Avengers United Battle Force

In Progress Avengers United Battle Force 2.7.41

No permission to download
The project is currently under development.
Bloodbane said:
Cool!
Speaking of vehicles, would there be different vehicles? at least for this mode

Oh yeah, not all characters will use the same vehicle :)

Tullun said:
I like this attention to details, I look forward to the complete version.

Thanks. It will still take a lot of time before I finish this.
 
I've been playing the demo a lot lately and I came up with a few bits of feedback :)

First off I just gotta say that I LOVE the game, and any criticisms I may have are merely constructive and my own unimportant opinion. I can be a little nit-picky with games so please don't be offended by any small criticisms. This game is awesome and I simply want it to be the best it can be ^_^.

So here are my minor complaints:

I'm thinking some moves should ignore bullets because almost every character can be shot out of a move. For example, 80% of the time I try to use Quicksilver's Meteor Kick, he gets shot out of the air before it connects and with so many gunners it's almost impossible to line up the move without being shot. It's very unsafe so the odds are I'm never going to use the move, which is a shame because I like to utilize everything a character has. Dash attacks are another example where a character can just be shot out of it. It certainly makes sense in terms of realism but it can be frustrating to have your momentum constantly switched off by flying bullets, especially when there's 4-5 gunners on screen and you're being bounced left and right, lol.

One of my major complaints about First Alliance 2 was that jumping in general was just not worth the trouble because the majority of the time, enemies would knock you out of the air, either with bullets or kicks or whatever. Eventually I just stopped jumping because it hurt me way more than it hurt the enemies, lol. In the current demo, this game has the same issue although it's not quite as bad as FA2 was.
I might be the only person who has this issue though. I enjoy playing as acrobatic characters and I like jumping in general, but many OpenBOR games seem to discourage jumping by having it be nearly impossible to jump without getting hit. I'm not sure how easy it would be to fix this but maybe it could be looked into?

I only just learned of the move in which you hold the attack button for 3 seconds and release. I definitely feel like 3 seconds is too long. It's hard to judge and often I find myself walking in circles waiting for the move to 'charge' and putting myself at risk of being hit when it's much faster to just use regular moves and specials. Perhaps just reducing it to 2 seconds would do the trick or maybe even give it a different input that doesn't require holding the button. I believe 2 seconds what they used in Streets of Rage and that always worked out ok I think.

I'm really glad that guard is getting it's own button because the Down+Special input is awkward and I keep using my special by mistake and draining my health when I'm trying to guard, lol. Also, will the new guard last as long as you hold down the button (like in First Alliance 2) or will it still only last for a few seconds? I definitely prefer how it worked in FA 2 where it just lasted as long as you held the button, and characters like Phoenix who were protected from behind as well with barriers. I'd like to see that return in this game as it would make the gunners a lot more tolerable. Having guard only last a couple of seconds is disorienting at times and makes me less incline to use it.

I really enjoy having lots of colour palettes to choose from in beat'em up games. Super Final Fight Gold is the best example of this so far because it has like 8 per character. I'm glad this game has them too but I was wondering why Iron Man's trademark red and gold colours is an alternate palette instead of his default. Was that intentional or just an oversight? The all blue palette for him is a little unappealing too. I'd definitely recommend adding a second colour to the blue or choosing a different colour entirely since he already has a blue and gold one. Perhaps green and gold or green and black? I like how War Machine can cosplay as Iron Man with one of his colours though, that's pretty fun. Thor only has 2 palettes and they're very similar so maybe some more options for him too? Maybe Vision could have a palette based on his Age of Ultron colour scheme too. I love how Beast has a green one because his rolling attack makes me think of Blanka from Street Fighter and the colour makes it even funnier :D

I don't know how easy it is to make and implement colour palettes for OpenBOR but if all I need is Photoshop and the character sprite sheets, I'd be happy to make some colour palettes for you in my spare time and you'd be welcome to use any of them. I have some minor experience making palettes for the Streets of Rage Remake using the in-game editor and they were pretty popular at the time. I enjoy doing stuff like that so if you think it's something you'd like to have more of then let me know and I'll get to work ^_^. I'd love to help in what limited way I can.

This game is shaping up to be better than First Alliance 2. I'm really excited for it and I can tell that you're putting a lot of hard work and effort into it, even with little things like having different vehicles for different characters. Small things like that really do make a difference and I want to thank you for going that extra mile ^_^.

I also appreciate the frequent screenshots and sprite work that you share. It's nice to see what's coming and what you're working on. Some developers don't really bother to do that, so thank you for sharing those ^_^.

