Avengers United Battle Force

In Progress Avengers United Battle Force 2.7.41

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The project is currently under development.
I recognize where the Fiend enemy is from! And given that the Fiend seems to use low visibility as its gimmick, I suggest a transparent variant on the enemy to shop up at a certain point.
 
They way I coded it will make it a little hard to change (the animation uses a counter to change to another animation and all his fists are independent entities, which spawns randomly).
But I will take a look.
 
I recognize where the Fiend enemy is from!
When I started in OpenBOR, I decided to make a Star Wars game and this enemy came from there.
Back on that day, I had no sufficient skill to do it on the way I wanted to. I've learned some tricks down the road and now I am just a little better noob, lol. Maybe I could work on it again, in the future. But I won't promise.

Some news:

- I've improved Iron First idle animation a bit, which was made over just one sprite. Now it a tad smoother (old / New)
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(I will still work on his head, to look less jumpy)

- DC had helped me to fix the nohit code, so I will add it Spider-Man too. This means that his Spider Sense will make him imune against some traps (but not against all of them)

- I will be adding many new enemies on the game, like this one. Genesis/Mega Drive fans maybe will recognize it
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Cool enemy designs so far. Nice to see such a variety of enemies added in. Masked Mauler, Threat, Shank, Lurker, Elementalist, Swift, Knight, Fiend... And there's even more than what we've seen? They all look very fun to battle against. Also, I think you should at least do a demo video of your Star Wars concept to gauge interest for it.
 
Nice to see such a variety of enemies added in. Masked Mauler, Threat, Shank, Lurker, Elementalist, Swift, Knight, Fiend... And there's even more than what we've seen?
Thanks. Yes, there are more enemies to be seen yet. At least, 5 more enemies in Greece chapter. And we will have more enemies for the Sentinels chapter too. Maybe I will add some of those new enemies in previous chapters, like Maggia chapter where you face Thug.

Also, I think you should at least do a demo video of your Star Wars concept to gauge interest for it.
There isn't too much to be seen, it was my very first try in OpenBOR and doesn't looks too good. If I ever visit it again, you can expect something like 3 or 4 years until it happen.

 
I like the bonus stage mechanics  ;) There are much to learn from it to me. Psykai has his own plate on background.
The new enemy is a Phoenix (Fighting Masters) edit? You can enhance his colour palette by replacing black ones with others.
I hope you'll make one or two more frame for the walking animation of Phoenix.
Zygrunt and Dio are good troops also from the same game.
 
The new enemy is a Phoenix (Fighting Masters) edit? You can enhance his colour palette by replacing black ones with others.
I hope you'll make one or two more frame for the walking animation of Phoenix.
Zygrunt and Dio are good troops also from the same game.
Yes, he comes from Fighting Masters. That game is terrible in some parts, but I really enjoy it because it was part of my childhood.
There will be some other enemies from that game, like the Dragon.

Pheonix (what a bad name, since he is a Griffon), needs more frames for sure. If you wanna give me a hand with that, pm me please :)

Someday, I will remake this game. Either in Mugen or in OpenBOR.

==========================

Now I have a question: How COMPLETE mode should work?

a) Works like the story mode, but with all characters unlocked - so you have to choose a route to follow
b) All characters unlocked too, but you would play the ENTIRE game - even if you choose a route, you would need to play the other automatically when the first route ends. Basically, the route has no use.

Any thoughts? I do like more the A option, because B (like it is now) would make the playthrough too long.
 
I agree with A I think to keep the Story Mode experience but be able to play as all characters :)

If people want to play every stage, would the Replay Mode work well for that? Like if they return to stage select after each level, they could choose to play every stage in order?
 
Psykai said:
I agree with A I think to keep the Story Mode experience but be able to play as all characters :)

If people want to play every stage, would the Replay Mode work well for that? Like if they return to stage select after each level, they could choose to play every stage in order?

Yes, you have a valid point. And maybe I can add an option, inside the Replay mode, where you can play the whole game on a single row - like a "non-stop mode", accessible only inside the replay mode.

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Other news:

• Right now, I am working on some not-so-wow thing: code optimization. This is my second game, so I made a lot of mistakes down on the road.
There is a big difference between doing something and doing something right, lol.
Somethings doesn't worth the trouble of fixing, like using the same image size for all the characters, so I can use the same offset for everyone.

• I've receive many enemies ready to be used on the game by Jhfer, which has cut all the images and even made smart pals for all of them.

• Greece chapter is 60% done.

 
Not sure if they are already in the Game or not, but someone startet to Rip more sprites from the X-Men Arcade game, the "Mini-Sentinels" of that game are available now.

https://www.spriters-resource.com/arcade/xmen/sheet/108330/
 
I've working on some fixes and reworking some old things.
One of the things I wanted to change was the Flamethrower enemy, which was an edit over Soldier.

Now he has unique sprites - can you remember from which game they come from? :)
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I am not still sure about their size though. Maybe I can make them a little taller.
 
Well, I remember.
It´s like a sub-boss in the mid of some stages from Two Crude Dudes.
Do you plan add new animations for this character too?
 
Quick video to show the wall bounce code update.

Now I can choose against which walls he bounces (like against the truck) and which ones he doesn't (like against those fences).

And you can see one of Nightcrawler's special move in action :)
 
heheh thanks :)

Let's talk about a new character: our good steel comrade COLOSSUS.

latest


STRENGTH AND RESISTANCE
Looking at Wikia, it is very strong and has a very high resistance. Even so, below the levels of the Hulk. So should he have the same levels as Namor, for example?

ORGANIC METAL ARMOR
Due to the fact that he has natural armor and is quite resistant to damage, I think some attacks should not even cause damage to him. For example, knife attacks (should have zero damage). Normal projectiles, such as bullets, should not harm him either - after all, he can withstand tank shells.

My ideas:
- Sharp attacks - Zero damage *
- Common projectiles, like revolver bullets - damage reduced by 90% or more, causing the bullets to bounce off him.
- Energy projectiles - common damage.
- Elementary attacks (fire and ice) - damage reduced by 50%

* I would have to worry about extremely sharp biting attacks, like the attacks made by Ares. For Ares has enough strength to do damage to the Colossus.

How this sounds?
 
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