Avengers United Battle Force

In Progress Avengers United Battle Force 2.7.41

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The project is currently under development.
Yondu & Iron Man to the rescue!
They must shut down the Mutant Power Inhibitor in AUBF or the X-Men are out for the chapter.
Full video

A little more context:
When you start this chapter, you can't use not only the X-Men but any mutant character. If you fail to destroy the inhibitor, your progress isn't interrupted (it doesn't count as a defeat), but besides not unlocking the new X-Men (Colossus and Nightcrawler), you'll lose the ability to choose another mutant character until the end of the chapter.
 
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Oh I really didn't realize it's from the bouncefactor, the decrease is very subtle. Great example of serendipity though!
yep, its very suble.
this is how I did:

In the character header:

And then on idle animation:
bouncefactor 1.01

This makes the entity to bounce for quite long time, but reduces 0.01 each time (sure, you need to spawn it high on the sky - the higher, the stronger the bounce)
 
How to Play: Wolverine

(*) Consumes MP
(**) Consumes HP
(***) Full MP bar only
Testing a new how-to video to explore some of the gameplay complexities of Avengers United Battle Force. From the beginning, the idea was to mix elements of fighting games - such as inputs - and give options to players who want to extend combos, but without turning it into a Marvel vs. Capcom 2 :)

Explaining the mechanics:
Follow-ups (*) - not all characters have this, it's more focused on melee characters

Power Dash (*) - While Dodge is available to everyone, Power Dash is another feature exclusive to melee characters or martial arts specialists. All dodges are invincible to everything.

Breakout (**) - Invincible and unblockable move, but consumes some of your HP.

Hyper Move (***) - Requires a full bar and is unblockable. Even though it's in the game manual and how-to-play, some people still ask how to perform Wolverine's hyper move. As you can see in the video, you can only perform it during the grab.

Note:
A rule I try to follow as a game developer is: give players tools that they CHOOSE TO USE, not that they ARE FORCED TO USE.

Aside from basic things like jumping and specific things in specific cases, if a game forces me to use a mechanic all the time – whether it's very long combos, dodging, long boss gimmicks, or anything else – I lose the will to play.

Don't get me wrong: I love Marvel vs. Capcom 2. But a fighting game and a beat 'em up are different animals to me – and may God keep them separate, especially their respective communities :)
 
Playing *Marvel Infinity War* consistently motivated me to get back to work on the *Avengers United Battle Force* project.

Today, I worked on the White Vision mode to further distinguish it from the standard mode.
Instead of a defensive hyper move (featuring invincibility), this mode has an offensive hyper move with an area-of-effect (AoE) attack.
OpenBOR_63922026-06-2221-04-57-626-ezgif.com-video-to-gif-converter.gif
I also need to change the "free special" move to something other than a straight-line blast (which has already received new visual effects).
 
A long time ago, a friend (I think it was @NED ) updated Whirlwind's sprites to make them look more like the comics, and I finally found those images. Now he has small saw blades on his wrists and, naturally, will be able to throw them - but it will work as a "desesperate move": he will use it only when he has low health.
Captura de tela 2026-06-23 225951.png

I like to do this type of stuff to change the battle against the boss after some time, to make things fresh. There are many cases of this mechanic already in the game, even in the old 2018 demo.
 
A long time ago, a friend (I think it was @NED ) updated Whirlwind's sprites to make them look more like the comics, and I finally found those images. Now he has small saw blades on his wrists and, naturally, will be able to throw them - but it will work as a "desesperate move": he will use it only when he has low health.
View attachment 15121

I like to do this type of stuff to change the battle against the boss after some time, to make things fresh. There are many cases of this mechanic already in the game, even in the old 2018 demo.

I always thought that was a funny match-up in the Data East game. Whirlwind... vs. The Avengers?! Like Ironman wouldn't b*** slap him for ten minutes to AD/DC.

DC

*Edit*: I can see him taking Thor though. Whirlwind yells Thor will be escaping. Thor hits ground laughing. Can't get up. Whirlwind walks off with the money bag.
 
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A long time ago, a friend (I think it was @NED ) updated Whirlwind's sprites to make them look more like the comics, and I finally found those images. Now he has small saw blades on his wrists and, naturally, will be able to throw them - but it will work as a "desesperate move": he will use it only when he has low health.
View attachment 15121

I like to do this type of stuff to change the battle against the boss after some time, to make things fresh. There are many cases of this mechanic already in the game, even in the old 2018 demo.
Yes, it was me.
If needed, I still have the sprites somewhere ;)
Glad to see there will be a use of it.
 
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