Keep up the great work!
 
I can agree with the points, it can be frustrating with bullets, thou this cheapness is normal for an old arcade game.  This game needs a bit of that cheapness left in because it's meant to feel like an old school arcade game.  Although it's free to play, you should treat every life as your last 25 cents!  ;D

Auto avoiding bullets while dashing would make sense, super heroes pretty much always do that.  It would probably get exploited thou.  Perhaps each char could have their own level of defense against it.  Someone like quicksilver it would make perfect sense that he cant be hit while dashing.
 
Oh, detailed feedback! I like it.

First off I just gotta say that I LOVE the game, and any criticisms I may have are merely constructive and my own unimportant opinion. I can be a little nit-picky with games so please don't be offended by any small criticisms. This game is awesome and I simply want it to be the best it can be ^_^.

First of all, thanks for your time testing this. I really appreciate it. Second, I never took it personal and I like when people give honest and straight feedback. You don't need to apologize, throw everything at me :)

Before I reply, I need to explain or remind you guys of something very important - we are trying to ballance something unballanced by default. Trying to ballance characters that are already unballanced per se its a very hard job. As Stan Lee said, in a fight between two super heroes, wins the one the writter wants to win.  For example, how people with a knife can hurt Hulk...if even Wolverine has hard time with this? People with simple guns could not even harm Hulk, and just ONE blow would kill the enemy, if we would going to be faithful to the game.

So we never will be able to ballance the game 100% - because you will end being not faithful to the comics. I am trying to be somewhere between ballance and faithful. Its not an easy task.

Now lets continue. Keep in mind that many points were already fixed on the newer versions:

I'm thinking some moves should ignore bullets because almost every character can be shot out of a move.
But everyone can block the bullets (with no damage). Many characters can dodge (
2.gif
2.gif
or
8.gif
8.gif
wil make them aovid the bullets), all the characters are 2 or 3 seconds invincible when the rise and you can even rise attack (
8.gif
+ attack while you are down) an enemy - and this move is invincible while attacking. So there are plenty ways to avoid damage.

For example, 80% of the time I try to use Quicksilver's Meteor Kick, he gets shot out of the air before it connects and with so many gunners it's almost impossible to line up the move without being shot.

You have a valid point - When Quicksilver jumps, the collision box (or bbox) should not go until his feet. Instead, it should stop at his waist (you aren't supposed to be hit by low attacks while jump). I checked his move and I think I can reduce his bbox to make him to be not so easy to beat.

Dash attacks are another example where a character can just be shot out of it. It certainly makes sense in terms of realism but it can be frustrating to have your momentum constantly switched off by flying bullets, especially when there's 4-5 gunners on screen and you're being bounced left and right, lol.
hehehe you need to really use 100% of the character has. He is a speed based character, but this doesn't means you should RUN DIRECTLY to something with him. You need to abuse of the dodge move. I made Quicksilver even faster on the newer build and gave him more life, so he won't die so easily. But you need to learn how to control him. If you see me playing with him, you will understand it - I barelly get hit with him :)

Quicksilver is one of the hard to ballance characters. If I was going to be faithful to the comics, almost NOBODY could hit him...

I enjoy playing as acrobatic characters and I like jumping in general, but many OpenBOR games seem to discourage jumping by having it be nearly impossible to jump without getting hit. I'm not sure how easy it would be to fix this but maybe it could be looked into?

Dunno if you know my Mugen works, but I am know for making hard stuff. My characters, most  of time, has an very aggressive AI and can beat you in few seconds (many of my characters are used as a challenge in youtube videos, and some already won AI championships). So I liked to make the player life...HARD, lol. So you can jump at the enemies (just few of them has upper moves to hit you), but you need to calculate your jump or you are dead.

About the gunners, they can't shoot from outside the screen anymore (many people complained about this), so they aren't that hard anymore.

I only just learned of the move in which you hold the attack button for 3 seconds and release. I definitely feel like 3 seconds is too long. It's hard to judge and often I find myself walking in circles waiting for the move to 'charge' and putting myself at risk of being hit when it's much faster to just use regular moves and specials. Perhaps just reducing it to 2 seconds would do the trick or maybe even give it a different input that doesn't require holding the button. I believe 2 seconds what they used in Streets of Rage and that always worked out ok I think.

That isn't, exactlly, my fault. I don't like how OpenBOR works with chargeattack - I found it fails a lot of time where it shouldn't. Sometimes you hold the button for 3 seconds and it does nothing. But an easy way to trigger it is to jump attack and hold the button - once you touch the ground, release the button and it will work.

