Avengers United Battle Force

In Progress Avengers United Battle Force 2.7.41

No permission to download
The project is currently under development.
hahaaha but you don't play Beat em up with Super Heroes, its a different animal :)

I've worked a lot to make the sky stage something cool. I use the same background of the next background to make a connection between both stages, the bg speed is kinda fast and the water has that parallax deformation, which gives a nice touch.

Normal shoot
1CaDtOd.png


Extra shoot (character based)
46ZMNDk.png


Something cool I discovered about WATER, which isn't documented: WATER is automatically put right after the end (vertically) of the BACKGROUND. If you change BACKGROUND height, the WATER gets aligned. I always wandered how this works and its pretty smart. Kudos to who made it :)

 
Yeah I wasn't saying it's bad in your game, just in general it's one or the other for bullets in 2D.

Is the sky multi-layered?  I can be a cool effect to have multiple cloud layers that scroll different directions.

Yeah I love how water is done in openbor.  Water also auto tiles which is pretty nifty too.  You can use an image of any size, but an actual water tile works well of course. (just FYI for others who might be reading)

water_tile_by_hivernoir-d7gnbyv.gif
 
:) :) cada vez que veo una captura quiero jugarlo ya. jeje. me imagino que debes tener los enemigos para la fase del cielo. aunque no se si te sirvan estos...
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:) :) Every time I see I want to capture and play. hehe. I imagine you must have enemies to the phase of the sky. but not if you serve these ...

48022.png


47950.png
 
lo unico que te pido, es si hay una posiblidad de colocar a deathlok, Ant man y giant man, como personajes jugables en un futuro. me inmagino que serie despues de la actualizacion de diciembre.
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the only thing I ask is if there is a possibility of placing Deathlok , Ant-Man and giant man , as playable characters in the future. I inmagino that series after the December update .

deathlok_by_tank402-d64qo46.gif
antman-lang1_stand1.png
giant_man_iii_by_alan_san-d4t9s37.png


creo que soy el usuario que mas te molesta con sugerencias en tu juego, espero no molestarte, saludos.
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I think I am the user who bothers you with suggestions in your game , I hope not bother you, greetings
 
You don't bother me, buddy. Keep posting your suggestions.

About a playable AntMan/GiantMan was on my plans, but I don't know.

Anyway, good news: I finally managed to fix Brand's Gun mode! No more random bugs.

pfrfLk7.png
 
Hehe...looks like when I fix one thing, another one breaks.

I am having a hard time with the helpers versus antiwall codes. They love to enter inside walls and get destroyed.

I've tried many tricks to avoid it, but no luck. The closest thing I did was to make the player check if its too close of a wall and revert to idle, not calling the helper.
But this kinda...breaks the whole idea of calling an helper.

I accept ideas to fix this. The part wih "velo001" always make him kinda ignore my antiwall code.

What happens:

Some stages has wall which can be jumped over (like platforms) but some stages has walls to avoid the player to access areas he should not access.

This is one case. If we get near to the truck, Captain America (which is spawned near the root but -170px behind and 200px above) will come down (he comes down in a diagonal way) and get inside the wall and get destroyed. In fact, I think he gets over the wall (which is damn high).
BsrVYUm.png

The solution would be making it or use the left side as guide and spawn from there or make him NOT move forward when come down while detecting a wall. But this doesn't works.

The other case is when you are back turned against a wall. Captain should not be called from the behind, instead, he should be called from the front.
I've made a code to detect wall and, if its near, it simply turns to the other direction. Works in other players, but not in Captain america (he get stuck on top of the wall and his velocity is set to 0).
p8Hid7q.png



Code:
anim	follow6
	loop	0
	offset	100 122
	landframe	4
	flipframe	31
	offset	68 96
	hitflash	flash
	@script
	if (frame==0)
	{
	void self = getlocalvar("self");
	changeopenborvariant("nojoin", 1);
	changeentityproperty(self, "type", openborconstant("TYPE_NPC"));
	int P1 = getplayerproperty(0, "entity");
        int P2 = getplayerproperty(1, "entity");
  	int P1Name = getentityproperty(P1,"defaultmodel");
	int P2Name = getentityproperty(P2,"defaultmodel");
	changeentityproperty(self,"subject_to_obstacle",1);
	changeentityproperty(self,"subject_to_platform",1);
	changeentityproperty(self,"no_adjust_base",0);
	changeentityproperty(self,"subject_to_wall",1);

