Mega Man RPG Prototype Community

Community  »  Search

Use the Community Search page to find specific posts, threads, or other information published to the community by our users or our staff. This is a great way to find answers to common questions or explanations for mechanics you aren't as familiar with. Just use the form below to enter any search criteria you have and then click the "Search" button at the bottom to see what results we can pull up for you.

 

Search by Keyword

Search by Username

Filter by Category

Search Options



Found 213 Threads, 569 Posts 782 Results Total
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on October 21st, 2023 at 6:11pm #1
Rather than creating individual topics for text-related and spelling errors, please add them all to this thread instead. We tried really hard to implement and/or fix everything we could from this list over the last few years, but now that we have a new version of the game and website let's start fresh.

Let me know if a robot quote is spelled wrong, is there's a grammar error in an ability description, or any other typos etc. Fixes like these are easiest to do in bulk, so let's try and keep them collected here in one place. Thank you!
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on October 21st, 2023 at 6:04pm #2
This new version of the prototype probably has a few bugs, as will many versions in our future, but all we can do is fix them as they come up and then move on. Right? Right.

And so, let us use this thread to track such bugs. If something is particularly egregious you can create a new thread so it's easier to debug and troubleshoot, but please try to keep things organized as much as possible.

You may have noticed that all legacy bug reports have been archived. This is just to make it easier for me to focus on bugs with the current version rather than chasing phantoms of issues long since solved.

Anyway, hopefully this thread doesn't get too big but we'll see what happens. Thank you for your help and thank you for playing!
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on October 21st, 2023 at 5:53pm #3
It is with GREAT honor, pride, and pleasure that I introduce you to the NEW Mega Man RPG Prototype.

THIS is the big one.

It's going to take us a bit of time to go over all the updates with everyone officially, so take this as an opportunity to be surprised without being spoiled and enjoy what's new.

We didn't get everything done that we wanted to (or at least I didn't) but I'm still pretty satisfied with what's been put together. Like.... very very satisfied.

Enjoy, let us know what you think in the comments, and uh.... yay! :D
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on July 12th, 2023 at 1:53pm #4
Hello everyone! Long time no talk, eh?

I've been working on an update to the MMRPG over the past few months and I wanted to let everyone here on the website know about it. I've discussed it pretty heavily in the Discord and shown off a lot of previews, but not everyone uses Discord so I figure it's about time I post here on the website too! This is going to be "the big one" where I finally add the things I've been talking about for years and I finally make the game feel "real" (IMO) by adding some much-needed polish (something that MMRPG has been unfortunately lacking for the last 10 years). Let's take a look at what's in the works, eh?



Notable Changes/Features in the Update:
- Expanded the first chapter to include two more intro battles
- Added "camera action" to battles so that they're more dynamic
- Added support for "loop" points in music so it doesn't fade out
- Finally added "sound effects" to the game menus and battle (still a WIP)
- Multiple campaign changes, feature tweaks, ability buffs/nerfs, and misc adjustments
- A super secret feature that has no purpose in-game but is sure to amuse the masses regardless

I'll create a more robust and complete list of changes as we get closer to the release date, but until then I've created a YouTube playlist where I have been posting Dev Progress Updates every few days/weeks. They're just short videos showcasing some of the new polish and features, but they might still be worth watching if you're itching for news. Oldest stuff is at the top while newer stuff gets appended to the bottom. Enjoy! :)

Mega Man RPG Prototype | Dev Updates & Previews 2023









I have no ETA on when this update will be ready, but I hope you will continue being patient with me while I continue to work on it. I'm super excited about it and I hope you are too. Oh! This is very important; THANK YOU ALL so so so much for playing and continuing to hang out here and providing feedback over the years and just making this place the wonderful place that it is. I do this because I love Mega Man, but I also do it for you and I'm so happy you've stuck with me all this time. I can't wait to release this for everyone and I look forward to your feedback and (hopefully) excitement. :P

Regards,
- Adrian
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on March 27th, 2021 at 9:17pm #5
Hello everyone and sorry for the long hiatus! I had some personal obligations to tend to and then I had a bit of a health scare but I think I'm out of the woods now. Before all that happened though I started working on a small update that I finally had time to complete today. Sweet!
With this update comes two new formatting options, one bigger than the other. First let's talk about the smaller one...

New Formatting Option #1: Relative Positioning

From now on, all player/robot/ability/item/object/shop sprites will take an optional "position" argument at the end of their formatting code that will allow you to shift them horizontally or vertically by X or Y number of pixels. It's a small change but when setting up scenes it'll allow you to arrange your sprites more dynamically.

Example Code

Without relative positioning:

quick-strike rhythm disco


[ability:left:01]{quick-strike} [robot:left:victory]{rhythm} [robot:left:slide]{disco}


With relative positioning:

quick-strike rhythm disco


[ability:left:01:-36,0]{quick-strike} [robot:left:victory:12,12]{rhythm} [robot:left:slide:50,0]{disco}

It's pretty straight-forward once you take a look at the code, but let me know if you have any questions. The only thing to note is that the "X" co-ordinate is relative to which way your sprite is facing. Positive values move the sprite forward and negative ones move them backwards. The "Y" position is the same regardless (positive is up and negative is down).

New Formatting Option #2: Comic-Style Layouts

This one requires a lot of explanation that I don't have time for at the moment, so instead I'll just show you an example. Feel free to copy/paste the example code(s) at the bottom and modify to fit your needs and don't forget you can use the new "Preview Thread Formatting" button to test as you go.
dr-light    mega-man        met met met

Mega Man decides that it's time to do something about the Mets in the lab. He charges into the room and aims his buster at the targets.
mega-man Stand down, Mets! We're taking back the lab!
metmetmet Never!
mega-man Then you leave me no choice!
          attachment-defeat attachment-defeat attachment-defeat

dr-light    mega-man        met met met


After an unsurprisingly quick battle, Mega Man defeats the enemy mechas in the lab. He and Dr. Light quickly decide to search for Roll.
dr-light That was quick! Thank you, Mega Man!
mega-man No problem, Dr. Light! Now let's find Roll!
dr-light That's right! We're coming for you Roll!
       dr-light    mega-man    auto

Dr. Light and Mega Man discover a fully functional backup of Auto and digital versions of nearly all their equipment, but no sign of Roll.
mega-man I feel like we should have found her by now...
dr-light Where could she be? Auto-bot, have you seen anything?
auto Negative, sir. I've only been active for a few minutes.
super-arm-8        roll_alt2        trill    super-arm-8

Meanwhile in another part of the lab, Roll comes face to face with a new threat. An alien lifeform named Trill sent to cleanse the planet of evil...
roll I don't understand, what do you want from us?
trill Want? The cosmos demands justice! And balance!
trill Your planet has neither and must end.

[comic-layout]

[comic-panel]
[background-light-laboratory]
[foreground-light-laboratory]
[player:right:06:0,-5]{dr-light} [tab] [robot:right:shoot]{mega-man} [tab][tab][tab] [mecha:left:taunt]{met} [mecha:left:base:0,-10]{met} [mecha:left:shoot:0,-5]{met}
[/foreground-light-laboratory]
[/background-light-laboratory]
[intro]Mega Man decides that it's time to do something about the Mets in the lab. He charges into the room and aims his buster at the targets.[/intro]
[quote-left][robot:right:shoot]{mega-man} [Stand down, Mets! We're taking back the lab!]{copy}[/quote]
[quote-right][mecha:left:shoot]{met}[mecha:left:defend]{met}[mecha:left:defend]{met} [Never!]{none}[/quote]
[quote-left][robot:right:shoot]{mega-man} [Then you leave me no choice!]{copy}[/quote]
[/comic-panel]

[comic-panel]
[background-light-laboratory]
[foreground-light-laboratory]
[layer:66%][sprite] [tab] [sprite] [tab][tab][tab] [ability:left:03:-5,-5]{attachment-defeat} [ability:left:02:-5,-15]{attachment-defeat} [ability:left:03:-5,-10]{attachment-defeat}[/layer]
[layer][player:right:03:0,-5]{dr-light} [tab] [robot:left:taunt]{mega-man} [tab][tab][tab] [mecha:left:defeat]{met} [mecha:left:defeat:0,-10]{met} [mecha:left:defeat:0,-5]{met}[/layer]
[/foreground-light-laboratory]
[/background-light-laboratory]
[intro]After an unsurprisingly quick battle, Mega Man defeats the enemy mechas in the lab. He and Dr. Light quickly decide to search for Roll.[/intro]
[quote-left][player:right:03]{dr-light} [That was quick! Thank you, Mega Man!]{defense}[/quote]
[quote-right][robot:left:taunt]{mega-man} [No problem, Dr. Light! Now let's find Roll!]{copy}[/quote]
[quote-left][player:left:05]{dr-light} [That's right! We're coming for you Roll!]{defense}[/quote]
[/comic-panel]

[comic-panel]
[background-light-laboratory:left,top]
[foreground-light-laboratory]
[tab][tab][tab] [player:left:base]{dr-light} [tab] [robot:left:base:0,-10]{mega-man} [tab] [shop:right:base]{auto}
[/foreground]
[/background]
[intro]Dr. Light and Mega Man discover a fully functional backup of Auto and digital versions of nearly all their equipment, but no sign of Roll.[/intro]
[quote-left][robot:left:base]{mega-man} [I feel like we should have found her by now...]{copy}[/quote]
[quote-left][player:left:base]{dr-light} [Where could she be? Auto-bot, have you seen anything?]{defense}[/quote]
[quote-right][shop:right:base]{auto} [Negative, sir. I've only been active for a few minutes.]{energy}[/quote]
[/comic-panel]

[comic-panel]
[background-light-laboratory:left,bottom]
[foreground-light-laboratory]
[ability:right:07]{super-arm-8} [tab][tab][tab] [robot:right:defend:0,-10]{roll_alt2} [tab][tab][tab] [boss:left:shoot:0,-10]{trill} [tab] [ability:right:07]{super-arm-8}
[/foreground]
[/background]
[intro]Meanwhile in another part of the lab, Roll comes face to face with a new threat. An alien lifeform named Trill sent to cleanse the planet of evil...[/intro]
[quote-left][robot:right:defend]{roll} [I don't understand, what do you want from us?]{none}[/quote]
[quote-right][boss:right:summon]{trill} [Want? The cosmos [i]demands[/i] justice! And balance!]{space}[/quote]
[quote-right][boss:left:shoot]{trill} [Your planet has neither and must end.]{space}[/quote]
[/comic-panel]

[/comic-layout]

The main things to note are:
- The entire thing must be wrapped in "comic-layout" tags
- Each panel must be wrapped in "comic-panel" tags
- The scene must have background and foreground wrappers
- An "intro" is nice but not mandatory, sets up scenes nicely
- The "quote" blocks must have the sprites first and NOT inside any other tag
- The "quote" blocks must have the text next and it MUST be wrapped in a type-span
- It doesn't look/work great with super-long text, so try to keep your dialogue short and sweet (which is a good writing technique anyway when creating webcomics)
- The layout code, in general, is a bit finicky so don't say I didn't warn you! You can experiment but if what you're trying doesn't work it might be by-design so please don't get mad :P

Okay that's it! Sorry if I broke anything, I'll do my best to fix it ASAP, and please let me know if you have any questions. I'll try to get back into the groove of things once things settle down in my personal life, and sorry again for going MIA for a while. Peace!
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on December 4th, 2020 at 11:15pm #6
Hello everyone! Long time no update, eh? Welcome to our End-of-the-Year 2020 Update Megathread : An Overview of What's Changed.

