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Found 213 Threads, 569 Posts 782 Results Total
 
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Posted on January 1st, 2011 at 12:00am #521
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 7th, 2014 at 9:27pm #522 ( Edited : 2014/01/07 at 10:57pm )
WOW! That's crazy! I can't believe you've found that many already! 0_o

But yes, +940% is incredibly overpowered.... though I think that's okay. The Star Force is introduced as a post-game mechanic because of how powerful it is and how much fun it (I think) to absolutely obliterate enemies that were once challenging or annoying. One might say it makes the game too easy, but does that really matter when you've already completed the entire campaign? I think not. I do have the fix the graphics though - your 940% electricity bar doesn't fit inside its container anymore. >_>

EDIT: YES! I got another Field Star! Now I'm totally gonna catch up to you guys![/sarcasm]
Underground Laboratory Star
Or not. :P
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 7th, 2014 at 10:28am #523 ( Edited : 2014/01/07 at 10:49am )
Aaaaaaand here's another one! I'm still working on the Field Stars so no Fusions yet, but whatever. :P
Industrial Facility Star
And another!
Abandoned Warehouse Star
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Posted on January 1st, 2011 at 12:00am #524
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Posted on January 1st, 2011 at 12:00am #525
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 7th, 2014 at 10:06am #526
Oh, I guess I didn't mention any thing about Attack/Defense Break. :o

If a robot's Attack stat reaches absolute zero, it goes into "Attack Break". While in this state, the robot cannot do ANY damage to anyone, regardless of their Defense. If you switch this robot back to the bench, they'll recover 1 Attack point per turn.

If a robot's Defense stat reaches absolute zero, it goes into "Defense Break". While in this state, damage done to this robot will result in a OHKO regardless of the user's Attack. If you switch this robot back to the bench, they'll recover 1 Defense point per turn.

If a robot's Speed stat reaches absolute zero, it goes into "Speed Break". While in this state, all abilities this robot attempts to use will miss. If you switch this robot back to the bench, they'll recovery 1 Speed point per turn.

If a situation occurs where the user in in Attack Break and the target is in Defense Break... it will be a very boring battle until someone boosts their stats again. :P
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 7th, 2014 at 10:00am #527
Merry Serbian Christmas! :D
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 7th, 2014 at 9:50am #528
Wow, that's awesome! I can't believe how many stars you've already found! Like, holy ****! :o Haha, you guys have no idea how giddy it makes me seeing all these star counts go up - very surreal. ^_^ Thank you all so much!

Btw, Searinox, could you wrap your image URLs in the appropriate tags when you post them? That way they show up on the page and people don't have to copy/paste the URL to see them. Just use the form [Image Title] (http://domain.com/image.jpg) but without the space in between. I've edited your last two posts to show you how it's done, but let me know if you have any other questions. :)
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 7th, 2014 at 9:43am #529
Thank you! And no, it's on purpose. I decided that, since you see the MM4 robots before you see the MM3 robots, they should come first. Each is only loosely based off a specific game, after all. Several robots that appear on the first page are not from MM1, for example. I may change the order in the future, but for right now I like this way better. I don't want to give new players the impression they missed something while they're playing Cossack's game and notice an entire page missing.
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 6th, 2014 at 10:32pm #530 ( Edited : 2014/01/06 at 10:37pm )
Hello everyone! Metal Man's sprite sheet has been updated again by Sean and he's fixed up a few issues with the chest area and I tweaked the red a bit to make it look less loud. I think we have a pretty fantastic sheet now! Compare the one above and the new one below (you may need to do a hard refresh to see the differences):

Metal Man V2
Metal Man V2

Metal Man V3 (link
Metal Man V3

Doesn't he look AMAZING?!?! I love it! Great work Sean!
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 6th, 2014 at 12:12pm #531
Thanks again for all your suggestions guys, they will definitely be taken into consideration. :)

@MegabossMan : I have to add a few more mechanics to the game before Ballade's second form can make an appearance, but I'd like his second form to function like other second forms in the original series in that he "transforms" once you deplete his Life Energy to zero. There's a slim chance I'll make it work as an ability instead - maybe transforming back-and-forth between forms each time you use it and maybe each one excels in a certain stat or something? Kind of like a (reversible) Mega Evolution in Pokemon? We'll see...

