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MegaBossMan
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Posted on May 16th, 2019 at 10:20pm #181
@Remix Man : Giving Crash Man a flame will boost the Solar Blaze's strength to 20 >> 25, and reduce the weapon energy 4 >> 3.
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MegaBossMan
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Posted on May 12th, 2019 at 9:48pm #182 ( Edited : 2020/02/06 at 1:22pm )




A bunch of Robot Masters left laying around with no purpose from times long since past
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MegaBossMan
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Posted on May 10th, 2019 at 1:02am #183
@ZeroDXZ : If you're looking for challenge when you get to KH3, I'd say skip Proud mode; compared to other KH games it's still a basic stroll through the park in terms of difficulty. Critical Mode will most likely hand you your butt on a platter the first couple hundred gos, but it'll at least do a far better job of keeping you engaged. and I recommend turning off attractions 'cause they're dumb


@Remix Man : Congrats on succeeding over the MM7 Wily Capsule! Luckily MM8 is insanely easier so it'll be a nice reprieve if you haven't completed that installment yet.

Besides the stupid snowboarding portions >_>
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MegaBossMan
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Posted on May 4th, 2019 at 5:41pm #184 ( Edited : 2019/05/05 at 4:50am )
Hi @send help :

unfortunately, member-based tournament threads have been disbarred in an effort to combat repetitive / spammy content in the Community. This may come as disappointing as I know members here love to engage in shaping their own content (as evidenced by our enthusiastic roleplay demographic), but don't fret; tournament content is still allowed. Our common procedure is that tournaments and polls are to be hosted on this all-encompassing thread, and that the voting is to take place on external voting websites, not in the comments themselves (I recommend Straw Poll and Easy Poll myself!) Once you have your voting set up, you can feel free to post new questions to be voted on on the Official Community Tournament thread, though posting reminders or pleas will be looked down upon. If you have any further questions or need help setting things up, you can feel free to PM me through the Community's messaging system and I'll try to help you to the best of my abilities! I'll be leaving this thread unlocked for a short period of time to allow for you to read it, but once that has passed I'll be locking this thread.

In short, to keep up with new Community procedure, please keep tournament polls in this thread rather than creating a thread for your own specific tournament. I wish you the best, and happy voting!
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MegaBossMan
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Posted on May 2nd, 2019 at 1:09pm #185
If we're to look at the bright side we're also getting Shovel Knight Showdown as another free bonus, so with essentially two whole games coming our way the delay is somewhat understandable. Here's hoping that King Knight's campaign will be released by the end of 2019...?
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MegaBossMan
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Posted on April 28th, 2019 at 6:13pm #186
As far as the long plethora of Mega Man series go, I'd make the bold decision to say Fully Charged is probably one of the best televised adaptations of the Classic series -- but that isn't saying much.

First and foremost, as a grown man still watching children's programs, I could recognize that perhaps I'm not exactly the proper audience for Fully Charged. Granted, it's a moot observation when one considers some of the insanely well-crafted younger-skewed shows that can very much so still be enjoyed by adults (The Last Airbender, Steven Universe, etc), but Fully Charged is definitely more interested in teaching behavioral lessons than in crafting something engaging beyond fifteen minutes. This can be noted in its episodic format, where plot threads about 'Namagem' (great name btw) are loosely carrot-and-sticked above the viewer as they watch the villain of the week engage in havoc while Aki Light hopefully learns a thing or two about humility or friendship. An issue I find here is that while the lessons and battle stick with the episode's theme, but it is a little much for it to be accompanied with the frenetic battle stuff. It's a little too violent for the little kids that the teaching stuff is designated for, so a Mr. Rogers's Neighborhood this is not. It's still all decently well-constructed at the end of the day; the writing (generally) can be humorous at times, and the characters, from the viewpoint of a Mega Man fan, will find the characters enjoyable. Except for Peter Punkowski. Ugh.

Visually though... This is where I personally start to get distanced with Fully Charged. Don't get me wrong; if you've seen any of the promotional 2D material, they look absolutely phenomenal while straying away from the bargain-bin anime style you practically see on mass these days. But, that doesn't mean a thing when.... the entire show's animated in 3D. Well, disregarding the pixelart sections, which while admitabbly beyond my own capabilities as a sprite artist, I and about any average Joe-schmo will recognize the sprite stuff tends to come across as pretty dopey. Those are few and far between though, as again the show is primarily animated in 3D, and unless you have the budget of a Disney or Despicable Me this stuff just never looks great to me. The lighting and colors look like soup, characters move in aperiodic fashion, and effects (not counting Mega Buster shots) and impact lack any sort of oompf to them. But, I do feel like the show's improving on this front, and there are the occasional "Oh!!" moments with some of the choreography they pull off.
A massive offender in visuals however is how they choose to interpret the Robot Master designs. Taking a look at Inafune's robot designs, all of the Robot Masters are insanely simple and pleasant in design; consider that Mega Man (Classic) only has two colors as his apparel, and he looks less robot than he does a little fella in a high-powered suit. This simple robotic nature I feel is integral to how I view Mega Man, and you can see this in almost every single Capcom-designed Robot Master; it's obviously ripping off Tezuka's Astroboy aesthetic, but it keeps these designs universal across cultures and suggests more of cartoon-ish elements versus anime designs. So, with designs simply begging to be animated in cartoon format... Fully Charged chose to go full robotic for most designs, slap Rock AKI in some Tron lights, and generally overcomplicated a lot of the fun robot characters. Human characters still look great though, and perhaps they wanted to thematically illustrate the great civil divide between humans and robots?..... Or perhaps just really robotic designs sell better as action figures. Most of the robots have this obnoxious robotic filter over their voices as well, masking subpar voice acting into indecipherable subpar sounds. Blasto Woman and Hypno Woman are also awful designs through and through, so it's a shame that with how few female Robot Masters we have we have even less actual good female designs. I guess that there may be nothing objectively wrong with more robotic designs, but for me it's just intrinsically counter-intuitive to what I like about Mega Man's aesthetic.

