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Found 213 Threads, 569 Posts 782 Results Total
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on September 21st, 2014 at 6:27pm #21
Hello everyone! I know I'm supposed to be taking a break but like always I can't stop working on this game. :P

Now, before I go into the details, let me make some things absolutely clear:

This update will bring big changes to how stats are calculated in the game and some players are going to be upset!

This update will not include the MM5 robot masters, or any other new robots or fields!

I'm making these changes in the name of balance and diversity, and while I will do everything in my power to make the conversion feel fair for veteran players, it's something that must be done regardless of hurt feelings. It is a prototype, after all. I will completely understand of some people stop playing the game after these changes, but I hope you'll be able to see where I'm coming from and enjoy all the other good stuff this update plans to bring.

With that said, I'm excited to share some of the new content and features with you.

Let's get started, shall we?

Screenshot #1

Screenshot #1 Screenshot #2

  

Changes to Stat Limits
Mega Man's min and max stats at key levels, without a 9999 in sight Roll's min and max stats at key levels, with energy notably higher than Mega Man's

There's some good news, and some bad news regarding stats. Let's rip off the band-aid!
Say goodbye to 9999 stats (kind of)...

Each robot will now have limits for each stat somewhere below the 9999 limit of the system. The math for the limit it a bit complicated, but it works out to about 7.49 times that stat's max unassisted value. This predefined limit of about 7499 in any stat (on average) allow for the player-based stat boosts of 25% to take effect without going over the system's 9999 limit.

This means no more robots with all 9999 stats from the get-go, no matter how much grinding you've done. Robot masters will be unique once again. A Mega Man at level 100, for example, can have a minimum Energy value of 595 and up to a maximum of Energy value of 4462 (via KO stat bonuses). This limit is imposed outside of battle to base stats only, and stats can still be increased or decreased normally during the course of the fight via abilities, items, and/or player-based stats boosts (like Dr. Light's +25% Defense). In this way, it is still possible to get a robot with 9999 in something, but only under special circumstances.
Life Energy now boosted by Stat Bonuses!

Oh, did I forgot to mention that Energy can now be boosted as well? Energy was only limited to give purpose to the Heart Tanks, but now that Heart Tanks are scrapped there's no reason to exclude them anymore. Now, robots can download stat bonuses for Energy the same way they download any other stat. With this change, a support robot like Roll can get an Energy rating as high as 6697.
But... what about all my hard work?!

So, if all stats are being "nerfed", what's going to happen to players like MegaBossMan and TailsMK4 and Shadownnico wgo went through tons of grinding to get the strongest robots with 9999 in all three stats? Not to worry. Players that worked hard to get their bots to max stats will still technically have "the strongest robots" - it's just that the definition of "strongest" will change slightly.

To be clear - a robot that had been raised to 9999 stats prior to the update will have all its stats floored to whatever the new limits are, transferring any overflow to the newly-changed Energy stat (up to its own max limit, of course). And any overflow from that? We'll see. I'll either convert it to BP or Zenny unless veteran players have a better idea? Maybe at a rate of 1 overflow stat point for 100z? Or maybe 100 BP? 1000? Let me know.

  

New Alternate Costumes
Roll's robot editor screen, with new summon counter and alt costumes Disco's robot database screen, with all alternate costumes viewable

Now that the bad news is out of the way, on to the good news!
(Almost) all robots get new alternate costumes!

All unlockable robot masters and support robots will now have alternate skins or outfits, with the only exceptions being Mega Man, Bass, and Proto Man (because they already have a different colour for each element). How many does each robot get? That depends. As mentioned, the three hero bots do not have unlockable outfits, but all other robots unlock new skins based on how many times they've been summoned to battle! Standard robot masters like Cut Man will unlock one new skin for every 100 summons up to a maximum of two new colours (for now), and support robots like Roll will unlock them even faster at one new skin for every 50 summons up to a maximum of five new colours (for now).

Robots that are not yet unlockable in-game do not have alts made, but I will likely do so in the future. Any alts unlocked in the game can also be used as your avatar on the community and leaderboard, so I expect to see lots of high-level players with new mugs. :)

I should mention that all alternate skins for the support robots were made by Rhythm_BCA and he did a fantastic job. All other colour swaps were done by myself.

  

More Challenging Player Battles
Target robots in player battles are now hidden until the battle starts! Once you enter the battle though, the actual targets are revealed...

Target robots in player battles are now hidden!

Gone are the days when a player battle was as simple as selecting your opponent's weaknesses, now all target robots are hidden until the battle starts! This will undoubtedly make player battles more difficult, but having the other player's robots on display before the match was akin to letting the opponent see your hand before a game of Poker (obviously not fair).

Given the prototype's similarities to Pokémon and TCGs, I think borrowing some of their rules for player battles is okay. No items, no experience, and no idea what your target is bringing into battle until the cards are turned face-up. Now, if only there was a way to level the playing field further...

Robot levels in player battles are now dynamic!

From now on, robots on both sides of a player battle will have their levels "flattened" to the same value. The value will be mission-wide and affect all robots on the field. If the player battle's level is 20, all robots that take part in the battle (even your own) will be either increased or decreased to Level 20 (with level boosts and bonus stats adjusting accordingly).

The exact level that player battles appear in your game is determined by the highest level robot on that doctor's team at the time (rounded to the nearest 10). So, if the highest robot on my doctor's team was at level 32, then all player battle options would be rounded to Level 30 and all robots appearing in the battle would be raised or lowered to Level 30 at the start of the fight.

This will put both players on more even footing, and make for more interesting battles. Bonus stats will still take effect, of course, so robots that have been stat-trained will still be considerably stronger than their untrained counterparts overall. Even so, this level-flattening will make it much easier to use your favourite robots in battle - even if they haven't been trained much.

