Complete AVENGERS UNITED BATTLE FORCE DEMO 2

Project is completed.
You received complaints about Iron Man? Why? Again, stupid ideas and those people were wrong, and shouldn't be listened to.
I can't force people to like or not a character, and I am open to honest and straightforward feedback and I will listen to every one. If I will execute it its another history...

For example, some people said Quicksilver is...too slow(???), that "every character should endure hits like Hulk (????), and so on. This kind of nonsense I just ignore :)

Also, about people knowing how to use Vision, or Brand, or any other character. If you stop to think what each character's super power is, and how they would actually use it, and try to play that way, you will understand how to play with all the characters.
PERFECT. Can I make a poster of it? :)

A suggestion and request: Please add Daredevil, Iron Fist, Gambit, Nate Gray
Daredevil - maybe
Iron First - yes
Gambit - yes (still looking for the best one)
Nate Gray - No, because he is almost powerless for now.
 
A suggestion and request: Please add Daredevil, Iron Fist, Gambit, Nate Gray
Daredevil - maybe  ::)
Iron First - yes  :)
Gambit - yes (still looking for the best one)  ;)
Nate Gray - No, because he is almost powerless for now.  :'(
[/quote]

Yeeeyyy!!!! \o/
 
O Ilusionista said:
Oh, I wasn't aware of this. Hawkeye wasn't able to run on the previous version, so maybe I forgot to fix it.

Oh I didn't realize this was a bug. I thought it was intentional as a balancing thing so that he could run but with less ability than the other characters. I would have reported it if I thought it was a bug, lol.
 
I saw your Vision gameplay, and finally someone understands how to play with him
Well, it is clearly seen in my playthrough that I've been learning his abilities in process.

You can abuse of his fly and invincibilty.
Yeah. That gives him huge advantage. And do not forget about his laser. In some fights he can just stand still and fire his beam. I think that tactics good for fights with Hammerhead and Madam Masque. And I think someone very lucky and very skillful could beat game without taking any damage.

If you find anythiing more, please share with me.
For now I can remember only couple of things:
- when Brand throwing enemy backwards badguy flying through his comrades standing on his way like he's invisible, but there is must be domino effect;
- sometimes (well, quite often) Wolverine while jumping high was somehow hit by motorcycle and platform riders. Hit animation always seen on the ground like he just standing on the way of moving enemy.
 
Great fun with this game. I specially love the attention to details... Namor could dive on the water, Quicksilver would run over the water... Hulk's hits have the biggest impact I saw on a game with him on. And the sprites are so cute, so faithful to the original arcade game, with awesome animations and powers. Great job.
 
Thanks everyone. I plan to update the game as soon as I can.

- when Brand throwing enemy backwards badguy flying through his comrades standing on his way like he's invisible, but there is must be domino effect;
- sometimes (well, quite often) Wolverine while jumping high was somehow hit by motorcycle and platform riders. Hit animation always seen on the ground like he just standing on the way of moving enemy.
Fixed both, thanks.

By the way, we got published in Gaming Portugal :)
http://gamingportugal.com/avengers-united-battle-force-e-gratis-e-recomenda-se/
 
Hey, that's me again with some videos:
https://www.youtube.com/watch?v=yM-qMSbZvkU
https://www.youtube.com/watch?v=qy-ou8CkyR8
It's poor playthrough, but I can say that Black Cat not so bad how someone said. She's even close to good but may be needs some improvement.
She's got three aerial attacks, but two of it are similar if not say identical. I think there is need of changing her J,D,Attack with attack that must be directed to the ground.
Also, her Sommersault attack isn,t good for combo finisher because enemies thrown far away even by one Scratch.
And her Avenger Power is got problems with hitting bosses. But you know it already. Well, I know that it is not completely useless, but I don,t use it manly because I don't want to be left without power to do very powerful Double Scratch Combo. And for some bosses grab+Sommersault works well.
I see in manual some Spidey-like grab move but it don't work. Is it me doing something wrong? Or may be it would work only in next demo?
And mustn't enemies thrown by Scratch attack hit their comrades standing behind?

And some crazy idea: is it possible to give player possibility to cancel her J,D,F,Attack with pressing, for example, Jump? And then use this aerial attack again without landing and even in different direction? Like Spidey-style.

