Avengers United Battle Force

In Progress Avengers United Battle Force 2.7.41

No permission to download
The project is currently under development.
I wonder if Yondu could shoot arrows then whistles later to call those arrows back or at least direct them to enemies ;)
His arrows work differently from Hawkeye, you can be sure of that ;)

@O Ilusionista What movie editor you usually used for making trailer?
I am using i3 12100f so rendering isn't really good
This is my setup to capture videos:
- Bandicam for video capturing using those configurations
1682100962619.png
1682100974282.png

- At OpenBOR, I set the game video to this
Avengers - 0073.png

- For video editing, I use Wondershare Filmora at this settings
1682101193186.png
and export (for youtube) with those settings:
1682101231143.png
 
I can't wait for the game to come out, or at least a newer demo. How old is the public (non patreon donator) demo now, 5 years?
 
Last edited:
I can't wait for the game to come out, or at least a newer demo. How old is the public (non patreon donator) demo now, 5 years?
Sadly, yes. I've been through a lot of stuff on my real-life including health issues, so I had to make choices about what I focused on.

---

I was having a lot of issues with controls, specially on Android but also in windows too, and I am testing a custom version @Kratus had sent to me (6392) and it works perfectly

(Btw I am testing it on an Anbernic RG 505, a powerful android device)

So even this build isn't being official, it's the build i will use when I update this game because 9 of 10 complains I received from the users are related to controls in windows.
 
Preview of one of the characters I've always wanted to add to the game: Songbird, one of the founders of the Thunderbolts team, who was designed by my old friend Gate

Some new features have been added, such as new items and the name of items on the HUD.
Many thanks to @Psykai for the character's basic programming. And to Paulo Bender for the voice of Beta Ray Bill.

Full video:
 
I have great news to share - at least for me :)

@Kratus helped me to solve a bug that I had in this game and it put me off a lot to continue working on it - a random crash. And when I say crash, I really meant a crash, as the engine simply closed, without any information in the log (which was half generated).

I'll translate what he explained to me, which seems to be really an engine bug.

TL;DR - "Load ENTITY 3" on levels, when used on NPC or enemies, leads to a full crash

Details:

Apparently, using that "load 3" in the levels for enemy/npc type entities causes the engine to close randomly. I was only able to understand the relationship because I'm using GitHub on SORX and I was able to draw a timeline of when this problem started. After several tests, I realized that it was after I added "load 3" to the enemies, and after removing it, I had no more problems.

About "load 3" I also don't have many details, but from what I understand entities with an A.I. more complex type enemy/npc at a certain point the engine gets lost when unloading/loading and ends up not finding it to spawn in the levels. I've never seen it happen with panels, items and obstacles, so much so that I use load 3 on them straight away.

To be honest, I even have some npcs using load 3 (like the manhole cover on the first level of sor2, it detects the player and lets Donovan leave) but they are only used for decoration, I believe that due to having very little stuff he doesn't causes a problem, but in the case of my cpu partners, which are npcs working almost the same as the players, this crash happened directly with load 3.

I don't see where we could be going wrong in using these features. Unless Damon has some additional information, in fact both are engine issues.

Yesterday I did a test and changed the "load NOME 3" for the "spawn NOME 1" in the greece route, and I was leaving and loading at each stage. FINALLY SOLVED THE PROBLEM.

This bug was one of the things that discouraged to continue with this project.

Now I'm testing it on the other route, to see how it behaves

But there's one thing that makes me think: There are enemies, like Militant, who use Captain America sprites on him.
If I unload it, what happens to the sprites the Captain uses too?
 
A bit more of info:
1685817414461.png

it looks like this function was created to unload additional entities and not the main ones. Perhaps this is the problem when unloading a complete player or enemy instead of just unloading projectiles and weapon models, for example.

I believe this is the answer: Weapons that are not loaded crash the engine right away, without showing any sign in the log.
So if the command is to load/unload weapons from an entity that doesn't have them, that generates a NULL POINTER and that's the end of it.
 
The actual list of helpers available on Avengers United Battle Force: 33 until now.
FyI3EoMXwAMETjX
 
When there's rain (or not?), that stage needs to have contact with a lightning strike or not. It's just to add some little momentum when it comes to random weather.
Ah, I was thinking (on this case) about a light rain - think about SOR2 rain, not a storm. But there are cases where you will have heavy rain, where we will have thunder strikes and such.
 
I will need to make further tests to understand why, but I am using @Kratus rain code/entities and I am having some weird issues.

I feel interference in the fluidity of the game. The FPS doesn't drop nor do I notice an increase in memory consumption, but every entity that appears on the screen gives a little stutter, as if it were trying to collide with the drops of water. But this happens only when the entity spawns, then it doesn't happen anymore.

I don't have the slightest idea why.

Avengers - 0133.png

Edit: I made a video to show de issue

There are two points where you can see the issue:

0:47 (see how "floaty" the enemies are when jumping towards the screen - the spent more time on air)

1:00 - Pay attention to the bikers at left and see how they float while burning
 
Last edited:
Back
Top Bottom