Avengers United Battle Force

In Progress Avengers United Battle Force 2.7.41

No permission to download
The project is currently under development.
In honor of the new update, here's a full playthrough with Black Widow :)
Sorry it's not that impressive :/ I'm not the best with her, but it's better than my Brand playthrough (like that's hard to accomplish... XD).

Hope you all enjoy!

Next will likely be the new Iron Man :)
 
My thoughts and observations on the newest demo (mostly a bug and oddity report):

* I do love the newly recorded voice clips! Maybe bring back the Microsoft Sam voice as a sort of Easter egg?
* I notice that EVERY player I see keeps on picking up Avenger icons they don’t need. Maybe you should eventually do something about it. I know my stocking up idea isn’t likely (maybe add a cooldown period to balance it out? The cooldown could increase by number of icons stocked), but maybe give items a point value for picking them up?
* Why is Bucky mode listed as “Alt. Moves” rather than an Extra Mode? It seems more different between the forms than Tigra and Hellcat, even.
** Speaking of this, maybe denote if an Extra Mode is triggered via an alternate pallete at the selection screen or within gameplay?
* Arachne is still fireproof, as are the Sentinels.
* I think the non-humanoid enemies should be burned with “fill” rather than “tint” to fit better.

I wish you good luck for your next MUGEN project. And for PDC2.
 
erf_beto said:
I'd never ever have imagined DC to be a brony of any kind. :D

Me neither lol.

Miru said:
My thoughts and observations on the newest demo (mostly a bug and oddity report):

* I do love the newly recorded voice clips! Maybe bring back the Microsoft Sam voice as a sort of Easter egg?
* I notice that EVERY player I see keeps on picking up Avenger icons they don’t need. Maybe you should eventually do something about it. I know my stocking up idea isn’t likely (maybe add a cooldown period to balance it out? The cooldown could increase by number of icons stocked), but maybe give items a point value for picking them up?
* Why is Bucky mode listed as “Alt. Moves” rather than an Extra Mode? It seems more different between the forms than Tigra and Hellcat, even.
** Speaking of this, maybe denote if an Extra Mode is triggered via an alternate pallete at the selection screen or within gameplay?
* Arachne is still fireproof, as are the Sentinels.
* I think the non-humanoid enemies should be burned with “fill” rather than “tint” to fit better.

I wish you good luck for your next MUGEN project. And for PDC2.

- the new voice clips (hydra stage) were recorded by Psykai.

- As I already stated before, I don't have plans to change it. Its like to change the full HP item because some not so smart players get them while they have full HP.

- you are right about this one. I've fixed it already, but I will wait more days to release a patch.

- I will check about it.
 
Hey bro,

I noticed after the first bonus stage before you go to the sky level fighting the Hydra Jet, I noticed the correct lives don't show up!!  For example, I got about 8 lives in the bonus stage and when I go into the sky level it reverts back to 3 lives, I don't know if you noticed this or not just letting you know I was playing with Black Widow if that helps!!!
 
.
dafamily said:
...I got about 8 lives in the bonus stage and when I go into the sky level it reverts back to 3 lives...

Oh, I meant to ask about that too!

It always happens to me, with pretty much any character.

At first, I thought maybe it was "by design", like you were supposed to start a chapter with only 3 lives or so, but it didn't make sense to have those bonus stages...
 
I've noticed this too.

The score resets to 0 in those stages too (maybe every stage?) and doesn't seem to get added up at the end but I assumed that was an OpenBOR thing.
 
At first, I thought maybe it was "by design", like you were supposed to start a chapter with only 3 lives or so, but it didn't make sense to have those bonus stages...
No, its not by design AT ALL. Unless I made something wrong, its an OpenBOR issue. I think I am blessed or something, because its the 4 (or more) issue from the engine which I got on my game.

From what I saw, there isn't anything wrong:

set *__Story_Mode
nosame 1
lives 3
credits 5
maxplayers 2
continuescore 1
cansave 2
noshare 1

select data/select/sel0.txt

#--------------------------------------------------#Street stage

scene data/scenes/history/scene01.txt
scene data/scenes/howto2.txt


#fase 1
z 135 220 0
file data/levels/fase1.txt

next

#lvl1 branch
z 135 220 0
file data/levels/lv1branch.txt

#--------------------------------------------------#porto
branch porto

select data/select/sel0.txt

z 80 220 0
#z 134 220 0
file data/levels/porto.txt

#boss 1
z 100 160 0
file data/levels/portofinal.txt

next

#----------------------------heliport bonus
z 110 182 0
file data/levels/portobonusgame.txt

next

#--------------------------------------------------#sky stage

skipselect
scene data/scenes/history/scene02m.txt
scene data/scenes/unlock/unlock1.txt
select data/select/sel1.txt

#Sky Stage 1
z 60 210 0
file data/levels/sky1.txt

I just use NEXT to trigger the complete screen. I know those skipselect doesn't makes much sense, but I remember I was having TWO selecting screens before I put that.

The score resets to 0 in those stages too (maybe every stage?) and doesn't seem to get added up at the end but I assumed that was an OpenBOR thing.

Its not intended at all too.

I will report it to the devs.
 
Hi Ilu, I finished the new demo yesterday, really enjoyed it as usual!

I suggest you move the bosses' lifebar to the upper section of the screen. Since the action is on the lower part of the screen, the lifebar is disturbing.