Although, I think changing directions could be problematic. D,F,Attacks works only in direction that character faced, and to hit in another direction you need to turn him around. May be it is some engine limitations because I see it in many openBOR beat'em ups.

Some kind of bug-related things:
- there are some problems with colors of health bar, they changes not accordingly to its length;
- spiked wall in last stage has size bigger than it is drawn;
- there are some kind of invisible wall under falling items. It's easy to see in fight with Madam Masque;
- Emma Frost in Diamond Form can't call helpers, may be it's intentional but probably it is a bug;
- Luke Cage sometimes damaging player and sometimes not;
- in second bonus stage there are restrictions for using special attacks, but in the end lays some power ups, so it may be a bug. And Thor can use only regular attacks on this stage;
- when Hydragolem lands after his jump character closing on him and being knocked down, but robot just standing still;
- if character hit by three falling from sky Trapster's glue projectiles he takes constant over time damage until glue disappears;
- in some boss fights enemies could chain their electric attacks, even several enemies. For example, I've been hit by Hammers lightning while falling Sparkster hits me with floor electric attack and then second Sparkster made same thing and hits me too;
- Tigra's Circus Roll do not use any power, and her Bad Cat attack sometimes don't do any damage and almost don't work on bosses and some other enemies like Guardians;
- sometimes when you knocking down some bosses you've been knocked down as well. It happens when Thor throwing Bowman, and when you just grabbing and simple beating Hammer.

There is something to improve game experience:
- there might be needed some kind of the sound when your power bar is empty and you trying to use special attack;
- while Vision is use his invisible state you do not know when it ends, may be there should be may some kind of signalization in last 5 seconds;
- some enemies can stun characters like Hydrabots with freeze ray or Trapster with his glue and you just stands still waiting either they hits you or it just end. Well, in old beat'em ups you could shaken this state by some button smashing. It's good to see something like that in this game;
- there are many falling objects, Trapster's attack when he shoots to the air, even Hammer's three powerful lightning strikes. May be like in old beat'em ups show some kind of marks on the floor several seconds before attack to give player opportunity to avoid this danger because for now it's just a russian roulette;
- I think Brand should have ability to change weapons not only in weapon mode, and player could see weapon icons always;
- bosses health bar drawn in lower part of the screen sometimes hiding some objects, it's especially annoys in Madam Masque fight.
 
Hey man, thanks for the video and the feedbacks. Yeah, Black Cat wasn't that good on the first release, but then she was rebalanced. She still needs some fixes though.

She's got three aerial attacks, but two of it are similar if not say identical. I think there is need of changing her J,D,Attack with attack that must be directed to the ground.
I will take a look.

Also, her Sommersault attack isn,t good for combo finisher because enemies thrown far away even by one Scratch.
Its works the way I imagined it. Its a combo ender (you can combo two scratches then use it) so it will send the target far away.

And her Avenger Power is got problems with hitting bosses. But you know it already. Well, I know that it is not completely useless, but I don,t use it manly because I don't want to be left without power to do very powerful Double Scratch Combo. And for some bosses grab+Sommersault works well.
Yeah, I am aware of that. Maybe this fix will be done only on the next release, it depends of how much free time I will have since I need to redo the whole code.

I see in manual some Spidey-like grab move but it don't work. Is it me doing something wrong? Or may be it would work only in next demo?
And mustn't enemies thrown by Scratch attack hit their comrades standing behind?
Its not a grab. Its her jump and D,F +Attack move. About the scratch, I need to check if any falling enemy hits other enemies or just when they are thrown.

And some crazy idea: is it possible to give player possibility to cancel her J,D,F,Attack with pressing, for example, Jump? And then use this aerial attack again without landing and even in different direction? Like Spidey-style.

Although, I think changing directions could be problematic. D,F,Attacks works only in direction that character faced, and to hit in another direction you need to turn him around. May be it is some engine limitations because I see it in many openBOR beat'em ups.
On the first case, I think its doable. On the second case, I need to think about it. Most of times, I don't let any player I code (OpenBOR or Mugen) turn around while attacking. If I ever add this, it won't be for everyone, because each one has different fighting skills.

- there are some problems with colors of health bar, they changes not accordingly to its length;
> They change it, but each character has different health value, so it changes based on this.

