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Found 213 Threads, 569 Posts 782 Results Total
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 29th, 2014 at 1:17pm #441 ( Edited : 2014/01/29 at 1:18pm )
From the Facebook page:

Enter the phrase "Ability Get : Cutter of Darkness!" into either player's password prompt and you'll be rewarded with the Shadow Blade ability - one of first dual type abilities added to the game. The ability is Shadow and Cutter type and as such can be used by ANY Copy Core (Mega Man, Proto Man), Shadow Core or Cutter Core (Cut Man, Metal Man) robot!

:)
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 29th, 2014 at 1:14pm #442
This is awesome! Thank you so much for making it! ^_^

Shows off the mechanics very well and gives people an honest, full impression of what the project is all about. THANK YOU! XD
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 29th, 2014 at 1:11pm #443
I'm sorry I haven't responded to this topic yet - I've been so busy trying to reduce memory and fix all these bugs that I haven't had time to properly reply to people or add any new features to game. :|

I do love the idea of robot bios, as I mentioned before when Spinstrike asked about it, and I will eventually add them to the database. These for example are pretty great and I'm sure when/if Spinstrike starts submitting they'll be great too.

Thanks again and I'll obviously let you guys know as soon as they have been added to the game. :)
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 29th, 2014 at 1:10pm #444
Awesome guys! Don't forget that the pause button is your friend when you wanna take screenshots! ;)
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 29th, 2014 at 1:06pm #445
I've been working on a pretty big rewrite for a lot of the code this last week that should bring the memory use back down to appropriate levels. Once that has launched, some of these bugs might be fixed. Of course, they could also get worse... We'll just have to say. Thank you all for keeping me updated on the bugs and glitches you find - it makes it a lot easier to troubleshoot overall. Fingers crossed that it gets better from here!

P.S. I have absolutely zero idea when the new optimization update will be complete, so don't ask. :P
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 25th, 2014 at 9:52pm #446
This is an excellent thread and discussion to have, and I'm glad someone formally brought it up.

I can assure you that I want to keep as much of your files as possible, regardless of how the game progresses. As some of you know from past updates, dramatic changes in story/mission structure have required me resetting people's completed missions a few times, but I've always tried to keep all the robots and abilities and especially battle points.

The battle point exploit found by Gigggas has been fixed so that shouldn't be too much of a concern anymore - yes he has a really high score, but I know someone will eventually surpass it even with the rule change and they'll feel better as a result. Absolute worst-case scenario is that I reset battle points and give +1000 for every robot, every ability, etc. or something similar... but I don't see that happening any time soon.

For everything else, you guys have fantastic ideas. I like the idea of locking the field stars until post-game but not removing them entirely, but for the robots and abilities it's definitely something we should continue thinking about. We obviously have a lot of time before we have to choose, but it's good to put this out there now.

At the end of the day though, my number one priority in this development cycle is keeping progress and stats accumulated over the prototype stage and rewarding veterans when it's all done. If it's ever done. But I will always make sure the veterans get something for their hard work.

I should also note that the "final version" that I keep talking about is not going to just appear one day. It's something that you'll all be a part of the entire way there and most if not all progress is gonna carry over unless a specific aspect of the game changes completely. Also, the prototype gets updated with new features all the time - new characters, new mechanics, new abilities, new fields - and it may never actually be "done". Even when we have all the robots in the entire database complete (years from now), there's still so much more we can do and I believe we may never truly have a "final version".

Either way though, good topic and keep discussing ideas if you want - just know that I DO value the veteran players and will do my best to accommodate them in any way I can.
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 25th, 2014 at 9:35pm #447
I absolutely LOVE this! Reading this totally made my day, and you added narrative and reasons to things I hadn't even considered in the world of the prototype. I love the personality you gave Roll and the way you wrote her, but even more so I love the way you've fleshed out the setting of the story in ways that I have so far failed to convey as eloquently. This is seriously cool and I look forward to any and all other stories you do like this - seeing the mechanics and scenarios of the MMRPG written into a short-story like this brings so much joy to my heart. Thank you. ^_^ You might also like to know I shared your story on our Facebook page the other day - that's how much I liked it!
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 25th, 2014 at 9:28pm #448
Oh, that's great! Thanks for finding them - I had no idea. ^_^

I'll put this on my list of things to update - will certainly make the fights more engaging and unique from each other. :)

Thanks again!
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 25th, 2014 at 9:17pm #449
Awesome, thanks for making this topic! :D

I've obviously played Mega Man RPG and Mega Man RPG 2 multiple times. Not necessarily because they were well-made or fun, but I really got lost in the idea behind them and found the concept fascinating so I kept playing. :P All in all they're pretty terrible games with lots of mixed sprite work and some of the most generic buttons in all fangames, but they got me started on this path so I owe them some respect.

My research on Mega Man RPGs also led me to the likes of Mega Man X RPG which I found particularily well-done. I never finished this game, nor have I technically finished the above two, but I got pretty close. I liked how well the animations for this one were done, but as much as I like the X series there's something inherently more thematic about the classic series robots that I missed.

I have also played Rokko Chan, like the rest of you, and found it delightful. In the far, far future (sometime in 20XX) when new robots are more easily added to the game without affecting the single-player too much, I would like to reach out to different fangame developers and cameo maybe one or two of their robots in a special holiday pack or something - Rokko Chan is a great example and had some fun robots.