And my nickname is misspelled in the end credits ^_^
 
I was watching the credits of the game and thinking how some of the scenery in certain shots looks really cool. I think it would be awesome to see some of these locations as future stages somehow :)

I'll share my favourites:
dYhjzBK.png

I LOVE the idea of walking on a high place like this! It's such a cool looking set piece :)
PFhyuks.png

I'm not a big fan of snow levels but the art style compliments the sprites and I think it would look pretty cool in this game :)
zBDvDDD.png

This forest is BEAUTIFUL. One of the best backgrounds I've seen. I'd love a nature level that looked like this :)

Also recorded a new playthrough with the amazing Iron Man which is probably my best one in terms of my performance :) I really love his playstyle:
 
I suggest you move the bosses' lifebar to the upper section of the screen. Since the action is on the lower part of the screen, the lifebar is disturbing.
I can't. There is no space at the top area (we have two type of NPC's lifebars to show there).

And my nickname is misspelled in the end credits ^_^
Sorry, I will fix it.

@Psykai Thanks, some of those stages are in my plans.
And thanks for the video, its awesome!
 
Psykai said:
I'll share my favourites:
dYhjzBK.png

I LOVE the idea of walking on a high place like this! It's such a cool looking set piece :)

Ohh, and if you get hit by any attack that knocks you down, you fall off the stage, like in a hole, taking extra damage to climb back up! Could be sort of like a flying level mini game.
 
This could be an idea. Dunno if this would make it kinda too hard.

Lets talk a tad:
About the Hydra Four (the 4 hydra clones), sometimes I think in to replace them, sometimes let them as is. It IS a cheap move to reuse all those characters. Bowman (Hawkeye) and Hammer (Thor) could be easily replaced (and I would use Bowman's voices for other character). Tactical Force (Iron Man) and Militant (Captain America) make sense to the game - TF has a unique behaviour and Militant has a cool voice acting and makes sense with some histories (like Secret Wars).

Reaons to replace them:
- Its a cheap move
- We could have different Hydra enemies (but remember that is NOT the true Hydra Base)
- There will be one character with the same base of Captain America and 2 characters with the same base of Iron Man (in fact, 1 player and one enemy just use the upper part of his torso).

Reaons to NOT replace them:
- Would trash many of my work alread done (and my time)
- Would trash some very good voice acting done for some caracters
- Would INCREASE the ammount of things I need to do

So, being honest, I do not think I'm going to remove them from the game. I have good reason to do this but I also have good reason not to.

The biggest problem would be the increase in things to be done. For the next release of this game, I plan to make a big leap in the amount of content available. For example, I really want to make the paths different and maybe they do not intersect during the game, which would cause players to finish more than once to see all the different characters, bosses and endings.
 
Bowman and Hammer could be retooled to fight as a pair. Hammer’s attacks before you even come to the place you fight him make him a bit more interesting. Maybe have Bowman do that too?
 
The problem is that I would need to tone them down a lot. Because figthing both bosses could be too hard.
Or maybe with less health, I dunno.
 
O Ilusionista said:
The problem is that I would need to tone them down a lot. Because figthing both bosses could be too hard.
Or maybe with less health, I dunno.

Their attacks could strike each other or themselves. I have an idea: maybe Hammer can be changed so that you can only hit him by leading his hammer back to him?
 
I think it's a shame to remove them entirely but they could certainly be moved elsewhere or used in a different way if you wanted to have somebody different in those levels. :)

For this I have some ideas.

If this is not the true Hydra base, then perhaps Hammer and Bowman can be at the real one instead (it makes sense that they would not all be at the same one) and be a double boss fight. By that point in the game, having two bosses instead of one would be an appropriate level of challenge :) Although they would definitely need toning down in either health and/or AI because Bowman still feels ridiculously hard to hit and avoid so he could use a little nerfing anyway, and Hammer, while easier, is still a horrid fight for some characters (such as Hawkeye and Widow) so having to fight both of them in their current state would be rage inducing, lol.

Alternatively, to give the fight a unique mechanic without having to fight two bosses at once, you could have it so that one of them is out of reach. Bowman could be shooting arrows from a vantage point whilst you fight Hammer down bellow (Bowman should still be visible for cinematic purpose), and once you defeat Hammer, his hammer could fly out of his hand and knock out Bowman to explain why the fight ends by killing Hammer. Or perhaps Bowman could leap down from his vantage point and you have to fight him. So rather than two bosses at once, you fight one after another, with the second one helping a little in the first battle.

Personally I think this idea could be pretty epic looking in action :) I'm envisioning Bowman targeting similar to the sniper-type things we have in other levels and you see him with the arrow drawn and then he fires at whatever spot he aimed at, so you constantly have to dodge him and keep an eye on where's aiming. Perhaps he could occasionally fire special arrows too or perform other actions (such as call minions) depending on how elaborate or difficult you wanted it to be :).

What do you think?
 
Sorry for the delay - I am pretty busy with Mugen.

It's not a bad idea at all. It's doable. Hammer could fight the heroes while Bowman keep waiting at a higher level, shooting arrows while waits player to defeat Hammer before coming to fight.  I just need to think about how to make it impossible to beat and who I would add on those levels.

Another question is: How to implement Hulk Buster?
J8gcMz8.gif


Because only the first color/armor is able to use it - this is why the first armor have red legs, its the Model 13 Modular Armor
Since I don't want to give him a second hyper move or ability, the best idea would exchange the Unibeam hyper for the HulkBuster transformation only in this armor?

If so, the HulkBuster would be a secondary mode. On that mode, his stats are closer to Hulk ones (in fact, closer to Thor ones), new specials would be added and there would be another question: Should the move last until it dies (so he can use a new Hyper move) or should it use the Hyper move to revert back to IronMan?

Think about ballance. I can't give Iron Man all the abilties (specially when I have plans to make each armor more unique).
Any thoughts?
 
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