- spiked wall in last stage has size bigger than it is drawn;
> I think you mean the collision box, I will take a look.

- there are some kind of invisible wall under falling items. It's easy to see in fight with Madam Masque;
> Yeah, I am trying to fix it.

- Emma Frost in Diamond Form can't call helpers, may be it's intentional but probably it is a bug;
> Bug, I fixed this.

- Luke Cage sometimes damaging player and sometimes not;
> This is an engine bug. I don't know why the blood hell the decides to hit players, even when he is coded to NOT hit them. I just gave up trying to fix it.

- in second bonus stage there are restrictions for using special attacks, but in the end lays some power ups, so it may be a bug. And Thor can use only regular attacks on this stage;
> Those power ups were intented to be used on the next level, since you don't refill the power bar when you complete a stage. But since people complained about not being able to change the character in every stage (something I don't agree at all, but I decided to listen the players), maybe I need to change the MP item to other thing. The AV ID card makes sense.

- when Hydragolem lands after his jump character closing on him and being knocked down, but robot just standing still;
> Its to simulate the area of damage of someone that big and heavy stomping close to you.

- if character hit by three falling from sky Trapster's glue projectiles he takes constant over time damage until glue disappears;
> You mean the glue hits multiple times upon hit, if you are close to two glues? This is something I already fixed on the past, but I made a mistake and overwrite with an older version.

- in some boss fights enemies could chain their electric attacks, even several enemies. For example, I've been hit by Hammers lightning while falling Sparkster hits me with floor electric attack and then second Sparkster made same thing and hits me too;
> Fixed on my dev version.

- Tigra's Circus Roll do not use any power, and her Bad Cat attack sometimes don't do any damage and almost don't work on bosses and some other enemies like Guardians;
> I need to check about the power consumption, but Bad Cat works differently based on which kind of enemy she hits. Big robots will make her flip back.

- sometimes when you knocking down some bosses you've been knocked down as well. It happens when Thor throwing Bowman, and when you just grabbing and simple beating Hammer.
> This is weird, in Bowman case. Can you explain to me which of Thor's throw were you executing when this happens? Hammer will break from grabs (Bowman too) if you land too many hits or takes too much time to hit him.

About your other suggestions:

- there might be needed some kind of the sound when your power bar is empty and you trying to use special attack;
> I think I do prefer they simple do nothing instead.

- while Vision is use his invisible state you do not know when it ends, may be there should be may some kind of signalization in last 5 seconds;
> Its on my plans to make a gauge bar or something.

- some enemies can stun characters like Hydrabots with freeze ray or Trapster with his glue and you just stands still waiting either they hits you or it just end. Well, in old beat'em ups you could shaken this state by some button smashing. It's good to see something like that in this game;
> Yeah, this could work on glue case, but not on freeze case. In fact, Trapster's glue is too strong to someone to break from it (in comics, it can glue even Hulk, while on this game glue doesn't works on Hulk).

- there are many falling objects, Trapster's attack when he shoots to the air, even Hammer's three powerful lightning strikes. May be like in old beat'em ups show some kind of marks on the floor several seconds before attack to give player opportunity to avoid this danger because for now it's just a russian roulette;
> This crosses my mind for a while. But I ended not including this, because I want a harder game.

- I think Brand should have ability to change weapons not only in weapon mode, and player could see weapon icons always;
> This is doable, although I let her icons only in weapon mode so player can have mode visual aid to see when she is in weapon mode or not. And its cost less memory that way.

- bosses health bar drawn in lower part of the screen sometimes hiding some objects, it's especially annoys in Madam Masque fight.
> Its annoys me too sometimes, but its a common thing on old beat em up games. I tried to move it, but we don't have too much free space for that, unless I move the enemies bar close to the player's bars.


