but understanding it is what matter to me so you know what I'm going for.

Allow me to edit a character or 2 then I'll make video and showcase the slight changes.

You have a input of D U A that is across all heroes.
Now only certain heroes with launch attacks could share the same input of F D A.
Ironman would still play like Ironman and Wolverine won't change but having a launch attack as a freespecial open up more combo options.

What's the best way to upload a video here so you can see why example?

In fact, it doesn't (it's easier said than done :) A lot of things in this project were made either by joining different pieces together or simply designed from scratch. If I gave the same moves to each character, the game would increase in size exponentially
What I meant was that you already gave each character more then enough moves to work with the old build.

Keep in mind that, as Zvitor once said, trying to balance something that is unbalanced by nature (like comics) is extremely difficult - bordering on impossible, to be honest
At the end of the day its a game and the goal is to get the gameplay right!
Engaging as possible.
You asking for problems if you going to by think like that.
In my opinion Xmen 2 clonerwars did a better job with Xmen characters then the 2 Snes games did but the Snes offer alot more.
Another example is MVC
Hulk is could kill most of em but for the game's sake his nerfed.
One example is the physical strength of the Hulk (and Red Hulk and Hercules as well): he deals much more damage than any other character in the game. But if I were to be completely faithful to the comics, you could finish the game with just one punch to each enemy - there are few people who can take a punch from the Hulk and not explode in a shower of blood and guts :)
It wouldnt be fun if he one shot everyone!
I saw a fan made project that capture Hulk in way that I like.
Taming the beast.
You could use that for inspiration.

Behold the wall of text, lol
I'm all about that walk of text...

Pace yourself according to how you see fit!
Everytime I try to work on my mod I come across a gem like your game that goes beyond
what I thought possible and playing it take up all free time that should go to my mod.
No regrets..
I'm learning so much from your work.
 
Allow me to edit a character or 2 then I'll make video and showcase the slight changes.

You have a input of D U A that is across all heroes.
Now only certain heroes with launch attacks could share the same input of F D A.
Ironman would still play like Ironman and Wolverine won't change but having a launch attack as a freespecial open up more combo options.

What's the best way to upload a video here so you can see why example?
I would prefer you send me this privately, as I don't want to have people asking for a "custom version".

Keep in mind that I don't want to add such uncommon command as F D A on the game. Plus, the characters already have standard follow up commands as D F A on the current version of the game.
 
I would prefer you send me this privately, as I don't want to have people asking for a "custom version".

Keep in mind that I don't want to add such uncommon command as F D A on the game. Plus, the characters already have standard follow up commands as D F A on the current version of the game.
Noted.
Remember this is just to give you an idea of where you could take it if you want to.
 
I've working on the bonus games, to improve things a bit and creating new ones.

View attachment 5472
You could recreate every saga from the Sega and Snes Marvel games with the demo you released...
Ever consider using a 2d stage from Xmen Clones wars?
I like how enemies use range weapons since they can't match the Avengers and with that said a game like Cuphead should give you a few ideas if you want to switch things up!

That 2D stage with Deadpool driving be crazy! How the boss move in and out the background was sick.
Sky is the limit with this game.
 
You could recreate every saga from the Sega and Snes Marvel games with the demo you released...
ah Zvitor is already doing that on his game, I don't want to go that deep as I have too much content to work with already.
But I do plan to include, on the future, a "classic arcade mode", to recreate the original Capitan America and the Avengers arcade game.

Ever consider using a 2d stage from Xmen Clones wars?
Ah there are some Xmen stages already - see the previous Red Hulk video.
And I've added some stages from the SNES game too


That 2D stage with Deadpool driving be crazy! How the boss move in and out the background was sick.
Thanks, I like that zoom effect a lot.
About Deadpool, if you pay attention, you will see that he is driving the truck on the next stage also. And, in the current version of the game, you can see the wrecked truck in the end:

 
Songbird look solid but Hawkeye and Wolverine capture range and melee heroes perfectly since they cover all the attacks👏
On the debuff front.
Would a debuff that decrease attack power work in the game?
To counter Hulk's strength.
I beat the demo now I can't help but expect more from paid games after seeing what you and the rest of people here put out with Opebor.
Appreciate you taking the time to go back and for what the wall text about your game.
 