  

Core Guard, Star Force, and Dark Spires
The trinity of elemental forces in the prototype interact in strange and mysterious ways...

The elemental forces in the world of the Prototype are quickly getting out of control, but a new mechanic looms in the distance...

Robot Cores - conceived and programmed by Dr.'s Light and Cossack - act as the energy sources for the robots that appear in the Prototype. They allow a robot to use abilities that match their core, and grant a +1% defense boost to received elemental damage of the same type. When collected by the player, their combined Core Guard can boost the elemental resistance of a given type by up to 99%!

Field and Fusion Stars are a powerful, alien energy source introduced into the Prototype by Slur as a means to revive her fallen army and prevent our heroes from escaping her plan. Field Stars grant a +10% attack boost to dealt elemental damage of the same type. Fusion Stars work in much the same way, but contain the power of two different Field Stars in one. When collected by the player, their combined Star Force can boost the elemental effectiveness of a given type by over 9000%!

Overwhelmed by the players' ability to harness the powerful elemental forces within the Prototype, Dark Spires are mysterious and monolithic entities created by Slur as her last stand effort to take out our heroes. Dark Spires appear in battle alongside enemy forces and completely nullify the effects of all elemental forces, rendering Star Force and Core Guard useless. Dark Spires absorb all other elements, so players will have to defeat enemy forces without the aid of their Robot Cores, Field Stars, and Fusion Stars - or - destroy the Dark Spires using only Neutral-type attacks and restore elemental powers to the battlefield.

A trinity of forces balancing each other out is something I've wanted to do for a while but I (once again) needed to wait until other pieces were in place. In the mean time, please enjoy the concept artwork I whipped up demonstrating how the Core Guard, Star Force, and Dark Spires will work together in tandem. :P
  

Miscellaneous Screenshots

Mega Man's elemental core armors Bass' elemental core armors Proto Man's elemental core armors Ice Man's unlockable Mint Alt The timeout for what is considered

  

Questions and Answers

These are answers to questions I am most likely going to get for this update. This may be updated as the thread progresses. If your question is not answered by below, please post a comment. Thank you!
Q : Will the Mega Man 5 robot masters be added in this update?!

A : No new robots will be included in this update, and the MM5 robots are still very far away.
Q : Am I going to lose my progress? Will be 9999 stat training be for nothing?

A : Not entirely. See above for details, but any stats that are in excess of the new limits will be transferred to your energy stat, and anything in excess of that will be converted to either zenny or battle points.
Q : How do I unlock the new alternate costumes for my robots?

A : Once the update comes out, alts will be added to your robot editor automatically when they are unlocked. New alts are unlocked once every 100 summons, or once every 50 summons for support characters like Roll, Disco, and Rhythm.
Q : When will the update be ready? I want it now!

A : As the title of the thread implies, sometime in the winter. Hopefully by December January but we'll have to see how long it takes to pull the last few strings together. Please be patient with me. :)
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on August 30th, 2014 at 11:59am #22
Use this thread as an example and/or template for your posts when you role-play in this board. You are always free to use your own formatting, of course, but new players might find it useful to start here. Check the comments for formatting examples and the code required to use them, and please let us know if you have any questions. Thank you!
Misc Formatting Tips

Due to the character limit, comments posted in this forum category (and only this forum category) will not be held to the "no double posting" rule. You can use this to split up scenes if necessary, and it might make it easier to visually jump around locations in the story. Please do not abuse this, and only break a comment across multiple posts where necessary. If your comment is too long to post, consider whether or not you should be hogging that much of the story to yourself before breaking it apart. Abusers of this rule may have their posts deleted by the mods, so please follow them. Also, please try not to put any negative or rude comments, as RP threads are made for everyone to have fun and you do not have to participate if you want.
If you want to section-off a part of your story, you can place a horizontal rule across the page by typing a series of at least five hyphens in a row.

-----
Sometimes you need extra spacing between two sprites or perhaps between a sprite and some text and no matter how much you try to add spaces through the editor they always get collapses back to one space. In these instances, it's helpful to use the tab space. With it you can easily separate objects and text with as much spacing as you need.

[tab]
If you want to align your text to the left or right side of the page, you can use the align code below. This makes it easier for your audience to read and helps to give a sense of a character's physical relationship to others in the same scene.

[align-left]left aligned text[/align-left]
[align-center]center aligned text[/align-center]
[align-right]right aligned text[/align-right]

When writing dialog, it's helpful to include a mugshot of the character that's talking. You can combine the player/robot/mecha tag with any of the type tags for a neat inline effect. Using the above alignment code, you can easily achieve a really nice looking narrative.

[align-left][[robot]{ice-man} : There's something dangerous up ahead, sir!]{freeze}[/align-left]
ice-man : There's something dangerous up ahead, sir!

In addition to dialog, you can easily set up "scenes" using the background and foreground formatting tags together with player, robot, mecha, ability, and even item sprites. All you need to do is put your sprites in a foreground tag, then put that inside a background tag. Spacers can be used to add more distance between characters, and sprite frames and directions can easily be tweaked with some code.