Believe - this bothers me too. I will take a look at it on the future.

I'm really glad that guard is getting it's own button because the Down+Special input is awkward and I keep using my special by mistake and draining my health when I'm trying to guard, lol. Also, will the new guard last as long as you hold down the button (like in First Alliance 2) or will it still only last for a few seconds? I definitely prefer how it worked in FA 2 where it just lasted as long as you held the button, and characters like Phoenix who were protected from behind as well with barriers. I'd like to see that return in this game as it would make the gunners a lot more tolerable. Having guard only last a couple of seconds is disorienting at times and makes me less incline to use it.

Things will work differently on my game. Some characters are (now) able to hold the guard, like Captain America, and will be guarding forever until you release the button (I need to make it cost MP), some will be able to guard just for a spilt second, like Quicksilver, because you aren't expected to turtle with him...since he is a speed based character. With chars like Hulk, Namor, Emma (diamond) and Thor (now), you don't even care to block because they can't feel the hit :)

I really enjoy having lots of colour palettes to choose from in beat'em up games. Super Final Fight Gold is the best example of this so far because it has like 8 per character. I'm glad this game has them too but I was wondering why Iron Man's trademark red and gold colours is an alternate palette instead of his default. Was that intentional or just an oversight? The all blue palette for him is a little unappealing too. I'd definitely recommend adding a second colour to the blue or choosing a different colour entirely since he already has a blue and gold one. Perhaps green and gold or green and black?

This have a reason, a small detail I am having a lot of patience to keep using it: All the colors are real costumes all characters had used all along those years.(except fort Red Hulk). I have done a lot of seach for eveything on the game (stats, powers, costumes, bios, etc). For example, take Thor as an example:

0pDjPvY.png

(original sprite - smart pal - Classic - Marvel NOW - Gold Armor - Norvell - Ragnarok - Movie)

If you search for Thor information, you will see all those costumes. Some palettes has different moves for him, for example. The same happens with Iron Man. This is why I can't simply change colors of any character.

About Iron Man main color (something many people complained about too), that is because that was the official color for Iron Man (better saying official armor) back when I started the game, as I saw at Marvel Wikia. Now it seams that his colors are red and yellow again, so I will make it the main color again. You will noticed that his legs are red, as in one of his armor. This was intentional, because I like to make each palette as different as I can. Vision already has a palette from the Age of Ultron.

About making palettes, most of them are already covered, but if you want to fine tune some of them, I can send you something to work - there are somes which bothers me a tad.

I'm really excited for it and I can tell that you're putting a lot of hard work and effort into it, even with little things like having different vehicles for different characters. Small things like that really do make a difference and I want to thank you for going that extra mile ^_^.

Thanks! This gaves me a burst of motivation to keep going on :)

Thanks for all your time, I really appreciate it!
You can check my other works at GameJolt or at my website. Feel free to give feeback to all my works if you want to :)

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

Now some progress report:

- All images were converted to GIF (no more .PCX even). This made the game loads faster, one of my main issues with it for ages.
- All musics were optmized - and this reduced the file size overall.
- Captain America and Quicksilver sky mode are completed. Now working with Iron Man.
jLCqZak.png

- All charactes will have different speed and abilites while flying. Some can turn around, some can dash, etc.

- Dunno if I will make Hulk using a vehicle (although he already used it on the cartoon, I don't think it would make sense). Maybe use Banner instead?

Thanks for the support, guys.
 
Thanks for the reply ^_^

Many characters can dodge (⬇⬇ or ⬆⬆ wil make them aovid the bullets), all the characters are 2 or 3 seconds invincible when the rise and you can even rise attack (⬆ + attack while you are down) an enemy - and this move is invincible while attacking.

Yeah the dodging is very useful, I like that feature a lot and it makes sense that only certain characters can do it.

I actually didn't know about the rising attack. I'm not sure how I missed it but now that I know about it, I'm gonna try to use it and see what a difference it makes.

But you need to learn how to control him. If you see me playing with him, you will understand it - I barelly get hit with him :)

I'd love to see that :) I watched the video you put on the first page of you playing an earlier build of the game with your son and it was fun to see. I looked through your channel hoping to see more but that was the only one. I love watching OpenBOR playthroughs and of course seeing a developer play is an excellent way of learning the game since nobody knows the game better than they do.

Perhaps I should record some playthroughs of the demo too, and maybe First Alliance 2 so you can see how much I suck, lol.