Thanks, but I have no plans to debuff him, as I want him on that way.
Your enemies got flame throwers,freeze rays and even range attacks that cut off MP use.
Now the debuff I mentioned would drain attack power for a few seconds.

I only mentioned Hulk cause he is strength reliant and they have no real answer aside from freeze.

This debuff could work on all heroes like freeze aswell.

By no means are these suggestions!
Im just here for the discussion.
 
I only mentioned Hulk cause he is strength reliant and they have no real answer aside from freeze.
like on the comics :) It's Hulk - or either you need to use a huge brute force to fight him, or you need to be fast and smart (like when Spiderman beat him).
Otherwise, its your doom.

Also, there are other tools, like stun, power block, etc

Now the debuff I mentioned would drain attack power for a few seconds.
This works differently on the current version - as you need to hit the enemies to gain MP back.
 
It's been a while since I uploaded videos about this game, huh?

Showing Shadowcat/Kitty Pryde gameplay during the Maggia chapter. She has several points that make her different from other characters (and I don't like adding characters to the game just to "inflate" the number of characters), being positive and negative points.

PROS
- She can become intangible during several special moves and some do not spend power for this (such as blocking).
- Intangibility works on both defensive and offensive moves
- Has a helper, Lockheed, who has ranged attacks and draws enemies' attention to him
- She has high agility and speed
-She can "run in the air", free of gravity, for a short period

CONS
-Many of her animations use indirect attacks, like the attack while running: she first becomes intangible and then hits, so you always have to calculate this delay or you pass through the enemies (as I did several times in the video)
- The Rise attack (where it enters the ground and then leaves) needs to be controlled
- Her Hyper move is also indirect: she orders Lockheed to attack, and this is not instantaneous
- It does not have high resistance

Thanks to @Psykai for help with programming this character and to Arkady for the original sprites.

 
Here is a new playthrough with Deadpool (finally lol):

He's pretty godlike, I didn't loose a life with him and destroyed bosses as well!! Any plans on having him dismount the tiger or no??

Thanks again man, looking forward to the next version of the game!!
 
He's pretty godlike, I didn't loose a life with him and destroyed bosses as well!! Any plans on having him dismount the tiger or no??
Thanks buddy! He is op for sure (the tiger does a lot of damage and his healing factor is quite good).
For now, I don't have plans to make him without the tiger.
 
It's been a while since I uploaded videos about this game, huh?

Your game is truly exceptional and one of the best Beat'em ups on OpenBOR, obviously my tastes.
I love the graphics, the animations, the visual atmosphere, the game play... the sound atmosphere..

It's been years since you last shared an update to the general public for free. Do you think you will do it this year? Because the latest version, in addition to fewer characters, also has no ending. THANKS
 
Your game is truly exceptional and one of the best Beat'em ups on OpenBOR, obviously my tastes.
I love the graphics, the animations, the visual atmosphere, the game play... the sound atmosphere..

It's been years since you last shared an update to the general public for free. Do you think you will do it this year
oh thanks for the nice words, buddy. Means a lot to me, really.

I was supposed to update this game at the end of last year, but my personal life turned upside down at the end of the year (and this year things are still complicated).

My plans, initially, are:
- finish the Pocket Dimensional Clash 2 update somewhere around the end of January / beginning of February.
- Update Avengers by the second half of this year
- Try to release a public demo of Power Rangers in December.
Additionally, I work on 2 other side projects, but I haven't revealed them yet. But I barely have time to touch them :(

I still have to release the 3 projects for version 3 of OpenBOR. Only after releasing these 3 do I intend to migrate to version 4.

Regarding the story, it probably won't have a story - or it will have a provisional story, as the final villain was never the Red Skull. But I can use this as something interim.

The last thing I did for the project was this level - I had the idea of adding different bosses at this stage, but that would cost me a lot of time. Maybe Jhfer will help me with this:
Avengers - 0041.png
(and yeah, the obstacles are too big)

Thank you very much for your constant support.
 
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