[background-arctic-jungle]
[foreground-arctic-jungle]
[robot:right:defend]{mega-man} [tab][tab][tab] [ability:left:01]{ice-slasher} [robot:left:taunt]{ice-man}
[/foreground-arctic-jungle]
[/background-arctic-jungle]


mega-man        ice-slasher ice-man

UPDATE 2015/06/06 : In preparation for the new update, alts have been added for many characters. Among them are the "Darkness" alts, shown below. Please enjoy using them in the community until the update comes out! :)
cut-man_alt9   Cut Man Σ   cut-man_alt9      
guts-man_alt9   Guts Man Σ   guts-man_alt9      
ice-man_alt9   Ice Man Σ   ice-man_alt9      
bomb-man_alt9   Bomb Man Σ   bomb-man_alt9      
fire-man_alt9   Fire Man Σ   fire-man_alt9      
elec-man_alt9   Elec Man Σ   elec-man_alt9      
time-man_alt9   Time Man Σ   time-man_alt9      
oil-man_alt9   Oil Man Σ   oil-man_alt9      
metal-man_alt9   Metal Man Σ   metal-man_alt9      
air-man_alt9   Air Man Σ   air-man_alt9      
bubble-man_alt9   Bubble Man Σ   bubble-man_alt9      
quick-man_alt9   Quick Man Σ   quick-man_alt9      
crash-man_alt9   Crash Man Σ   crash-man_alt9      
flash-man_alt9   Flash Man Σ   flash-man_alt9      
heat-man_alt9   Heat Man Σ   heat-man_alt9      
wood-man_alt9   Wood Man Σ   wood-man_alt9      
needle-man_alt9   Needle Man Σ   needle-man_alt9      
magnet-man_alt9   Magnet Man Σ   magnet-man_alt9      
gemini-man_alt9   Gemini Man Σ   gemini-man_alt9      
hard-man_alt9   Hard Man Σ   hard-man_alt9      
top-man_alt9   Top Man Σ   top-man_alt9      
snake-man_alt9   Snake Man Σ   snake-man_alt9      
spark-man_alt9   Spark Man Σ   spark-man_alt9      
shadow-man_alt9   Shadow Man Σ   shadow-man_alt9      
bright-man_alt9   Bright Man Σ   bright-man_alt9
toad-man_alt9   Toad Man Σ   toad-man_alt9
drill-man_alt9   Drill Man Σ   drill-man_alt9
pharaoh-man_alt9   Pharaoh Man Σ   pharaoh-man_alt9
ring-man_alt9   Ring Man Σ   ring-man_alt9
dust-man_alt9   Dust Man Σ   dust-man_alt9
dive-man_alt9   Dive Man Σ   dive-man_alt9
skull-man_alt9   Skull Man Σ   skull-man_alt9
gravity-man_alt9   Gravity Man Σ   gravity-man_alt9
wave-man_alt9   Wave Man Σ   wave-man_alt9
stone-man_alt9   Stone Man Σ   stone-man_alt9
gyro-man_alt9   Gyro Man Σ   gyro-man_alt9
star-man_alt9   Star Man Σ   star-man_alt9
charge-man_alt9   Charge Man Σ   charge-man_alt9
napalm-man_alt9   Napalm Man Σ   napalm-man_alt9
crystal-man_alt9   Crystal Man Σ   crystal-man_alt9


[[robot]{cut-man_alt9} [tab]Cut Man Σ[tab] [robot:left:base]{cut-man_alt9}]{empty}
[[robot]{guts-man_alt9} [tab]Guts Man Σ[tab] [robot:left:base]{guts-man_alt9}]{empty}
[[robot]{ice-man_alt9} [tab]Ice Man Σ[tab] [robot:left:base]{ice-man_alt9}]{empty}
[[robot]{bomb-man_alt9} [tab]Bomb Man Σ[tab] [robot:left:base]{bomb-man_alt9}]{empty}
[[robot]{fire-man_alt9} [tab]Fire Man Σ[tab] [robot:left:base]{fire-man_alt9}]{empty}
[[robot]{elec-man_alt9} [tab]Elec Man Σ[tab] [robot:left:base]{elec-man_alt9}]{empty}
[[robot]{time-man_alt9} [tab]Time Man Σ[tab] [robot:left:base]{time-man_alt9}]{empty}
[[robot]{oil-man_alt9} [tab]Oil Man Σ[tab] [robot:left:base]{oil-man_alt9}]{empty}
[[robot]{metal-man_alt9} [tab]Metal Man Σ[tab] [robot:left:base]{metal-man_alt9}]{empty}
[[robot]{air-man_alt9} [tab]Air Man Σ[tab] [robot:left:base]{air-man_alt9}]{empty}
[[robot]{bubble-man_alt9} [tab]Bubble Man Σ[tab] [robot:left:base]{bubble-man_alt9}]{empty}
[[robot]{quick-man_alt9} [tab]Quick Man Σ[tab] [robot:left:base]{quick-man_alt9}]{empty}
[[robot]{crash-man_alt9} [tab]Crash Man Σ[tab] [robot:left:base]{crash-man_alt9}]{empty}
[[robot]{flash-man_alt9} [tab]Flash Man Σ[tab] [robot:left:base]{flash-man_alt9}]{empty}
[[robot]{heat-man_alt9} [tab]Heat Man Σ[tab] [robot:left:base]{heat-man_alt9}]{empty}
[[robot]{wood-man_alt9} [tab]Wood Man Σ[tab] [robot:left:base]{wood-man_alt9}]{empty}
[[robot]{needle-man_alt9} [tab]Needle Man Σ[tab] [robot:left:base]{needle-man_alt9}]{empty}
[[robot]{magnet-man_alt9} [tab]Magnet Man Σ[tab] [robot:left:base]{magnet-man_alt9}]{empty}
[[robot]{gemini-man_alt9} [tab]Gemini Man Σ[tab] [robot:left:base]{gemini-man_alt9}]{empty}
[[robot]{hard-man_alt9} [tab]Hard Man Σ[tab] [robot:left:base]{hard-man_alt9}]{empty}
[[robot]{top-man_alt9} [tab]Top Man Σ[tab] [robot:left:base]{top-man_alt9}]{empty}
[[robot]{snake-man_alt9} [tab]Snake Man Σ[tab] [robot:left:base]{snake-man_alt9}]{empty}
[[robot]{spark-man_alt9} [tab]Spark Man Σ[tab] [robot:left:base]{spark-man_alt9}]{empty}
[[robot]{shadow-man_alt9} [tab]Shadow Man Σ[tab] [robot:left:base]{shadow-man_alt9}]{empty}
[[robot]{bright-man_alt9} [tab]Bright Man Σ[tab] [robot:left:base]{bright-man_alt9}]{empty}
[[robot]{toad-man_alt9} [tab]Toad Man Σ[tab] [robot:left:base]{toad-man_alt9}]{empty}
[[robot]{drill-man_alt9} [tab]Drill Man Σ[tab] [robot:left:base]{drill-man_alt9}]{empty}
[[robot]{pharaoh-man_alt9} [tab]Pharaoh Man Σ[tab] [robot:left:base]{pharaoh-man_alt9}]{empty}
[[robot]{ring-man_alt9} [tab]Ring Man Σ[tab] [robot:left:base]{ring-man_alt9}]{empty}
[[robot]{dust-man_alt9} [tab]Dust Man Σ[tab] [robot:left:base]{dust-man_alt9}]{empty}
[[robot]{dive-man_alt9} [tab]Dive Man Σ[tab] [robot:left:base]{dive-man_alt9}]{empty}
[[robot]{skull-man_alt9} [tab]Skull Man Σ[tab] [robot:left:base]{skull-man_alt9}]{empty}
[[robot]{gravity-man_alt9} [tab]Gravity Man Σ[tab] [robot:left:base]{gravity-man_alt9}]{empty}
[[robot]{wave-man_alt9} [tab]Wave Man Σ[tab] [robot:left:base]{wave-man_alt9}]{empty}
[[robot]{stone-man_alt9} [tab]Stone Man Σ[tab] [robot:left:base]{stone-man_alt9}]{empty}
[[robot]{gyro-man_alt9} [tab]Gyro Man Σ[tab] [robot:left:base]{gyro-man_alt9}]{empty}
[[robot]{star-man_alt9} [tab]Star Man Σ[tab] [robot:left:base]{star-man_alt9}]{empty}
[[robot]{charge-man_alt9} [tab]Charge Man Σ[tab] [robot:left:base]{charge-man_alt9}]{empty}
[[robot]{napalm-man_alt9} [tab]Napalm Man Σ[tab] [robot:left:base]{napalm-man_alt9}]{empty}
[[robot]{crystal-man_alt9} [tab]Crystal Man Σ[tab] [robot:left:base]{crystal-man_alt9}]{empty}

