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Found 3 Threads, 33 Posts 36 Results Total
Pages 12
 
ProtoMan
2,725,750 BP
3 TP | 30 PP
Posted on March 1st, 2014 at 7:38pm #1
Hello, sorry for being away for such a long time. But I have returned with something cool, I'm an amateur music maker. I have a channel up full of some VGM Remakes, yes, including MegaMan ones. The link is here. Please give me constructive criticism, I would appreciate it.
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0 BP
0 TP | 0 PP
Posted on January 1st, 2011 at 12:00am #2
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ProtoMan
2,725,750 BP
3 TP | 30 PP
Posted on January 22nd, 2014 at 9:00pm #3
Hello. I'm just here to make a few suggestions regarding future robot master abilities. Besides their special weapons of course. The abilities are mainly going to be based on their canonical attributes and abilities seen both in and out of game.

Secondary Weapons:

GeminiMan: Along with a buster shot, GeminiMan also has the Gemini Laser. However, we can't pass up his ability to make clones of himself, they may be holographic, but in MM3, the GeminiClone was able to hurt you. Then again, holograms who could hurt you was a recurring theme in MM3. Such as the Wily boss with three MegaMan clones, where two were holo-you know what I mean. But anyway, this ability of GeminiMan's will enable him to bring out his twin(making extra use of those summon sprites). His twin is active at the same time as GeminiMan in the field. Whenever GeminiMan attacks, and after his attack is over then GeminiClone will follow up with a random move out of your GeminiMan's arsenal. The chances of said moves being thrown out is based on it's power, with buster shot being the most common move to be thrown out by the clone.

ShadowMan: Of course ShadowMan has his Shadow Blade, but what about his other abilities? In the arcade games he is able to a Substitution Technique to replace himself with a log. So I was thinking, why not add this great move to his future arsenal? It would work as follows, for a fair amount of turns. Let's say, for this example, three turns, ShadowMan will have a fifty-fifty chance to end up using the Substitution Technique and taking no damage. Due to the nature of this move, for balance reasons, it will use up a fair amount of weapon energy. Let's say five to eight. Another move, which is an obvious answer, is the Shadow Slide. Which would basically be a Mega Slide clone but instead of it being neutral type it would be shadow-type, and less powerful. But, like in MM3, ShadowMan will jump up for contact damage and hit a second time.

Enker: According to the database, Enker currently only has his Mirror Buster as an attack of his own. However, I have devised a secondary move based on his in game ability to absorb attacks. What he does is for one turn, sticks his Barrier Spear in the air visually. This causes, for said turn, Enker to absorb attacks and make his Mirror Buster move stronger based on how much base damage the attack has done. Of course, like in game and for balancing reasons, Enker still takes damage from absorbed attacks, but just a fraction of what damage would normally be done.

Ballade: Ballade, in MMIV for GB, Ballade, while in his first form, threw multiple, smaller Ballade Crackers, that were, of course, weak but made up for it in numbers. I have dubbed them "Ballade Grenades". Of course, this was changed in MegaMan 10 in which he automatically shot Ballade Crackers and his second form was nothing more than an in-fight cameo. So I thought that this move was underrated and overlooked often in Ballade's arsenal and figured it could have some use in this game. It will function as the type of weapon that uses low weapon energy and mainly as a move to follow up with something stronger. This role is similar to weapons like Rain Flush, but in the form of a projectile. It's type would be neutral and explode, and Ballade will throw a multitude of them and will attack multiple party members at once. However, they will only do one-third or one-half of Ballade Cracker's base damage. Also, another move is the Ballade Mine. They are similar in appearance, well not similar, but they use Ballade Cracker's sprites so I guess they are exactly the same appearance wise. But anyway, the Ballade mine would be used to protect against Melee attacks, such as the Mega Slide, or my suggested Shadow Slide for ShadowMan. But it will not be your typical shield weapon. It will NOT block the attack, instead, Ballade will take SLIGHTLY reduced damage and the Ballade Mine will explode and harm the attacker, doing Neutral and Explode damage.

SparkMan: Ah SparkMan, ElecMan's canonical superior. In MegaMan three, he has two attacks, his Spark Shock, and a move where he shoots smaller sparks and it has a chance to stun lock you. Now, as far as I know, there are no paralyzing moves in the game currently. So, this (if implemented) will be the first. How it will work, is that the "Spark Watts" will attack the player multiple times, doing minor damage. The damage doesn't matter, as it's true purpose to to cause the paralyzed status. Each "Spark Watt" has a one third chance of paralyzing the enemy, out of three shots. However, this one third chance is for each individual shot, not overall. So there is a slight chance that the enemy may not be paralyzed. Any who, for what the paralyze status does. To be frank, it just makes the enemy skip a turn. Allowing the user to plan and strategize their next move or moves, all while hindering the enemy. However, the victim player still has the option to switch Robot Masters.

