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Author Topic: [BOR] _Avengers United Battle Force_  (Read 142652 times)

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Offline I-Skorp-I

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Re: [BOR] _Avengers United Battle Force_
« Reply #1225 on: June 12, 2018, 05:50:35 PM »
Nice update Uncle O. But whatever you do. PLEASE PLEASE PLEASEEEE Don't use that version of Juggernaut!  [-X i HIGHLY advise against it. OR if you are going to use it, Then please atleast tweet it a bit to where he looks more like the original.
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Offline warecus

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Re: [BOR] _Avengers United Battle Force_
« Reply #1226 on: June 12, 2018, 09:18:03 PM »
The sprite is so small I say recolor it classic and it will work out

Offline O Ilusionista

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Re: [BOR] _Avengers United Battle Force_
« Reply #1227 on: June 14, 2018, 06:35:04 PM »
Nice update Uncle O. But whatever you do. PLEASE PLEASE PLEASEEEE Don't use that version of Juggernaut!  [-X i HIGHLY advise against it. OR if you are going to use it, Then please atleast tweet it a bit to where he looks more like the original.

I have other options too, and I still need to decide which one. But maybe I will go with this version (recolored, for sure).

=====PROGRESS=====

- Following a Psykai's idea, now Iron Man has no helmet during the WAITING animation. Once you select him, the helmet appears and he is ready for action. This helps to make him even more different of War Machine.


- Stages received some new details, to make them look better


- Hercules is ALMOST done. His Hyper Move is complete and its a Wrestling show :)

Offline warecus

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Re: [BOR] _Avengers United Battle Force_
« Reply #1228 on: June 14, 2018, 08:14:09 PM »
Will that be tony's idle in game too? If so cool.

Offline O Ilusionista

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Re: [BOR] _Avengers United Battle Force_
« Reply #1229 on: June 14, 2018, 08:21:26 PM »
No, only on Waiting animation. But the engine has an animation called "Sleep", which happens when you stay in place for too long time. I can use it there too!

Offline warecus

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Re: [BOR] _Avengers United Battle Force_
« Reply #1230 on: June 15, 2018, 04:03:49 AM »
that would be cool

Offline NX-MEN

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Re: [BOR] _Avengers United Battle Force_
« Reply #1231 on: June 15, 2018, 11:02:16 AM »
All look wonderful man!! :thumbsup:
 

Offline O Ilusionista

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Re: [BOR] _Avengers United Battle Force_
« Reply #1232 on: June 16, 2018, 06:33:08 PM »
=== PROGRESS ===

- Ares is finished. Althought he is a tad taller than he should be, I liked the result.
Since he is an Master Combatant (after all, he is the God of War) and very strong, he is the thoughest boss of the game for now.


- I am finetunning a lot of animations on the characters, adding effects and more voices too.

- Two new bosses will be added to the Hydra chapter. To avoid extending the game too much, I am changing how you fight bosses in two stages of this chapter: On the 4th stage (where you fight against Hammer) you will face randomly either Bowman or Hammer, but never both. On the third stage, now you will fight one of the two new bosses, randomly too.

On the Boss Rush mode, you will fight all of those bosses. I remember some people had complained about the hydra stage (which is not the official base actually), because we "just fight character clones". Now we will fight some new bosses :)





Offline warecus

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Re: [BOR] _Avengers United Battle Force_
« Reply #1233 on: June 16, 2018, 08:10:48 PM »
Ares looks dope and his detail is great

Offline NX-MEN

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Re: [BOR] _Avengers United Battle Force_
« Reply #1234 on: June 17, 2018, 06:47:49 AM »
Indeed great progress man!!  :w00t:
 

Offline O Ilusionista

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Re: [BOR] _Avengers United Battle Force_
« Reply #1235 on: June 18, 2018, 09:49:22 PM »
I am half done with the first 2 new bosses of the Hydra chapter. Jhfer had edited both bosses, and the other one was very well made. He is improving his skills a lot.

I can't give any tip about the bosses or I would spoil the surprise. Although I doubt someone would guess them :)

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Re: [BOR] _Avengers United Battle Force_
« Reply #1236 on: June 19, 2018, 11:46:15 AM »
Looking forward for the reveal!!  :cool
 

Offline O Ilusionista

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Re: [BOR] _Avengers United Battle Force_
« Reply #1237 on: June 21, 2018, 05:00:49 PM »
Here is the current list of NPC/Helpers of the game so far. It doesn't includes cameos, like Moon Dragon or Miss Marvel.