^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on July 4th, 2014 at 11:34pm #23
So I guess we're going to have Friday Sunday night chatroom sessions now (referred to as SNC withing the community). I will try to post a transcript of our chats once a week, but if someone else gets to it first that's even better. For those interested in attending future chats, we generally meet in the Development chat room from about 7pm 6pm to 8pm EST every Sunday to discuss upcoming features, bugs, mechanics, and brainstorm ideas. While the Development room is generally hidden from normal users, it is made public during our SNCs and all are welcome to attend.

Here is a Count-Down Timer for the next session, in case you're unsure of what time the meeting starts. :P

Friday Night Chatroom 2014/07/04
Friday Night Chatroom 2014/07/11
Friday Night Chatroom 2014/07/18 (Warning, this chat contains material not suitable for younger audiences. Be advised and read at your own risk.)
Friday Night Chatroom 2014/07/25
Friday Night Chatroom 2014/08/01
Friday Night Chatroom 2014/08/08
Friday Night Chatroom 2014/08/15
Friday Night Chatroom 2014/09/26
Friday Night Chatroom 2014/10/03
Friday Night Chatroom 2014/10/17
Friday Night Chatroom 2014/11/2
Friday Night Chatroom 2014/11/7
Friday Night Chatroom 2014/11/14
Sunday Night Chatroom 2014/11/23
Sunday Night Chatroom 2014/11/30
Sunday Night Chatroom 2014/12/07
Sunday Night Chatroom 2014/12/14
Sunday Night Chatroom 2015/01/11
Sunday Night Chatroom 2015/01/18
Sunday Night Chatroom 2015/01/25
Sunday Night Chatroom 2015/02/15
Sunday Night Chatroom 2015/02/22
Sunday Night Chatroom 2015/03/01
Sunday Night Chatroom 2015/03/08
Sunday Night Chatroom 2015/03/15
Sunday Night Chatroom 2015/03/22
Sunday Night Chatroom 2015/03/29
Sunday Night Chatroom 2015/04/05
Sunday Night Chatroom 2015/04/12
Sunday Night Chatroom 2015/04/19
Sunday Night Chatroom 2015/04/26
Sunday Night Chatroom 2015/05/03
Sunday Night Chatroom 2015/05/10 Minutes
Sunday Night Chatroom 2015/05/17 Minutes
Sunday Night Chatroom 2015/05/24 Minutes
Sunday Night Chatroom 2015/05/31 Minutes
Sunday Night Chatroom 2015/06/07 Minutes
Sunday Night Chatroom 2015/06/14 Minutes
Sunday Night Chatroom 2015/06/22 Minutes
Sunday Night Chatroom 2015/06/28 Minutes
Sunday Night Chatroom 2015/07/05 Minutes
Sunday Night Chatroom 2015/11/15 Minutes
Sunday Night Chatroom 2015/11/22 Minutes
Sunday Night Chatroom 2015/12/06 Minutes

Developer Chat Rules

Rule #1: Please keep the proper chat and community etiquette while in the chat. Breaking this rule often will amount to a kick from the chat room.

Rule #2: NO video or image links of any kind in the dev chat unless they are somehow relevant to the topic at hand (which probably won't happen often). Breaking this rule will result to a kick from the chat.

Rule #3: When someone is speaking, please listen. It's nice to treat others with the respect you would expect them to give you. Do not stray from the Main Topic either. Breaking this rule often will amount to a kick from the Chat.

Rule #4: NO spamming. Spam is simply annoying, and spamming of any kind (whether it be links or annoying phrases) will amount to a kick from the chat.