(These are subject to change and I will post more soon also these are secondary robot attacks/weapons not abilities. But, I will post some special attributes as well, thanks for reading. I also finally got color formatting down!)
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WhoDropedTheBass
1,697,300 BP
0 TP | 3 PP
Posted on March 2nd, 2020 at 7:12pm #4
I GOT IT TO WORK
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WhoDropedTheBass
1,697,300 BP
0 TP | 3 PP
Posted on March 2nd, 2020 at 7:11pm #5





foreground-intro-field] [/foreground-intro-field]






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WhoDropedTheBass
1,697,300 BP
0 TP | 3 PP
Posted on March 2nd, 2020 at 7:02pm #6
[ robot : right : Victory R ]{Burst Man}
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ProtoMan
2,725,750 BP
3 TP | 30 PP
Posted on March 18th, 2014 at 9:54pm #7
Sorry about that. My bios could be implemented into something similar to CD data from MegaMan and Bass for characters though, offering knowledge on the being the data is based on. Also, I appreciate your complement.
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ProtoMan
2,725,750 BP
3 TP | 30 PP
Posted on March 18th, 2014 at 2:10pm #8
ProtoMan

Background:
The first robot master ever created, he was the product of new technology in robotics. He was also Dr. Light's pride and joy. However, he was a prototype, and there was a defect in his solar energy core that would eventually cause him to deactivate...permanently. His prototype coding, filled with errors, also granted him an ability that no robot would ever attain until nearly a century later...free will. Dr. Light was fearful of ProtoMan's life and continuously tried to repair him, however, ProtoMan grew to distrust his "father", and ran away. ProtoMan wandered the world alone until his time came. However, a renegade Dr. Wily found his body and converted his solar energy core into a nuclear energy core and weaponized ProtoMan, giving him his ProtoBuster, ProtoShield, and his trademark helmet and visor, concealing his identity from Dr. Light. Indebted to Wily, he helped Wily's ambitions by posing as the leader of rebelling robot masters that were originally designed to help with construction on Gamma in MegaMan 3 under the guise of BreakMan. In the end, Wily was supposedly dead so he rescued MegaMan from the self destructing castle of Wily. Then, during the events of MegaMan 4, ProtoMan saw the evil in Wily's ways and betrayed him by rescuing Dr. Cossacks' daughter Kalinka from Wily, exposing Wily's blackmail and as the instigator of this attack. Ever since then, he has helped MegaMan in his fight for everlasting peace, usually by saving MegaMan in his most dire hour, or by challenging MegaMan to a fight to test MegaMan's skills, or by offering information and useful items. Despite all appearances he is actually far stronger than MegaMan, and fights increasingly harder during their fights to further mature MegaMan's fighting prowess. He has recently taken a more proactive role by helping MegaMan during the Roboenza crisis by helping in direct combat with Wily and his forces. To this day he helps MegaMan until his defect catches up with him and meets his untimely end.

Personality:
ProtoMan is a very withdrawn individual. However, he still cares for those who are close to him, such as his brother MegaMan, and his sister Roll. He also has a great sense of justice similar to his brother and will do anything to aid people for the greater good. ProtoMan is also very distrustful of others that he does not deem close to him. He also dislikes revealing any information on him and his past, and due to this MegaMan is unaware that ProtoMan was the first robot master and his brother. Due to his withdrawn nature, he enjoys time by himself above all else and enjoys solitary travel. Likewise, due to his distrustful nature he also dislikes events similar to interviews. He also seems to enjoy music and whistling, as he composed his own song and will whistle a part of it when he appears.

Appearance:
ProtoMan looks like a young teenage caucasian male. He often wears a red helmet with visors attached to it with a white arrow symbol near the top of it. Under the helmet he has another visor, and has light brown hair seen in various hairstyles. He wears a gray bodysuit with a red belt like apparatus and has red glove like hands and boot like feet. He is also seen carrying his ProtoShield on his back and wearing his bright yellow scarf, usually depicted flowing in the direction of the wind.

Equipment:
ProtoBuster: ProtoMan's main weapon. An energy cannon that uses energy directly from his nuclear core. Can be charged for a stronger and larger attack. In this game it increases his speed when charged.