 
Its works the way I imagined it. Its a combo ender (you can combo two scratches then use it) so it will send the target far away.
Well, I know that. I mean that enemy  must stand very close to being hit by Sommersault, but after first Scratch he thrown far away and Sommersault can not reach him.
Its not a grab. Its her jump and D,F +Attack move. About the scratch, I need to check if any falling enemy hits other enemies or just when they are thrown.
Oh,well. So it's just mistake on manual.
Most of times, I don't let any player I code (OpenBOR or Mugen) turn around while attacking. If I ever add this, it won't be for everyone, because each one has different fighting skills.
Although it's not my decision, but for fast and weak characters it is could be vital.
I don't know why the blood hell the decides to hit players, even when he is coded to NOT hit them. I just gave up trying to fix it.
Or you could engage friendly fire mode and give player opportunity to take revenge on him.
Those power ups were intented to be used on the next level, since you don't refill the power bar when you complete a stage. But since people complained about not being able to change the character in every stage (something I don't agree at all, but I decided to listen the players), maybe I need to change the MP item to other thing.
The thing is you don't need them at all. Because characters on this stage can't use special and don't drain powerbar. And Thor can't even do his dash attack.
I need to check about the power consumption, but Bad Cat works differently based on which kind of enemy she hits. Big robots will make her flip back.
She flips from enemies that are in the air. And all ground enemies being attacked normally, but sometimes without damage.
Can you explain to me which of Thor's throw were you executing when this happens?
It was two times, but i can't say precisely. Looks like it was Jumping Throw... Well, I need to play with him.
Hammer will break from grabs (Bowman too) if you land too many hits or takes too much time to hit him.
It's may be the case, but with Militant never happens nothing like this and he can breaks from grab too.
This is doable, although I let her icons only in weapon mode so player can have mode visual aid to see when she is in weapon mode or not. And its cost less memory that way.
Well, I mainly interest in change process. Switching weapons in any mode could be useful even with icons only in weapon mode. Animation works in both.
 
Review:



AVENGERS UNITED BATTLE FORCE

This version of Avengers United Battle Force is the second iteration of the highly awaited modification by O Illusionista and the Brazil Mugen Team. While I do not believe that the game is yet complete (there's no Red Skull awaiting me near the end), what I've been offered is nothing short of brilliant. To be fair, the stage setup feels closer to that of Brazil than America, so perhaps in the future it might be cool to see some sort of Superhero IP of the same nature based on Brazilian characters. But for all sakes and purposes, it feels like the Marvel characters battling in Brazil, rather than in New York or similar. That's not a problem though, as these characters have never been taken to such a place before and that's a new one for me. In addition to that, we have several characters to choose from and not just the original cast of the Arcade classic. What is cool, is that the four regulars (Captain America, Iron Man, Hawkeye and Vision) all have their arcade palettes intact, in addition to a slew of new moves which can be easily performed with certain combinations of buttons. This feels like a natural evolution for me, because as much as I love Captain America and The Avengers, it felt so stiff insofar as character abilities were concerned. Also, some of the new characters like Nemo The Submariner and Black Cat can be useful and don't feel like mere filler. I have to say, I was surprised as to how many were available by the end of it and the very fact that they at least differ in skills or styles from each other is certainly welcomed. There are also some strange characters like Tigra, whom I've never heard of – but definitely found incredibly useful.

As for the plot, it's basically set up as a showdown between the good Avengers and the evil Avengers, with some minor side-enemies thrown in for good measure. Problem is, there's only a few of these evil Avengers and we don't even get a chance to battle an evil Hulk or Wolverine, which would have been nice. Also, I would have liked to see something similar to Zvitor's MFA2, which featured a section where the player was asked to fight many bosses at the same time (of course, without grunts) and I'd like to see that here too, especially since it seems rather odd that these evil Avengers wouldn't ever gang up on the good guys all at once, especially like you'll see in the comics. But the plot is paper-thin and not important. As long as I get some more stages, bosses and possibly a fight with the Red Skull, it'll work for me. The only real complaint I have is that the first level boss never felt special. It doesn't really have a name or a purpose, and is just a glorified enemy that usually gets beaten up later in the game with no problem. Is it too much to ask that we get an actual villain in the city and maybe save this robot enemy for later?