But hey the writing's still pretty fun, and the story's got places to go, and oh my god Suna Light as a surrogate for the Roll (uh) role is probably even better than her Classic counterpart! She actually occasionally does stuff and provides a genuine family dynamic that the much-too-amiable Roll could never provide. And it doesn't really matter what I think regardless; this show's for kids, and hey, I'm sure kids will love the explodey-action stuff and the learning of a lesson at the end of the day! If I was 25 years younger I probably would too, especially with the name Mega Man!


though I'm still miffed this basically ended up replacing the Archie comics Mega Man goshdarnit I want my Ian Flynn back
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MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on April 28th, 2019 at 6:07pm #187 ( Edited : 2019/04/29 at 4:48pm )
2019 Game Update #13: Acid Man Challenge (Welcome to My Chemical Paradise) / New Modules

Making his FIRST playable debut in the Mega Man franchise, the Chemical Mixer Robot from Mega Man 11, Acid Man, makes his mark as a-mean-oh acid! Unaware of the massive biohazard threat, he seeks to shower the world in glorious acid, and will need to be defeated with neutral attacks in order to bring this mad scientist to his senses! But enclosed within layers of an acid barrier, and ready to fire acid globs at a moment's notice, his acerid misdeeds may wither even the sturdiest of robots. Along with the other two themed Robot Masters, Aqua Man and Pump Man, he can be fought and unlocked in this month's set of challenge missions, so get logged in and kick his acid!
-- As a special bonus, two new held items have been added to the shop! The 'Xtreme Module' will amplify the effects of all stat-boosts moves, while the 'Guard Module' ensures that stats will stay fixed, never decreasing or increasing -- You'll notice that Acid Man has one of these equipped.
Acid Man Challenge Mission
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MegaBossMan
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Posted on April 23rd, 2019 at 10:52pm #188
@sleek07 : I'm not Adrian but I'm qualified enough to act as a surrogate for your question; Slur, Trill, and the Dark Men have all not had their missions developed in the campaign yet, though it's certainly on our to-do list at some point. Furthermore, for Slur and Trill, there's further required refining needed to be done before we can deem them suitable to finally appear in-game. Trill, the Dark Men, and especially Slur have all taunted the playerbase with only database appearances for so so long now, but as it is now you'll still need to wait a little bit longer for them to make it into the campaign.
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MegaBossMan
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55 TP | 1823 PP
Posted on April 23rd, 2019 at 5:30pm #189
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....
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MegaBossMan
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Posted on April 9th, 2019 at 5:58pm #190
@Enka : To confirm what Toad Satan stated, while the Yellow Devil is an obvious choice to join the roster of Prototype due to his iconic status, someone of his size would prove mechanically difficult to incorporate. I'll let the below image visually clarify it for you


Yellow Devil
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MegaBossMan
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Posted on April 7th, 2019 at 2:04am #191 ( Edited : 2019/04/07 at 2:11am )
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!
Electric Rogue Star Robots Are Now Purchasable in the Shop!
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MegaBossMan
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Posted on March 23rd, 2019 at 12:10pm #192 ( Edited : 2019/03/23 at 12:11pm )
2019 Game Update #9: Dynamo Man Challenge Mission!
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!
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MegaBossMan
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Posted on March 16th, 2019 at 10:33pm #193 ( Edited : 2019/03/16 at 10:39pm )
2019 Game Update #7.5: Core Shields and Admin Updates
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
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!
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!
Sheep Man's Wooly World
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MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on March 2nd, 2019 at 12:17pm #194
@artisticTrash : Go into the "Players" tab in the menu; you'll see a selection of the doctors you have and from there, click the fields on their profile and it should allow you to change and swap them out.

Image 1

Image 2
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MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on February 27th, 2019 at 12:20am #195
Have you considered Google Forms in order to host.... whatever it is you're trying to do here? You might also want to family-friendly humor the content a bit versus the meme surrealism going on; most people who frequent these forums tend to puruse the family-friendly content stuff a bit more.
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MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on February 22nd, 2019 at 1:15pm #196 ( Edited : 2019/02/22 at 1:21pm )
@Prince Shugo : In the battle menu, you can click on the 'options' command below where it says ability; opening that up will give you an extra array of options, including the ability to increase the game's speed to something more befitting your pace.
Battle Menu
Options Menu
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MegaBossMan
83,360,573 BP
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Posted on February 18th, 2019 at 11:37pm #197
A Modest Proposal
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MegaBossMan
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Posted on February 17th, 2019 at 3:04pm #198
@mello_man25 : "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."

This month's Rogue Star is Space-core, so all robots with the Space typing will be extraordinarily boosted during the duration of this month
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MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on February 12th, 2019 at 5:24pm #199
@Marko RUS :
"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!"
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