Avengers United Battle Force

In Progress Avengers United Battle Force 2.7.41

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The project is currently under development.
Yes, Hulkbuster should replace Unibeam in that mode. I think it should instead have a time limit for how long it is used, with some actions (like striking foes) being able to extend it before it is reverted to plain Iron Man.
 
I'd suggest using the MP bar.

  • When you switch to Hulkbuster, MP fills to max, and then slowly drains.
  • Hulkbuster's alternate specials don't use any extra MP, but nothing stops the drain - you can't gain MP back with any means short of outside help or an item pickup.
  • Tony is all but invulnerable. He doesn't flinch from incoming hits and takes no HP damage at all, but does take a proportionate MP loss.
  • When MP runs out, the Hulkbuster armor explodes, and you're back to normal Iron Man (with 0 MP).

I think those rules would make a nice balance between rewarding skill (Hulkbuster is limited time, but a good player can keep it going longer), and it being a powerful hyper mode worthy of using.

DC
 
O Ilusionista said:
Great idea, DC. So it will convert hp damage to mp damage, right?

Yes. Maybe not point for point, that depends on your preference, just so long as Tony takes no HP and loses MP instead while Hulkbuster is active.

Maybe something like this:

X = MP Lost
Y = Attack Damage

X = (Y * .25)

Ex: Tony gets hit with a 20HP attack. He takes no damage at all and doesn't even twitch, but loses 5MP.

DC
 
Something similar (but with less damage protection) could be done for Punisher as well, akin to the 2004 game.
 
O Ilusionista said:
... this is why the first armor have red legs, its the Model 13 Modular Armor

Aaah, so that's why!
I was wondering why you aren't using the 'classic' one - which, by the way, I'd love to have playable, anyway.
I If you do use hulbuster with the red legged armor, I suppose you could include the yellow pants palette, right?  ;D
 
I've been recording footage of the game (thank you, Capture option!), and I came up with a self-imposed challenge; basically, it's a Nuzlocke.

 
O Ilusionista said:
@Miru: nice video! I will try that challenge.

Thank you. I’m planning on recording more videos of that challenge. Imagine how it’s gonna be in the final version...

Possible official mode for the challenge? :3 (not likely).
 
O Ilusionista said:
I suppose you could include the yellow pants palette, right?
no, lol.
You are a horrible person sometimes, you know that, right?
;)

But in all seriousness, I'd really like to see an Ironman focused more ranged attacks, blasting plasma beams, than punching and ramming onto enemies...
 
You are a horrible person sometimes, you know that, right?
You aren't the first person to say that, you know that, right? lol

There's a reason for that, it's not just me being boring. There are details few people realize:

- I worry about standards, I'm a guy who likes to work in an organized way.
- Practically all colors / uniforms in the game are canonical. These are uniforms that the characters have used at some point. The only exceptions are some Red Hulk colors.
- All characters in the game have 6 colors / uniforms and would like to keep the same number of colors for all characters in the game.
- I like the uniforms to be as unique as I can. So I can not put two uniforms that change only the color of one of the parts, as in the example below

120
120


Dunno if I will be able to release a bug fix for this game in the next month. Maybe I will be able to continue my work only in 2018.
 
Things got very busy here at my end but I finally was able to finish doing some enhancements and bug fixes, after one month:

• No more BLAST bug. I've had to go MANUALLY through more than 400 entries and hope we won't see this bug again.
• Fixed a bug in all characters BURN animation.
• Claw now have a freeze map (I forgot to set it before).
• Improvements in some characters animations, speed and damage.
• Fine tuning of some bosses and enemies.
• Better fire fx (based on my work on Mugen's Fire Man character).
OSgULmD.png

(same applies to Brand's blue flames.

I hope to be able to release a bug fix before the new year, but I am not sure. Unless I've found some game breaker bug, this is the last update before a new release, with new stuff.

Thanks for all the support :)
 
Did the sentinels and Julia Carpenter have their burn animations added? Did you change the training dummy's burn effect to the Non-humanoid effect? Are non-humanoids burned using fill instead of tint?
 
O Ilusionista said:
The answer is... no, for all your questions. I should fix it on the future.

I think you should do those as the last fixes for this update, before starting the proper release. Also, what about Slaymaster? Why isn't he in the Boss Rush?
 
Since none of them are game breaker, ithey are not urgent or priority and depends of my free time.
Btw, the last point (about tint) its not a bug at all. I do prefer to use universal burn sprites over simply tints.

Also, what about Slaymaster? Why isn't he in the Boss Rush?
Because he isn't even coded :)
 
Did the sentinels and Julia Carpenter have their burn animations added? Did you change the training dummy's burn effect to the Non-humanoid effect?

All those points were fixed. And I've found a better fx for non-humanoid cases.
3XKMuWr.png
 
O Ilusionista said:
Did the sentinels and Julia Carpenter have their burn animations added? Did you change the training dummy's burn effect to the Non-humanoid effect?

All those points were fixed. And I've found a better fx for non-humanoid cases.
3XKMuWr.png

That's cool, but the old one covered the victim more, which made it fit a little better. But that's fine.
 
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