The sky stage was one of the better I've seen on OpenBOR. I feel that these sky stages get better every year, and hopefully we can have some real arcade-level grandeur on that front. As far as the normal stages, AUBF feels just like an authentic arcade machine. The sprites also match that, all being of the same length and dimensions. It feels like many of them have been painstakingly created just to fit that mold. The bonus stages both reminisce Street Fighter and Final Fight bonuses, which is also nice and again, very authentic. You wouldn't expect to see such a thing in a Marvel title, but it feels very Capcom and as we know, Capcom have made their fair share of Marvel beat em' ups in the past. The music in the game also seems very arcadey, making me feel like I've put a coin in and am trying my hardest not to lose a life. Sometimes that is a bit tough with bosses like the evil version of Hawkeye, which needs a major slowdown. On my first run, I had a very difficult time beating him with a certain character. A playtest with all the characters should be run in order to test who is able to survive against him the longest, because I nearly lost about three continues fighting him due to the fact that the character could just not reach him. He's too fast. Even the real Hawkeye doesn't move that quickly.
Aside from that, I find that the game isn't really too difficult, which I prefer. It's fair and gives you enough lives and continues to finish it with little trouble. Awarding players with lives in hidden areas or boxes is a definite plus for me and makes it so that I don't just find the game frustrating and unplayable. Zvitor needs to probably sit down and examine this system, as it's the only real problem I find with his Marvel titles. Maybe a life or two every now and again would help the player out a bit, instead of having us admit defeat before we've even finished a quarter of the game. Hell, OpenBOR devs in general need to use this rubric, and don't give me any excuses here – I'm familiar with all the classic beat em' ups of the era, and they did award lives in such a manner. The key is to make the game fun to play for one or more players, not a frustrating slog that requires eventual hacking of the game's script in order to be able to finish. I didn't even have to set lives on this one and I played it twice over. It was fun both times, never boring – and that's a good sign. Like I could actually see myself getting together with a bunch of friends and having a good time with the kind of classic experience here that really takes a person back to their childhood. If this is the kind of effect that O Illusionista wanted to capture, than he's definitely done it. Excelsior!

9/10
 
A 9/10? Wow :)

Thanks for your review. I am glad people are having fun with the game (this was my main goal, after all).

Some points:
To be fair, the stage setup feels closer to that of Brazil than America, so perhaps in the future it might be cool to see some sort of Superhero IP of the same nature based on Brazilian characters. But for all sakes and purposes, it feels like the Marvel characters battling in Brazil, rather than in New York or similar
That, in a way, intrigued me. Do you mind explaining your point?

There are also some strange characters like Tigra, whom I've never heard of – but definitely found incredibly useful.
Tigra was a good surprise for me. I like to give not very known characters a chance, and its good when this trick works :)

As long as I get some more stages, bosses and possibly a fight with the Red Skull, it'll work for me.
You will figh him, besides he is not the final boss.

The only real complaint I have is that the first level boss never felt special. It doesn't really have a name or a purpose, and is just a glorified enemy that usually gets beaten up later in the game with no problem. Is it too much to ask that we get an actual villain in the city and maybe save this robot enemy for later?
Maybe I can change this later.

Problem is, there's only a few of these evil Avengers and we don't even get a chance to battle an evil Hulk or Wolverine, which would have been nice. Also, I would have liked to see something similar to Zvitor's MFA2, which featured a section where the player was asked to fight many bosses at the same time (of course, without grunts) and I'd like to see that here too, especially since it seems rather odd that these evil Avengers wouldn't ever gang up on the good guys all at once

They aren't - in fact - the evil Avengers. That would be Dark Avengers, which maybe I will add on the game later. I choose to not put two bosses at once because it would be too dificult to beat.

Really thanks for your review :)
 
Well, I didn't notice a lot of skyscrapers or anything that I would really see in a big city like New York, where the original game had taken place. Many of the levels are lower to the ground, like they take place in a slightly smaller city. It was a change of pace, and I liked it! Some Marvel purists might not, but it is your game at the end of the day, and that means your vision.

I tried making games years ago, but I was pretty bad at it, I thought. What I've played here is nothing short of awesome.
 
O Ilusionista said:
I choose to not put two bosses at once because it would be too dificult to beat.
True, but it could also be a lot of fun. Another idea, combine two different boss sprites into one boss character. (Similar to Yun & Yang by Odb718 for MUGEN). Just something to consider maybe.
 
https://www.youtube.com/watch?v=ni9561xHNnA
HULK IS SMASH! Yeah! He's overwhelming. He's untouchable. Though I think right word for him created long ago. Incredible!