Other Mega Man fangames listed here I have not played, and I'm having a hard time thinking of any others that I have. I've spent so much time researching and programming the last several years that I haven't had much time to actually play. It's gotten to the point that I watch Let's Plays of games while I'm programming instead of actually playing them myself just so I can say I've experienced them. >_>

Oh! And I played the MM7 8-bit remake and I LOVED it. Really great. Still need/want to play the MM8 one but not anytime soon.

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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 25th, 2014 at 9:12pm #450
I think a lot of MM1 and MM2 robots need a revamp for sure, but I would like to publically take the main characters off the table. Not that I don't trust Sean's work - I absolutely do and I love what he's done so far - I just want to keep the primary heroes of the series looking as close to their (now iconic) 8-bit representation as possible. Everyone else though, YES. I put together Time Man and Oil Man myself and I think they turned out pretty good, but if Sean can do them better then have at it. Personally, I'd like a Bomb Man update but I'm not sure much could be done with his design. Ice Man too - he's only two colours right now and I'm sure we could add a bit more detail or something. :)
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 25th, 2014 at 9:07pm #451
These are all very interesting and I definitely like the idea. Something like Pokemon's abilities or the TCG's "Poke Body" or "Poke Power" mechanic I guess, but cooler. The infrastructure for this kind of feature does not yet exist in the prototype, but maybe in the future I'll find a way to implement it. Keep on speculating - I'll check back on this thread occasionally for inspiration. :)
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 25th, 2014 at 9:00pm #452
Well, if you're asking I need all the fields for MM3 and MM5+, with 3 being the priority and the rest coming as the RMs are complete. That being said, I'm not sure if you want to. The fields are actually pretty complicated to create and require many steps.

If you're curious, check out one of the field's folders. The Rusty Scrapheap field is animated and is therefore a lot more complicated, though a non-animated field like the Abandoned Warehouse took a little less effort to throw together.

Rusty Scrapheap

Either way, everything needs to be in very specific file types and sizes, and it's all created in Photoshop with very specific layer styles and guides to adhere to. If you're still interested and want to try creating one, I'll send you the raw photoshop file to play around with, but I warn you it's a pretty tedious process. :|
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 25th, 2014 at 8:58pm #453
Thanks, these are great. Because the Trio character only has one database entry, I had to merge the proposed classes into one, but in-battle I'll make sure they each show their correct individual class when scanned. :D
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 25th, 2014 at 7:52pm #454
@MegaBossMan : I'd considered an overworld map many times, but due to the way fields can be customized and, more importantly, the way fusion fields work, I'm not sure if I world map would even be possible. At least not a pre-drawn one. I'm not even sure where I'd start with that... :S I do like the idea a lot, I just don't know how feasible it is.

@CHAOS_FANTASY : I like the idea and I'll consider it. I would prefer to use something else from the same remixer - even if it's not technically the correct theme - until he finishes the MMGB remixes. If only because I want the style/instruments used to be consistent. Something misc or even one of the Wily Castle themes from MM3 or MM5+ might be fun. If you have any suggestions from within current TheLegendOfRenegade's library I'd be able to get it done faster and I'd be more comfortable with it, but if not I'll see what I can do with the provided links. :)

@Gigggas : That's a pretty good idea, and I think I might use a version of it in a future update. I would like to have the shop as it's own separate tab but it will work very similarly to what you describe. On the actual player editor screen, you totally guessed what one of the counters would represent - bolts. And I like your idea about only minor enemies dropping them. I think instead of having the shop integrated into the player editor itself, it will be its own tab and the player editor will instead allow you to customize which eight items are equipped to the selected player. Right now there are exactly eight items in the game simply because there's only enough room for eight in the menu. If I add a way for players to take eight different items into battle than those default eight we could add a lot of cool little extras - something else that would tie into the shop and make it more fun. But yeah, awesome stuff. ^_^

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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 25th, 2014 at 7:49pm #455
That would be pretty cool, actually. I'll see if I can tweak the code a bit to allow your own data to randomly show up as an option. Should be a rare occurrence though, so it feels special. :P
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 25th, 2014 at 7:44pm #456
In the future I'm going to change the way robot data is stored and make it possible for Brorman to edit the stats directly without having to wait for me to implement his changes. I like this kind of fine-tuning but at the moment it's just too overwhelming to manually enter and update as frequently as we need to. :| Thank you for all the comments though - that stats that Brorman worked on were overall pretty impressive and I couldn't have gotten this far with the game were it not for his help! But yeah, we'll keep tweaking the stats until we get things right and thank you again for your input. ^_^
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 25th, 2014 at 7:36pm #457
@MegaBossMan : A lark is a kind of bird, and I based the name off the net-navi from Mega Man Battle Network. The character's Japanese name was Swallow Man, but I decided to go with his English name Lark Man as I have for all the other characters.

Also, this thread is meant for requesting explanations about game mechanics or features. It's basically a way for you to request a new instructional thread like the others in this category of the forum. Small questions like this might be better asked elsewhere. ;)
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0 BP
0 TP | 0 PP
Posted on January 1st, 2011 at 12:00am #458
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 20th, 2014 at 4:29pm #459
Because the Ice Slasher is Ice Man's second level-up ability and most initial encounters will only use their first level-up ability, I think it's okay. There are many, many instances of dual-type abilities messing with the weakness cycle, so one of my goals for the game (long-term) is to have each robot start with a single-type ability and then learn a dual-type one later. That's a long way off though so don't hold your breath. Hmmm. I will consider this and try to think of a way to prevent annoying fights, but I may end up leaving it just for the sake of keeping the abilities interesting. It is a good point though and something I need to think about for a while...
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Found 213 Threads, 569 Posts 782 Results Total
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