Dunno if you know my Mugen works, but I am know for making hard stuff. My characters, most  of time, has an very aggressive AI and can beat you in few seconds.

Ah, see that may be my problem right there. Although I've been a gamer my whole life, I must confess I am actually pretty bad at video games. I always have to play on the easiest difficulties and even then I still might not be able to beat the game (although this could questionably be due to a developer not actually making it easy enough). For some reason I never seem to get any better at a game, no matter how much I play it and try to come up with strategies. I do have a learning disability so maybe it's that or maybe my reflexes just aren't on par but either way it can be really hard for me to find games I can actually play. It's actually emotionally upsetting that I can't enjoy a lot of games because of my own stupid inability to improve on them. It's a little pathetic but I sometimes get depressed at how much of a hard time I have with games and I've honestly considered just retiring from gaming and finding another hobby, but I love gaming too much, lol. I find most OpenBOR and Mugen games too difficult and yet beat 'em ups and fighting games are my favourite genres, so I want to play them. I've never beaten a Mugen game, even on Easy 1 difficulty so I just don't play them anymore, unless randomly beating up the dummy in Training mode counts, lol. OpenBOR games are a little better and at least they have the infinite lives cheat so you can still play through the whole game no matter how much you suck at it, lol.

Hard AI usually makes me rage like the Hulk lol. I appreciate that a lot of gamers are 'hardcore' and like things to be insanely difficult but I play games to have fun, and naturally it's not fun dying all the time lol. Sometimes it feels like there's no place for gamers like me anymore because it's all about the challenge these days. I sound like an old man don't I? Moving on...  ;D I just thought I'd explain why maybe I'm not the best person to criticize difficulty in games and I don't want to seem like I'm whining or anything, lol. I didn't mean to write a novel, lol...

It's a shame OpenBOR doesn't seem to be able to have difficulty settings. That way there could be a more 'casual' difficulty mode with easier AI for players like myself who just want to enjoy playing the game, and then a hard AI mode for the hardcore gamers who actually enjoy having their asses handed to them every 2 seconds, lol.

Things will work differently on my game. Some characters are (now) able to hold the guard, like Captain America, and will be guarding forever until you release the button (I need to make it cost MP), some will be able to guard just for a spilt second, like Quicksilver, because you aren't expected to turtle with him...since he is a speed based character. With chars like Hulk, Namor, Emma (diamond) and Thor (now), you don't even care to block because they can't feel the hit :)

That seems fair and true to the characters :) I'm not 100% sure about guard costing MP but depending how much it costs it shouldn't be so bad. MP seems precious in this game so the more things that drain it, the harder it will be to conserve and use it wisely. Personally I find myself using specials so much that I never get to use the ⬇⬆⬇+S ultimate move because my MP is never full, haha.

About making palettes, most of them are already covered, but if you want to fine tune some of them, I can send you something to work - there are somes which bothers me a tad.

It's funny, I actually wondered if Iron Man's suit was originally black and gold and maybe I was just uneducated, haha. I do love Marvel but I have never read the comic books so I'm clueless to a lot of things. I didn't realize that most of the costumes were based on real ones (although I did recognize Grey Hulk). Thor's new costumes look great too.

I was thinking more in terms of just alternate colours with what I can offer but I can see the sprites themselves seem to have small visual edits, which I have no experience with :( I've always wished I could do sprite work but even with an NES style game, I wouldn't be be able to. I just have a good eye for colour, lol. I wish I could help with something but I'm seriously one of the most untalented people on the planet, lol, so I guess moral support is the best I got, lol.

I didn't realize alternate palettes would change the abilities (aside from Tigra/Hellcat of course as they're separate characters). That's actually really awesome and it makes me wonder if there are any in the current demo that change based on costume, lol.

To be honest it seems like most of my criticisms were down to my own lack of skill at video games and I'm well aware that that is my fault alone, so I apologize for being a tad stupid there. Most players would be able to overcome the obstacles I find difficult. I'll try not to complain about anything relating to difficulty in the future.

As for the Hulk flying stuff. I'd say Bruce might be a cool idea to mix it up. In FA2 he turns into Bruce when he gets low on health. I can't remember if he does that in Battle Force but if he doesn't then it could be cool to have him cameo in the flying stages instead. It would make more sense for sure, although I'm sure there was a scene in one of the Avengers movies where they implies that the Hulk flew a plane? xD

Sorry my posts are so long by the way... I talk too much. I'll try not to do that all the time, lol
 
I'd love to see that :) I watched the video you put on the first page of you playing an earlier build of the game with your son and it was fun to see. I looked through your channel hoping to see more but that was the only one.
Sure. Here, take a look. Its just a very quick gameplay because I am on an old machine, but pay attention how I fight the enemies - most of times, I move to their back or at their side, and almost never on the same line, on a frontal attack - just when I am sure I will hit.

http://www.youtube.com/watch?v=wGrEeLergeQ

They key is to abuse his speed. And never keep on the same line of the gunners.


