Avengers United Battle Force

In Progress Avengers United Battle Force 2.7.41

No permission to download
The project is currently under development.
esn23 said:
Also her astral projection is supposed to attack every enmy on screen a projection should be on every enemy.

You meant, when Emma sends her astral projection, there would be projections on all active enemies instead of full screen attack? that's doable.
Or you can just have one projection on one randomly targeted enemy.

BTW Ilu, I haven't figured out what's wrong with mirror effect yet. I was hoping bglayer could solve it but need to try it myself
 
I know its doable, but its totally cheap. For his project maybe we can change it, but for our project, I will use it as is.

BTW Ilu, I haven't figured out what's wrong with mirror effect yet. I was hoping bglayer could solve it but need to try it myself
I will send it to you

 
well yes o if you can change code for my project and keep as is for your project it would be great why because then she will have different gameplay for each project which will keep fresh and cool :)  But please change for my project :)
 
Ok :)

Question: is the size ok?
4SaCqyX.gif
 
The source says its not good, because Dynamo is 5'11" in armor whle Ironman is 6'6" (including armor).

But on the original game, Dynamo is at least two times bigger than Ironman
2Lbqb5L.gif
 
OMFG I found a HUGE mistake by me! I made Hulk (and Emma) receive the DOUBLE of the damage, not the HALF, lol.

Her Diamond Form is almost done (her icon and name changes on this mode)
BxuDZz8.png


She is slower, jumps not that high, can't use the psichic powers, but does more damage, receive only 50% of the damage and not all attacks knocks her down
 
Here are some questions I should have asked a long time ago
-How many playable characters total?
- How many levels total?
 
For the upcoming beta (I will try to release it in a week or two), those will be playable:

1- Captain America
2- Hawkeye
3- Iron Man
4- War Machine
5- Hulk
6- Thor
7- Beast
8- Quicksilver
9- Vision
10 - Emma Frost (guest)

from that list, Vision, Beast, Hulk and Emma lacks some moves yet.

There will be one stage (with two parts), one sub-boss (Hydra Golem) and one Boss (Whirwind).

The final version will have something about 13 stages, with more than one part each one. About the roster, I don't have no idea yet :) But you can imagine something about 20 playable chars or more.
 
I am stuck in a bug that I don't have a bloodly hell idea why its happening.

After I put the enemy into pain3 (where the spawnbind isn't working), the next projectile doesn't makes the flash (the hitspark) to appear. And the next time I use the move, the flash appear out of the thin air...where it should be at the first place and doesn't removes itself.

6sWPUPh.png

pBXBngx.png


I've been into a sequence of bugs that are just draining all my motivation to work on this.
If I can't manage to fix, I will halt this and work on other projects. This is pissing me off so much...
 
make backup and remove some stuff to check whats causing this, maybe add killself to hitflash, i had this problem too, long time ago, if nothing helps, just create animations and all the code from scratch again because that helped me sometimes, i had weird things going on like when i had bug and only way to solve it was to copy whole txt file and paste all the text into new file and save it, nothing was changed but it solved my bug, that was weirdest thing i had with openbor, i didnt changed even 1 line but something created that bug and it disappeared when i just created new txt file and pasted all code there..
Also i had bugs when i used for example pain3 but didnt had bug when i used pain 4 and stuff like this so try to change some simple things first.
 
Hi, I had discoved what causes this bug, but I don't know how to avoid it:

But i dont recommend it cause it doesnt react properly to pause in attacks when you get hit.

This is what making the flash bug I mentioned! Thanks Bwwd.
Now I need to figure a new way to archive this.

confirmed: its the bindscript who is causing this

@script
if(frame==0)
{
    void self = getlocalvar("self");
    void e;
    clearspawnentry();
    setspawnentry("name", "net");
    e = spawn();
    bindentity(e, self,0,1,30,-1,4);
    }
@end_script

I need to avoid it, dunno how.
 
maybe use it from  frame1 so display normal sprite on first frame and use delay1 and then use bind from frame1 because weird thing happen when you use scripts and frame 0
 
I already tried that, it still doesn't works. If I don't find a solution, I will remove this arrow (because I won't edit all enemies trapped on a net).

I've been working on an Arrow System for Hawkeye. The image below explains how it works.
ujUUtaX.png


There are other ideas still to be coded, like tar/glue arrow, hook and wire, etc.
 
Maybe utunnels could help you if you will send him demo, he helped me with platforms and removed some serious bugs.
 
Back
Top Bottom