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Administrator
MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on March 5th, 2017 at 10:52am #341
Since the Switch is a new hot thing, here's an update with my Switch friendcode

Switch: SW-4997-2604-8293
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Administrator
MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on March 1st, 2017 at 3:18pm #342 ( Edited : 2017/03/15 at 11:46pm )
1. Mega Man
2. Dr. Wily
3. Cut Man
4. Dark Man 4
5. Doc Robot
6. Ra Thor
7. Terra
8. Proto Man
9. Quick Man
10. Gravity Man
11. Duo
12. Roll
13. Vile
14. Auto
15. Reggae
16. Sunstar
17. Dr. Cossack
18. Chill Penguin
19. Launch Octopus
20. Proto Man.EXE
21. Tron Bonne
22. Serv-Bots
23. Shade Man
24. Enker
25. Ballade
26. Quint
27. Plum
28. Tengu Man
29. Nitro Man
30. Data (Everyone's favorite monkey robot!)
31. Buster Rod G (Everyone's second favorite monkey robot)
32. Kalinka
33. Pirate Man
34. Flame Stag
35. CutMan.EXE
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Administrator
MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on February 26th, 2017 at 4:16pm #343
I ended up running into this guy's work today, and while this thread hasn't been particularly active lately, couldn't think of a better place to contribute these remixes towards. Unfortunately no specific album links because they don't exist, but I can link to the individual tracks I suppose despite the lack of space in the main thread.

Mega Man 10 Wily Stage 3
Flame Mammoth
Wire Sponge
Volt Catfish
Mega Man X3 Intro Stage
Hard Man
Mega Man 8 Intro Stage
Grenade Man
Frost Man

And following that up, while it's not a remix per se, I'm a sucker for orchestras so I'd naturally like to bring up these amazing renditions of some classic Mega Man melodies.
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Administrator
MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on February 25th, 2017 at 6:19pm #344
@sam2 : First off, welcome to the Community! Glad to have a new player!

Now then, as for your question, stars will only start to be unlocked once you've finished the final mission in Chapter 5; that's the technical final mission so far so think of it as beating the campaign. Once that occurs, you'll be able to refight the RMs from Chapter 2 and 4, and your victory prize will be Starforce. There's 1024 to get, and once you want to start grabbing more from the initial 36 that'll show up in the campaign menu, you can go into the "Players" tab and start changing fields to have new combinations, grabbing even more until you have the grand total of 1024. If you have more questions, please feel free to ask!
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Administrator
MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on February 21st, 2017 at 2:16pm #345
@MegaManfan21 : The Robot Masters from Mega Man 5-10 aren't unlockable due to development not being finished. However, Mega Man 3 is unlockable and you can do so by scanning the MM3 Robot Masters in the Bonus Field, and once you have Kalinka unlocked you can buy the fields and unlock them there. For more info check here at this link

And by the way, if you're to necropost a thread, at least make it somewhat relevant. Plenty of other proper places to ask your question than an outdated news thread
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MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on February 7th, 2017 at 8:44pm #346 ( Edited : 2017/02/07 at 8:54pm )
So for those of you who don't keep up with the Mega Man RPG Prototype page, we've recently had new art created for Rhythm, the support robot! rhythm The art was done by NeoMan95 / Valo, who did a top-notch job of managing to capture the Mega Man Classic art style! She looks absolutely wonderful, and naturally many of thanks have to go out for Valo's work; it's worth reiterating that it's really, really amazing!

If you want to continue to get your mind blown, you can always check out Valo's gallery

And of course, Rhythm isn't the only one to get art. Disco's also got a great illustration, made by Karakato

MBM what does this have to do with this specific thread well don't think about it too hard this is the most current news thread

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MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on January 31st, 2017 at 1:29pm #347
@DEATH : To reiterate the point made by Ender, while we'd love to finish it all magically right in this instant because I'd love, love, love to do that, there's actual work you have to do first. We're working diligently on it when we can, but that's all; it's a system with a process behind it, not magic. I promise you that we'll have them finished one day, but that....that isn't today.