Rule #5: Absolutely no leaking of images from the Update Folder during a chat - at all! Being a spoil-sport is mean, and you can expect a stern talking-to if you do. :(


IMPORTANT NEWS!

(6/11/16) The SNC has been dead for a long time now, but with Adrian back on his feet and the Prototype moving once again, we've considered bringing the SNC back to life. As just an opinion poll, would you like the SNC to come back again? [The poll itself is found here.]( http://www.strawpoll.me/10460278)
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on June 18th, 2014 at 1:42pm #24
As many of you have noticed, there are eight ten fan-made robots that appear near the end of the database, all of which have names and types but none of which have sprites or mugshots. This is partially because we're not there yet (okay it's mostly because of that) but it's also because I haven't finalized what each of those robots should look like and how they should act.

So, I'd like to do what Capcom used to do with the original Mega Man games - have a kind of "contest" (but not an actual contest) where people submit their robot master ideas and the best ones are used in the final game in some form. I saw "some form" because, like Capcom, I want to have creative control of the end-product and your submissions may not be exactly as you describe/submit them. I may tweak visual elements, I may tweak attack names, battle style, or all of the above. I may even combine the ideas of multiple people to form something new.

The point is that this thread will function more like the robot quotes and bios threads and less like an actual contest. There will be no single winner, but hopefully 10+ winners with the final designs of the robots being the culmination of multiple people's work rather than just one. So, shall we get started?

This thread is NOT for your fan-made robots. It is only for design, ability, and background ideas for the prototype cache numbers.



Prototype Cache Robots
The ten robots that you will be submitting ideas for are the "PCR" numbered robots in the database, from Lark Man (PCR-001) to Color Man (PCR-010). The designation stands for "Prototype Cache Robot". Who is Cache you say? We'll save that for another day, but I will tell you this - Cache created all ten of these robots itself using scrap, garbage, and unfinished data floating around the deepest parts of the prototype. Naturally, the three doctors have had many robot ideas over the years and not all of them have panned out - their unfinished data, however, was unknowingly imported into the prototype and has since been hacked together to create new, functional enemies. These robots have been given one cryptic command by their master - protect the prototype at all costs.



We are the Robots
Even though I haven't completely figured out how everyone will look and act, I do have a few ideas/pointers that I'd like to maintain (unless there's a much better idea presented). Here's what I have so far:

PCN-001 Lark Man
Lark Man is based on an early flying robot design by Dr. Light. Lark Man's method of flight is rather primitive, using rockets instead of actual wings, and was thus scrapped early in development. Developmental research on this model would later serve as the foundation for almost all future wind-based robot masters.

PCN-002 Blossom Woman
Blossom Woman is based on an early design by Dr. Wily, and may have made it to production had Wily not abducted Plant Man years later. Blossom Woman would have served a similar purpose, but would have also been able to communicate with both plant and insect life. This idea and technology was later re-purposed for Hornet Man by Dr. Light. Naturally, Blossom Woman's design seems to be based off both a flower and an possible a praying mantis or similar.

...more to come.



Concept Artwork
As you might have guessed, I've tried my hand several times at designing these robot masters but have thus far come up with only mildly interesting ideas. I'm hoping you guys can come up with better and/or more creative drawings, descriptions, abilities, or really anything else (other than stats and quotes, those go elsewhere). Here are a few pictures to get you started, showing early designs and ideas. Please excuse the cell-phone images as I do not currently gave access to a proper scanner.

Blossom Woman Concept #1 Blossom Woman Concept #2 Lark/Shark/Blossom Concepts Miscellaneous Stuff...


Adrian 2k19 Edit: This thread has served its purpose and can now be closed. Thank you all!
^ Top
 
0 BP
0 TP | 0 PP
Posted on January 1st, 2011 at 12:00am #25
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on June 14th, 2014 at 4:25am #26
proto-man Hello everyone and thank you all so much for your patience and understanding over these last several months. It has been a long and difficult journey, but being able to post this update here today and show everyone what we've been working on makes it all worth the wait.

I've completed several rounds of testing and - as far as I can tell - the update went smoothly. There are a few features I decided against implementing, and a few new robots/sprites that I did not have time to add, but overall I think this update is probably the biggest and most game-changing to be released so far. I hope you will all enjoy the mechanics, items, fields, and enemies that we're added to the game and I hope you'll find the time to leave your feedback in the comments. If you have bug reports please post them in this thread. And if you want previews and behind-the-scenes development talk you can check out the original thread.

It has been a very long day and night and then day again putting the finishing touches and updating all the required database and files, so I'm going to get some much needed rest now. In the next several days I will be posted a series of articles describing the new features, but in the mean time please try and figure out things for yourself and help each other out in the comments of this update thread.

I will give a very brief outline of what's new below:

- New formatting options (like the new [code] and [robot] tags)

- Three different shops that allow you to buy and sell items, abilities, fields and stars

- All the Mega Man 3 fields are purchasable via the new shop, and doing so allows you to unlock the robot

- Website database has been completely redone to be easier to use and to show off more player recordsm with new field, mecha, and item databases being added with lots of helpful information (including music links!) and new flavour-text data in the form of robot bios by MegaBossMan (thank you!)

- A few sprites were updated by a new member to the team, Rhythm_BCA, namely Disco and Bass (and they look great!)

- All the field multipliers and mecha stats were created by Brorman which was a huge help (thank you!)

