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Found 15 Threads, 139 Posts 154 Results Total
Pages 12345678
 
Contributor
Brorman
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Posted on June 14th, 2014 at 10:55pm #21
@CHAOS_FANTAZY : Adrian did talk about stuff getting cut and added later, as a filler update. So maybe it belongs there?
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Posted on January 1st, 2011 at 12:00am #22
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Contributor
Brorman
3,506,752 BP
15 TP | 139 PP
Posted on June 14th, 2014 at 7:02pm #23
@Adrian Marceau : Yeah, I noticed we can edit our own credits section, but really, I can't "thank myself", just rather let the whole thing be outdated than credit myself :P Maybe I'll just add my own little comment there.

Thanks a lot for the energy capsule by the way, I appreciate it. And of course I understand that you wanted the update out as fast as possible, sorry for being hasty.

Also, really liking the new formatting stuff, just if it was a bit easier to use, possibly some kind of menu for core type text and so on?
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Contributor
Brorman
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15 TP | 139 PP
Posted on June 14th, 2014 at 6:39pm #24
@MegaBossMan : That would really easily lead to spammers abusing it, spamming their links in stealth mode.
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Contributor
Brorman
3,506,752 BP
15 TP | 139 PP
Posted on June 14th, 2014 at 11:50am #25
Thank you Adrian, the update is really great. You've been working hard, have your rest. One thing though, nothing urgent, but the MM3 RM stat adjustments that I made don't seem to be in the game. They are really minor though, so I'm not sure if they are even necessary.
flash-man Regardless, amazing work!
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Contributor
Brorman
3,506,752 BP
15 TP | 139 PP
Posted on June 12th, 2014 at 12:45pm #26
As sad as it is, Mega Man didn't really look like a top tier character. On the other hand, FFA tournaments with items are just for fun anyway. I was disappointed in how Mega Man seemed to play, quite clunky and slow, which I suppose is staying true to the classic series.

I have 'some' experience of professional smash as a viewer (watched some Melee tournaments and so), and Final Cutters and Stone are just bad. Both attacks are slow, and if they miss, you will be left open for a good while. But I suppose it could have worked a bit differently in FFA, can't say much. Hungrybox (Kirby) only got so far because he stayed away from the battle as much as he could. Also, some items in the game seem very awful, like that OHKO item.

Overall, I'm pretty hyped after E3: Xenoblade, Pokemon and Smash are all definite buys. STEAM and Splatoon seem nice as well, but I need more information on them. As for Sony and Microsoft, didn't really care cause I don't own - or plan to own - their consoles. The only game that looked even a bit fun was Sunset Overdrive(?).
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Contributor
Brorman
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15 TP | 139 PP
Posted on June 8th, 2014 at 6:51pm #27
He's just human and he has to do other stuff than work on the game too (believe it or not). Give him his time to finish the update in peace, iron out the bugs and polish up all the content.
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Contributor
Brorman
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15 TP | 139 PP
Posted on June 6th, 2014 at 12:28pm #28
Looking really nice, even though yeah I'm quite thrown out of the loop.

Not to be pushy, but did anyone happen to notice that I said I would make some adjustments to the stats? Unless they are considered unnecessary of course...
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Contributor
Brorman
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15 TP | 139 PP
Posted on June 2nd, 2014 at 3:20pm #29
But that is the usual casual route anyway...

One point though. The weaknesses are based on what the Robot Masters get most damaged by, as in their real weakness. There are multiple easy and less easy ways to get inside the weakness cycle and beat the game than just the main weaknesses, but that's how they are "meant to be" in the games. And the idea was to be as close to the official stuff as possible, correct? Though sure there have been many exceptions already...

And there really can't be an intended way of doing things in a game where you have a free choice of 8 Robot Master to pick from. Sorry if I'm offensive, but these are just my views.
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Contributor
Brorman
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15 TP | 139 PP
Posted on June 1st, 2014 at 11:30am #30 ( Edited : 2014/06/01 at 11:41am )
Oh damn, things are looking nice here. Finally got some time on my hands again, and apparently I soon have an update to play through. Great stuff. Guess I should have popped up earlier to get involved with this update a bit more, but looking really amazing regardless.

Soon I'll finally have my hands on the MM3 RMs, without having to break the game into billion pieces first of course :P

I suppose I'll take a quick look at the stats just in case there is something I have changed my mind about, but I highly doubt so.

EDIT: Okay, looks like there are some changes coming to the stats, just a bit of adjusting. Adrian, please check the spreadsheet when you have time. (Just if you're fine with near-last-moment changes)
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Posted on January 1st, 2011 at 12:00am #31
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Contributor
Brorman
3,506,752 BP
15 TP | 139 PP
Posted on February 5th, 2014 at 3:38pm #32
Ah... You think I might've overlooked that? In fact, I did not. Or maybe just a bit, heh. You're saying that his defense should be lowered? His defense is currently at 111, and lowering it would basically mean that this little armor he has, is completely meaningless. His speed though, 68, is something that could be raised. Sacrificing the few defense bonus points he has, or taking away from his attack stat, which I don't really like. But I'll see about it later.
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Contributor
Brorman
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15 TP | 139 PP
Posted on February 2nd, 2014 at 3:36pm #33
The biggest work is the sprites and even more so, stages, and then coding. Stats (for robots, abilities are a different thing) and weaknesses take very little time compared to spritework or coding. I'm totally sure if someone presented a ready-to-go set of sprites and everything, it would be included in the game soon (after a short moment for revision), just if they met the requirements of course. But if you only present some ideas of how things could look, and fully thought out stats, it's still not much.

