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Found 213 Threads, 569 Posts 782 Results Total
 
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Posted on January 1st, 2011 at 12:00am #281
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on June 5th, 2016 at 12:51pm #282 ( Edited : 2016/06/05 at 12:55pm )
Thanks everyone! I have another update for you...

magic-man Magic Man

magic-man magic-man magic-man magic-man magic-man magic-man magic-man magic-man magic-man magic-man

...and...

magic-card Magic Card

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
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Posted on January 1st, 2011 at 12:00am #283
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on May 29th, 2016 at 5:36pm #284 ( Edited : 2016/05/29 at 5:50pm )
@MegaBossMan :

Thanks for updating everyone about Sheep Man last week. I was waiting to make a post until after I had actually encountered him in battle but then I ended up forgetting all together. Thanks for updating Solar Man in the initial post too! Saves me a lot of work, and sorry for the delay - was visiting my mother out of town this weekend and just got back a few hours ago. :P

@MegaBossMan : @TheDoc : @MusicalKitty :

Thank you all for your feedback, it was really helpful. I've updated the ability with changes based on an amalgamation of your ideas and I think what we have now is much better (though I'll let the community be the final judge). Star Crash is now an entirely offensive move that raises the shield and throws it in the same turn, targeting any robot on the other side of the field and hitting them up to three times (94% accuracy) for Space / Shield damage (5 + 5 + 5 = 15 total).

The ability visually resembles the other shield attacks but after it's thrown it acts like a more accurate version of the Rolling Cutter. This Star Crash only calculates accuracy on the first hit, however, and if it's successful and the target has not yet been disabled, the next two hits will also land without fail.

Try it out in battle and let me know what you all think. :)
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on May 19th, 2016 at 11:44am #285 ( Edited : 2016/05/19 at 7:48pm )
While it might seem like Star Crash is inherently better, due to the way it works certain robots may find it impossible to actually throw it and deal damage. If you're using it with a robot that always goes first, you pretty much guarantee it'll always take damage from the opponent's next attack (and thus disappear) and you'll never be able to throw it on the second turn. Because Skull Barrier lasts for one turn rather than one attack, you can be sure it'll be throwable next turn regardless of the user's speed. It's for that reason the damage is a little higher too - it's unlikely you'll actually be able to use it for that purpose. Does that make sense or does it still seem out of balance to you? :S

EDIT: The above was my reasoning when I made the ability, but I'm open to changes. If you think it's still overpowered maybe I should drop the damage a bit? I like the fact that it can be aimed so I don't want to remove that, but maybe the damage isn't that important. Let me know.
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on May 17th, 2016 at 11:15pm #286
Hello again with another update!

Added the Star Crash ability to the game and changed Ring Man's core type to Space.

star-crash Star Crash

Ring Man's previous Cutter core type made sense, but felt like a stretch overall given his stage and overall theme. Space core seems to fit more, and given how few of them are unlockable by the player it feels right to finally make the change. Also, Ring Man's home field is luckily already Space type so no extra work there. Any Cutter type abilities already attached to existing Ring Men will remain untouched, but if you ever remove them you may not get them back.

In other news, the new ability Star Crash functions similarly to Skull Barrier by blocking 100% of all damage, but stays attached until damage is actually dealt rather than lasting for only one turn. This ability also deals a bit more damage than the Skull Barrier when thrown and can even reach benched robots. The ability generator has been updated to include this new weapon.
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Posted on January 1st, 2011 at 12:00am #287
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on May 17th, 2016 at 10:16pm #288
@TheDoc : I would have to agree with you on all of your points. Yes, once there are more robots maybe I'll probably limit fusion fields to just "core" robot masters but for now I'm going to leave it. It can easily be adjusted later when the time comes, and I currently also like the feeling of running into new faces for the first time and scanning. Also, it's good to hear that the Bonus Field is doing it's job. Thanks for the feedback. :)
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Posted on January 1st, 2011 at 12:00am #289
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on May 15th, 2016 at 10:50pm #290 ( Edited : 2016/05/15 at 10:56pm )
Please note that development of Mega Man RPG World is temporarily paused while I attempt to bring Mega Man RPG Prototype to a more stable and interesting state. Content and successful features tested in the World version of the game may be ported over during this process, so hopefully everyone enjoys the long overdue updates and new features. Thank you and please forgive my sometimes unpredictable development cycles. :P
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on May 15th, 2016 at 10:21pm #291
New Core Throwing Mechanic
April 10th, 2016

I have removed the previous in-battle functionality for the elemental Robot Cores and replaced it with something else entirely.

Previously, when used by a robot in battle a core would boost the Field Multiplier of its associated element by 10%. If the robot using the core was a Copy type, that core would also change the appearance and type of the user to match its element.

After today's update, Robot Cores now act as throwable items that deal a set amount of damage to any target on the opponent's side of the field. This elemental damage is not effected by robot attack, robot defense, field multipliers, or Starforce boosts, but it is effected by weaknesses, resistances, affinities, and immunities.

Given that each of the standard elemental cores deal damage equal to 10% of the target's max life energy, it isn't difficult to calculate how many cores it would take to disable a given opponent. Under normal circumstances it would take 5 super effective cores, 10 neutrally effective cores, or 20 not very effective cores to knock out any given target.

