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Found 7 Threads, 121 Posts 128 Results Total
Pages 1234567
 
Contributor
CHAOS_FANTAZY
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7 TP | 121 PP
Posted on July 25th, 2014 at 3:06pm #41
I knew I left the next Shovel Knight bio around here somewhere...oh, that blasted Treasure Knight must have made off with it! That greedy snake will get what's coming to him one day...
---
Name: Treasure Knight
Designation: OQN-003
Class: Avaricious Pirate Robot
Core: Water

Weaknesses: Space Explode
Resistances: Wind Flame
Immunities: Water
Affinities: None

Energy: 92
Attack: 93
Defense: 143
Speed: 72

Quotes
Start: "Let us battle...winner take all."
Taunt: "Sink and drown....With all the treasures of the deep."
Victory: "All of the treasure...is only for me...no one else."
Defeat: "The gold...it shines...so bright..."

Signature Moves
Treasure Anchor
Learned at Level: 1
Power: 17
Accuracy: 95%
Speed: 3
Energy: 4
Range: Front
Description: The user fires an anchor on a chain at the target, then pulls it back to them. This ability fires twice (Once for the initial firing, then again while the anchor is coming back). Upon contact, there is a 5% chance that this move will also steal an item from the target's inventory, which the user shall immediately use.

Treasure Box
Learned at Level: 20
Power: 60
Accuracy: 25% and up
Speed: 2
Energy: 8
Range: Front
Description: The user throws down an empty treasure chest, which opens and generates a whirlpool to pull in the target. If the move is successful, the chest slams shut and bursts, dealing massive damage to the target. The accuracy of this move increases according to the percentage of maximum health that the target is missing (e.g., accuracy is 50% when target is at 75% health (25% health missing + 25% base accuracy).

Description: For the longest time, Treasure Knight has been infatuated with gold. For a long time, he fought criminals and collected bounties, but as his love for it grew greater, he turned to more dishonest means. He serves the Enchantress through robbery and pillaging, and many people suffer due to his avarice. He fights with all sorts of underhanded trickery, including his signature anchor cannon, which has become all but famous for catching his opponents off guard. With no respect for anything except his gold, Treasure Knight is one fellow you do not want to cross...or he'll rob you blind.
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Contributor
CHAOS_FANTAZY
3,787,753 BP
7 TP | 121 PP
Posted on July 24th, 2014 at 4:53pm #42
And so the collaboration begins, with a handshake and a...blast of confetti? First up in the evil Enchantress's Order of No Quarter, it's King Knight!
---
Name: King Knight
Designation: OQN-001 (Order of No Quarter Number 001)
Class: Supercilious Usurper Robot
Core: Swift

Weaknesses: Earth Nature
Resistances: Flame
Immunities: Wind
Affinities: None

Energy: 120
Attack: 100
Defense: 100
Speed: 80

Quotes
Start: "Who let these filthy peasants in here?"
Taunt: "All shall bow down before me!"
Victory: "Long live the king!"
Defeat: "My crown! My kingdom! All in shambles..."

Signature Moves
King's Scepter
Learned at Level: 1
Power: 20
Accuracy: 85%
Speed: 4
Energy: 4
Range: Front
Description: The user dashes forward at the target, striking them with a golden scepter. If this move misses, there is a 50% chance it will stun them instead, preventing them from using an ability that turn if they haven't used it already.

King's Herald
Learned at Level: 20
Power: 10
Accuracy: N/A
Speed: 3
Energy: 8
Range: Entire Battlefield
Description: The user summons an orchestra of trumpets to play a herald in his honor, blasting confetti all about the stage. At the beginning of every turn, each Robot on each side of the battlefield will be hit with a confetti projectile raining down, which deals Swift/Wind damage. This effect will disippate after 5-7 turns.

Description: King Knight was born to rule...or so he says. For many a year, he wandered the land, deposed and stamped upon due to his haughty attitude toward the "filth of the world," until he heard of a dark sorceress and her schemes to throw the land into chaos. Eager to participate, he joined her force and usurped the throne of Pridemoor Keep as a display of his loyalty. Despite being a rather large fellow, King Knight can move with great speed, and has been known to call down heralds in his name in the middle of battle. Though King Knight appears to care only for the lavish life of a ruler, he's never been given a chance to prove his effectiveness as a leader figure—he's always been kicked off his throne too quickly. Perhaps now will be his big chance...?
---
With luck, he'll get a Field and Mecha all to himself sooner or later, too. For now, though, we'll be focusing exclusively on the main characters as Robots.
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Contributor
CHAOS_FANTAZY
3,787,753 BP
7 TP | 121 PP
Posted on July 24th, 2014 at 3:34am #43
Well, of course. I felt like Shield Knight, Black Knight, and The Enchantress would all be shoe-ins for a bio. The Order of No Quarter, too. I'm mostly concerned with the Director-For-a-Day "bonus bosses," comprised of Reize Seatlan, The Baz, Phantom Striker, and...um...Mr. Hat? What type would Mr. Hat be, anyway?