New Mega Man RPG Prototype Logo

First things first - we have a new logo! Thanks to our very own Rhythm_BCA (recently promoted to a full-fledged administrator, btw) we have a brand new logo for the website and the game and it is darn tootin' sexy! Just look at the thing! Nice big pixel art, dynamic poses, fancy new fonts, and colours that really pop - it's perfect! We've updated the main website, the game's loading & home screens, our Discord channel icon, and will eventually update our other social media pages as well. I've been sitting on this for quite some time and I'm so happy to finally share it with everyone! It looks so awesome and gives the entire MMRPG a much-needed coat of fresh paint. :)

Now let's get into the meat of the update.
  

New Code Structure & Admin Panel Functionality

I'll try to make this one quick as I know most of you wont really care, but at least 90% of this update was dedicated to restructuring the code and adding new functionality to our developer admin panel. I worked at least five days a week for the last six months making changes to nearly all aspects of the game's code and by the end of it I made over 3000 individual commits to the project.

Every single piece of game content has been modularized (basically, split into separate sub-projects instead of everything being in one blob) and each new sub-project has been made into its own private Github repository to prevent (most) leaks and spoilers. Robots have their own repo, abilities have their own repo, items, players, challenges, fields, etc. etc. Even redacted have their own repo! It's crazy.

More importantly (or at least more conveniently) us developers now have a fully functional admin panel where we can create and manage all manner of game content in one place. No wait, I lied, we have two admin panels. We have a "dev" version where the team and I can create/edit/test things and then when we're ready we can "publish" it to Github and then "pull" it to the "live" admin panel and website. The power of science is truly amazing!

Okay, now onto the more fun stuff...


New Sprites for Several Robots AND Bosses



The famous adversaries King, Buster Rod G, Mega Water S, and Hyper Storm H have had their visuals added to the game! Although they haven't yet made their appearance officially in the campaign, feel free to take a look and gaze upon the mighty tin-plated tyrant and his... uhh, motley crew of animal jesters?
  A few other robots have received minor sprite updates too - see if you figure out which ones. ;)


Base2 Sprites FINALLY Added to Idle Animations

For the past few years, Rhythm_BCA and MegaBossMan have been tirelessly adding new frames to all robot masters called "base2" frames meant to be used as additional idle animations once the feature was ready. Well, now that every single robot master has one they can finally be added to the game! Most of these are subtle, some not-so-much, but every one was made with love and now players can catch a glimpse of them randomly in battle whenever a robot is cycling through its idle animations. Super cool!



Fast Robots Can Now Rapid-Fire Shot Abilities

The Speed and the various "shot" abilities have all been given a huge buff. From now on, whenever a robot is significantly faster than its target, it can rapid-fire certain abilities; namely the Buster Shot as well as any of the elemental shots (Water Shot, Nature Shot, Flame Shot, etc.).

This mechanic is triggered whenever the user's Speed stat is at least 2x higher than the target's, and will fire one additional shot for every magnitude higher the user's speed is than the opponent's. So if your robot is 2x faster it'll fire two shots, if your robot is 3x faster it'll fire three shots, etc. Be careful though, as this works both ways!

Each additional shot fired will have slightly lower firepower (diminishing returns and all) but the effect can still be hugely beneficial or detrimental depending on which side of the buster you're on.


New Hold Items: Chrono Circuit & Cosmo Circuit

A new set of elemental(?) hold items have been added to the list. Say hello to the Chrono Circuit and the Cosmo Circuit. Much like the previous circuit items these items give the holder a new affinity in exchange for a new weakness, but this time instead of having a four-way weakness cycle it's just the two of them. The Chrono Circuit gives the holder a Time type affinity in exchange for a [Space]{type} weakness, while the Cosmo Circuit has the opposite effect.



I wonder if the genesis of these new circuits is in response to a certain overpowered ability? I guess we'll never know.


Mega Man 11 Tracks Uploaded to the Game

As of this update, all eight robot masters from Mega Man 11 have had their Sega Genesis music remixes uploaded and added to the Prototype! These tracks, like all the rest of them, were created by our favourite remixer TheLegendOfRenegade. Please check out his YouTube channel, his Patreon, and/or his SoundCloud for more of his work. Fuse Man and Acid Man's challenge missions have been updated to use their new tracks, and any time you encounter them or any other MM11 robot in the wild (in the lead position) their new theme will play. Awesome!

In addition to the Mega Man 11 robots, Oil Man has finally been given his own Sega Genesis remix! He will no longer be using Tengu Man's music from Mega Man & Bass and will instead be using his own theme from here-on-out. Let's have a round of applause for this much need and anticipated change. Woohoo!


Alt Costume Previews in Kalinka's Shop

Kalinka's Shop has received a minor convenience update in the form of previews for the various alternate costumes she sells. From now on, all you have to do is hover over an alt in her show and a popup should appear showing you what the new skin will look like on your robot. Hope this helps those tight on funds get the outfits they want without needing to look it up in the database first.



Unlockable Robots More Visible in Database

When viewing the on-site robot database, robots that are NOT unlockable yet will be faded while those that are unlockable will appear normally. A small UI update to be sure, but a helpful one if I do say so myself.



In-Battle Options Menu Now Colour-Coded

Another small UI update but one that will help prevent some people (like myself) from clicking the wrong buttons all the time; the in-battle "Options" menu now has colour-coded buttons with the "Return to Main Menu" appearing in a scary red colour so you don't accidentally click on it when you don't want to.




Other Miscellaneous Changes

- Each ability now contributes a different amount of battle points to your leaderboard score rather than every single one simply earning you 2000 BP (common abilities worth less, rare abilities worth more)

= Hard Knuckle elevated to T2, given the Impact / Missile type and increased damage (18 > 28)

- Buffed Magic Card's damage slightly (12 > 16), still a T1 though

- Fixed a bunch of ability typos as per ThatOneEnderMan's post in Aug 2018, will fix more over the next few weeks as time permits

- A new feature/mechanic has been added to the game that I can't talk about yet. Stay tuned!

Alright, that's all for today folks. Thanks for baring with the initial bugs while I fixed them and thanks for sticking around and playing the game long enough for us to get this far! Please look forward to more updates in the near future and let us know if you have any feedback, wishes, or other thoughts related to the new updates! Oh, and overall, have fun! :D

Regards,
- Adrian
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on May 6th, 2019 at 12:26am #7
Hello again, and thanks for checking in! Continuing from where we left off in that other thread, we'll be posting all news, updates, and patches for the game in this thread over the new few months (Q2 of 2019). Let's get started, shall we?
2019 Game Update #14: Kill the Field Shop / Release the Robots

Hello and welcome to the month of Nature! As you can see, April's showers have ended and May's flowers have started to bloom in the form of a new Rogue Star! Though it may take another week or so for a new robot to appear, a handful of other small but nonetheless impactful updates have been made to the game's campaign in the meantime. Most of these changes cater to newer players but veterans may find some of these changes interesting as well;

- Kalinka's Field Shop has been removed entirely, you do not need to buy fields any more
- User's are no-longer awarded BP for unlocked fields because that's not a thing any more
- Relevant fields are unlocked for use in the Player Editor as soon as the robot is unlocked
- Relevant fields are unlocked for use in the Profile Editor as soon as the robot is unlocked
- MM1,MM2,MM4, and MM3 fields will all appear in the Star Fields chapter automatically now

- Kalinka now unlocks the "Legacy Codes" first, "Dress Codes" after (order was swapped)
- "Legacy Codes" were renamed to "Master Codes" and now grant to access the Robot Shop
- All unlockable robots can now be encountered and unlocked via the Star Fields chapter
- The Robot Shop now requires scanning and defeating the target if you want to purchase
- All unlocked robots from MM1-11 will now appear in the Robot Shop in case you missed them
- (Users can now decide; unlock robots w/ Neutral for free or pay zenny for easier shop option)
- If a Star Field mission has unlockable robots inside, the star will visibly shake on-screen

- Tweaked post-game text slightly to show which bonus chapters were unlocked
- The "Player Battles" bonus chapter is now unlocked in the post-game via the Light Program
- The "Challenge Mode" bonus chapter is now unlocked in the post-game via the Wily Program
- The "Star Fields" bonus chapter is now unlocked in the post-game via the Cossack Program

- Air Twister buffed with higher damage + accuracy, added Target Module support, fixed WE bug
- Tweaked Copy Soul so it will not change the user's core type, only generate if no held item

And that's it for today! I hope these changes help to make the game more interesting and accessible for both newer players and veterans alike, and please look forward to another update next week! Will it be a new robot to go with our Nature-type Rogue Star in orbit or will it be something else entirely? Stay tuned, enjoy, and thanks for playing!
2019 Nature Rogue Star Robot Master Release #1: Fun-in-the-Sun Solar Workout Rerun

The Titanic Fireball Robot from Mega Man 10, Solar Man, becomes playable starting TODAY! With an excess of chlorophyll-based energy this month, Solar Man feels especially pumped on making gains, so pumped in fact that he's become fixated on making his 'Solar Workout' program known worldwide! It's a sturdy regiment, but give him a neutral attack-centered workout and he'll be sure to abandon his program faster than a keto diet! Along with his alts, Solar Man also brings with him the Solar Blaze ability; this dual-core Flame / Explode move will sit and absorb damage once fired, and then gloriously combust at the end of the turn! He'll be available for the rest of the month, so log on in and let this fitness freak know the true meaning of "Sun's out, guns out." And stick around to see what other Robot Masters may show up now that the sun's out in full force!
2019 Game Update #15: Put That Item Away!

In the lead-up to the next Nature-type robot master, a few other miscellaneous tweaks have been made to the game. Let's go over them below:

- Several pinned #bug-reports from the Discord channel have been fixed, mostly regarding how enemy robots target the player
- Fixed a pretty major bug regarding starforce and bonus stats of target robots in Star Field missions (especially during a Rogue Star)
- Added (very) simple idle animations to shop keeper and player editor sprites, simply loops between two frames for some motion
- The Mecha Support ability has been buffed; the summoned mecha now copies the summoner's stats, compatible abilities, and auto-attacks at the end of the turn
- Updated boost/break/swap abilities so that mechas are able to use them on allies (just like support robots Roll, Disco, Rhythm)
- Converted Gravity Hold from a robot attachment to a field attachment so it stays in-place after certain switch moves
- A new button has been added to the in-battle "Item" menu that allows the active robot to return/add their held item to the inventory (works well with Copy Soul!)
- Added a star-rating to the end of battles, tweaked battle-complete printout and markup, adjusted calculations a bit too (star-rating is just for fun, no actual effect)

That's it for now, but you can look forward to new robot some time tomorrow! Have fun!
2019 Nature Rogue Star Robot Master Release #2: Hornet's Animal Kingdom

The Flower Pollination Robot from Mega Man 9, Hornet Man, buzzes in! With a calvary of rabid hornets and Robot Masters at his side, Hornet Man's reclaimed the wilds in order to create a perfect polli-nation! The only pesticide that will work in this scenario will be neutral-based attacks, and once you've done so, Hornet Man and his hive will tone down their killer bee antics and become available for the player to use in battle! Along with a full set of dazzling alts, you'll also gain access to the Hornet Chaser ability; if you defeat your opponent with this Nature / Missile attack, you'll completely steal the item they're holding onto! And if it's a consumable, the active robot will receive its benefits immediately! Hornet Man will be available for the entire duration of the Nature Rogue Star month, so go take on his 'Animal Kingdom' Challenge and keep his colony from collapsing foolheartedly! And keep an eye out for when the last Nature Rogue Star robot blooms!
2019 Game Update #16: Introducing the Challenge Board

As many of you have already noticed, a new feature has been added to the game regarding challenge missions and their rewards.

