Avengers United Battle Force

In Progress Avengers United Battle Force 2.7.41

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The project is currently under development.
Hulkbuster isn't too much of a loss. It's a cool idea, but not essential. Iron Man's previous updates have already made him a very fun character to play ^_^ Who knows, maybe some other source could come along to help implement it in the distant future. In any case, I hope you're ok.

For the Healing Chi I think depending on how much it heals, just have it cost an appropriate amount of power.

Some other ideas:

1: Perhaps it could even work like a second charge ability, where you have to hold two buttons which rapidly drain your power but heals you as long as you can do it. The enemies will constantly be interupting it and making it risky to use, which combined with the power cost should be enough to make it balanced.
2: A weirder idea: perhaps the ability has a cooldown? There could be an icon (similar to ammo select icons on other characters) that lights up if the move can be used, but dims out if it is not. You could have it restore a large amount of health for a good power cost, but make it so you can't use it again for X number of seconds.
 
1: Perhaps it could even work like a second charge ability, where you have to hold two buttons which rapidly drain your power but heals you as long as you can do it. The enemies will constantly be interupting it and making it risky to use, which combined with the power cost should be enough to make it balanced.

2: A weirder idea: perhaps the ability has a cooldown? There could be an icon (similar to ammo select icons on other characters) that lights up if the move can be used, but dims out if it is not. You could have it restore a large amount of health for a good power cost, but make it so you can't use it again for X number of seconds.

Yeah, this could be a solution. Thanks.
 
Are the sprites of Hulkbuster you can't use anymore? If so, maybe i'ts possible to create new ones.

Sorry if you don't want to talk about it anymore. I'd understand.
 
16-bit Fighter said:
Are the sprites of Hulkbuster you can't use anymore? If so, maybe i'ts possible to create new ones.

Sorry if you don't want to talk about it anymore. I'd understand.

I don't want to use them anymore, by personal reasons. And I don't want to talk about it, sorry.
I do prefer to move on and talk about the game.

Looks like we will have many new stages for the next release. The two new chapters, combined, have almost 10 stages - with many new enemies.
 
Here is my playthrough of the current build bro with Quicksilver:

https://www.youtube.com/watch?v=CTfsPsnNQo0

He can pretty much destroy people if you know what your doing man, and in the playthrough I was jumping around to see if I could find secrets lol (I did found 1 extra life ;))

Looking forward to the next version of the game bro this is pretty amazing game so far!! :D
 
Oh, thanks for such cool video. Yes, if you master how to control him, he could be deadly.
For the next version, he will be a tad faster and less weak.
 
Fixed something I never noticed until few weeks ago:
Deadpool would run over some enemies with the truck at the beginning of the stage, but the stage ended at a gate, so how did he leave? lol

Now I've fixed it, plus added some animations
RTcWbX5.png
 
Really nice attention to detail and continuity. It is one of the glowing features of this game ^_^.

Hope Deadpool survived though :O that crash looks nasty!
 
Thanks man. Continuity is something important to me, even if most people doesn't notice it.

For example, if you pay attention, you will see that the same sky is used in the first 3 stages, because they are on the same place. Viper stage uses other stage because you gone to another area. Both sky stage and Maggia stages use the same sky for the same reason.

The truck stage uses another sky because its on another place and and it's starting to get dark (note that the sky changes color in the next phase). This was done precisely to think of continuity, to give an impression that time passed between the stages.
 
ironically streets of rage did this...not only with weather but scenes and background chars...remember sor2 you fight in the bar and the bartenders is behind the bar...then you transition to the alley to fight him
 
warecus said:
ironically streets of rage did this...not only with weather but scenes and background chars...remember sor2 you fight in the bar and the bartenders is behind the bar...then you transition to the alley to fight him
This is one of my inspirations, as I loved SOR2. And I've implemented it on my game too:

• Tiger Shark makes a cameo before you fight him
• Most of the bosses makes an attack before you fight them (Trapster, Hammer)
• Now, after beating Viper, she won't "die" but will escape instead - so you can face her on another stage. The same will be done with Count Nafaria - this is why he appears at Maggia stage, says that his daughter (Madam Masque) is enough to take care of you and then vanishes. You will fight him later.

I've working on Attuma stage (a 2D stage, not finished) and we will have a new enemy there - Elemental
fEzlV83.png


Each time you knock them down, they will change their color - and each color let them use a different elemental power ;)
 
Wow, that's a really cool looking stage! And those enemies sound great! Really unique mechanic. I guess each element will differ in strength, range, area of effect etc.? Sounds really interesting ^_^.
 
Thanks. Yes, each have different properties (shock, burn, freeze and venom).
I plan to make some projectiles to act different from each other - for example, some can go all the screen, some will stay close to the caler, etc.
 
O Ilusionista said:
warecus said:
ironically streets of rage did this...not only with weather but scenes and background chars...remember sor2 you fight in the bar and the bartenders is behind the bar...then you transition to the alley to fight him
This is one of my inspirations, as I loved SOR2. And I've implemented it on my game too:

• Tiger Shark makes a cameo before you fight him
• Most of the bosses makes an attack before you fight them (Trapster, Hammer)
• Now, after beating Viper, she won't "die" but will escape instead - so you can face her on another stage. The same will be done with Count Nafaria - this is why he appears at Maggia stage, says that his daughter (Madam Masque) is enough to take care of you and then vanishes. You will fight him later.

I've working on Attuma stage (a 2D stage, not finished) and we will have a new enemy there - Elemental
fEzlV83.png


Each time you knock them down, they will change their color - and each color let them use a different elemental power ;)

And from the start we already had Whirlwind attacking a civilian. Maybe have him attack more civilians as you get closer to fighting him? And I do like the color-changing Elementals. Maybe a mini-boss elemental who freely changes colors instead of changing on knockdown? I liked the forklift mini-boss encounter.
 
And from the start we already had Whirlwind attacking a civilian.
I removed him from that scene. But yeah, you will fight him later.

Maybe a mini-boss elemental who freely changes colors instead of changing on knockdown?
I almost made that enemy to freely change color, but I saved it for another character.

I liked the forklift mini-boss encounter.
There will be more mini-boss on some chapters, like in Greece and Sentinel chapters.

Btw, some old stages are getting some touches, like this one
jx9RBU7.png




 
Maybe the workers in the background could jump out to attack you, or at least throw grenades?

Or maybe they’re just workers being held hostage that can be freed to help you?
 
Miru said:
Maybe the workers in the background could jump out to attack you, or at least throw grenades?

Or maybe they’re just workers being held hostage that can be freed to help you?

Some time ago I gave the idea to O Illusionist, to add hostages, and when you give them back they give you items, like in metal slug. I do not know if it's feasible. Here I leave captures edited in photoshop and a hostage sprites
04410.gif


mqQ9EvW.jpg

:D :D :D

xCX1F0t.jpg

:D :D :D :D

44895.png


 
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