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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 18th, 2014 at 12:20am #481 ( Edited : 2014/01/18 at 12:25am )
I know this isn't directly related to what you asked, but given the thread name this seemed like the best place to put these. Here are two little intro/bios I wrote for Disco and Rhythm and posted in a thread over at the Cutstuff forums. Maybe they'll give you guys a little more insight into their purposes while I work out the final details of their story.

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"There are two new fan-made support robots for Dr. Wily and Dr. Cossack that act as parallels to Roll and, when viewed as a group side-by-side, have a very similar feel to that of Alia, Layer, and Pallet from the X series."

SWN-002 Disco

"Disco is a new apprentice robot built by Dr. Wily as an analogue to Roll, providing obedience and loyalty in ways that Bass never could
or would. Opposite to the way Roll specializes in boost and support abilities, Disco specializes in break and assault abilities, lowering the targets' stats to dangerously low levels in short time and setting them up to be KOed."

SCN-001 Rhythm

"Rhythm is the second new support robot and she was built by Dr. Cossack as a kind of failsafe for the prototype, laying dormant in the system's random access memory until needed in an emergency. Rhythm is a genius hacker and excels in abilities that modify the system from the inside to alter the conditions of battle in strange and unusual ways. With abilities that allow her to swap and shuffle robot stats at will, Rhythm is both a great ally and a formidable, unpredictable foe."
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 18th, 2014 at 12:18am #482
I watched this a few days ago thanks to your link but forgot to comment. At first I didn't like the point he was making because that dialogue doesn't happen in the Japanese version, but overall his point still held a lot of weight and I enjoyed the video. I ended up going on to subscribe to his channel and have watched many videos since then, so thanks again. ^_^
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 18th, 2014 at 12:15am #483
Welcome to all our new members! Thank you so much for signing up and for sticking it out until we could get the game back online. Your words mean the world and I'm so happy you enjoy what I... no, we have put together. ^_^
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 18th, 2014 at 12:12am #484
Super-duper excellent work, Brorman! I cleared up a misconception about the image tag's title text and added a brief comment guideline at the bottom. I also colour-coded this like the rest of the threads here and stickied it. Thank you soooooo much! :D
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 17th, 2014 at 10:58pm #485 ( Edited : 2014/01/18 at 2:32pm )
I like ALL the ideas presented above, or at least some form of them.

I really like the idea of skins because it would be (relatively) easy to implement and add a whole awesome layer of customization. And customizing the background is a great idea too! I'll add it to the list. :)

And I absolutely agree about the thread suggesting. I'll try to work something out as it is getting a bit... wordy in here. -_- Sorry about that.

EDIT : Just added a page-system to the comments. Only ten comments a page, but it preloads the entire list so you don't have to wait for each page to load. Hopefully this helps a bit. :)

EDIT2 : Just added the ability to customize your banner background and tweaked the way player colours and fields are used. Whatever you select as your player background will now be used on all posts, which is pretty great IMO. Let me know what you guys think!
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 17th, 2014 at 10:40pm #486
@xColdxFusionx :

As boring as it might sound, my thought process on those was actually pretty simple. The universe seems to always give us things in threes, especially in video games, and Mega Man was no exception.

There are three known doctors in the classic Mega Man series (Dr. Light, Dr. Wily, and Dr. Cossack), there are three primary hero-type robots that have been playable and can all apparently use the Variable Weapons System (Mega Man, Proto Man, and Bass), and - not counting Energy - we have three main stats in the game (Attack, Defense, and Speed).

It just seemed natural to use these coincidences to my advantage and create a set of moves and mechanics around them. After I had decided on the three main busters, I assigned them based on how I thought each doctor would behave in battle. Wily is the most aggressive so his robot gets an Attack booster, Light appears to be more docile and defensive so his robot naturally gets a Defense boost, and then we have Cossack with Speed just because. It ends up working out well for balance, and while we don't know much about Cossack or his style I doubt he'd be against using Speed to his advantage. :P

The Roll Buster came next, and I wanted it to have similarities to Mega Man but be much more support-oriented. Once I decided the first turn would heal Energy instead of any one stat, I tied it in with Mega's buster by decreasing the target's Defense while his would raise his own. This felt like a nice parallel and allowed Roll to step up as the support robot I needed her to be. Adding Roll to the game exposed an obvious imbalance though - the other two doctors did not have a counterpart to support their Attack and Speed stats. In a lengthy process that I'll go into another time, Disco and Rhythm were created to fill that void and the effects of their abilities followed naturally.