Previously, only the three most recent challenge missions would be available at a time and they would appear automatically in your mission select menu. If you were unfortunate enough to miss a challenge, you'd be out of luck and unable to access it going forward. Additionally, even if you were able to access the challenge in time, there was no real need or incentive to complete it. Once you unlocked the robot master inside, you could pretty much ignore the mission going forward. Lastly, because these exclusive robot masters would eventually appear in the shop, with a little patience you could avoid the challenge all-together and be no worse for wear.

Going forward, a lot of that has changed. First and foremost, a new section has been added to the Player Editor called the "Challenge Board". This new section (available post-game as long as you have the Wily Program) allows you to select any three challenge missions (yes, even old ones) and assign them per doctor, allowing up to 9 challenge missions to be accessed at once. All new challenges will be released this way going forward, so be sure to check your Player Editor whenever a new one drops. Now, why would you want to access old challenges if the robot masters are already in the shop? The answer is Battle Points.

Your challenge mission victories are now graded based on how many robots and turns you used vs how many turns and robots were allowed, and then you're awarded BP for your efforts. Didn't get a good enough score? Try again and again until you're satisfied with your rank - only your highest rank/points will be counted toward your current leaderboard position. Victories are ranked from S, A, B all the way to down to F and these grades are just a rough estimation of your overall performance in the mission. For some missions, an S-rank is simply not possible (yet), while in others it might be super easy. It's up to you - the players - to see how far you can push each mission.

If you're ever curious about how well you or another player did on certain challenge missions, check the points section of your/their leaderboard profile and hover over the mission's name - you'll be presented with the user's rank, robots, and turns used to complete that mission.

Share, compared, and discuss - who knows what strategies will be born of this new feature? Either way, let us know your thoughts here or in our Discord channel, and thanks for playing!
2019 Nature Rogue Star Robot Master Release #3: Plant Man's Secret Garden

The Flora Analysis Robot from Mega Man 6, Plant Man, takes root! With the enchanting weather stemming from the Nature Rogue Star, Plant Man’s holding a lovely garden party for him and his closest friends, but he didn’t count on you crashing it! …. That’s rather rude, but regardless, defeating Plant Man with only neutral-based attacks will let him spend his leisure as a member of your team of Robot Masters! Plant Man comes with a set of new floral alts, as well as his signature Plant Barrier ability; this attack raises a defensive shield of petals that not only withstands damage, but continually heals the user after every turn! Plant Man completes the set of environmentally-friendly Robot Masters, which in previous weeks featured Solar Man and Hornet Man, so go green and give them a trimming they won’t forget!
2019 Crystal Rogue Star Robot Master Release: We Are the Crystal Gemstones

The Gemstone Counterfeiting Robot from Mega Man 5, Crystal Man, outshines the competition! In a new Challenge, an eclectic group of invading gemstone-based robots challenge Earth for its resources, and it’s up to you to quell this group’s commander by defeating him with only Neutral moves! Crystal Man comes with not just one, but TWO new abilities: Crystal Eye finds the weaknesses of an opponent’s soul to always strike for super-effective damage (splitting off to hit benched foes too), while Crystal Mind enables the user to enter a zen-like state and raise all their stats in a single turn! Crystal Man is the last Crystal Robot Master to join the cast, but guess again if you thought that was it for abilities…

Not only did Crystal Man foresee his own abilities, but he predicted new moves for his accompanying companions, Jewel Man and Gemini Man, as well! Jewel Man’s new move ‘Jewel Polish’ buffs him or an ally so well that any negative stat changes and field hazards are completely removed from the afflicted! And in one of our most outlandish abilities yet, Gemini Man’s signature ‘Gemini Clone’ attack allows the user to DUPLICATE themselves, allowing them to attack twice in a single turn given they have the Weapon Energy for it! With these updates, the sheer fundamentals of Crystal-cores have been completely renovated and refurbished; give it a shot today by defeating Crystal Man in his signature Challenge and by breaking his phony prophecies -- and his spirits too, while you’re at it.
2019 Game Update #17: Marathon the New Endless Attack Mode (Beta)

Say hello to the new Endless Attack Mode - an endless, procedurally generated mission where the goal is to see how far you get before all your robots are disabled or you quit. With each new victory, the opposing team will gradually grow in strength, inventory, and numbers -- get far enough along and they might even surpass their regular leveling limitations! Meanwhile, your own robots will begin to tire in strength as they tire in life and weapon energy, so ensuring you've brought the proper equipment and abilities to continue your pace is key. Also, please take notice that this new mode is currently labeled as a beta: beyond the zenny you earn playing, any progress and records you've made will most likely be reset as we continue to iron out any kinks or issues in testing the new Endless Attack mode. That being said, beta testing is a collective effort, so it's massively important you let us know about any thoughts and qualms you have, whether it be gameplay or bugs-wise, so that they can potentially be addressed for our final version! To play the new Endless Attack mode, simply log into your game, take a look at the Challenge Mode tab, and click on the new Infinity button demonstrated on the screenshots above to get started. Remember to post your feedback below, and do your best in achieving your personal record!
To keep up with updates as they happen, please take a glance at our Github commits page from time to time; we can't necessarily update everyone about every change, but every change is indeed labeled in this log for you to stay updated on.