That's actually really awesome and it makes me wonder if there are any in the current demo that change based on costume, lol.
At the old demo, I think IronMan first special is already changed when you pick him with the grey (MK-1) armor, no? I don't remember.

Keep with the feedback, they help me a lot.

Don Vecta said:
I'm glad the project is back to life. Keep it up. :3

Thanks man :)


Worked a tad on the sky level, and one more character done - War Machine
I9AyGPV.png

 
Psykai said:
One of my major complaints about First Alliance 2 was that jumping in general was just not worth the trouble because the majority of the time, enemies would knock you out of the air, either with bullets or kicks or whatever. ...

I believe it's a problem of design. I've made small calculation of damage/time for player's attacks. Jump attacks tend to have lesser damage/time compared to ground attacks and thus making the former less efficient than the latter. Also ground attacks are safer and easier to perform.
If this were to be balanced, jump attacks need to have more damage/time compared to ground attacks. I don't know if Ilu is going to consider that or not

It's a shame OpenBOR doesn't seem to be able to have difficulty settings

Well, modders usually make different modes to set different difficulty settings e.g Easy, Normal and Hard. Although it's not the same as choosing difficulty from menu, from modder's point of view, it's a good option cause we can say set 10 levels for Easy, 13 for Normal and 15 for hard + different scenes :)

@ Ilu:

Some characters are (now) able to hold the guard, like Captain America, and will be guarding forever until you release the button (I need to make it cost MP)

Ilu, I think you shouldn't make it cost MP. Even if player abuse this by blocking forever, player won't win the game cause player must defeat enemies to win

Dunno if I will make Hulk using a vehicle (although he already used it on the cartoon, I don't think it would make sense). Maybe use Banner instead?

I'm not sure about this either. Even if Hulk could ride a super vehicle, seeing him shooting would be really odd. The best I have in mind is to give him super vehicle or a board (works similar to Silver Surfer's but has round shape) and let him punch enemies instead of shooting. That would make him unique ;)
 
Thanks for the video :D It was great. It actually helped and I beat the demo with Quicksilver without losing a continue for the first time.

I noticed Black Cat on the updated roster :) In First Alliance 2 she felt a little weak and underpowered so I'm interested in how she will play in this game :)
 
Jump attacks tend to have lesser damage/time compared to ground attacks
Not really. They tend to have less time to be executed, but most of time they does more damage, since it makes more sense (you are using your body mass to bost the damage).

Ilu, I think you shouldn't make it cost MP. Even if player abuse this by blocking forever, player won't win the game cause player must defeat enemies to win
You are right on this point.

I noticed Black Cat on the updated roster :) In First Alliance 2 she felt a little weak and underpowered so I'm interested in how she will play in this game

Ah, she is very different on this game.

- I've added one of her trademark skills:  Probability Field Manipulation. Whenever she idle or walk, she has 50% of chance to make enemy attack to miss (in other words, she become invincible 50% of time).
- While she doesn't walks while executes her special, she has some different moves - she has one of the moves of the Mugen version I coded some years ago.
There is an old video here https://www.youtube.com/watch?v=-wUhLFQl91k

- She can chain her super moves. You can chain the first one into itself, or link with the second one. Or even execute it while you grab an enemy.
- She is fast and can dodge attacks.
 
For once I'd like to see a Spider Man char that can do more than swing like tarzan.  also you could add some of his lame jokes as speech bubbles in the style of original avengers game. He should also stop randomly when idle to take selfies lol
 
BeasTie said:
also you could add some of his lame jokes as speech bubbles in the style of original avengers game. He should also stop randomly when idle to take selfies lol

lol I like these ideas. The speech bubble idea could work for Deadpool too if he's in the game, and probably other characters too. It's great to capture the personalities of the characters.
 
Some more progress:

- Thor and Vision are done for sky stage
- I've made a custom spaceship for some characters
vUBcEA5.gif


- I've made a custom ship only for Brand
VJi9CJo.gif


- A very classic NPC will help you on the stage (with the classic THANK YOU, WONDERMAN quote)
0XuhIXY.png
 
Back
Top Bottom