- Crystal Cave has been renamed to Photon Collider, will allow future field for Crystal Man to use word

- Bright Man's "Lightning Control" has been corrected to "Lighting Control" because it makes more sense

- Item drops in battle are now affected by not only where you're battling, but also which class of robot

- Landing a one-hit KO on a robot master or support mecha would double the odds of it dropping an item

- If you damage a robot master with a super effective attack, it may drop an elemental robot core

- Robot cores can either be sold to Reggae for a price that's based on your current starforce for that element OR used in battle to boost the field multiplier by 100%

- If a robot core is used in battle while a Copy Core is in the lead, it will change its core type for the rest of the battle and only be allowed to use moves compatible with the new type (only using an actual Copy Core item on the robot can you revert it mid-battle)

- Mega Man, Proto Man, and Bass will now automatically change colour while using elemental abilities - based on the ability's type(s) - and then revert to normal when it's done

- In addition to the MM3 fields, many old fields have been given new music like the Final Destination stages and the bonus stage, thanks once again to TheLegendOfRenegade for the awesome music

- The mission select music and the music that plays during the intro field battle will now be determined by which fields you have set to that player in the player editor (all MM3 fields = MM3 music, etc.)

- The Mecha Support ability has been revised and now acts as a sure-fire substitute attack, always going first and having a predictable pattern - mechas are summoned in order from gen 1 to gen 3 and back, and the mecha's level goes up each time it's summoned

- Starforce boosts now apply in Player Battles, adding a much needed layer of difficulty to these high-reward battles, and the amount of boost is displayed on the mission select screen

- Starforce boosts now also apply to story-related missions, where fields containing a fusion star will have boosted and more powerful enemies

Aaaaand that's all I can think of for now. I need to send a special shout-out to Sean Adamson and MMX100, as I did not have time to add their long-awaited sprite updates to this update. The same is true for any updated quotes or bios. They will come soon, but I needed to get out the main part of the update first before people started getting angry with me. >_>

Thank you all so much and I hope you enjoy! Let me/us know what you think and please go easy on me if there are bugs. :S
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 16th, 2014 at 4:50pm #27
I cannot go into too much detail right now as my time is limited, but most of you have probably noticed that the game is offline again. I purchased a new, better hosting plan with a totally different company that allows me to use more memory and configure more upgrade options at a SIGNIFICANTLY cheaper price.

Hopefully this will help with all the memory issues and allow me to focus on more important game bugs instead of wasting every single night of my week on the phone with technical support urging me to upgrade from a $100/yr plan to a $1650/yr plan. :|

I will be taking the community and other parts of the website offline later tonight and no one will be able to log in. During this time I would make a backup of all current data, migrate it to the new server, and set up the new domain. I will update this post when everything has been moved and we're good to go again.

I apologize for this frustrating start to the new year, but hopefully it will all work itself out soon and we'll be able to continue enjoying the amazing game and community that we've all built together. Thank you for your continued patience and THANK YOU SOOOO MUCH for playing! :D
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Posted on January 1st, 2011 at 12:00am #28
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Posted on January 1st, 2011 at 12:00am #29
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 14th, 2014 at 10:44pm #30
Where the FAQ thread is meant to be for bullet-point facts that will be listed somewhere on the website together, this is for actual topic/thread requests.

As you can see, the mechanics forum is dedicated to posts by myself outlining various mechanics in the game that I feel require a bit more explaining than is available in-game. We have topics for Robot Cores, Robot Stats, Weapon Energy, Password Prompts, and more, but if you can think of anything else that needs covering just let me know in the comments!

Thanks again!
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 14th, 2014 at 10:20pm #31
Use this thread for any and all questions that are easily answers in one post.

Things like "where is X?" or "how do I unlock Y?" are appropriate for this thread, as are questions like "how does Z work?" and the like.

What is not appropriate for this thread are questions like "what is your favourite X?", "why do you suck?", and opinions or suggestions. That type of feedback has it's own thread.

So, let's start. I would like this to be a communal Q&A and everyone can help out the new members. If this thread gets long enough I'll have to add some kind of page-system, but for now it should be fine. Thanks for playing!
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 13th, 2014 at 4:49pm #32
As most of you have no-doubt noticed, the prototype has been going through a rough patch in the last few weeks. The latest update - for all its good intentions - caused a whole plethora of issues with the game and the website due to its high memory usage. The memory issues were so bad that my hosting provider actually disabled the game on me mid-day last week and it's been a rollercoaster since then.

After disabling the game, my hosting provider sent me an email basically saying that I had to update the website/game to use less memory or else they would not allow me to keep it up. The memory being consumed was so bad that it was affecting other customers and slowing down their entire shared server. This was obviously an issue and as much as I did not like it, it was overall a fair action to take.

I spent the next several days reviewing game logic and trying to find places where memory was being consumed unnecessarily. After many, many hours of benchmarking and unit testing I finally got the game script down to about 50% of what it was before. This should have been a great moment and in my excitement I uploaded the changes online and had my host unlock the script for me. Everything was online and working again and I was excited to take the big notice off the home page.

I took the notice off of the home page, went through about 5 or 6 more test battles on the live server, and determined we were in the clear again. I was pretty happy to finally have it fixed, but I would be lying if I didn't mention how totally burnt out and tired I was. It was 2:00AM, after all. I took a break and decided to watch something on TV before bed as a means to relax, totally unaware of what was happening.

Users came flooding back to the website (and by flooding I mean ~10 people...) and the memory use exploded again. No more than 30 minutes after uploading the latest changes I got an email from my hosting provider with another warning. If the memory continued to be this high they would have to suspend my account. This was obviously the worst case scenario so I hastily tried to look for problems in the code. Unable to find anything and reading threads like this, I gave up hope and took the game offline again. I wasn't sure what to do and I wondered if it was really worth losing any more sleep over.

Fast forward to today and I think I've found the issue. You see, whenever you view someone's leaderboard profile it loads their save data into memory. This is done so that it can calculate stats, robots, abilities, etc. and print out the data to the viewer. The problem (I think) was that this data was not being cleared when you navigated to another page. Viewing two or three different leaderboard profiles quickly doubled and then tripled the memory usage, and viewing any more would result in an "Allowed memory size of X exhausted" error. This caused a whole buttload of other issues that seemed unrelated (like other parts of the site not showing up correctly or not loading at all) and was likely the actual reason for the initial memory outage.