	if (P1Name == "Captain_America" || P2Name == "Captain_America")
           {
           performattack(self, openborconstant("ANI_IDLE"));
	   }
}
	@end_script
	frame	none
	delay	30
	@cmd	move -170 NULL() 200
	@cmd	velo001 3 0 -3
	frame	data/chars/captain/j-att11.png
	delay	8
	attack	68 33 43 32 10 0 0 0 10 10
	sound	data/chars/captain/at2.wav
	frame	data/chars/captain/j-att12.png
	delay	60
	attack	69 56 44 38 15 1 0 0 10 10
	frame	data/chars/captain/j-att13.png
	delay	8
	Attack1	0
	frame	data/chars/captain/land.png
	@cmd	spawn01 "sdust" 0 0 0
	frame	data/chars/captain/Free1-1.png
	frame	data/chars/captain/Free1-2.png
	sound	data/chars/captain/shield.wav
	frame	data/chars/captain/Free1-3.png
	delay	5
	frame	data/chars/captain/Free1-4.png
	blast	118 52 29 14 40 1 0 0 10 10
	delay	1
	sound	data/chars/captain/shield2.wav
	frame	data/chars/captain/fs1.png
	blast	127 52 29 14 40 1 0 0 10 10
	frame	data/chars/captain/fs2.png
	blast	138 52 29 14 40 1 0 0 10 10
	frame	data/chars/captain/fs3.png
	blast	145 51 32 15 40 1 0 0 10 10
	frame	data/chars/captain/fs4.png
	blast	160 52 27 14 40 1 0 0 10 10
	frame	data/chars/captain/fs5.png
	blast	158 51 41 16 40 1 0 0 10 10
	frame	data/chars/captain/fs6.png
	blast	176 51 33 16 40 1 0 0 10 10
	frame	data/chars/captain/fs7.png
	blast	182 53 38 14 40 1 0 0 10 10
	frame	data/chars/captain/fs8.png
	blast	199 50 28 15 40 1 0 0 10 10
	frame	data/chars/captain/fs9.png
	blast	193 50 48 16 40 1 0 0 10 10
	frame	data/chars/captain/fs10.png
	blast	203 47 30 22 40 1 0 0 10 10
	frame	data/chars/captain/fs11.png
	blast	197 47 33 21 40 1 0 0 10 10
	frame	data/chars/captain/fs12.png
	blast	186 49 27 20 40 1 0 0 10 10
	frame	data/chars/captain/fs13.png
	blast	175 49 32 19 40 1 0 0 10 10
	frame	data/chars/captain/fs14.png
	blast	166 48 27 19 40 1 0 0 10 10
	frame	data/chars/captain/fs15.png
	blast	155 48 36 21 40 1 0 0 10 10
	frame	data/chars/captain/fs16.png
	blast	144 52 29 14 40 1 1 0 10 10
	frame	data/chars/captain/fs17.png
	blast	138 52 29 14 40 1 0 0 10 10
	frame	data/chars/captain/fs18.png
	blast	127 52 29 14 40 1 0 0 10 10
	frame	data/chars/captain/fs19.png
	blast	117 52 29 14 40 1 0 0 10 10
	frame	data/chars/captain/fs20.png
	delay	8
	sound	data/sounds/grab.wav
	frame	data/chars/captain/Free1-4.png
	delay	16
	frame	data/chars/captain/Free1-3.png
	delay	8
	frame	data/chars/captain/Free1-2.png
	frame	data/chars/captain/Free1-2.png
	delay	8
	frame	data/chars/captain/att11.png
	offset	84 96
	delay	5
	@cmd	velo001 3.5 NULL() NULL()
	@cmd	spawn01 "sdust" 0 0 0
	frame	data/chars/captain/Free2-11.png
	delay	3
	blast	91 47 43 51 40 0 1 0 0 0
	@cmd	spawn01 "po" 0 0 0
	sound	data/chars/captain/cstar.wav
	frame	data/chars/captain/Free2-12.png
	frame	data/chars/captain/Free2-13.png
	@cmd	spawn01 "po" 0 0 0
	frame	data/chars/captain/Free2-14.png
	frame	data/chars/captain/Free2-15.png
	@cmd	spawn01 "po" 0 0 0
	frame	data/chars/captain/Free2-16.png
	frame	data/chars/captain/Free2-13.png
	@cmd	spawn01 "po" 0 0 0
	frame	data/chars/captain/Free2-14.png
	frame	data/chars/captain/Free2-15.png
	@cmd	spawn01 "po" 0 0 0
	frame	data/chars/captain/Free2-16.png
	frame	data/chars/captain/Free2-13.png
	@cmd	spawn01 "po" 0 0 0
	frame	data/chars/captain/Free2-14.png
	frame	data/chars/captain/Free2-15.png
	@cmd	spawn01 "po" 0 0 0
	frame	data/chars/captain/Free2-16.png
	@cmd	spawn01 "po" 0 0 0
	frame	data/chars/captain/Free2-14.png
	frame	data/chars/captain/Free2-15.png
	@cmd	spawn01 "po" 0 0 0
	frame	data/chars/captain/Free2-16.png
	frame	data/chars/captain/Free2-13.png
	@cmd	spawn01 "po" 0 0 0
	frame	data/chars/captain/Free2-14.png
	frame	data/chars/captain/Free2-15.png
	@cmd	spawn01 "po" 0 0 0
	frame	data/chars/captain/Free2-16.png
	frame	data/chars/captain/Free2-13.png
	@cmd	spawn01 "po" 0 0 0
	frame	data/chars/captain/Free2-14.png
	frame	data/chars/captain/Free2-15.png
	@cmd	spawn01 "po" 0 0 0
	frame	data/chars/captain/Free2-16.png
	frame	data/chars/captain/Free2-13.png
	frame	data/chars/captain/land.png
	delay	20
	@cmd	velo001 1 0 3
	frame	data/chars/captain/j.png
	@cmd	noplayerJoin 0
	@cmd	suicide
	frame	none
 