...more to come?
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 5th, 2019 at 11:42am #8
Historically, these updates have only been posted to our chat room but going forward I'm going to be copy/pasting those transcripts here for the rest of the community to see. I'll be posting each update here in the opening post and in the comments below in order to facilitate a more organized discussion. Now then, let's get started!
2019 Game Update #1: Let Sidequests be Side Quests!: (2019/01/05)
Starforce was always meant to be a casual, post-game sidequest that players could opt-in to. Unfortunately, my overemphasis on balancing throughout the years morphed it into something else entirely until it was overbearing and loathsome. While a lot of its other issues have been fixed by now, mandating the collection of stars during the campaign was probably my biggest sin. Well... that ends today! Collecting stars is now a 100% optional side-quest that is not in any way required to progress through the campaign. In fact, stars can only be found in the optional Star Fields chapter now, making the campaign significantly less frustrating to get through. I'm aware of the effects this will have on the leaderboard, but given the fact that another leaderboard / battle point reboot is imminent I'm not too worried. Now then, what else does this patch include?
- Each doctor has a custom "current chapter" marker now, showing where they are in their campaigns
- All three doctors have had spiffy new sprites created by Rhythm_BCA and they all look fantastic and way better than before
- Each of the doctor's campaigns can now be completed *independently* of each other, no more going back-and-forth if you don't want to
- Popups for when a doctor unlocks a new chapter, better popups for a doctor completes their campaign and for when they unlock their bonus chapters
- Miscellaneous bug fixes and UI tweaks to mission select screens
- Veteran players may see a lot of popups for the bonus chapters *and I'm sorry*
2019 Game Update #2: The Great Battle Point Reboot of 2019 (2019/01/12)
As part of a major update to the game's mechanics, all battle points and leaderboard standings have been reset and recalculated. Your score is no longer based on your turn count in missions, but rather the progress you've made in the overall game and the items, robots, abilities, etc. that you've collected. Please check the "Points" tab of your leaderboard profile for a detailed breakdown of where all your points are coming from. Additionally, you can check the Item Database page on the website for the BP values of every item in the game. All details and specific point values aside, the main takeaway from this update should be this; It is no longer required or necessary to OHKO every robot in a single turn in order to climb the leaderboard and doing so will affect nothing but how much zenny you earn from missions. Let us know what you think and/or any questions you have in the #game-discussion Discord channel or right here in the community. Thank you all for playing!
2019 Game Update #3: Minor Tweak to Reggae's Weapon Shop (2019/01/13)
A new "Core Gauge" has been added to Reggae's Shop that makes it easier to keep track of how many of each core type have been sold to Reggae. This is important as *all* elemental abilities in Reggae's Shop now require you to have sold him the relevant core types (a mechanic which was previously reserved for the Shot/Buster/Overdrive abilities). Tier 1 abilities for an element will start to appear after you've sold at least 3, Tier 2 will appear after at least 6, and Tier 3 after you've sold at least 9 (at which point the gauge will simply show a star icon). Not all abilities have Tier 2 or Tier 3 weapons (yet), but they function the same as any other type for consistency (and to facilitate future content, of course). This addition is more geared towards newer players or those still in the middle of the campaign, but some veterans may find it useful as well. Thanks again for all the testing and bug-reports from yesterday's BP reboot, and don't forget to vote in our new robot master poll!
2019 Game Update #4: Rogue Stars Have Entered Orbit (2019/01/19)
A new event mechanic referred to as "Rogue Stars" has been introduced to the game and is available as soon as you complete the main campaign. Rogue Stars appear every weekend, come in every elemental type, and last for 48 hours before disappearing until the next event. Rogue Stars act as a kind of global Starforce, granting all core-matched robots in the game with a huge power boost for a limited time. The element of orbiting Rogue Stars will change from month-to-month, starting out as Freeze-type for this month but changing to something new in February, and then again in March, and so-on. Take this opportunity to level-up and power-up your winter robots if you haven't already, and *maybe* if they try hard enough they can help you win some player battles. Enjoy!
2018 Game Update #5: Winter Robot Special
As a holiday treat, three new Freeze-core robots wielding three new Freeze-type abilities have been added to the Prototype. Blizzard Man (MM6) with his Blizzard Attack, Freeze Man (MM7) with his Freeze Cracker, and Frost Man (MM8) with his Ice Wave can now be purchased in Kalinka's Shop. Cool! Speaking of Kalinka's Shop, the default price in the Robot Shop has been reduced and loyalty discounts are now available to high-level customers. Awesome! Now get out there and buy some new robots!! What's that? You say new robots are great but grinding for maxed-out stats can be tedious? Well then, it's your lucky day because robots that have reached level 100 now receive 100 times the normal amount of knock-out bonuses in battle! Amazing! Last but not least, Roll has received two new alternate outfits based on her appearance in Mega Man 11! Isn't that great? Okay, I think that's everything so.... wait I feel like I'm forgetting something... Oh, never mind - it's nothing. Anyway, wishing you a "Happy Holidays" from the whole team!
2019 Game Update #6: Interstellar Robot Special (2019/02/10)
This month's Rogue Star is Space-type and with it comes a handful of stellar new content. First up are new sprite sheets for Star Man done by our very own Brash Buster! Star Man's new sprites are great and his pallet is much more in-line with the other robots in the game. His sheet is also the first one were we've deliberately passed on using the old "bevel-shading" technique... and I think the results speak for themselves! Going forward, all future sprites will *not* be bevel-shaded and over the next few months all existing robots will have the shading removed too. This is a great thing and it will make future content and updates so much easier for the staff it cannot be overstated. Now, moving on we have a new ability and three new alts for Galaxy Man which is perfect because Galaxy Man is unlockable now! The Galaxy Bomb is a Space/Explode-type ability that creates a black hole behind the active robot, dealing damage to them or anyone who switches in at the end of every turn for five turns. This is our first damage-over-time ability and it was really fun to program! Last but certainly not least, we have the newly added Astro Man and his new ability plus three new alts - and yes, Astro Man is unlockable too! Astro Man's sprite sheet, like Galaxy Man's, was created by our very own MegaBossMan and all I can saw is wow. The victory pose on that guy is just out of this world! Astro Man's new ability - the Astro Crush - is a Space/Impact type that sacrifices a bit of the user's attack stat to deal heavy damage to all robots on the opponent's side of the field! You can purchase all three of these robots in Kalinka's Shop as per usual, and their corresponding abilities can be found in Reggae's Shop a-la-carte if that's more your thing. Please take advantage of the Rogue Star in orbit for the rest of this month and we hope you all enjoy the new content! Thanks for playing!
2019 Game Update #7: Seven New Mega Man 2 Abilities (2019/02/23)
A grand total of seven new abilities have been added to the game, all of which are learned by the Mega Man 2 robot masters via level up, and several more abilities have been buffed or otherwise tweaked to better compliment the new abilities in this update. Finally, every single MM2 robot has a T1 and a T2 ability, just like the MM1 cast! (Yes, MM4 will get secondary abilities someday too, but for now let's just focus on the MM2 ones okay?). Many new mechanics are introduced via these abilities, so I hope you try them all out at least once! Please check the shop for a quick way to get these new abilities via zenny OR take the appropriate robot master into battle and simply level them up at least once (or simply defeat an enemy if at level 100 already). For a complete list of what has changed please see each new ability's description in the database, but to summarize each of the new abilities' effects: Metal Press (T2, break-all), Air Twister (T2, evade-n-counter), Quick Strike (T1, target-item-drop), Crash Avenger (T2, revenge-of-fallen), Flash Pulse (T1, volt-switch), Crash Burner (T2, slowing-burn), and Leaf Tall (T1, five-hits). Please also note the following abilities have also been tweaked or buffed in some way: Air Shooter, Quick Boomerang, Flash Stopper, Leaf Shield, and Blizzard Attack. Please enjoy these new abilities and please let us know if you have any questions or concerns in the appropriate channels. Thanks again!
2019 Game Update #7.5: Core Shields and Admin Updates (2019/03/14)
This is a fairly small half-update that's more about back-end improvements than it is about new front-end content. There's a certain feature that's currently being tested and should be available to the public in the next month or so, but for now it's limited to just developers. Stay tuned for more info on that next time. For now, let's go over what you do have access to:
- New "Boss Field" mission has been added to the bonus Mission Randomizer chapter
- Held cores now have a new mechanic in that they auto-cast a 6-turn core shield at battle start
- Misc minor bug and text fixes
Alright, have fun and let us know if you encounter any bugs. :P
2019 Game Update #7.75: Star Field Music Updates (2019/03/16)
A new musical update has been applied to missions found in the Star Fields bonus chapter. From now on, in all Star Field missions, the game will automatically check to see which robot master is leading the enemy party and then search the game's music database for a matching stage theme. If it finds a matching theme, it will automatically switch the mission's music to that theme instead of the default one. Pretty cool! Of course, I'm referring to the Sega Genesis remixes created by YouTuber / professional remixer TheLegendOfRenegade (the ones we've been using in the game since 2013). Most of these tracks were created by Renegade years ago but are only now seeing their inclusion in the MMRPG - sorry for the long wait! Now, only a handful of games have their complete soundtracks added right now, but I'm going to do my best over the next 1-2 months to get the rest of them in there too. Enjoy!
Here are the games that have all their RM themes available right now: MM1, MM2, MM3, MM4, MM9, MM10, MM&B
Here are the games that I'll be adding over the next month(s): MM5, MM6, MM7, MM8
2019 Game Update #8: Sheep Man's Woolly World! (2019/03/16)
It is my pleasure to announce the very first "special event" challenge mission of the MMRPG and the new method by which we'll be introducing unlockable robots going forward. Eventually missions like this will appear in their own separate chapter, but for now please check your "Star Fields" tab to gain access to the new mission. This mission is special in that it is currently the only way to unlock Sheep Man as a playable character and it will only be available for a limited time. That's right - you only have until Sunday, March 17th at midnight to unlock this robot master, so get your butts in gear! What happens next weekend? And what about next month?! Well, I guess you'll have to wait to find out. :)
Good luck!
2019 Game Update #9: Dynamo Man Challenge Mission! (2019/03/23)
It's the weekend and you know what that means - another Rogue Star! And just like last weekend, this Rogue Star brings with it a new playable robot master, a new unlockable ability, and a new challenge mission! Weather the rainstorm to defeat Dynamo Man and his knot of slippery cohorts in this shocking Special Event Mission! If you can defeat Dynamo Man using only Neutral-type abilities, you'll unlock him for use in battle! Note that it is not required to beat the actual mission to unlock Dynamo Man, you just need to defeat him. This special event mission will be available until Sunday at 11:59pm UTC and will disappear after that. It is currently the only way to unlock Dynamo Man until he's added to the shop sometime in the future. Good luck!
2019 Game Update #10: Fuse Man Challenge Mission! (2019/03/30)
It's the last weekend of the month and with it comes our last Electric-type Rogue Star! Just like last weekend, this Rogue Star brings with it a new playable robot master, a new unlockable ability, and a new challenge mission! Think fast if you want to defeat Fuse Man and his charge of speedy brethren in this sparking Special Event Mission! If you can defeat Fuse Man using only Neutral-type abilities, you'll unlock him for use in battle! Note that it is not required to beat the actual mission to unlock Fuse Man, you just need to defeat him using only Neutral-type attacks. This special event mission will be available until Sunday at 11:59pm UTC and will disappear after that. It is currently the only way to unlock Fuse Man until he's added to the shop sometime in the future. Good luck!
2019 Game Update #8/ 9 / 10: Electric Rogue Star Robots On Sale-- Now! (2019/04/07)
The conclusion for the exclusive Electric Rogue Star robots has arrived! From this point forward, Challenge robots from the preceding month will be made permanently available in Kalinka's shop, during the first weekend of the new month. Obviously if you want new exclusive robots ahead of the curb, and with their provided Rogue Star stat bonuses, you can still choose to test your might in their challenges. However, if these events have simply proven too difficult for you in the past, you can take solace in the fact that they'll be readily available later down the line, though admittedly not without a little extra patience as a trade-off. Sheep Man, Dynamo Man, and Fuse Man should all appear NOW in the Bonus Field and Star Fields, so all you have to do now is scan them in battle and purchase them in Kalinka's shop! For those of you who missed your shot the first go around, happy hunting and make sure you do so quick enough to catch the train for this month's *Water-core* challenge exclusives!
2019 Game Update #11: Introducing Challenge Mode (Beta Version)! (2019/04/13)

The first public version of our "Challenge Mode" is finally ready for your viewing pleasure. This "beta" version contains only a portion of what will be available in the full release, but I'd still like to go over the details for clarity. Let's go over what has changed in this update one-by-one so everyone gets' the "big picture":

+ First and foremost, Rogue Stars will no-longer apply to Player Battles or Challenge Mode missions. That's right, they're completely disabled when attempting either of these two battle types. This was done to make Player Battles more fair and to ensure future Challenge Missions are designed in a less time-sensitive manner (like, for example, not relying on the Rogue Star boost to make things challenging).

+ Regarding other missions types, Rogue Stars still have the same effects as before and you can now _see_ Rogue Stars in-battle where applicable. Eagle-eyed players may have noticed that the power of Rogue Stars has changed too. We're trying a new thing where the star gets more and more powerful as the month goes on. How high will it go before the month is over?

+ The actual "Challenge Mode" tab is now available for players who have entered the post-game / completed the final missions. Until further notice, this tab will display the three most recent challenge events and they will stay there all week (not just weekends any more)! Every few weeks, we'll add a new challenge mission to the list (with a new robot to unlock) and the oldest challenge on the list will be removed (with the robot inside being added to the shop). This cycle will continue until we're ready for the next phase of the Challenge Mode or we run out of new robots to give out. :P

+ One final thing included in this patch are improvements to the target robot AI, specifically when it comes to selecting attacks. The AI will now pay special attention to the weaknesses/resistances/shields/etc. of their targets and will select attacks that will inflict the most damage instead of selecting at random like before. Hopefully this makes future battles a bit more fun for veterans and newcomers alike.

Okay, I guess that's all for today! Please enjoy, and tune in next week for another new challenge and another new robot master!
Just kidding! Aqua Man is here!! Defeat him in the newly added Challenge Mission with only Neutral-type abilities to unlock him in battle! :D

2019 Game Update #12: Pump Man Challenge Mission / Mission Phases
The Sewer Management Robot from Mega Man 10, Pump Man, arrives to clean up the competition! He's formed an army of shielded and fortified robots to achieve his dream of a squeaky-clean, lemon-scented world in his mission "Pump's Agents of W.A.T.E.R Shield", and you'll need to defeat him with neutral-based attacks to convince him otherwise! Of course, that may be difficult with his Water Shield; while it may appear that those bubbles wouldn't make for a great defense, they'll actually shield him from attacks for a successive eight turns! You can unlock Pump Man for the rest of this month, so make sure you give him a mark he can't quite so easily wash off!
... And on a side-note, while this won't affect many of you who have played through the campaign already, a major change has been implemented for first-time players. Robot Master missions are now set in phases and split by enemy categories: Mechas flood the battlefield in the first phase, but the second phase will have you mano-a-mano against the well-prepped Robot Master of that field. It's worth noting that this change is particularly exciting for the staff, as it'll allow us to mix-up campaign mission design in the future... in fact, there may already be a mix-up occurring in the Star Field missions....
To keep up with updates as they happen, please take a glance at our Github commits page from time to time; we can't necessarily update everyone about every change, but every change is indeed labeled in this log for you to stay updated on.
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 5th, 2019 at 11:32am #9
While most updates are posted to the News & Updates board, there are sometimes smaller additions, tweaks, or fixes that don't make it to the front page. Historically, these have only been posted to our chat room but going forward I'm going to be copy/pasting those transcripts here for the rest of the community to see. I'll be posting each update here in the opening post and in the comments below in order to facilitate a more organized discussion. Now then, let's get started!