And the whole fun of Quint is that he's supposed to be hard to find. He's a hard to find treat for Mega Man fans.
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Administrator
MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on January 29th, 2017 at 2:16pm #348
Wooooo, 3000 players! That's a big number! Granted it's important to keep in mind that not...necessarily all those accounts are active, but that doesn't dissuade from the fact that Prototype's got 3000 accounts under its wing. Now it's all a matter of how long until we get to 4000!
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Administrator
MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on January 25th, 2017 at 9:13pm #349
Hyper Bomb, Rolling Cutter, Fire Storm and Thunder Beam are all weapons that can destroy Spines, but I haven't a definite answer....Really, I think it was just a matter that was pressed for time and didn't really have moments for 100% fact-checking. The MM1 mechas were just an added bonus over the original game only having Met mechas, and was one cog in an one giant update. I can't directly edit the current game unfortunately, but I'll change the World database accordingly.
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Administrator
MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on January 22nd, 2017 at 3:00am #350
https://38.media.tumblr.com/c5e40499e2317d7da97c89e841d053fa/tumblr_moi7bb8HYI1sra9rko1_400.gif
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Administrator
MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on January 16th, 2017 at 5:12pm #351
So I've been thinking over this concept for this latter half of last year, but what if for certain moves, you were able to attack your own benched team....and then not necessarily have that being a bad thing?

It sounds like an unorthodox part of a RPG system, sure, why would that ever be a thing you'd have to consider in a game? The idea of aiming for your own team rather than your enemy wouldn't seem like it'd have any particular benefits to a battle, but a lot of Prototype's own attacks have to deal with the principle of status effects, and as I thought about it, a lot of those status effects are usually double-edged swords in a sense. There's areas where you'd naturally see the benefit of attacking your opponent with it, but there's also areas that'd actually serve some use for possibly hitting your team with it. Take, for example, something like the Guts Man fight. A rather unfair portion of his battle has to deal with the Super Throw, which always, ALWAYS send your team member to the bench and completely stutters a consistent fighter in battle. And that's fine, that's the gimmick of the attack, but I was thinking about a possible counteraction that wouldn't make Super Arm useless but gives a possible defense. But hey, you know what move specifically makes it so that you can't be switched out? Ice Man's Ice Breath! I don't think there's any programming in place for if Super Arm were to go against Ice Breath, but it'd give Super Arm not a hassle with the proper strategy but it'd require innovative thinking on the player's part. But, uh, how would Ice Man ever be a consistent part of battle to stop Super Arm? Sure, you can unlock Ice Man, but it's not like he can hit his own teammates...

If you read the first part of this suggestion and not just the example, you'd probably know the point I'm leading into. Granted, I'm not entirely sure that you'd want your team to be damaged so might be best to program in that when you're attacking your own bench, maybe it doesn't hurt as much/at all? Of course, this wouldn't apply for all moves--There's no applicable use in hitting your team with Buster Shot so that probably shouldn't be an option. Later down the line though, this could prove to have further uses....Let's think about Mercury the Stardroid, for example. The Grab Buster is an interesting technique that can siphon away health from the player in MMV, but in Prototype this wouldn't necessarily be an issue because you could just bring in a team that are resistant to Grab Buster. But according to sources Mercury's not exactly a team guy who likes to share even though he's Communist, so what if his mechas or teammates in that fight were weak to Grab Buster? If he's in trouble he can quickly steal health from his own allies, and it stays true to the guy's own nasty personality so that's bonus points! Not to mention what this could do for robots with affinities. Low on health items but you've got a Water-core robot in trouble? Why not hit him with a Water Wave to replenish health? Not to mention that if passive innate abilities like Pokemon's ever come in, it can help add another level of design! As far as I recall this isn't a mechanic that I've seen had use before, you can certainly hit your own teammates in Pokemon with moves like Surf, but those were always detrimental. Not to mention that MMRPG's a game all about building up robot teams and forming a bench, it's never about 1 v 1 fights. You'd figure there'd be interesting ways to interact and actually have a team function as a team with actual strategy in mind.