Amigo , me encanta Actualizaciones Tus, Pero No se como ayudarte, lo siento. espero que alguno de los otros usuarios que saben de programacioon te puedan ayudar. :)
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Dude, I love Updates Tus, but do not know how to help you, sorry. I hope that any of the other people who know you can help program play . :)
 
O Ilusionista said:

me encanta lo que hiciste con Brand, este juego se pone cada vez mejor. saludos
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I love what you did with Brand, this game is getting better. regards

latest

 
Can you change some walls to platforms and see if detecting platform will work instead ?

or maybe using onspawnscript instead of animationscript.
 
Thanks Maggas, I will take a look. That antiwall is one of versions that I use, but those version ignore if you are walking over a wall, like a platform.
 
That is the question, Maggas: it need to work differently if you are near of a wall and on top of a wall. This is why I use a different version of antiwall, so it can get in action only if I am near of a wall, but not on top a wall. Got it?

Code:
void antiwall(int Dist, int Move, int Distz)
{// Checks if there is wall at defined distance
// If there is wall, entity will be moved away with defined movement
   void self = getlocalvar("self");
   int Direction = getentityproperty(self, "direction");
   int x = getentityproperty(self, "x");
   int y = getentityproperty(self, "a");
   int z = getentityproperty(self, "z");
   float H;
   float Hz;
   float Hw;

   if(Direction == 0){ //Is entity facing left?                  
      Dist = -Dist; //Reverse Dist to match facing
      Move = -Move; //Reverse Move to match facing
   }

   H = checkwall(x+Dist,z);
   Hz = checkwall(x+Dist,z+Distz);
   Hw = checkwall(x+Dist,z-Distz);

   if(Hz > y && Hw <= y)
   {
     changeentityproperty(self, "position", x, z-Distz);
   }

   if(H > y)
   {
     changeentityproperty(self, "position", x+Move);
   }
}

BeasTie said:
Can you change some walls to platforms and see if detecting platform will work instead ?

or maybe using onspawnscript instead of animationscript.

I can try to use platforms, but dunno if I can use onspawnscript, because all helpers are coded inside a single entity, so I can reduce the amount of entities I load on the game (and since all the sprites of those helpers will be used anyway). But I will give a try.

SOME MORE NEWS

Optmization - I am trying to optmize the game as much as I can. I already compressed all the music and got a nice cut on the .pak size. Now I am converting all images to .GIF, since some chars were made in .gif, some in .pcx and some in .png. I know PNG COULD be better for this, but in my tests it was the opposite. A 4kb gif image turned into a 42kb png image (10x more). To avoid this, I was using a compression - until I discovered that this was inflating the load time.

To convert PNG into GIF is easy, since they used the same row order on the palettes. But to convert .PCX is kinda more complex, since the how order is reversed and we have smart pals - one mistake, and everything is ruinded.

Sky stage - Started to add some more enemies to the stage. Some of them will rise from the water to attack you. How cute :)
Avengers_0000.png



 
It's always advised to use PNG, it's always smallest for me.  Try using PalApply to convert them, it will make sure they are optimized PNG's
 
That is the question: when you optmize a PNG size-wise, you compress it and this compression slower the loading.
I was able to cut the game load time significantly by changing half of the characters and all stages to GIF instead of PNG, and even the overall size is a tad smaller than before. So GIF wins for me.

Working in some small things in all characters. For example, now Thor can call a thunder for this grabdown attack.
Avengers_0003.png
 
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