But there are some thing that looks not right:
- enemies thrown  by his clap and running attack don't hit another enemies that stands behind them;
- there are some strange things with damage radius of his D,U,Attack, enemies that stands behind even don,t affected with it and it's hard to believe that melee enemies could counterattack it in the middle of animation with ease;
- something wrong with his block on Tactical Force stage, looks like it don't work at all or maybe I'm too slow;
- he's got very strange J,D,Attack, I can't figure out any situation where it can be useful, maybe it's for fighting flying enemies?

https://www.youtube.com/watch?v=R12JUdXS7EE
Tigra is very interesting character. She's fast and furious. And have some surprise: two modes hide in different palettes. Hellcat Mode and Normal mode, though I'd say it's Easy Mode and Hard Mode. Because her Grab Hook move is definetly better. Bad Cat move is easy to block and even counterattack and sometimes it work not like it suppose to  and even don't damaging enemies. Though in my last run in Normal Mode it works normal.

But I think she is good. There is only one problem that occurs: her attacks sometimes missed. Looks like only her J,D,F,Attack always hit when it should.

Some bug-like things:
- there are reflections of Avengers logo (from HUD) in windows on Viper stage;
- when character is frozen by Hydrabot his powerbar frozen too, is it intentional;
- when you launch only third chapter it's starts from Trapster level and normal sequence of stages is started only after beating it;
- when Thor use his Asgard Punishment on Hammer, boss taking damage only from throwing on the ground, looks like his immune to Mjolnir blow;
- we discuss it earlier and now I can say precisely that while Thor using his Jumping Throw on Bowman and Hammer his got knocked down too;
- Emma Frost's Let's Dance Attack don't use powerbar and her running attack in Diamond form don't do any damage;
- Thor's Mighty Strike (Ragnarok Mode) attack made some minor damage, it is weaker then normal attacks;
- Wolverine in Normal Mode doing Special Drill Claw attack while being poisoned.
 
Thanks again for those videos. I will  take a look on everything you have reported.

About this:
- there are reflections of Avengers logo (from HUD) in windows on Viper stage;
There is nothing I can do. Its how the engine works.

linux-tutorial-header.png


Thanks to Piccolo, now you can play this game in LINUX :)
I haven’t tested it yet (neither I can test it, since I have no computer with Linux), so if anyone can test it, please share with us the experience: http://gamejolt.com/games/avengers-united-battle-force/14591
 
O Ilusionista said:
There is nothing I can do. Its how the engine works.

Sure you can! Instead of using an entity to generate the icon, you can use drawsprite() to paint it right on the screen, and it won't be picked up by the background mirror. :)

DC
 
Here comes Thor!
https://www.youtube.com/watch?v=wrluqjVjKE4
Holy Mother... This guy definetly strong as Hulk, though he's not so simple. He's got huge moveset and you could even forget about his Avenger power. But you need to master his abilites.
He's good, very good, although his To the Heaven Grab move be better, if it connects with Mjolnir Rise.
 
Damon Caskey said:
Sure you can! Instead of using an entity to generate the icon, you can use drawsprite() to paint it right on the screen, and it won't be picked up by the background mirror. :)
DC
Using the entity gives me way more control over it, its way easier to handle animation (and sounds, if I want to) and I don't need to use any update/ondraw script, so its less memory intensive this way.
There should be a way to turn off reflection, like we have for shadows. And I had some issues (and found some bugs, which I've reported long time ago) about mirror, so this is something I won't fix.

Holy Mother... This guy definetly strong as Hulk, though he's not so simple. He's got huge moveset and you could even forget about his Avenger power. But you need to master his abilites.
He's good, very good, although his To the Heaven Grab move be better, if it connects with Mjolnir Rise.
He is one of my favorites, because I am a big fan of Thor. COMICS-wise, at base level, he is almost at the same level of Hulk (long history to explain the difference between them). With his Thorforce (something I wanted to include on the game, but scrapped this idea), he is even stronger than Odin. Thor were able to open a breach on a Celestial armor!

On the game, he needs to be playable with more strategy than Hulk (well, you need NO strategy with Hulk, lol), but can do a lot of damage if you know how to control him.

I am terrible busy those days, but I am taking note of every feedback and I've fixed almost everything.
 
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