27 characters so far. Andromeda, Ant-Man, Arachne, Aurora, Beast Bot, Black Knight, Captain America, Deathlok, Dr. Strange, Emma Frost, Firestar, Firebird, Hawkeye, Iceman, Jean Grey, Jack of Hearts, Luke Cage, Mockingbird, Northstar, Psylocke, Scarlet Witch, She-Hulk, Storm, Thor, Wiccan, Wonderman and Yellow Jacket.

This number will be bigger for the next release and I don't have idea of how big this number will be on the final release of the game, but you can think about something close to 60+.

Also, I will try to record a video with Hercules on the weekend.

Offline NX-MEN

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Re: [BOR] _Avengers United Battle Force_
« Reply #1238 on: June 22, 2018, 10:37:42 AM »
I like all chars u included so far!!  :thumbsup:
 

Offline O Ilusionista

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Re: [BOR] _Avengers United Battle Force_
« Reply #1239 on: June 23, 2018, 06:51:46 PM »
Thanks

Some more news:

• There is a character which I really want to include on the game as a playable character - Dr. Strange.
We are still making some tests and he still needs more work, but here is the result until now.

It's not perfect, but we will try to make it better

• A new enemy had joined the game - Swift


• For one of the new bosses, I had to make the grab animations to ALL PLAYABLE CHARACTERS (3 animations per character). It's a pain, but its something we really need - I just should made this before. 5 characters to go...

Offline NX-MEN

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Re: [BOR] _Avengers United Battle Force_
« Reply #1240 on: June 23, 2018, 07:43:51 PM »
That would be a good addition O Ilu!!

When u said Swift u mean the speedster?  :cool
 

Offline O Ilusionista

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Re: [BOR] _Avengers United Battle Force_
« Reply #1241 on: June 25, 2018, 02:47:55 PM »
==NEWS==

• Two new NPC were added on the game: Nighthawk and White Tiger, both done by Jhfer.

29 characters so far.

Andromeda, Ant-Man, Arachne, Aurora, Beast Bot, Black Knight, Captain America, Deathlok, Dr. Strange, Emma Frost, Firestar, Firebird, Hawkeye, Iceman, Jean Grey, Jack of Hearts, Luke Cage, Mockingbird, Nighthawk, Northstar, Psylocke, Scarlet Witch, She-Hulk, Storm, Thor, Wiccan, White Tiger, Wonderman and Yellow Jacket.

• There was a time when I wanted to include White Tiger in the game. But she would turn into a Tigra clone but in white.

• First of the two new bosses is finished. And the other one is at 50%.

Offline I-Skorp-I

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Re: [BOR] _Avengers United Battle Force_
« Reply #1242 on: June 25, 2018, 03:23:35 PM »
I'm not familiar with Nighthawk. Who is he? :-??
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Offline O Ilusionista

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Re: [BOR] _Avengers United Battle Force_
« Reply #1243 on: June 25, 2018, 03:25:30 PM »
And old character, which started as a villian.

Nighthawk - http://marvel.wikia.com/wiki/Kyle_Richmond_(Earth-616)
White Tiger - http://marvel.wikia.com/wiki/Ava_Ayala
« Last Edit: June 25, 2018, 04:18:00 PM by .:O Ilusionista:. »

Offline I-Skorp-I

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Re: [BOR] _Avengers United Battle Force_
« Reply #1244 on: June 25, 2018, 03:31:52 PM »
And old character, which started as a villian.

Nighthawk - http://marvel.wikia.com/wiki/Kyle_Richmond_(Earth-616)
White Tiger - http://marvel.wikia.com/wiki/Ava_Ayala

OOOoooo i remember him now. Haha his sprites was so small couldn't get a good look of his face. But the link you posted didn't work so i just clicked on his name on that website and it came up.
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Re: [BOR] _Avengers United Battle Force_
« Reply #1245 on: June 25, 2018, 04:08:52 PM »
Very good adittions man!! Both look great!! I ve always wanted white tiger in Mugen!!  :w00t:
 

Offline O Ilusionista

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Re: [BOR] _Avengers United Battle Force_
« Reply #1246 on: June 25, 2018, 05:50:07 PM »
Nighthawk of the Squadron Supreme/Sinister is in? Who else from that team is making the cut?
Not quite. That version is from another universe (Earth-712). For this game, we are using the main universe (Earth-616) version.