I am putting the game back online again but I will be monitoring usage very closely and may take it off again if the issue persists. I am truly sorry about all the downtime lately but I am doing my best. In light of recent attacks on myself and the game, I think it's important to outline a few things:
1. This is a FREE fangame programmed by ONE guy in his livingroom

2. That guy - me - has a full-time job in the day and can only work on this late at night or on weekends

3. I am not affiliated or endorsed by Capcom at all, and my "game" will never be as good or bug-free as an official one

4. Every single user who signs up is part of a (massive) "beta" test, maybe even an "alpha" test, but NOT a complete game. There will be bugs and they may or may not get fixed in a timely manner.

5. If there is any part of this game or process that you do not like, you are not forced to play and you can leave at any time. As much as I try to be modest about this project, it is a priviledge to play and nobody is entitled to anything.

6. As draconian as it might sound, at the end the day this is my project and if I decide that you as a user are poison to our community I will not hesitate to delete your account and ban your IP address.

----

With that out of the way, please return to normal operations and report any new bugs in the system on the appropriate forum (but without the attitude). I am really hoping I do not have to take the game down again, but if I do you will hopefully understand why. Thank you to everyone who has been supportive over these last few weeks and please enjoy what you can of the game while it's online.
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Posted on January 1st, 2011 at 12:00am #33
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 5th, 2014 at 10:52pm #34
Hello everyone! I'd like to start a new tradition here on the prototype and it has to do with the newly introduced Field and Fusion Stars that appear post-game.

I would like to request that, whenever possible, you take screenshots of the "Victory" screen whenever you find a new field star in battle and post it here in this thread! You don't have to if you don't want to, do not have the equipment, or are otherwise unable to... but I think it could be a lot of fun for the people who do!

Not only will this show off some of our favourite team combinations, but it might introduce people to new Field or Fusion Stars they didn't know existed (especially Fusion Stars, you wouldn't believe how many there are to find in the game!). Once the thread has been around for a while, we'll have a visual catalogue of everyone's adventures and I think it would be incredibly cool to look back at a year from now. :)

So who's with me? Just take a screenshot of your game window when you're on the "Mission Complete" screen and then post it below. I look forward to everyone's posts over the long run and I'll post my first one up soon. ^_^
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 5th, 2014 at 2:54pm #35
The January Update is now LIVE! A full overview of what's been updated is forthcoming, but by-far the biggest change is the addition of a new mechanic (aptly) called "Star Force"! No, Geo Steller is not coming to game and the Omega-Xis is nowhere to be found - but something star and force related has been added to the game! :P

Once you beat the game as any of the three playable characters, mysterious items called Field Stars and Fusion Stars start appearing on all robot master missions! Collect these stars to increase your Star Force - an mysterious energy source that boost the power of all your robots' elemental abilities permanently and boosts the experience points they get in battle.

And don't worry, there's plenty of other fun new content additions and features for those who haven't reached the post-game yet. The January update also includes a revamped GUI with better tooltips, easier to navigate mission menus, and an incredibly detailed Pokédex like upgrade to the Robot Database, a Player Editor, Battle Tips page, and so much more!

I should also mention how incredible Spinstrike and MegabossMan have been coming up with new quotes and classes for the Robot Database and how indispensible Brorman has been in regards to robot stats and weaknesses. Almost all robots now have the appropriate meta-data and it's all thanks to these awesome contributors. Thank you all SOOOO much!

Check it out and let us know what you think! I've and the rest of the team have worked really hard on this for the last two months and I hope you all enjoy what we've added to the game. :D

Pre-release Screenshots

Launch Screenshots
January Update : Preview #01
January Update : Preview #02
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on December 30th, 2013 at 4:15pm #36
Hello everyone! Merry (belated) Christmas and Happy New Year (to those that are not offended by such things)! :P

I apologize for the delay in updates - I've been quite busy - but I have a bunch of new features and content in store for you guys! I'm not exactly sure when it will be done, but I'm hoping sometime in January.

Instead of going into detail about the features (because they're still being work on), I will instead bombard you with teaser screenshots! :D

January Update : Preview #1
January Update : Preview #2
January Update : Preview #3
January Update : Preview #4
January Update : Preview #5
January Update : Preview #6
January Update : Preview #7
January Update : Preview #8
January Update : Preview #9
January Update : Preview #10

So, there you have it. New stuff is coming! What exactly is this new stuff and how does it function? That's for you to find out! Let the wild speculation begin. ;)
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on December 8th, 2013 at 5:01pm #37
Surprise! Thanks to our very own Sean Adamson, we have an entirely new sprite sheet for Mega Man 2's Metal Man!!! Check out the awesome new sprites below:

Metal Man (link
Metal Man V2

This sprite aims to make the armor and colour choices more closely match the official artwork and other reference material. My favourite additions are the blades on the shoulders and the little metal-wheel on the back of his heel in the dash sprite - they make him look so much more menacing than before and I'm very grateful for Sean's work - thank you so much!

So, what do you guys think of Metal Man? Any other MM1 - 2 robots that you think need a revamp? Let us know in the comments! :D
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on December 8th, 2013 at 4:54pm #38
This post serves to officially welcome Spinstrike as the newest contributor to the Mega Man RPG Prototype. Spinstrike has been contributing robot quotes to the project for several months now via the suggestion thread, and he's provided so much content at this point that it only seems fair to add him to the credits page as an official member. Thank you for much for all your hard work, and keep an eye our for your quotes in the game - as of this post all of your currently submitted quotes have been added to the game and I look forward to more in the future! ^_^
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on November 17th, 2013 at 4:13pm #39
Robot Stats play a hugely important role in the Mega Man RPG and are the base of all damage, recovery, accuracy, and turn-order calculations made in any given battle. The basics of this system are pretty straight forward, but the exact breakdown of how those stats come to be is a little more complicated. I will attempt to explain how they work in this post.