dr-light dr-cossack dr-wily
2018 Minor Game Update #1: (2018/12/09)
Kalinka's Shop has been adjusted. Kalinka no longer *buys* your Field and Fusion Stars but instead scans them and gives them back. Kalinka will be interested in up to 20 different stars per day, and you can earn money simply by showing her you've found those stars. At the end of each 24-hour period she'll have a new list of stars she wants to see. This can be done over and over again with no consequence. To balance this new change, the actual price she'll pay for seeing the stars has been decreased slightly. Yes, this means people in the 1024 club are guaranteed easy money every day of the week.
2018 Minor Game Update #2: (2018/12/09)
Kalinka's Shop has been adjusted again. Instead of unlocking "Field Codes", players will instead unlock "Legacy Codes" once they've progressed to a certain point in the game. The Legacy Codes grant access to the Field Shop and the new Robot Shop simultaneously. This means battlefields and robot masters are sold separately and new robots can be added to the shop even if they don't have their own battlefield to call home. New battle fields are now added to the shop as soon as they're available, while new robot masters will still need to be encountered naturally and scanned before they can be built and purchased. Robots unlocked this way start at Level 99 and are automatically assigned to the doctor who's stat bonuses best match their fighting style. Six new robots have been added as unlockables as of this update, which included any MM5+ robot that already had a robot sprite *and an ability sprite* completed and shown in the database.
2018 Minor Game Update #3: (2018/12/12)
Special weapons for Gravity Man and Wave Man have been added to the database and now two more Mega Man 5 robots have been added to Kalinka's Shop. Awesome.
2018 Minor Medium Game Update #4: (2018/12/19)
The mechanics of stat "boosts" and "breaks" for Attack, Defense, and Speed have been completely revamped. Stats are now raised or lowered in *stages* rather than percentages during battle and are readily visible in the battle window (as little up or down arrows beside each robot's stat). All items and abilities that affect these stats (as well as a few others) have been updated to work with the new mechanics and *many* have received buffs or tweaked functionality to make them more useful or unique. Also of note, the level-up boost to the Energy stat has been reduced to only 1% per level (the other stats are still 5% per level). This is a small change with a big effect, and should make battles a lot less tedious at higher levels. A full list of changed abilities will be posted to the site in the coming days, but you can always review the database descriptions now if you don't want to wait.
2018 Game Update #5: Winter Robot Special: (2018/12/25)
As a holiday treat, three new Freeze-core robots wielding three new Freeze-type abilities have been added to the Prototype. Blizzard Man (MM6) with his Blizzard Attack, Freeze Man (MM7) with his Freeze Cracker, and Frost Man (MM8) with his Ice Wave can now be purchased in Kalinka's Shop. Cool! Speaking of Kalinka's Shop, the default price in the Robot Shop has been reduced and loyalty discounts are now available to high-level customers. Awesome! Now get out there and buy some new robots!! What's that? You say new robots are great but grinding for maxed-out stats can be tedious? Well then, it's your lucky day because robots that have reached level 100 now receive 100 times the normal amount of knock-out bonuses in battle! Amazing! Last but not least, Roll has received two new alternate outfits based on her appearance in Mega Man 11! Isn't that great? Okay, I think that's everything so.... wait I feel like I'm forgetting something... Oh, never mind - it's nothing. Anyway, wishing you a "Happy Holidays" from the whole team!
2018 Game Update #6: Explore the Star Fields: (2018/12/26)
As a final treat for the year and in the lead-up to New Years Eve, we've added a new feature to the Prototype that makes hunting for Starforce so much easier and more convenient it's almost maddening we didn't think of it sooner. A new tab labelled "Stars" will now appear in the mission select screen once you've beaten the main campaign and unlocked the post-game "bonus" chapters. The new "Star Fields" chapter will randomly generate missions for *any field or fusion stars you don't already have* to help you on your quest to collect all 1024. Because these are post-game missions, they reward zenny instead of battle points and are there for the sole purpose of collecting new stars for those who opt to take advantage of it. The robots found in these missions start at Level 50 but grow stronger as you inch closer to 100% completion, making some of these the toughest non-player fights in the game. In addition to the new Star Fields chapter there are a two other small changes to the bonus chapters. Firstly, the "Bonus" tab has been renamed "Random" (as that's what it really is) and both randomized missions within now have a full eight targets to fight (so its easier to encounter new bots). Secondly, the zenny received from Player Battles has been greatly increased and should now be be worth the extra effort needed to clear them. Okay, that's it - enjoy!
2018 Game Update #7: Super Blocks and Foamy Bubbles: (2018/12/30)
A new mechanic has been introduced to the battle system and several old abilities have been upgraded to take advantage of it. The mechanic has to do with attachments (the things that abilities create and "attach" to you in battle like shields, auras, and buster charges) and has some really fun consequences. It is now possible for an ability to attach something to a target robot or to the field itself. That means an attachment like the Leaf Shield can follow the user to the bench, while an attachment like the Super Block can remain in-place and benefit the next robot to occupy that position on the field even if the summoner is disabled. Several abilities have had their attachments made "static" like this including; Super Arm, Oil Shooter, Bubble Spray, Ice Breath, and Disco Fever. Other abilities revised in this patch include Field Support and Mecha Support, both of which are far more useful now IMO. This patch also includes a few small bug fixes and small tweaks to campaign and UI, but overall the focus was on the aforementioned abilities. Please check the Ability Database on the website for revised ability descriptions and let us know if you have any questions. Enjoy!
2018 IS DONE! THANKS FOR PLAYING!
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on December 9th, 2017 at 1:30pm #10
As per usual, it's been a long time since I last posted an update and I'm sure there are at least a few people wondering what I've been up to. Well, let me break it down.

Background
When I first added user accounts and save functionality to the prototype, I wasn't sure what or how much game data would need to be saved across sessions and decided to take a "quick and dirty" approach to storage. All game data - and yes I do mean *all* of it - was and is stored in the current session as an array named "GAME". The GAME array has hundreds of nested child arrays for different values, counters, and flags. Everything from current zenny, battle points, settings, rewards, unlocked robots/players/abilities, collected stars, shop history, mission progress, and so much more are stored in this one array. Whenever you "save" your game (or it happens automatically), the *entire* GAME array is compressed into a giant text blob and then saved into a single field of a single row in the database. This was very easy to implement but, naturally, my laziness has created many challenges and difficulties for me as the game continues to grow in scope and complexity.

Main Problems
- Slow saving because everything is compressed at once
- Slow loading because everything is decompressed at once
- No data validation on save means bugs can't be detected and fixed automatically
- Format of the save data means developers can't manually detect or fix bugs either
- Even a simple bug could break the save structure and cause the user to lose data forever
- Patches require looping through every save, loading everything, modifying what's needed, and then re-saving everything
- As a result writing even simple updates to the game's mechanics can takes months or in some cases years to complete
- Legacy data sticks around forever even if abilities/etc. have been renamed or removed with no way to remove without patches
- It's impossible to query the database for specific user's game details without decompressing their entire save file
- Even simple details like those shown on leaderboard profile (players, abilities, etc.) require decompressing entire save for each user
- No way to pull simple records for how many people unlocked a specific robot, ability, etc. so can't show on website
- No way to find or filter saves based on criteria like who unlocked a specific robot, ability, etc. so can't show on website
- Being unable to pull stats for robots, abilities, items, etc. makes it hard to see what's good vs bad and is a huge loss for QA
- More issues I'm probably forgetting

What save data looks like now
User save values text blob

The Solution
Given the above, it's super important that I modify the structure of the game's save data and optimize how it's stored/accessed/modified going forward. I need to make sure every one of those nested arrays are instead stored separately in their own database tables. There needs to be a separate table for robots unlocked by users, abilities unlocked by those robots, abilities currently equipped to those robots, abilities unlocked by a specific player, abilities purchased from the shop, etc. and instead of saving all those things to the database at once during a single "save" sequence, they should added/modified *as you're doing them* so they're properly validated and indexed. This is obviously a HUGE task and even though I've been working on it for almost a year I'm still not done. I'm close, but I've been saying that for months and the TODO list is still quite long. Even so, I'm working on it whenever I have time and I hope the community hasn't completely abandoned the project once I finally do finish.

What save data should look like
User database tables
User database table for robots

And After That?
I'm going to try really hard to *not* add any other features or change any other mechanics in this patch so that I can get it out as soon as possible. It's a huge undertaking as-is and if I don't stay focused it will not only take longer but there's a higher chance of bugs. That being said, if I ever do finish the next order of business is a proper admin panel for the developers. MBM, Rhythm, and all the other admins should be able to make changes to robot or ability stats without me, for example, and they should be able to add new ones without my involvement either. The same is true for battle fields, items, and everything else. As soon as I implement a proper admin panel everything will change and updates will no longer be dependant on one person. I hope you'll all be patient with me until that time, and thank you for playing up until this point. :)

P.S. If you care to follow along with my code progress, here's the Git branch I'm working on:
db_user_objects on github.com

mega-man_alt9 bass_alt9 proto-man_alt9 empty-core roll_alt9 disco_alt9 rhythm_alt9
^ Top
 
0 BP
0 TP | 0 PP
Posted on January 1st, 2011 at 12:00am #11
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on March 5th, 2017 at 6:21pm #12
A new update has been applied to the prototype. The most notable changes include a more responsive layout for the website, a new hidden power mechanic, and the rebirth of the beast we call starforce.

See below for a full overview of the update, and please feel free to discover and discuss your findings and feedback with the rest of the community.

Comments, questions, and general feedback about the update can be posted here.

For bug reports, typos, and other issues please post in the March 2017 Update : Official Bug Report Thread.

Update Overview:
Responsive Website (Change)
The website's layout has been updated to work better on mobile phones and tablets, with special attention paid to the database list and info pages. The prototype itself has not been made responsive and while it certainly is playable, desktop browsers are still recommended.

Responsive Home PageResponsive Robot DatabaseResponsive Ability DatabaseResponsive Community ThreadResponsive Community Category
Admin Panel (New)
Developers and administrators now have access to a back-end admin panel where users can be moderated more easily. This means that problem users can more easily be disciplined, having their chat, community, and even gameplay permissions revoked for as long as is necessary.


Knockout Bonuses (Nerf)
The potential knockout bonuses that can be applied to a given robot's base stats have been reduced. The previous formula allowed a Level 100 robot to multiply each stat by up to 5x its base value while the new formula caps that value to only 2x. Once a stat has reached it's maximum value it will stop receiving knockout bonuses. Please also note that it is no longer possible to use the stat pellet or capsule items to increase a robot's knockout bonuses - they can only be earned by landing the finishing blow on a target in battle.

Stats and Knockout Bonuses
Rebirth of Starforce (Buff)
Starforce has (hopefully) been reworked for the last time, and now has a more valuable and balanced effect on all robots. Starforce power is now converted into Attack/Defense/Speed points for elemental robot masters or Energy/Weapons points for support robots.