Offline O Ilusionista

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Re: [BOR] _Avengers United Battle Force_
« Reply #1247 on: June 26, 2018, 11:10:31 PM »
[rant mode on]
I spent almost all day programming the random boss system (which I thought would be a lot easier) and it was one of my worst experiences with OpenBOR. It looked like I'd broken OpenBOR in an unimaginable way - it was BUG after Bug ...

In the process, I discovered some very strange things. For example, the "BOSS" setting that you put in the spawn, as soon as the entity dies, is reset. If you put a DEATH animation and try to get the value of the boss, it has been reset. Which does not make the slightest sense.

I tried to use the bosses as if they were weapons of the others, but a series of bugs happened (for example, you do not have a specific animation when you change weapons, and if you try to force an animation via modelcopy, it just does not work). Stranger still: Weaponframe works, but changing Weapon by script made the engine ... mix the weapons! It was part of an animation, part of another, the wrong name (and it worked with weaponframe).

Even if you determine the "BOSS" via script, the engine does not accept that right. As soon as the entity dies, slowmotion does not happen and the engine does not close the stage. Even if you turn on slowmotion via script ... it does not turn itself off as it normally does.

It was simply A NIGHTMARE. A soul destroying experience.
In the end, I managed to do this via script, having to do workarounds to get it the way I wanted it (and it was not 100% yet).
Maybe I'm wanting more than the engine can offer.
[rant mode off]

=======NEWS========

- Fixed Quicksilver bios (and stats). He is NOT biological son of Magneto.


- Improved riseattacks from some characters, like Hulk.

- Items now has a spawn animation and won't pop up out of the blue.

- Some characters won't stay on the air that much anymore when hitting someone, like Beast's Rolling Attack and Wolverine's Drill Claw (which doesn't bounces off anymore).

- Wolverine's Avenger Power now won't fail a lot like before, since the first part of the animation had changed. Now he doesn't moves forward while executing the move, which won't push the target outside the screen.






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Re: [BOR] _Avengers United Battle Force_
« Reply #1248 on: June 27, 2018, 07:10:45 PM »
Yeah brother, life has a strange way of complicating things, but at a least you are upgrading your learning curve. And that experience is invalluable and it will help you to move on.
I dont know if a beeter engine than bor exists that can really let you loose but, your doing a great job as it is, keep up tuning those details that usually make or break the game, and enjoy man!

Offline O Ilusionista

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Re: [BOR] _Avengers United Battle Force_
« Reply #1249 on: June 27, 2018, 08:59:41 PM »
Really thanks for your nice words! Means a lot to me.

=====NEWS======
Kinda technical tidbits, but here we go

• I am constantly trying to improve the game, size wise and resource wise. I managed to save 3.6mb of RAM usage by changing how the bios are displayed on the screen. Instead of using an entity for each character bios (so we are talking about extra 22 entities just for that), I am using a single entity, with a big image, and shifiting its position when I summon them.

And I've discovered something: using "summonframe", there is a limit of how far in Z axis an entity can be. If you try to put an entity with a Z position greater than 2000px, the entity gets killed by the engine - and "offscreenkill" doesn't affects it at all. So, to bypass this, instead of shifting the Z axis, I've used the A (Y) axis. The engine doesn't seams to care about an entity being at 7000px high, lol.

3.6mb of RAM, nowadays, is NOTHING - specially for a Windows port. For Android port, it won't be nothing too.
It could be a life saver if this game runs in WII or PSP, but since it doesn't works (and I have no plans to make it work, since it will grow bigger), its not the case.  But a save is a save :)

• I've trimmed some fat from the game, by removing unused stuff from the folders. This trim helped the game to load a little faster (for example, the bios files were reduzed from 266 files to only 11) and reduced the game size down to 80.1mb. Just for comparsion, the previous release weights 79mb, and we have way more content now.

• Thanks to the constant support and feedback I receive, specially from Psykai, I could improved some characters and made them less subjected to be hit on air. For example, Beast's Rolling Attack now bounces less when hitting something and won't bounce it the target dies.

• Wolverine's Drill Claw now doens't makes him bounce when hit anymore. Plus, his hyper move now fails way less


• Magggas had helped me to fix the moving platforms for Attuma's stage, thanks!

Here is a quick video showing a small part of the progress.


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