I'm sure I'm forgetting about some mcguffin that makes all of this have a flaw, but I'd like to hear what other people think. Do this have an use? Or was MBM just spouting off nonsense?
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MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on January 13th, 2017 at 10:21pm #352
I'd like to also reiterate what MegaBoy said but without the stuff about co-authoring because I can't apply that

Happy Birthday Beta.
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Administrator
MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on January 1st, 2017 at 12:07am #353
Unless you're subject to timezone shenanigans, Happy New Years, everyone. Here's to another year for MMRPG.
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Administrator
MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on November 28th, 2016 at 9:02pm #354
Oil Man

Here's a thing that'll likely never see the light of day after this posting, here was a revised Oil Man sheet I was once working on. Wasn't accepted for use, but either way maybe you guys could enjoy looking at it or something, I don't know.
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Administrator
MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on November 16th, 2016 at 7:52pm #355
@Copyie : While the criticism was rather direct and not very subtle, NiceIce's motive was to never discourage you and you're overreacting and taking it personal. Keep in mind he was bringing up the negative points of the thread itself, not you as a person, I don't understand why you've decided to mix the two. Keep up a self-esteem instead and take in the criticism he offered and see if he has a point and learn from that. Not take it directly as an affront to your own moral character.
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Administrator
MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on November 8th, 2016 at 6:51pm #356
@Rozark : Overall, I feel like you've brought up a very good point, and for the sake of competition something that needs to be addressed if we genuinely want a fair leaderboard system. While I was originally shaky on the idea of, I think I'd advocate a complete clean slate for the leaderboard now, a complete wipe with everyone starting from zero. Because so much of the game had been centered around this main mechanic, taking it out creates a dysfunction and generates an entirely-different form of rhythm in comparison. What's going on without is is that it's caused the top positions to become stagnant, because realistically, it's created so much of an advantage that I don't legitimately think anyone will ever be able to claim first place again. And at that point....Why even have a leaderboard if there won't be any realistic competition towards climbing to the top? It's a completely different game from the previous update, and I'd have to agree that without a major adjustment the leaderboard's really an empty page for a different game.
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MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on November 1st, 2016 at 4:43pm #357
@Raze : Some really stellar work here, Raze! While the Powered Up Models aren't inherently difficult, that's in the context of a professional team with a budget like Capcom's original staff. Capturing a style, without a budget and with a solo artist, and then proceeding to emulate that style into something as overly complex as modeling, and it makes for some impressive work! Both the Crash Man and the Snake Man models look pretty well, and not to steal lines from Doc up there but I'll be planning on keeping an eye on this thread as well! :)
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MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on October 29th, 2016 at 11:28am #358
You can find all the music at LegendofRengade's channel. He's a content creator who specializes in Genesis and SNES arrangements, but I will say finding his Mega Man content is rather difficult as they're pretty old by now.
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Administrator
MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on October 27th, 2016 at 11:53pm #359
@ The Doc:

1. Last 20 questions, you mentioned you were in college, what's the update on that?

2. Speaking of update, how do you feel about Prototype's latest?

3. The Prototype community has plenty of projects hiding within it, which ones do you happen to enjoy?

4. Oh no, some race of rowdy reptilians have stolen your lifetime supply of bananas! Which Prototype user do you choose to helo you stea--I mean, properly get it back?

5. What are your thoughts on the Roleplay section of the community?

6. Cuukee crumbling, to crumble or not to crumble, it's been the current debate that's on everyone's minds; what's your stance?

6.5. That's a trick question of course it's yes

7. What other hobbies do you partake in besides doctoring?
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