Avengers United Battle Force

In Progress Avengers United Battle Force 2.7.41

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The project is currently under development.
Miru that is right: flying characters were better on flying stages, as well Namor will be better in underwater stages, Quicksilver will be better on future running stages, in so on.

I plan to add a mode with only "beat em up" stages only, with no 2D stages or different gameplay stages, for those who want only the good and old beat em up action :)
 
I have an idea for a future mission or even just a bonus stage: a "sniping" mission based on the controls of Black Widow's Avenger Power, where you're taking down targets from afar.
 
Miru said:
I have an idea for a future mission or even just a bonus stage: a "sniping" mission based on the controls of Black Widow's Avenger Power, where you're taking down targets from afar.
Miru I have something like that in mind too :) in fact, to recreate Alien Storm FPS stages
 
Perhaps a maze level similar to Megaman 2’s Flash Man stage? It would loop around until you find the proper exit to the stage and encounter the boss. Or free-fall stages like those from Sonic Unleashed and the Vectorman games (or some scenes in the movies) where you fall down and attack enemies that appear from below. A level where you collect a number of specific objects to open the exit like Knuckles? Something similar to the sixth stage in Streets of Rage 3 with the maze of doors and machines you destroy to deactivate the gas? Ascending upward to avoid death from below like in DKC2? A boss that works similarly to the Melody Response Cannon from Megaman and Bass, with players pushing buttons to match a pattern to avoid attack?
 
O_Ilusionista said:
I plan to add a mode with only "beat em up" stages only, with no 2D stages or different gameplay stages, for those who want only the good and old beat em up action :)
Oh good news! That said, I'm still curious how different will be the stages in normal mode. I really like what I could see about new contents so far, then keep the level high!
 
Miru some of those ideas were on my plans already, like the falling stage (Shadow Dancer style). Some others not, because I don't want to ruin the gameplay experience for the users - a bad coded bonus stage can simply ruin a whole game.

16-bit Fighter for that mode, I will simply remove the non-beat em up stages.
 
Glad to hear you are releasing the full game this year, I was starting to worry this might end up one of those projects that never comes out because of featurecreep hehe. (Not that I mind reading about all the amazing ideas you have about things)
 
Thanks guys.
Aldenf I don't think so. I will release this a "full build" so I can take care of other projects and, for now, put and end (or more "take a break") from this project, so I can feel it as "finished" product - after all, this was made for me to learn the engine :)

By pressure, I mean fan request, the traditional Iron Man armor is back :)
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it replaces the his first armor on the game.
 
Fantastic work buddy you have worked super hard on this game "And it's one of the best out there" Looking forward to playing it when you release the new version :)
 
Davpreec thanks buddy. Watch out for the spoilers, lol

New character? Bear with me.


Days ago, I remembered an alternate/secret mode of a character from the Marvel vs Capcom game: Gold War Machine. In AUBF, War Machine already had this armor but I never had time to program an alternative mode - and I was having problems with some code.

This isn't a canonical character, so - and because he's quite powerful - he's likely to be a character to unlock. I don't have plans for other non-canonical characters.

Thanks to my friends Paulo HP Bender and Psykai for all their help during the development of this character.

PROS

- Great attack power (just a tad less than hulk, something like Thor maybe)
- Great defense power
- His D,F+A attack does low damage, but cannot be blocked.
- Super armor (like Hulk, won’t go in pain aim unless the move hits him hard)
- Grabwalk
- Many of his attacks has AoA properties and will make the enemies hits each others when falling
- Knockdown attack (a normal attack which knockdown most enemies)

CONS

- slower (both walk and run)
- CANNOT BLOCK (uses Knockdown attack instead)
- no Air dash (War Machine can air dash with FF on air)
- Fly will consume more MP
- All special moves cost double MP
 
Now that the Hydra Ship has been replaced by a bout with the Red Skull, is that ship going to re-appear elsewhere in the game (likely as a miniboss/enemy) now that it’s been replaced for the flight level? Is Llyra going to have an on-foot battle later, as well? I also find it odd how some of the thugs have actual names and others have generic descriptive titles like “Henchman”.
 
Miru
Hydra Ship: probably, no. something which always bothered me (even on the arcade game) was the size of that Ship. By no means there is someone inside, it just too small.
Not confirmed, but I have plans for shoot em up stages, where maybe I can use it again. It wasn't deleted from the game yet.

Names: Probably, you are talking about "Sam" and "Spencer". Sam is the original name on its original game (Street Smart), so I kept it. I can change it, no problem.
Spencer was a homage to the actor Bud Spencer, who died in 2016. I remember I watched so many movies with him when I was a kid and that enemy reminded me of him, so I plan to keep it.

Most enemies uses names of their "type" instead of real names to avoid more work.

Did a live gameplay playing the whole game with Gold War Machine, if someone wanna take a look :)

 
O_Ilusionista said:
Sam is the original name on its original game (Street Smart), so I kept it. I can change it, no problem.

Half the fun playing your module is beating that guy up. I always loved Street Smart, but man Slippery Sam Santanna was a pain.

DC
 
Some news about the project: all the supers in the game and several cameos:


The new build is 85% complete - I could even release it as it is, but I want to finish two scenarios and two missing bosses.

Now talking about another subject:

Lately, I don't have as much fun with OpenBOR as I used to and my free time is getting more and more scarce, so I made some decisions:

- I gave up my position at Chronocrash and is no longer part of the team, no longer having any responsibility for the forum, FB page, etc.
- I decided to leave the OpenBOR development team. I don't have a lot of time and I couldn't help as I would have liked.
Lastly, I'm leaving the responsibility of updating the engine manual to the team.

Thanks to Damon Caskey Plombo and all other devs for the trust they placed in me during this time.

I'm going to complete the AUBF, I'm working on the demo of another project with OpenBOR, but after that it's still uncertain. I'm giving preference to Mugen, and other engines, where I'm having more fun.

Thanks guys
 
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Good news on the update, sorry you gave up your position, I know for a while you've been wanting a break and change of pace. no matter the tools I know you'll always make great things, stay creative buddy.
 
danno said:
Good news on the update, sorry you gave up your position, I know for a while you've been wanting a break and change of pace. no matter the tools I know you'll always make great things, stay creative buddy.
danno oh thanks for your nice words buddy.
 
Amazing work as always, and understandable you might just want to try to focus on something else for a while. I don't think anyone would complain at you over releasing the game without those other 2 stages. So don't be pressured on doing those, if you are really not enjoying the work you are putting into the thing. Of course, if you do want to finish them, that's great as well, just don't... well suffer something you don't really enjoy anymore just to complete something that is pretty much complete as it stands.
 
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