Rebirth of Starforce
Starforce Boosts for Copy Cores
Starforce Boosts for Elemental Cores
Starforce Boosts for Neutral Cores
Omega Influence (New)
A mysterious form of energy known simply as Omega has injected itself into the prototype. Not much is known about the energy at this time, but it appears to affect players, robots, and even shop-keepers in vastly different ways. Omega appears to draw its power from a hidden sequence of letters and numbers somewhere inside the prototype, but that location remains a mystery to everyone.

Omega Influence on RobotsOmega Influence on PlayersOmega Influence on Shops omega-seed
Copy Abilities (New)
A second-tier copy ability has been added to the game called Copy Soul that allows the user to copy the target's core type. This ability compliments the existing Copy Shot and both abilities can be purchased in Reggae's Shop after Dr. Light has unlocked at least 10 unique robots.

Copy Shot InfoCopy Shot Screenshot

Copy Soul Info Copy Soul Screenshot
Core Abilities (New)
Two new core abilities have been added to the game that can be equipped by any robot and change their typing based on the user's core type. Core Shield allows the user to generate a shield based on their core type, blocking 99% of all matching elemental damage. Core Laser fires a powerful laser at the target to deal elemental damage. The type(s) of these abilities are based on the user's core but can be influenced by having the user hold another core as an item. Both abilities can be purchased in Reggae's Shop after Dr. Wily has unlocked at least 10 unique robots.

Core Shield Info Core Shield Screenshot
Core Laser Info Core Laser Screenshot
Omega Abilities (New)
Two new omega abilities have been added to the game as well, though I'd like to leave their exact mechanics a bit of a mystery for a while. Both abilities can be purchased in Reggae's Shop after Dr. Cossack has unlocked at least 10 unique robots.

Omega Pulse Info Omega Pulse Screenshot
Omega Wave Info Omega Wave Screenshot
Unlocking Robots (Change)
Unlockable robots that you encounter in battle will now have colour-coded hearts hovering behind them to indicate their status. An opposing robot with its heart showing is a potential ally and can be persuaded to join your team under the right circumstances. Hearts become corrupted and fade to black if the target takes elemental damage, so neutral type abilities the only way to unlock these robots safely.

none-heartcutter-heartimpact-heartfreeze-heartexplode-heartflame-heartelectric-hearttime-heartearth-heartwind-heartwater-heartswift-heartnature-heartmissile-heartcrystal-heartshadow-heartspace-heartshield-heartlaser-heartcopy-heart


Skip Turn Button (New)
The Skip Turn button is one of two new actions added to the options menu in battle. Use this button to skip your current turn and wait for the next round. This is useful when you run out of weapon energy and have no benched robots to switch with.

Charge Weapons Button (New)
The Charge Weapons button is the second of two new actions added to the options menu in battle. Use this button to spend your current turn charging weapon energy for the next round. Using this option charges energy more quickly, but leaves the user open to greater damage from attacks.


New Robot Masters (New)
New robot masters have been added to the game courtesy of MegaBossMan. As per usual, these robots are not unlockable and only appear as opponents in certain missions. They will be someday, but not now...

burst-man Burst Man

burst-man    burst-man    burst-man    burst-man    burst-man    burst-man    burst-man    burst-man    burst-man burst-man

clown-man Clown Man

clown-man    clown-man    clown-man    clown-man    clown-man    clown-man    clown-man    clown-man    clown-man clown-man

blade-man Blade Man

blade-man    blade-man    blade-man    blade-man    blade-man    blade-man    blade-man    blade-man    blade-man blade-man

burner-man Burner Man

burner-man    burner-man    burner-man    burner-man    burner-man    burner-man    burner-man    burner-man    burner-man burner-man
Thank you for playing!
- Adrian
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on October 16th, 2016 at 2:51am #13
Once again the Prototype has been updated with new content, features, and mechanics - some imported from World and others completely new to the game.

In contrast to the relatively tame updates from the past few months, this one aims to shake up the game in a much bigger way. I have confidence that some of these new changes will be rejoiced and appreciated for years to come, though I'm sure others are bound to cause a stir among the community. Either way, please continue reading with an open mind and I sincerely hope you enjoy what I've been working on for the last month.

The most notable features of this update are the introduction of a new hold-item mechanic and the death of an old, unbalanced beast we once called Starforce;

Robots can now be equipped with various hold items shortly after unlocking Kalinka in the game. Items like the Energy Pellet and Attack Capsule are automatically consumed by the holder after taking a specific amount of stat damage, while items like the Energy Upgrade and Target Module have more specialized and unique effects. Even the elemental cores can be held to extend a given robot's ability compatibility and grant a +25% boost to power and weapon energy efficiency. Target robots in certain story missions will now be equipped with hold items for added challenge.

The old mechanics of Starforce have been destroyed and new ones have taken their place. Field Stars and Fusion Stars are now collected as part of the main story (rather than post-game) and act as key items - unlocking certain chapters only after the player has accumulated a specific amount. Collected stars also contribute to the global Battle Point total and affect the sell prices of certain shop items. They do not, however, have any effect on the damage or recovery power of abilities used in battle. Collecting all 1024 is now a task only completionists need care about.

Here's a list of patch notes below explaining all the new tweaks, additions, and changes included in this update:
Robot Editor Updates

New Robot Editor
New Ability Selector New Item Selector New Player Selector Drag and Drop Robots
- Robot editor has been updated with improvements imported from World
- Ability, item, and player selectors more user-friendly with sorting and colours
- Robots can be dragged and dropped between doctors once the feature is unlocked in-game


Starforce Updates

field-star_nature field-star_flame field-star_water field-star_electric

- Starforce no longer boost attack power or experience, instead increases battle points
- Field Stars grant +6,000 BP and Fusion Stars grant +9,000 BP while in player's possession
- Some mission chapters in the campaign are now locked behind star count requirements
- Sell prices for robot cores in the shop are now boosted by elemental starforce levels

field-star_nature fusion-star_water-shield fusion-star_freeze-electric
- Field and Fusion stars saved as separate images, can now be used in community
[item]{field-star_nature} [item]{fusion-star_water-shield} [item]{fusion-star_freeze-electric}


Item Updates

New Item Categories and Sorting
- All items are now grouped by kind (consumable, holdable, event, etc.)
- Robots can now hold specific items for bonuses or special effects in battle
- Holding a consumable auto-triggers the item when relevant stat is lowered
- Holding a robot core grants move compatibility, +25% power and -25% weapon energy
- Only consumable items can be used in-battle, now require one turn to execute
- Target robots now only drop screws, shards, or cores when disabled in battle
- Cores can no longer be thrown at target robots in battle to deal elemental damage


Miscellaneous Updates

New Visual Perspective
- Visual perspective in battle changed very slightly (most apparent in 8vs8 battles, may not notice)
- All benched robots receive same 50% reduction to received damage, exact position irrelevant
- Benched robots no longer show stat boost messages on level-up, speeding up some battles

New Ballade Form Change
- Ballade now triggers form change when life energy drops below half, boosting all stats

New Unlockable Robot Icon
- Unlockable robots now have a hovering lock icon in battle, fades if corrupted

dr-light light-buster dr-wily wily-buster dr-cossack cossack-buster
- Light, Wily, Cossack Buster abilities now unlocked at start for their respective doctors during campaign
- Many other abilities have had power tweaks, minor text fixes, and functionality optimizations


New Holdable Items:
These items can be purchased from Kalinka's Shop and then equipped to your robots before battle. They each have different and unique effects - from boosting stats to tweaking mechanics - and can be reused an infinite number of times.

energy-upgrade weapon-upgrade
- Energy Upgrade doubles the base life energy of the holder in battle
- Weapon Upgrade doubles the base weapon energy of the holder in battle

attack-booster defense-booster speed-booster field-booster
- Attack Booster increases attack stat of holder after each turn in battle
- Defense Booster increases defense stat of holder after each turn in battle
- Speed Booster increases speed stat of holder after each turn in battle
- Field Booster increases core-type field multiplier after each turn in battle

target-module charge-module growth-module fortune-module
- Target Module extends reach of many abilities to target benched robots
- Charge Module allows two-turn charge abilities to be used in only one
- Growth Module doubles experience and stat bonuses earned by holder in battle
- Fortune Module greatly increases prize money and item drop frequency in battle


New Event Items:
These key items are unlocked during the story and provide narrative context to the various mechanics in the Prototype. They will have little effect on veteran players who have already unlocked everything in their game files, but will be invaluable to new players who are still learning the ropes. These items also make it easier for me - the developer - to trickle out features slowly rather then all at once.

light-program wily-program cossack-program
- Light Program allows doctors to share items and abilities with each other
- Wily Program allows doctors to transfer unlocked robots between each other
- Cossack Program allows doctors to collect new field and fusion stars in battle

auto-link reggae-link kalinka-link
- Auto Link connects doctors with Auto, unlocks his shop
- Reggae Link connects doctors with Reggae, unlocks its shop
- Kalinka Link connects doctors with Kalinka, unlocks her shop

item-codes dress-codes ability-codes weapon-codes equip-codes field-codes
- Item Codes allow item use in-battle, unlock the Item Shop
- Dress Codes allow robot pallet swapping, unlock the Alt Shop
- Ability Codes unlock new support abilities, unlock the Ability Shop
- Weapon Codes unlock new special weapons, unlock the Weapon Shop
- Equip Codes allow item holding in-battle, unlock the Parts Shop
- Field Codes allow player field customization, unlock the Field Shop


New Abilities:
These abilities can be purchased from Reggae's Shop and equipped to compatible robots. The two Neutral-type buster abilities have niche uses but require zero energy and can be very powerful on the right robot. Buster Charge is great for robots equipped with lots of abilities that require high weapon energy, and Buster Relay is great for support robots that want to pre-charge specific busters for their teammates. The Shot/Buster/Overdrive elemental abilities were designed specifically to padd-out some of the more under-represented types and should add more diversity to player and AI-controlled robot abilities in battle.

buster-charge buster-relay
- Buster Charge ability imported from World, fully replenishes the user's weapon energy
- Buster Relay ability imported from World, transfers any buster charges to a teammate

cutter-shot cutter-buster cutter-overdrive freeze-shot freeze-buster freeze-overdrive
flame-shot flame-buster flame-overdrive electric-shot electric-buster electric-overdrive
crystal-shot crystal-buster crystal-overdrive space-shot space-buster space-overdrive
shield-shot shield-buster shield-overdrive laser-shot laser-buster laser-overdrive
- New elemental abilities for Cutter, Freeze, Flame, Electric, Crystal, Space, Shield, and Laser types
- Elemental shot abilities deal low damage for zero energy with perfect accuracy
- Elemental buster abilities deal medium damage with element-boosting charge effect
- Elemental overdrive abilities deal high damage to all target robots using up all energy


New Robots:
Even though the purpose of this update was not to introduce new challengers (we'll save that for another time), MegaBossMan managed to sneak in a new Missile Core robots - Search Man! Look forward to seeing him in battle and let us know what you think in the comments!

search-man Search Man

search-man    search-man    search-man    search-man    search-man    search-man    search-man    search-man    search-man search-man
And that's it for this update. I hope you enjoy all the hard work put into this one and please leave your thoughts and feedback in the comments below. Thanks for playing!
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on September 8th, 2016 at 11:06pm #14
Greetings MMRPG players, I come bearing news of another update to the game!