Nice work with that Bio! If you'd like to do a Spinstrike-style collaboration, I would be overjoyed with that. Of course, I'd do most of the work, since you have canon stuff to work on (Then again, so do I, but I'm much less dedicated). How about it?
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Contributor
CHAOS_FANTAZY
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7 TP | 121 PP
Posted on July 23rd, 2014 at 4:00pm #44
I said I might be back soon, and I decided, "what the heck."
So...it's time for justice.
SHOVEL JUSTICE!
---
Name: Shovel Knight
Designation: WAN-001 (Wandering Adventurer Number 001)
Class: Chivalrous Excavation Robot
Core: Earth

Weaknesses: Cutter Laser
Resistances: Earth Nature Shadow
Immunities: None
Affinities: None

Energy: 110
Attack: 85
Defense: 100
Speed: 105

Quotes
Start: "Prepare to taste justice...SHOVEL JUSTICE!"
Taunt: "I don't need a blade to fight evil."
Victory: "As long as you fought honorably, you will always have your dignity."
Defeat: "...I'm sorry...I...have failed..."

Signature Moves
Shovel Slash
Learned at Level: 1
Power: 12
Accuracy: 99%
Speed: 3
Energy: 4
Range: Front
Description: The user steps forward and slashes at the target with a shovel. This move is fairly weak, but covers two types and costs little energy.

Shovel Burrow
Learned at Level: 10
Power: 45
Accuracy: 85%
Speed: 3
Energy: 8
Range: Front
Description: The user burrows underground for a turn, then bursts from underneath their opponent for massive damage.

Shovel Bounce
Learned at Level: 20
Power: 25
Accuracy: 90%
Speed: 3
Energy: 8
Range: Front
Description: The user leaps upon the target, striking them from above with a shovel. If the target used an offensive ability in the same round, this move will activate twice.

[Description exempt, because I don't know how to tackle it for a fellow like this]
---
So that's what we're doing today. What do you guys think, who from Shovel Knight deserves one of these (Aside from the obvious main characters)? The Order of No Quarter? The other Wandering Adventurers?
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Contributor
CHAOS_FANTAZY
3,787,753 BP
7 TP | 121 PP
Posted on July 22nd, 2014 at 8:20pm #45
Well, I'm bored of waiting for Spinstrike to get back on board with Skullgirls Wave 2. I guess I'll pass the time by making some Skullgirls Fields...

Name: New Meridian Streets
First Appearance: Skullgirls (2012)
Primary Core: Nature
Multipliers: Nature x2 Freeze x1.3 Earth x1.3
Robot: Filia
Description: The sprawling streets of New Meridian are not for the faint of heart. Curious people walk by this junction all the time, and it's not uncommon for a fight to break out. The concrete jungle seems to extend out in every direction, towers of cold, unfeeling stone as far as the eye can see. A certain homeless girl can often be found in this part of town...
Music: Since Skullgirls's soundtrack is out of our legal zone, I'll be using WizzyWhipitWonderful's original themes for the Skullgirls characters, starting with Filia's Theme.
---
Name: Medici Tower
First Appearance: Skullgirls (2012)
Primary Core: Impact
Multipliers: Impact x2 Explode x1.7 Crystal x1.3
Robot: Cerebella
Description: Space is limited as you engage your foe in an elevator, rising up to the office of the head honcho of the Medici himself. You climb up, and up, and up, passing various billboards and advertisements, including for a curious "Salt Co." Due to the close quarters, any attack that covers a fairly large area will be effective here.
Music: Cerebella's Theme
---
Name: Anti-Skullgirl Lab 8
First Appearance: Skullgirls (2012)
Primary Core: Laser
Multipliers: Laser x2 Electric x1.7 Shadow x0.9
Robot: Peacock
Description: Perhaps the only place where you are even vaguely safe from the Skullgirl's grasp is in this little hidden building, where the creatures designed to kill her are built. Machines of all sort are everywhere, most of their functions unknown.
Music: Peacock's Theme
---
Name: Glass Canopy
First Appearance: Skullgirls - Fukua Update (2014)
Primary Core: Explode
Multipliers: Explode x2 Cutter x1.7 Impact x1.2
Robot: Parasoul
Description: This high-society ball arranged by Princess Parasoul also coincidentally has some of the most powerful figures in the Canopy Kingdom military attending! High-class guests watch on as you battle it out, perhaps making idle-minded comments about how one or two of those ruffians are actually kind of handsome. Mind the heavy glass chandeliers above your head; would hate to shatter one of them, would we?
Music: Parasoul's Theme
---
Name: Maplecrest Village
First Appearance: Skullgirls (2012)
Primary Core: Earth
Multipliers: Earth x2 Cutter x1.7 Electric x0.6
Robot: Painwheel
Description: The quiet suburb of Maplecrest is where Carol grew up...before she became the...thing she is now. As everyone else locks their doors and windows, do battle on a dusty plain outside, and hope you don't hurt her too badly.
Music: Painwheel's Theme
---
Name: Little Innsmouth
First Appearance: Skullgirls (2012)
Primary Core: Water
Multipliers: Water x2 Swift x1.7 Flame x1.4 Explode x0.7
Robot: Ms. Fortune
Description: This Dagonian slum on the outskirts of the Canopy Kingdom is full of naught but docks and water! Do battle atop a bamboo platform, surrounded by others, practically designed for freerunning and good-natured fun. There's a certain cool cat around here who has made this place her home.
Music: Ms. Fortune's Theme
---
Name: Grand Cathedral
First Appearance: Skullgirls (2012)
Primary Core: Time/Space (Counts as a Fusion Field)
Multipliers: Shadow x2 Time x1.4 Space x1.4
Robot: Valentine and Double (In separate encounters)
Description: In the dim candlelit light, the grand visages of the Divine Trinity suddenly don't seem so welcoming. All is silent, save the sound of your combat, and every sound echos deeply through the vast, yawning rooms. No place to run, no one to hear you if you scream. Trinity help you.
Music: Valentine's Theme or Double's Theme