@MMX100 : Yes, I definitely still want to add the shop and if not Battle Points then Bolts/Screws will be the currency of choice. I think alternate costumes would be fun, as would a few more types of items and obviously support robots and shop-only abilities. That being said, there are already 8 different items available in the prototype including the 1-UP, it's just that it's a pretty rare drop that can usually be found on event stages (like the rival missions or the final destination stages). It (and the other super-rare item) appear very infrequently, but they ARE in the game. :)
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 5th, 2014 at 11:44pm #532 ( Edited : 2014/01/05 at 11:48pm )
Ah... See? I was missing something! >_>

Also, how does everyone like the new coat of paint on the leaderboards? Not only do the little leaderboard banners contain more information on them now, the actual leaderboard pages let you view SO much more information about everyone's files. You basically get to browse every player's editors, starforce, and database screens remotely. Pretty awesome, if I do say so myself! :P

EDIT:

Oh, the actual fields in the player editor. Derp. Forgive me I'm tired... I'll just give a full overview.

The experience field is a grand total of all the experience collected by that player's own robots (even if they have been transferred). It doesn't mean or do anything but it's fun to see. The individual Battle Point totals should be straight-forward. Completed Missions counts only unique completed missions, same for the Failed Missions, and then the Total Victories and Total Defeats count all wins/losses even on the same stage. Field and Fusion Star counts are obvious. The two ??? fields are hidden because they're coming in a future update.

And then... the Battle Fields themselves. They represent which fields appear in Chapter Two of that player's campaign and, by extension, which Fusion Fields appear in Chapter Four. It may not be obvious from only looking at your own file, but the exact order of the fields in each person's game file is randomized and the Fusion Fields that appear in Chapter Four are based on that randomized order. Once you complete the prototype (and you have) you can edit these fields by clicking on them. From there you can swap out any field slot with a field from another player's campaign, just like you switch abilities on a robot. By doing this, new Fusion Stars can be discovered and collected to increase your Star Force much, much more than otherwise possible.

Let me know if that clears anything up. ^_^
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 5th, 2014 at 11:31pm #533 ( Edited : 2014/01/05 at 11:40pm )
@MegabossMan : I'll do what I can to look into these issues. If not by tomorrow hopefully I fix them in the coming weeks. :S

@Shadownnico : I'll answer your questions one by one. :P

1. All doctors benefit from collected starforce equally.

2. I... guess not. Other than in the equipment screen. I should fix that soon. >_>

3. It looks like you haven't discovered the robot-transfer feature yet. Click the player name to transfer to other doctors. Transferred robots earn double experience and can be equipped with more abilities, but they do not benefit from player bonuses when transferred... unless I misunderstood what you were referring to.

4. Also not sure what the 2+2=5 part means. For the most part, you should be able to hover your mouse over things to see what they mean, but if you can be more specific I'll try to figure out what I'm missing. >_>

Sorry for any confusion. :S

As a side note, anyone who wants to know more about the mechanics of Field and Fusion stars should check the comments of this thread where I discuss them with MegabossMan. :)
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 5th, 2014 at 11:28pm #534 ( Edited : 2014/01/05 at 11:30pm )
It sure is! :P

Well, here's my first contribution. It's not a Fusion Star but it's a start! :D
Space Simulator Star
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 5th, 2014 at 11:08pm #535 ( Edited : 2014/01/05 at 11:14pm )
Well, at the moment there are 24 Field Stars (8 for each Dr.) and 12 Fusion Stars (4 for each Dr.)... by default. If you go into the Player Editor and click on any of the 8 field slots, you'll see that a new mechanic has been unlocked and you can now customize which fields appear in which campaigns and where! ^_^