Database Page Layout Updates

First and foremost, many layout and formatting changes have been imported from database pages of MMRPG World and applied to our current MMRPG Prototype version of the game. Notable changes including robot/ability/etc. groupings and a smaller selection of sprites on the index page so as to avoid spoiling new players. These took a long time to work through and required many structural changes in the code, but I'm glad they're finally here. They make the website look a lot better overall and allow for easier navigation of the various database pages so I think it was worth the effort.

Support Mechas Drop Shards Now

Much as the title implies, Support Mechas now drop Mecha Shards in battle when hit by a super effective attack, much like Robot Masters dropping Robot Cores for the same reason. Mecha Shards do not have any purpose on their own, but collect four of any one type and they'll merge into a new Robot Core. This should make it easier to collect certain types of cores and give players a reason to use something other than the buster shot on minor enemies.

Support Robots Get New Abilities

Roll, Disco, and Rhythm now have their own unique second tier abilities that they learn via level-up. Roll Swing deals neutral damage to a target based on the current turn number, Disco Fever allows you to cripple a target and half their damage for three turns, and Rhythm Satellite allows you to double an ally's damage output for three turns as well.


These updates are fresh and may still have bugs, so please let me know if you have any questions or concerns in the comments below and I'll do my best to fix them in the next several days. Otherwise, please enjoy the updates and let me know your thoughts an feedback. Thanks for playing!


^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on August 6th, 2016 at 9:52pm #15
Hello my fellow Mega Men and Mega Women (and Mega Boys and Mega Girls)! Another round of updates have been applied to the Prototype and I wanted to go over the basics with you. Most of the changes are structural and should have no effect on gameplay, but there are a few that might interest players of the game. Let's get started.

  

- Ability / Item Split of 2016 -

Prior to this update, abilities and items were technically the same thing in the coding of the game and it required extra effort on my part to get them functioning as distinct entities. In an effort to optimize the game going forward and to simplify the coding of future items, I have decided to split them into their own separate category of objects.

While the majority of these changes were made at the code level, it was also necessary for me to patch existing save files using the legacy item structure. This patch simply re-organizes some of that data in your game file, and those affected should receive a personal message from the System Bot.
  

- New Robot Master Sprites -
New preview robots have been added to the prototype in the form of Cloud Man and Nitro Man, courtesy of MegaBossMan and MMX100 respectively. Thank you both for these wonderful sprites! Please look out for these new robots in fusion field battles and in the prototype bonus mission! :D

cloud-man Cloud Man

cloud-man    cloud-man    cloud-man    cloud-man    cloud-man    cloud-man    cloud-man    cloud-man    cloud-man cloud-man


nitro-man Nitro Man

nitro-man nitro-man nitro-man nitro-man nitro-man nitro-man nitro-man nitro-man nitro-man nitro-man
  

- Other Miscellaneous Updates -

New Items Tab Added to Prototype Menu and Leaderboards (2016/08/06)
Both the in-game prototype menu and the website's player leaderboard pages have been updated with a new tab for items. It is now possible to view all the different kinds of items collected by a player as well as their current quantities. This should make it easier to track collection progress.

Enemies Can Now Drop Multiple Items at Once (2016/08/06)
Battle reward functionality has been updated so that multiple items can be dropped by a disabled robot at once. The exact quantity of items dropped is mostly random but influenced by its rarity and the context of the mission. A support mecha may drop anywhere from 1 to 6 Small Screws, for example, while a robot master may only drop up to three Large Screws at once.

Robot Core Throwing Damage Increased (2016/08/06)
Instead of dealing a set amount of percent-based damage when thrown, Robot Cores now have their base power directly correlated to the user's current level. This means that thrown cores can do anywhere from 1 to 100 base damage before modifiers are applied. Additionally, damage from these items is now affected by the user and target's stats, current field multipliers, and even core boosts.

Login Passwords Can Now Be Changed! (2016/08/16)
This long overdue feature is now finally available. Check the profile editor for a new "Change Password" feature and enjoy some added security and peace-of-mind. This will also make it easier to "reset" passwords for users when they forget them. I'm sorry this took so long, but I'm glad it's finally available. Enjoy?

Support Robot Alt Images (2016/08/18)
Robot alts have (finally) been imported from world and certain robots can now be able to change their image/skin/outfit from the robot editor by clicking on their sprite. Currently only the three support robots - Roll, Disco, and Rhythm - have alternate outfits which are unlocked by summoning them enough times in battle. All unlockable robots have alternate outfits which can be earned by summoning them in battle or purchased in the post-game from Auto's Shop. Changes to your robot's outfit are reflected in battle, when other players encounter you in player battles, and can even be used on the leaderboard. Alts for other robots will be made available in the shop at a later date, so stay tuned for details.

Support Mecha Robot Buffs (2016/08/18)
The support mecha that appear in battles are now capable of using more than just one ability to defend themselves and attack. In addition to their signature move, mechas will now have anywhere from 1-3 extra boost and/or break abilities such as Attack Boost, Defense Break, etc. Additionally, differently coloured support mechas are no longer divided into "generations" and instead exist as unique enemies with three alts each. These changes are reflected in the website and in-game database pages.

Mecha Support Ability Buffs (2016/08/18)
Inspired by the changes above, the Mecha Support ability has also been buffed to include the extra ability mechanic. Depending on what level the user is, the summoned mecha can have anywhere from 1-3 extra support abilities to aid you in battle. In order to make the ability less tedious to use, I also got rid of the summon-count and made the mecha's level equal to half the user's. Hopefully someone can find a use for this ability now. :P

Beak, Bombomb, and Killer Bullet Enemies (2016/08/18)
The Laser-type Beak enemy has been removed from Bomb Man's stage and added to each of the Final Destination (1) missions. In its place, the new Explode-type Bombomb has been added to Orb City. This new mecha uses the "Bombomb Boom" ability which - like the Killer Bullet - launches the user at its target and self-destructing to deal massive damage. To compensate, the Killer Bullet's ability no longer destroyes the user in one hit but instead deal 33% recoil damage allowing multiple uses.

Boss Database Added, Robot Masters Recategorized (2016/08/18)
Boss robots have been separated from the masters and moved into their own category, much like the mechas before them. The amount of bosses is low right now and two of them don't even appear in game, but that will be changing going forward. This also makes it more obvious to newer players which robots are unlockable and which are not.

Robot Master Alts Added to the Game (2016/08/20)
Alternate outfits have been added to the game for all MM1, MM2, MM3, and MM4 robot masters and can be unlocked by summoning them enough times in battle or purchasing them in the post-game through Auto's Shop. The price of these alternate outfits is tied to their required summon count with discounts given only to the support bots, making some of the more difficult ones to obtain (like the Darkness alts) incredibly expensive. Generally, if you see someone on the leaderboard using a rare alternate outfit it's a good bet they're loaded with copious amounts of zenny.

New Support Ability Sprites and Updates (2016/08/28)
I've made some (minor) updates to the existing support abilities and wanted to give everyone a heads-up on what's added, changed, and/or removed from the game. Small changes to be sure, but I believe these changes will have an overall positive effect on the game for both existing and new players alike.
- Roll, Disco, and Rhythm have had their level-up support abilities removed so they only appear in the shop
- The Shuffle abilities have been deprecated and removed from both the main game and the ability database
- The Mode abilities have replaced the deprecated Shuffle abilities as the new Tier III stat moves in the game
- The Swap abilities now work differently for robots other than Roll, Disco, or Rhythm targeting allies instead
- All (non-deprecated) stat-based support abilities have had their icons redone to be more visually consistent
- All stat-based support abilities have also had their weapons energy requirements revised and increased slightly
- Neutral-core robots now get the same -50% weapon energy bonuses for Neutral-type abilities as other cores/types do

I hope you enjoy the (admittedly minor) changes and please let me know if you have any questions or notice any bugs that I should fix. We're getting closer and closer to the Prototype catching up with the World and I for one am very excited by the possibilities. Thank you for playing and have fun! ^_^
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on May 15th, 2016 at 10:49pm #16
This thread is a repost of an excerpt from this news update. This section was re-posted for organizational purposes and more focused discussion going forward.

Even though updates to the prototype have been few and far between, I am still very much committed to bringing my vision of a browser-based Mega Man RPG to fruition. A new version of the prototype has been in development for the last two years and it has been working under the new title "Mega Man RPG World". The change from "prototype" to "world" represents many things, not the least of which being the expanded scope of the new project.

This new world will be a reboot of original game engine and even though it will share many of the assets, story elements, and mechanics of the prototype, it will be maintained and updated as completely separate entity from today onward. The prototype everyone is currently playing will not be taken offline and will occasionally receive small updates or patches, but once the new game is complete and online then prototype sign-ups will be closed and the game will transition into read-only legacy mode. Legacy users will be able to import some progress into the new game and may be eligible for other bonuses, but for all intents and purposes they will start fresh like everyone else.

Due to the nature of the prototype's development, my involvement was crucial in implementing almost any kind of growth or change to the game's mechanics or content. I did not design the system with a proper back-end nor a way for others on the team to make updates, and as a result the frequency of new stuff to do and see was been very low. This is, in my opinion, one of the largest failings of the prototype and I am finally fixing it in the new version of the game. I am programming a complete admin panel for myself and the other members of the team so that we may easily add, edit, and/or remove content with ease and at any time. Most of this panel is already complete and has been used by MegaBossMan and myself to add and update robot sprites in the new game. It's really quite amazing to behold and play around with.

The second biggest flaw with the prototype (that isn't any one specific mechanic or damage calculation) is the lack of user-generated content. As evidenced by the mix-and-match nature of prototype missions, it's clear that I'm a big fan of emergent complexity, and yet very little of what is in the prototype can be controlled or influenced by the user. Lots of smaller details are shuffled up to create each individual unique mission and giving player the ability to influence those details was something that I had always wanted but never got around to. Player battles were close but - as many have suggested in the past - a full-featured Mission Creator is the real dream. Mission structures in the new game are being programmed specifically with user-generated settings in mind, and allowing each player to be able to create their own "chapter" of customized event missions would be my ultimate goal. This and the above are just two examples of many, many changes coming to the new game and I'm so excited to be able to "start fresh" on this new project.

The new Mega Man RPG World is not done and I do not currently have an estimate of the release date, but the massive list of hopes and dreams for this new version of the project should keep me busy for a long time. For now, the Mega Man RPG Prototype will continue to live on as a preview for what's on the horizon and a reminder of how far we've already come.

Thank you all so much for playing and for continuing to frequent the forums and spread the word about the prototype. The overwhelming support from this community over the last 4+ years has been truly amazing and has given me the motivation to continue the dream. THANK YOU!
bass mega-man proto-man

Adrian Edit: This thread is super outdated and no-longer represents an accurate version of what's going on behind the scenes. Plans have changed - drastically - so I'm locking this thread entirely.
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on May 15th, 2016 at 9:31pm #17
After completing the single player campaign(s) in the Mega Man RPG Prototype, a new set of collectibles are unlocked called Field Stars and Fusion Stars. These stars can boost your element abilities to new heights, but require a lot of footwork to collect.
  

trill star star star star star star star star star star slur

Here's an except from the game:
  
A powerful new form of elemental energy has appeared in world of the prototype! Starforce appears in the form of Field Stars and Fusion Stars that must be collected by the player to boost all damage of the same type. Curiously, starforce owned by a player will resist the starforce owned by opposing players and vice versa. Neutralizing the effects of starforce on both sides is possible in some circumstances.