ProtoShield: A shield that is completely indestructible and can block any attack. Made of a highly potent ceramic titanium alloy.

ProtoStrike: A powerful, compact, short range energy blast first seen in the second MegaMan Arcade game. It appeared again in MegaMan Battle and Chase as a homing charge shot, and again in MegaMan Powered Up, where it was a extremely powerful and large charged shot. This game uses the Powered Up variety.

Big Bang Strike: An extremely powerful, super charged shot capable of destroying nearly anything. It is so powerful it cannot be seen by the naked eye, only being characterized as a blinding white light. It was first seen in MegaMan and Bass when ProtoMan used it to destroy King's shield that was similar to his own. However, it fatally drains and physically wounds ProtoMan when used.

Variable Weapons System: Like MegaMan, he is able to copy and reproduce the abilities of a defeated Robot Master. He can sotre up to eight abilities at one time.

Teleportation System: Is able to teleport to any location, characterized by Proto turning into a beam of red light shooting into the sky.
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ProtoMan
2,725,750 BP
3 TP | 30 PP
Posted on March 2nd, 2014 at 8:45am #9
Thanks MegaBossMan.
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0 BP
0 TP | 0 PP
Posted on January 1st, 2011 at 12:00am #10
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0 BP
0 TP | 0 PP
Posted on January 1st, 2011 at 12:00am #11
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ProtoMan
2,725,750 BP
3 TP | 30 PP
Posted on January 26th, 2014 at 3:59pm #12
I really like your suggestions Doc, I'll edit the topic so like minded people who have ideas for special attributes and not weapons know that their ideas are welcome here too.
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ProtoMan
2,725,750 BP
3 TP | 30 PP
Posted on January 26th, 2014 at 9:19am #13 ( Edited : 2014/01/26 at 9:21am )
Sorry to burst your Bubble Man Spinstrike. But that giant electric ball is just Sparkman's version of Spark Shock. But I still like your comcept, and could be used as a separate ability for Sparkman.
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ProtoMan
2,725,750 BP
3 TP | 30 PP
Posted on January 25th, 2014 at 10:33pm #14
Thanks for looking at this thread and I am glad to be of service and to be contributing to this prototype Adrian. I appreciate those kind words.
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ProtoMan
2,725,750 BP
3 TP | 30 PP
Posted on January 25th, 2014 at 6:40pm #15 ( Edited : 2014/01/25 at 6:50pm )
image

My first Starforce! Woo!
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ProtoMan
2,725,750 BP
3 TP | 30 PP
Posted on January 25th, 2014 at 12:17am #16 ( Edited : 2014/01/25 at 12:26am )
Sorry for making Substitution too weird. I wanted to balance it a bit, so it didn't seem too overpowered. Maybe instead it could use a fair amount of weapon energy instead of making him unable to attack. Because, in retrospect, making him unable to attack kind of defeats the purpose of the move. I'll make that edit right away. Also, I'm thinking of altering the Ballade Grenades into which they do half of Ballade Cracker's damage to multiple party members, making that edit also.
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ProtoMan
2,725,750 BP
3 TP | 30 PP
Posted on January 24th, 2014 at 8:11pm #17
No one advertised for me to vote in this, but I am doing this because I think it is interesting. Shame I can't vote for my obvious #1 choice.

Favorite Robot Masters:
I have a favorite from every game. Darn....uh...
QuickMan ElecMan ShadowMan
Core Types:
Neutral Time Shadow
Weapons:
Proto Buster Thunder Beam Jewel Satellite
Abilities:
Energy Swap Skull Barrier Bass Crush
Stages:
FlashMan MegaMan II Doctor Wily Stage I ShadowMan's Stage(Non Doc Robot)
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ProtoMan
2,725,750 BP
3 TP | 30 PP
Posted on January 24th, 2014 at 3:45pm #18
New suggested abilities up! I'd really like your opinions on them, so please check the the uppermost post for the edited post. In this update: Enker and Ballade.
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ProtoMan
2,725,750 BP
3 TP | 30 PP
Posted on January 23rd, 2014 at 6:46am #19
Sorry, thanks for catching that. I'll post my new ones here:

Start: "You won't get past me, I will obliterate you. Heh, heh."
Taunt: "What's the matter? Afraid of the dark?"
Victory: "Target eliminated. Heh, heh."
Defeat: "Oh no! The light....!"
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Found 3 Threads, 33 Posts 36 Results Total
Pages 12
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