Ability Damage Calculations : Attack vs Defense

Whenever any robot uses an attack on another, there are several calculations that happen before deciding on the final damage amount. There are four main components - ability power, the user's attack stat, the target's defense stat, and any field multipliers in play. There may be exceptions to these rules or other hidden factors, but we're going to focus only on the attack and defense components for this article.

Basic damage calculation is as follows:


round( [Ability Power]{none} * ( [User's Attack]{attack} / [Target's Defense]{defense} ) ) = [Base Damage]{damage}


Let's look at the screenshot below and try to predict the damage.
Mission Battle : Proto Man Stats

We know the ability power for Shadow Blade is 16 damage, and we can see the attack and defense stats on-screen (Proto Man has 441 attack and Disco has 352 defense), so the calculation for this ability's base damage would go like this:


round( [16]{none} * ( [441]{attack} / [352]{defense} ) ) = [Base Damage]{damage}

round( [16]{none} * ( [~1.25284]{attack_defense} ) ) = [Base Damage]{damage}

round( [~20.04546]{none} ) = [Base Damage]{damage}

[Base Damage]{damage} = [20]{none}


After this the ability is checked against robot weaknesses and resistances, field multipliers, position modifiers, and any attachment logic to get the final damage. Even with all the extra modifications that happen, stats can still play a big role in determining damage - the higher your robot's attack stat is relative to the target's defense stat the more damage your attacks will deal overall. Robot speed affects accuracy and turn-order, but that will not be covered in this post. With these concepts in mind, figuring out how to increase a robot's stats is where things get more complicated.



Robot Base Stats : Experience and Level Up

Each robot has a unique set of base stats determined by which robot master they represent, which is to say every player's Mega Man will start out with the exact same stats as any other player's Mega Man, and Ice Man will start out with the same stats as any other Ice Man, and so on.

As you can see in the screenshot below, Mega Man as a character has a very balanced set of base stats with 100's in every category. These stats will increase proportionately as Mega Man gains experience and levels up, but stat distributions are not always this even with some robots excelling in attack, defense, speed, or even energy! The base stats for any robot can be viewed from the in-game database, giving you a rough estimate of how any target or teammate might perform in battle.

Robot Database : Mega Man Stats

Whenever a target robot is defeated in battle, your entire team gains experience points and those experience points accumulate over time. Once a robot has gained 1000 experience points, it will level up by one and all stats will be increased by 5%. Use the following example calculation to determine the Level Up bonuses for any given robot.


round( [Base Stat]{none} + ( ( [Robot Level]{level} - 1 ) * ( 0.05 * [Base Stat]{none} ) ) ) = [Robot Stat]{none}


Let's try this out on the Mega Man above to find out his Energy at Level 100:


round( [100]{none} + ( ( [100]{level} - 1 ) * ( 0.05 * [100]{none} ) ) ) = [Robot Energy]{energy}

round( [100]{none} + ( [99]{level} * [5]{none} ) ) = [Robot Energy]{energy}

round( [100]{none} + ( [495]{level_none} ) ) = [Robot Energy]{energy}

[Robot Energy]{energy} = [595]{none}




Robot Bonus Stats : Player Bonuses

Each of the three playable characters have a unique stat bonus in battle which is automatically applied to any robots currently under their care. That means that a robot's stats will be affected by which player is currently using it, and these stats are updated in real-time when using the in-game robot editor. Player bonuses appear underlined in blue in the screenshot below:

Robot Editor : Mega Man Stats

Dr. Light has been given a bonus of Robot Defense +25%, Dr. Wily gets Robot Attack +25%, and Dr. Cossack gets Robot Speed +25%. If a robot is not under the care of its original master and has been transferred, its player bonus will be suppressed and it will instead gain double the experience points in battle.



Robot Bonus Stats : Knockout Bonuses

In addition to the normal experience points earned in battle, robots who deal the finishing blow to targets are rewarded with additional bonus stats that their sitting-on-the-bench counterparts do not have access to. These bonus stats are put into "pending" status and accumulated throughout battle until the robot levels up - at that point any stats that were currently in pending status are rounded and applied to the robot's overall stat amount. Knockout bonuses appear underlined in green in the screenshot below:

Robot Editor : Mega Man Stats

The exact amount of bonus stats a robot earns in battle depends entirely on the target. When defeated, a target will relent 10% of current attack, defense, and speed and add it to your pending total for that stat. That means a Level 100 Mega Man would yield a whopping 5.95 attack points just for landing the finishing blow (595 Attack * 0.10)!

Knockout bonuses are what separate the robots who take initiative in battle and those who simply idle on the sidelines. If that level 100 Mega Man from above had been used more effectively in battle, it's attack stat could theoretically be as high as 9999! Looking over the leaderboards, it's easy to see which robots a player has focused their efforts on versus those who have been neglected.

An important thing to note is that robots are unable to earn any more experience points once they reach level 100, meaning they cannot benefit from knockout bonuses regardless of whether they land the finishing blow. When this happens, either switch out your level 100 for someone who can take advantage of the experience or consider resetting your level 100 robot to level 1 in the Robot Editor. Robots that are reset from level 100 to level 1 loose all level up bonuses, but any knockout bonuses will remain with them forever. Level 100 robots now gain stat bonuses immediately upon disabling an opponent rather than on level-up. Level 100 robots should be rewarded, not punished, so hopefully this makes the game a bit more fun. ^_^


Please let me know if any of this is unclear or if you have any questions and I'll do my best to help. :)

Please be aware that some of this information could be outdated. See the Official Question and Answer thread or post below if you have any questions.-MBM
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