So while there will only ever by 24 Field Stars (until I add more stages), the combinations of different fields and therefore different Fusion Stars is almost endless. There's actually a way - mathematically - to calculate how many combinations / Fusion Stars are possible, but I wouldn't want to spoil the surprise here in the thread. ;)

To make sure it's absolutely clear though, every theoretical combination of two stages has it's own unique Fusion Star. Rainy Sewers and Space Simulator for example, could produce either a Rainy Simulator Star or a Space Sewers Star depending on how you choose to mix it up. And it doesn't stop there, stages are shared among all campaigns so you could combine any other stage with either of those two up there for even more Rainy and/or Space type stages. You can imagine how many possibilities there are if you put the time into looking. :P
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 5th, 2014 at 5:27pm #536
Hmmm, if it's happening to more than one person that's worrying. I will do my best to isolate the issue(s) and iron them out in the next few days, but I apologize for all the trouble. >_> In the mean time, please try not to switch between tabs too much during a fight and/or use the pause option if you have to. Boooooo at bugs! :'(
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 5th, 2014 at 3:46pm #537
Minor enemies / mechas cannot be "unlocked" in the same way that robots can. To complete their entry in the Robot Database, a mecha must be summoned at least once in battle (using the Mecha Support ability). The mechas still cannot be permanently unlocked and likely never will be as I like what we have now.

As far as the exact method for summoning any specific mecha has changed since the update, however. Previously, Mecha Support had the same effect in battle regardless of who used it - the mecha it summoned was always based on which field you used it in. This was... interesting, but hardly useful. Summoning Electric Type mechas to fight against other Electric Type robots made little sense and proved to be counterproductive at best. Now, Mecha Support functions differently for every robot.

Copy Core robots like Mega Man, Bass, and Proto Man will continue to summon mechas based on the current field, but elemental robot masters like Bomb Man and Guts Man will now summon mechas based on their own home field. Bomb Man will always summon Beaks for example, and Cut Man will always summon Fleas. Repeated uses of the ability allows you to summon higher generations of that mecha (different colour, better stats) but the exact model will always be randomized between the available 1-3 per stage. Neutral Core robots like Roll, Disco, and Rhythm will only ever summon Mets as their mecha due to it being the only Neutral Type mecha available.

The level of the summoned mecha is also determined by the user now, with the mecha always being equal to half the user's own level. This means that as your robots grow in power, so too will their available support mecha, giving the elemental robot masters a bit of an edge of their heroic Copy and Neutral Core teammates.

While we're on the topic, I should also mention the new Field Support ability. This ability is very similar to the Mecha Support as its effects depend entirely on the user, similar to Pokémon's "Hidden Power" move. When the ability it activated, the user alters the current type multipliers based on it's own home field. Meaning that if Fire Man uses the ability he could take the field multipliers that appear in his stage and then combine them with the ones already in battle. This can lead to some very strange and/or amazing effects, and allows you level the playing field when a robot master is typically at a disadvantage. Once again this move functions differently for Copy and Neutral Core robots. Copy Core robots amplify the current field conditions, making powerful types more powerful and weaker types more weak. Neutral Core robots completely remove all field multipliers by raising or lowering them until they each equal x1 (effectively making them normalized).

The way to unlock these moves is a secret, but it shouldn't be too hard to figure out. I will say that they can be unlocked in two different ways each and it's technically possible to get both of them at the beginning of the game if you're diligent enough. ;)
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 5th, 2014 at 3:25pm #538
Hmmm, I understand what you're saying now. I'll check it out and see what I can do. Thanks.
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on January 5th, 2014 at 3:13pm #539
First thing may be a bug. Did the robot have an Ice Breath attached to it or was it thrown to the bench with the Super Throw? If not I'll have to do some emergency retesting. :S

For part two... it's on purpose! I really didn't like the whole rebooting your robot idea because of how tedious it was and how hard it was to justify. As such Level 100 robots will now gain stat bonuses from disabled foes immediately rather than on each level-up. I figure people should be rewarded for getting to level 100, not punished, so hopefully this helps. :)
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Found 213 Threads, 569 Posts 782 Results Total
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