Many of the new stars have formed in previously secured areas, reviving defeated robot masters with greater power and attracting the attention of other robot masters wandering the prototype. Only 24 Field Stars and 12 Fusion Stars have been identified so far, but rough estimates for the total number are well over one thousand.

It is your mission to track down these new stars and liberate them from enemy forces, simultaneously crippling their elemental abilities while boosting ours.
  

Collecting stars might seem daunting at first, but it's actually pretty straight forward if you can remember a few things:

star Field Stars can be found in any of the Chapter Two robot master fields and grant +10% power to all abilities of one elemental type
         (ie. +10% Flame)

star Fusion Stars can be found in any of the Chapter Four fusion fields and grant +20% power to all abilities of up to two elemental types
         (ie. +10 Flame and +10% Water)

star Every star is unique and associated with a specific elemental field, with exactly one appearing on any given mission
         (including fusion field variations)

star Defeat all target robots in a given mission to collect the star and combine its power with your own

star Collecting stars beyond the identified 36 will require heavy use of the Player Editor and may not be for the feint of heart


Can you collect all 1024? Do you even want to? Check out our strategies forum for tips and tricks on finding them all and don't forget to post in our Field Star Screenshot thread if you manage to snap a photo!

^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on April 30th, 2016 at 12:29am #18
Alright everyone, the scariest update ever has been implemented.... the Battle Point Reboot of 2016! This day shall be remembered forever - either fondly or otherwise - as today is the day leaderboards changed forever.

To anyone whose ranking has gone up, congratulations! To anyone whose ranking has gone down... I'm so sorry. To sum up all that's been updated in this patch, please see the list below:


+ Battle Point Reboot of 2k16 patch applied to the game and all save files, battle points are now equal to the sum of all the best mission records in a player's game rather than something you grind infinitely.

+ Any battle points lost during the update have been converted to zenny, so please check your PMs for a message with the details of the conversion. This zenny will be more useful as development continues, so if you can't find something to spend on now then please be patient until I can provide more.

+ Leaderboard generation has been optimized slightly to speed up load times.

+ Players who created their account on or before today and lost battle points due to the update have had their legacy battle point record added to the final text of their profiles.

+ New section added to the leaderboard listing all missions completed by a player and their records of min/max turns, robots, victories/defeats, and most importantly points. A total count of all points for a given player character are listed at the bottom.

+ Updated the stat booster items to have permanent effects after battle, permanently incrementing a robot's bonus stats by the boost amount. This should make it much easier to max a robot's stats, though the price of these items has gone up considerably...

+ Bonus Missions and Player Battles no longer reward battle points and instead reward zenny now, so hopefully this helps with the above a little.


I am preparing for the pitchforks and cries of lost work/effort, but I believe this was the best decision to keep the prototype fair going forward and prevent it from eventually imploding in on itself. Thank you to Mikey (yes, Mikey) for this excellent idea (and I'm not being sarcastic).

I tried to be fair in the compensation and I've made sure to keep your records on your profile, so I hope you'll all cut me some slack as I (slowly) try to improve upon the base game.

Besides, the more stable and balanced I make the foundation, the easier and more likely it is that I'll be able to build upon it and add more significant content in the future.

rhythm roll disco
The contents of this thread have been extracted from an existing comment in another thread and then repurposed for use as a dedicated news post. This was done in an effort to both bring exposure to the patch and its consequences and to start a personal trend of posting each update individually rather than compiling everything into a single megathread. Existing users can therefore ignore this thread and apologies for any confusion.
Original Comment

^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on April 10th, 2016 at 3:23pm #19
It's been almost two years since the last major update to the prototype and I apologize for the extended delay. Planning and programming our incredibly long list of new ideas and features for the game has been very taxing and time consuming, and the pressures of real life have unfortunately slowed my progress considerably. Even so, I have a few things to share with you today.

  

- Upcoming Robot Sprites -

Over the course of the last several months MegaBossMan has been helping me curate and update new robot sprites on our development server. Now that the update process on the new server is fully fleshed out, I can start bringing these sprites over here to the prototype server. These sprites are not being updates as playable characters, but as "preview" encounters much like the other robot masters from MM5+.

One new robot will be uploaded each weekend for the months of April and May until there are no more left to upload. The first was Slash Man - uploaded this morning - and the rest will follow in the coming weeks. Here is the schedule of new sprites:

April 10th : slash-man Slash Man

April 17th : grenade-man Grenade Man

April 24th : tornado-man Tornado Man

May 1st : splash-woman Splash Woman

May 8th : magma-man Magma Man

May 15th : commando-man Commando Man

May 22nd : sheep-man Sheep Man

May 29th : solar-man Solar Man

June 5th : magic-man Magic Man
  

- Other Miscellaneous Updates -

New Starforce Resistance Mechanic
An update has been made to the Starforce mechanic that should finally balance the relative power levels in Player Battles.
Read more

New Core Throwing Mechanic
I have removed the previous in-battle functionality for the elemental Robot Cores and replaced it with something else entirely. Robot cores can now be thrown at targets for percent-based elemental damage!
Read more

The Future of the Prototype
A new version of the prototype has been in development for the last two years and it has been working under the new title "Mega Man RPG World".
Read more

These are other small updates made to various components of the website or game since the last update. This list will be added to as time goes on rather than creating a new update thread.

April 10th, 2016
- Incomplete robots, abilities, etc. are now hidden from the main database page, though they can see be seen in each specific sub-page
- Database page headers now show a counter for how many sprites are complete vs. the total amount planned
- Separated the field multiplier and star force logic so that than can be turned on or off independantly
- Rain Flush has been nerfed so that is it no longer affected by Starforce, also damages user now unless immunity or affinity

April 12th, 2016
- Updated omega factors to fix an issue with Strike Man not appearing in fusion battles
- Un-nerfed Rain Flush a bit, ability no longer damages the user

April 16th, 2016
- Fixed an issue with personal messages where you couldn't switch pages
- Fixed an issue with threads that had no comments (they wouldn't load and crashed browser)

April 17th, 2016
- Grenade Man uploaded to database and added to list of omega factors so he'll appear in-battle (thanks MegaBossMan!)
- Kalinka's Shop updated so her wish-list changes more frequently and is based on currently mission fields
- Robot stats have been capped at 5x their base at level 100 and can no longer reach 9999 outside of battle
- Any overflow from previous grinding on existing robots has been converted into zenny for the player
- A new "System Bot" was created to PM players of important news and patches applied to their save files
- Updated the chat with new Mega Man themed emoticons (thanks MegaBoyX7!)

April 19th, 2016
- Updated the numbered page links on the leaderboard to fix the overflow issues preventing proper navigation

April 24th, 2016
- Tornado Man uploaded to database and added to list of omega factors so he'll appear in battles (thanks again, Boss!)

April 29th, 2016
- Battle Point Reboot of 2k16 patch applied to the game and all save files, battle points are now equal to the sum of all the best mission records in a player's game rather than something you grind infinitely.
- Any battle points lost during the update have been converted to zenny, so please check your PMs for a message with the details of the conversion.
- Leaderboard loading has been optimized slightly to speed up load times.
- New section added to the leaderboard listing all missions completed by a player and their records.
- Updated the stat booster items to have permanent effects after battle, permanently incrementing a robot's bonus stats by the boost amount. This should make it much easier to max a robot's stats, though the price of these items has gone up considerably...
- Bonus Missions and Player Battles no longer reward battle points and instead reward zenny now, so hopefully this helps with the above a little.

April 30th, 2016
- Updated the robot select menu with better tooltips, showing whether or not the robot has maxed out any stats
- Updated the stat booster items to show a victory message to the user when they've maxed out their base stat, also revised coding a bit to fix a few calculation bugs
- Updated in-battle stat display to also be aware of max stats and dynamically show the star when the base stat is or has been maxed
- Updated the starforce menu with the improvements already made to the World build of the game where robot mugshots are shown in a grid and can be scrolled through to find which stars you already have and are missing

May 8th, 2016
- Magma Man uploaded to database and added to list of omega factors so he'll appear in starforce battles (thanks Boss!)

May 11th, 2016
- Unlocked player abilities have been merged into a single array so they are shared across all players
- Reggae's shop simplified, only necessary to purchase each ability once now instead of 3x like before
- All shops now have an experience level that raises as you purchase and sell goods for various effects
- Shops remember your buy and sell history which will be used later when Reggae starts selling weapons
- Higher level shops sell goods at lowered prices and/or expand their inventory of purchasable goods
- Attack/Defense/Speed Burn and Blaze have been removed from the game and save files updated to unequip
- Zenny counter has been added to the main menu of the prototype and updates automatically while shopping
- Updated bonus missions to dynamically generate targets, include new robots automatically

May 12th, 2016
- Added Gyro Attack to the game, a two part attack that loops around to the back of the battlefield

May 15th, 2016
- Added Commando Man to the game so he can be fought in bonus and starforce fields (thanks again MBM!)
- Fixed a display bug with stationary ability attachments like the super arm
- Fixed a typo in the Hard Knuckle ability that prevented it from working sometimes
- Updated bonus mission generator so that a certain elusive robot might appear
- Fixed a display bug in the demo mode that would appear because the user did not have any zenny
- Buffed Search Snake to make it hit three times with perfect accuracy at any distance, deal more damage overall
- Updated Rhythm's sprites to V3 more closely matching her concept artwork (thanks Rhythm_BCA!)

May 16th, 2016
- Added Star Crash ability to the game
- Changed Ring Man's core type to Space

May 22nd, 2016
- Updated Slash Claw to a pure Cutter type ability and completed its assets, added to ability generator
- Added Sheep Man to the game so now he'll appear in bonus and starforce mission (more thanks to MBM!)

May 29th, 2016
- Added Solar Man to the game so now he'll appear in bonus and starforce mission!

June 5th, 2016
- Added the final queued robot master, the shadow type magician Magic Man! Thanks BossMan for all the wonderful sprites! :D
- Also added the Magic Card ability to the game so shadow robots will have another attack option
  

- Reference Links -

If you would like to track the development process of either of the two games, see the links below :

Mega Man RPG Prototype (website complete, playable demo)
Official Prototype Website
GitHub Project Updates

Mega Man RPG World (website in-progress, not playable)
Official World Website
GitHub Project Updates
  
^ Top
Found 213 Threads, 569 Posts 782 Results Total
MMRPG Prototype v3.8.25 by Ageman20XX | Mega Man Trademarks & Characters © Capcom 1986 - 2025
This fangame was created by and his team. It is not affiliated with or endorsed by Capcom.
« Back to Home | Cookie Policy | Data API | Contact & Feedback | Play the Prototype »