The Light, Wily, and Cossack Busters were introduced much later in an effort to give elemental-core robots more options in battle without actually allowing them to equip the hero's busters. They really are just palette swaps, and I realize it seems lazy, but I wanted to make sure the robot masters had comparable ability options to the Copy/Neutral robots without letting them equip hero abilities and it was the easiest option. :|

Weaknesses and resistances were decided by Brorman, so I'll let him answer you on that one. :)
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Posted on January 1st, 2011 at 12:00am #487
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 15th, 2014 at 6:21pm #488
There are two ways to unlock Field Support, as well as the Mecha Support.

Method 1:
Beat any of the intro fields eight times in total. By that point there will be eight Mets to fight and defeating all of them in battle will net you the Mecha Support. Beat it a second time and it will unlock the Field Support.

Method 2:
Complete the Bonus Field at the end of the game (with the mechas) to get the Mecha Support ability. Complete the Bonus Field II in the same chapter (with the robot masters) to get the Field Support ability.

Let me know if you have any problems and I'll look into it. :)
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Posted on January 1st, 2011 at 12:00am #489
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Posted on January 1st, 2011 at 12:00am #490
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Posted on January 1st, 2011 at 12:00am #491
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 15th, 2014 at 1:21pm #492
Sorry but I had to move this topic to the development forum. As important and cool as the thread is, it's not exactly "news". Sorry, MetalMan. :|

I do look forward to what people request, of course, and I encourage anyone who's interested to reply!
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 15th, 2014 at 9:18am #493
The bug above has been fixed, btw, and for real this time.

Regarding your suggestions about Sword Man and Turbo Man, I hear you and I agree. I think it would be more appropriate for Turbo Man to learn other Swift moves than more Flame moves and I feel it would be more appropriate for Sword Man to learn other Cutter moves than Flame ones. I agreed the last few times it was suggested but I keep forgetting to change it. Thanks for the reminders!
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 15th, 2014 at 9:06am #494 ( Edited : 2014/01/15 at 9:13am )
@TheDoc Wow, I really suck sometimes... I went into the code again and I made a very silly, stupid mistake that was preventing the "convert robot abilities to player abilities" script from working. I logged in as a new user and replayed a few missions, specifically Ice Man's, and I can confirm that the Ice Breath and Slasher were both unlocked for Dr. Light. Sorry again for the trouble - cross-equipping abilities is one of the coolest features and being unable to utilize it must have really been a pain. Thank you again for your patience!

@CHAOSFANTAZY @Brorman : You're both right, I should have a proper formatting guide up somewhere. -_- Anyone wanna write one for me? :P But to quickly answer your questions, you put the words you want coloured in square brackets [like this] and then immediately after you add the type name in curly braces like {this}. There cannot be any spaces in between the two different brackets and the type names have to be all lower case. That way something like [Adrian sucks] and {time} would produce Adrian sucks once you remove the space in between. For dual types, you just connect them with an underscore. [Adrian isn't so bad] and {water_electric} combine when stuck together to form Adrian isn't so bad. Does that help at all? :S
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 14th, 2014 at 11:07pm #495
Yes, every ability that your robot learns by level-up the [original] player should automatically learn as well. The fact that your Dr. Light did not have Ice Slasher for equipping is a bug, though it should be fixed now. Sorry about that! :P
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 14th, 2014 at 11:04pm #496 ( Edited : 2014/01/15 at 9:08am )
@xColdxFusionx: You are correct in the method, but if it's not working that's a problem. I've tweaked the code for the unlocks - can you reload the window when you get a chance and let me know if it pops up or not? :S

@TheDoc : I think I'm going to remove the other FAQ thread, it didn't make a lot of sense and I like this one better. About the abilities though, you are correct in how it should be working. As long as Dr. Light himself has unlocked the Ice Slasher, he can equip it to other robots. I've made a few tweaks to the code - could you also try reloading and then going to the robot editor? I think I might have fixed it.

Looks like this is gonna be another bug-report thread, huh. :|
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Posted on January 1st, 2011 at 12:00am #497
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Posted on January 1st, 2011 at 12:00am #498
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Posted on January 1st, 2011 at 12:00am #499
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Found 213 Threads, 569 Posts 782 Results Total
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