I'm very sure that permissions are easy to get because every MM fan-game dev is a fan of MM anyway, and of course they would love to see their robots in another fan-game.

But an answer to this: "My curiosity is more towards whether if someone submits say a full roster of RMs with thought out strengths, weaknesses, etc that would help include them into the game, if they would be given consideration?"

(This reminds me, a quote button would be really nice)

Thoughts are always nice, ideas can be thrown around freely, sure they probably would get some consideration. But then there is the process of actual materialization of these ideas, and that process takes time. Just if we had a person who was making stages, the process would be at least a bit faster. This is all from what I've understood how the creation process goes, I'm just one small part of it and most of this is based on from what I've read, and simple logic. So there might be errors.
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Contributor
Brorman
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15 TP | 139 PP
Posted on January 26th, 2014 at 8:49am #34
I was thinking of abilities like Gyro Ball and Electro Ball from Pokemon, which use speed in the damage calculation.
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Contributor
Brorman
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15 TP | 139 PP
Posted on January 26th, 2014 at 6:58am #35
Ahem.

"Comment guidelines are pretty easy to follow - stay on topic, don't be rude, don't double-post when you can easily edit, and don't create 100 topics in a row just because it's fun. Oh, and no adult stuff or bad language. Ever. This is a kids' game, people! ;)"
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Posted on January 1st, 2011 at 12:00am #36
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Contributor
Brorman
3,506,752 BP
15 TP | 139 PP
Posted on January 25th, 2014 at 6:19pm #37
I haven't played a single fangame, but I'm a fan of speedrunning and I've watched runs of MMU and MM4MinusInf. I was also really keen on this one project Mega Man 72, there is some info available of it but the project itself died a good while ago, sadly. I'd really love to see some of the RMs from that game in MMRPG. More info, most of the info seems to be gone but whatever. But at least a full OST is available here, it's really great.

I wonder if this topic is for all fan-games or just Mega Man? Well I've played some Pokémon romhacks, and Pokémon Quartz is one of the better ones out there, just because it brings something new to the table with completely new mons.
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Contributor
Brorman
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Posted on January 25th, 2014 at 6:09pm #38 ( Edited : 2014/01/25 at 6:12pm )
Well, I'm not a newcomer, but a friend linked me here, back in Jan2013/Dec2012.
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Contributor
Brorman
3,506,752 BP
15 TP | 139 PP
Posted on January 25th, 2014 at 3:14pm #39
I really wonder what was I doing with Magnet Man... He should have higher speed. Today, I spent around 4 hours playing Mega Man 3, and Magnet Man isn't really hard to hit at all. Just do a half-height jump and shoot while he's moving and you should hit every time.

Magnet Man
A: 84
D: 122
S: 94

That is around how much I'm willing to give in. I still want Magnet Man to remain as a tough, defensive Electric robot. Though he receives double damage from Buster, along with Top Man. His movement patterns and attacks are easy to avoid.

Flame Man... I haven't played a lot of Mega Man 6. In fact the only thing I can remember from his fight is that it's annoying. Or maybe I'm just bad.

Flame Man
A: 82
D: 106
S: 112

It's not much, but it is something. Fine-tuning is what the stats are missing right now anyways.


Cloud Man I'm sure I want to keep the same, iirc, his attacks are incredibly easy to avoid. Turbo Man I can agree on, it's barely anything. And from MM7 to MM10 I'm having problems with that I haven't played the games. So the stats aren't probably as good as they could be, because I'm doing the work just from (sometimes not so high-quality or diverse) video footage, MMKB surely helps here though. Ground Man looks like a tank though... -Just looked at a video of the fight- He functions like a faster Drill Man. Therefore there shouldn't be really problems with his stats. I'm fine with them.

Tornado Man, I feel like I rushed him a bit. I know how destructive tornadoes are, but they are faster than they are destructive. As of now, Tornado Man is the second fastest robot in the game, after Quick Man. But dropping his speed with only 3 points would mean that he's slower than Gemini and Nitro Man, who share the speed of 137. I'd like Tornado Man to retain his place as the speed prince. His battle works basically like a vertical Air Man battle, and after watching some footage again, I'm pretty sure that I want to keep the stats the way they are. His attacks in the end aren't that damaging.

About Genesis Unit, I haven't thought of anything yet cause I don't know these guys at all, but while I'm at it I might as well make up some stats here. Also all your stats are under the base sum of 300.

Let's start with the leader, Buster Rod. Said to be swift...

Buster Rod G
A: 108
D: 68
S: 124

Mega Water S, in charge of brain work. Also very resilient, he only gets 3 damage from his weaknesses...
A: 87
D: 123
S: 90

Hyper Storm H, in charge of the muscle work. The only robot in the series to have 2 health meters. So this is something special. This guy seems to be really powerful, in all fields.

E: 115
A: 118
D: 105
S: 62

For the whole Genesis Unit, I didn't look up any video footage, but just MMKB stuff. So the stats might not be "correct" at all.


As for the rest, Uranus is fine as is, I did some really hard thinking with Stardroids cause I like them a lot. Solo, Duo, Trio stats I didn't make. Thanks for the feedback, I wasn't offended at all.
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Found 15 Threads, 139 Posts 154 Results Total
Pages 12345678
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