Throwing your hard-earned cores away may not be the best idea when dealing with small or easy to defeat foes, but against tougher opponents the throwing of cores has the potential to quickly give you the upper hand. Either save your cores and sell them to Reggae for lots of zenny, or throw them at targets in battle for additional damage. Your choice.
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on May 15th, 2016 at 10:05pm #292 ( Edited : 2016/05/15 at 10:07pm )
New Starforce Resistance Mechanic
April 10th, 2016

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

Starforce collected by the player will now resist Starforce collected by the opponent, up to and including neutralizing the opponent's boosts completely. To be clear, Starforce will not increase the user's defense - it will only reduce the effectiveness of the target's Starforce against their own robots. The total Starforce boost on an ability's damage is now equal to the user's Starforce level minus the target's Starforce level - if the resulting value is greater than zero then the damage will be boosted, otherwise the damage will be unaffected by Starforce entirely.

As an example, let's say your robot is about to be hit by an opponent's Flame type attack in a Player Battle. You and your opponent have already collected a handful of Flame type stars, with you having only 2 and your opponent having a total of 8. Even though your opponent has 8 Flame stars, 2 of those are neutralized by own leaving the opponent with only 6 effective stars (and a 60% damage boost). In situations where the defending robot has Starforce equal to or greater than the opponent, the damage boost is simply cancelled (rather than the base damage being inverted or converted to recovery in some way).

This change will have little effect on battles in the single-player campaign, but for Player Battles the effect will be far more pronounced. Starforce boosts will now be scaled relative to each player's progress in collecting them all, so if both have already collected all 1024 stars... the effect of Starforce will be completely balanced/neutralized on both sides! This should give Player Battles as a whole a much more fair and predictable challenge.
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on May 15th, 2016 at 9:14pm #293 ( Edited : 2016/05/15 at 9:29pm )
But wait, there's more! I wasn't sure if I'd finish assembling these by the end of the night, but luckily I did and now I can share Rhythm's new sprite sheets with you!

rhythm    Rhythm V3
rhythm    rhythm    rhythm    rhythm    rhythm    rhythm    rhythm    rhythm    rhythm    rhythm    rhythm   

These revamps are courtesy of Rhythm_BCA and more closely match her original concept artwork than the previous sprites, foregoing the serious tone for something more in line with her young and playful personality. Personally I think they turned out great and very much appreciate Rhythm's efforts. Thank you very, very much (and sorry it took so long to get them online). :D

All of Rhythm's alts have been updated too, so be sure to check them out!

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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on May 15th, 2016 at 6:13pm #294 ( Edited : 2016/05/15 at 6:23pm )
Hello again and welcome to the Sunday Update! :P

Today we've added another new robot to the game, fixed several bugs, and buffed an old ability.

commando-man    Commando Man
  
commando-man    commando-man    commando-man    commando-man    commando-man    commando-man    commando-man    commando-man    commando-man    commando-man   

Updates for 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
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on May 15th, 2016 at 6:06pm #295
@MegaBossMan : I left them in there for the sake of easily getting their cores and seeing how they play with others on the same field, but if you or others still feel the same way it wouldn't be too hard to filter the list a bit. If we did limit them, Would we limit it to only robots that don't appear elsewhere or only robot masters or...? Let me know and I'll see what I can do. :)
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on May 12th, 2016 at 11:12pm #296 ( Edited : 2016/05/12 at 11:16pm )
@sfrmegafan : @MegaBossMan : And on that note, you two might want to check out the database again - it looks like another new ability has been added. :P

gyro-attack Gyro Attack
"The user throws a giant helicopter blade toward the target that deals damage and then loops around to hit another robot on the way back! Even if this ability misses the first time, there's still a chance the second will hit!"
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Posted on January 1st, 2011 at 12:00am #297
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on May 12th, 2016 at 7:09pm #298
@TailsMK4Omega :

Yeah, all the shops start at Level 1. Because I never thought to track shop history before, there was nothing to base the level on and I had to start fresh. As you found out, the shop's level increases as you buy/sell to it and that's how Auto's inventory rolls out. Hope it didn't cause too much inconvenience.

Regarding the Firefox shop bug, I believe it's been fixed. There's apparently a bug in Gecko browsers with hidden iframes that was triggered by one of the new jQuery extensions in the update. I added a patch to the code that seems to have compensated for the problem, so you can switch back to it if you want. As a side note, I noticed that both the game and the website load way slower on Firefox than Chrome which is a bit concerning. I wonder why it has such a hard time rendering the site? :S

Hopefully nothing else comes up that I can't fix. I'd like to start thinking about what I should import from World next. Something big that will take a few weeks or more small stuff? We'll see...
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on May 11th, 2016 at 8:50pm #299 ( Edited : 2016/05/11 at 9:13pm )
Hello again! I've just finished implementing the newest patch to the game and here are some of the changes:

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

Enjoy, thanks for playing, and keep the comments/feedback coming. :)

EDIT :
@TailsMK4Omega : I didn't realize that the Bonus Fields had their opponents hard-coded in the Prototype and I haven't updated the file in a long time... Oops. I've since copied over the Bonus Field upgrades from World and new robots should now appear in battle. Sorry about that!
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Found 213 Threads, 569 Posts 782 Results Total
MMRPG Prototype v3.8.25 by Ageman20XX | Mega Man Trademarks & Characters © Capcom 1986 - 2025
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