Avengers United Battle Force

In Progress Avengers United Battle Force 2.7.41

No permission to download
The project is currently under development.
Thanks!
I was finally able to fix a bug at the lifebar, which nobody spotted it on the previous video, lol.
Now the segments of the lifebar (which are drawn by script) aren't covered by the layers anymore.

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And I think Iron Fist will regret about that jump...
 
[yt_search]https://www.youtube.com/watch?v=t2D2PMKEejI&t=298s[/yt_search]

look at this trailer, my friend, I do not know if it's for inspiration
 
O Ilusionista Friend, you have seen this game before, I am just discovering it, if it is not for any idea.
???
[yt_search]https://www.youtube.com/watch?v=LWwhtloX6q4[/yt_search]

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I did not know that this pair had already worked together in a video game

another thing I do not know if you serve this sprite for some level
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I'm playing this game: The Mummy Demastered,

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and watching the protagonist of this game. It reminds me of Agent Coulson of Shield.

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maybe adapt it to the game, using that character as a base maybe

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Online play? YES!
Here is a co-op Boss Fight of my Avengers United Battle Force, played by me (Brand, Brazil) and my good friend Psykai (Iron man, UK) using Parsec.

We had a little lag thanks to the distance, but its quite playable!
Works with Mugen too.
 
O Ilusionista said:
Online play? YES!
Here is a co-op Boss Fight of my Avengers United Battle Force, played by me (Brand, Brazil) and my good friend Psykai (Iron man, UK) using Parsec.

We had a little lag thanks to the distance, but its quite playable!
Works with Mugen too.

O_O PRAYERS DO GET ANSWERED!!! lmao  ;D ;D
 
Indeed. With online play, I think OpenBOR will get more attention. At least. the Discord channel got way more users :)

Little updates:

- Jhfer finished Andromeda NPC. Although she is Attuma's daughter, she will fight at our side.
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- I've spent a lot of time doing half of the color separation for Scarlet Witch. Jhfer will finish it.
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This was needed so we can have more palettes for her. I always wants to make all the palettes as different from each other as I can.

- I still looking a way to solve some recent bugs, and this (plus some other recente bugs on the engine per se) prevents me to have too much progress. But this game development continues, as usual.

I want to release the new version in 1 or 2 months, so can focus on some other projects I have. I have a lot of ideas under my sleeves, but I don't want to start them unless I finish other things first.
 
I like this update, with Attuma looking like a cool boss. So...

  • Has Slaymaster been coded yet?
  • I noticed that there actually is a Kabuki Klash burning sprite perfectly sized for the Sentinels. Why wasn't it used?
  • The timing for Hulk's Gamma Strike Piledriver should be made less strict. To me, pulling off that move is impossible. I've been able to successfully do any other D,F,A grab attack.
 
Has Slaymaster been coded yet?
No. Because he will appear very later on the game - in the same stage where you will fight Mandarin

I noticed that there actually is a Kabuki Klash burning sprite perfectly sized for the Sentinels. Why wasn't it used?
They are perfect in size, but not in shape. It's too much human-shaped for a sentinel. Plus, we will have different sizes of Sentinels.

The timing for Hulk's Gamma Strike Piledriver should be made less strict. To me, pulling off that move is impossible. I've been able to successfully do any other D,F,A grab attack.

The issue is not the time, but the input. Since Hulk can grabwalk, if you press forward (or any other direction), he will walk. The same happens with Hercules and Red Hulk (they are the only ones who can grabwalk).

The trick is: Instead of doing a hadouken motion (a quarter circle), try to input DOWN, then FORWARD and attack. It will work.
 
O Ilusionista said:
Has Slaymaster been coded yet?
No. Because he will appear very later on the game - in the same stage where you will fight Mandarin

I noticed that there actually is a Kabuki Klash burning sprite perfectly sized for the Sentinels. Why wasn't it used?
They are perfect in size, but not in shape. It's too much human-shaped for a sentinel. Plus, we will have different sizes of Sentinels.

The timing for Hulk's Gamma Strike Piledriver should be made less strict. To me, pulling off that move is impossible. I've been able to successfully do any other D,F,A grab attack.

The issue is not the time, but the input. Since Hulk can grabwalk, if you press forward (or any other direction), he will walk. The same happens with Hercules and Red Hulk (they are the only ones who can grabwalk).

The trick is: Instead of doing a hadouken motion (a quarter circle), try to input DOWN, then FORWARD and attack. It will work.

1. Alright.

2. With that in mind, will the Hydra Golems be changed from their standard burn sprite? They are even less human-shaped than the Sentinels.

3. Sure thing.
 
Love the games you have made , Also do you plan on adding any more characters ? Would love to see Rocket and Gamora, anyone you want to personally add ? or are considering adding one day ?
 
2. With that in mind, will the Hydra Golems be changed from their standard burn sprite? They are even less human-shaped than the Sentinels.
You have a point here. I still need to make some tests.

liamx2000 said:
Love the games you have made , Also do you plan on adding any more characters ? Would love to see Rocket and Gamora, anyone you want to personally add ? or are considering adding one day ?

Yes, the next version will have at least 4 new characters. About those characters, the problem is the same with characters from other small teams like Fantastic Four - If I add ONE, people will ask for ALL FOUR. And I don't think all the FF, for example, are good enough to be on the game, because they can be the same type of character we already have on the game.

I have plans for Human Torch, but the original one - Jim Hammond. About the Guardians of the Galaxy, my plans is to add some chars of the original team (1969 version), not the current one. For example, Yondu is a playable character, not an enemy.

When I finish this game, then maybe I can think about adding more characters that aren't planned.

Good news: Nightcrawler sprites are finally done (thanks, GODzilla). Now Jhfer will start to work on him.
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I am so excited for Nightcrawler. Scarlet Witch is looking great too. Any idea what sort of moves she'll have? Will she be similar to ZVitor's version at all?
 
Psykai said:
I am so excited for Nightcrawler. Scarlet Witch is looking great too. Any idea what sort of moves she'll have? Will she be similar to ZVitor's version at all?

Jhfer made an awesome work with the smartpal, believe me. I will post it soon.

About SW, no. The only thing both version shares is the random effect ;)
 
Jhfer had finished his work with the Smartpals and, as usual, it's AMAZING.
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From left to right:
Classic, Pirates (Swashbuckler), X-Men Evolution, X-Force, Kim the Nightcrawler, X-Men Legends, Azazel.

He has 7 palettes, so one of them will have to be removed. Swashbuckler will be an extra mode for him.

About the Azazel palette...dunno if it will just a color, an extra mode or maybe a boss.
 
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