I might be making some more full bios soon enough...but I'm not sure.
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Contributor
CHAOS_FANTAZY
3,787,753 BP
7 TP | 121 PP
Posted on July 10th, 2014 at 2:11am #46
What an excellent first post. I didn't intend for the "Robot" "Field" "Mecha" bits to actually be part of the template, though...that was just to indicate which one is which.

Also, the "Robot" part of the Field template is simply to indicate which Robot calls that Field its home (e.g., Abandoned Warehouse is Cut Man's Field). The other Robots that can appear on a Field are determined by core matches—so (As of right now, anyway, since not every Flame core Robot is done) Heat Man, Pharaoh Man, and Flame Man can all appear in Steel Mill.
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Contributor
CHAOS_FANTAZY
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7 TP | 121 PP
Posted on July 9th, 2014 at 2:32am #47 ( Edited : 2014/07/09 at 12:45pm )
Been a while since this thread's seen the light of day! I figured that in light of all the updates going around, it might be a smart idea to shake the dust off this topic and see if people have any clever ideas.

...Unfortunately, I'm not here to put forward anything right now. I should have something interesting to post sooner or later, but for right now, I'm only here to give these templates a once-over.
---
Robot
Name:
Designation:
Class:
Core:

Weaknesses:
Resistances:
Immunities:
Affinities:

Energy:
Attack:
Defense:
Speed:

Quotes
Start:
Taunt:
Victory:
Defeat:

Signature Moves
[For Each Move]
Name (+ Type)
Learned at Level:
Power:
Accuracy:
Speed:
Energy:
Range:
Description:

Description:
---
Field
Name:
First Appearance:
Primary Core:
Multipliers:
Robot:
Mecha:
Description:
Music:
---
Mecha
Name:
Designation:
Class:
Core:

Weaknesses:
Resistances:
Immunities:
Affinities:

Energy:
Attack:
Defense:
Speed:

Quotes
Start:
Taunt:
Victory:
Defeat:

Signature Move:
Name (+ Type)
Power:
Accuracy:
Speed:
Energy:
Range:
Description:


Field:
Description:
---
(Note that stats, in this instance, are the base stats, i.e., the stats they would have at level 1. Traditionally, Robots and Generation 3 Mecha get 400 points to distribute between the four categories, Generation 2 Mecha get 300 points, and Generation 1 Mecha get 200 points.)

(Also note that a Robot's Description is normally a good paragraph or so long, while Mecha and Fields only need one or two sentences. See MegaBossMan's bio-making topic for more information.)
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Contributor
CHAOS_FANTAZY
3,787,753 BP
7 TP | 121 PP
Posted on June 18th, 2014 at 4:20pm #48 ( Edited : 2014/06/18 at 4:51pm )
The fact that you have a drawing of a ripped Professor Layton tacked to your bulletin board amuses me greatly. What's that over to the right of the GenV starters, though? Well, not to get sidetracked; I came here with a mission...

As many of you already know, whenever I think of Shark-Man, instead of being led to his appropriate Battle Network counterpart, my mind meanders towards Shark-Man, from Mega Man 3 DOS; however, I know that, like the Constellations, the chances of the DOS Robots getting representation is slim to none. I still think it would be neat if he had a Shark Boomerang ability, to reference the obscure DOS counterpart.

I imagine Hallow-Man being somewhat similar (Design-wise) to Boberatu's concept RM, Spook-Man (Seventh row, second column). I'd imagine him possessing the ability to manipulate shadows directly, concealing himself in them or blinding his foes with them (To reduce their accuracy). As for his actual combat abilites...not sure.

That's the start of my thoughts. I might return with more later.
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Contributor
CHAOS_FANTAZY
3,787,753 BP
7 TP | 121 PP
Posted on June 18th, 2014 at 1:37am #49
...Eh. Personally, I don't think mirror quotes are necessary for Duo-Alpha and Duo-Omega. Unlike the Trio Robots, or a Robot pretending to be some other Robot (Think of Copy Robot impersonating Mega Man, or Dark-Man impersonating Proto Man), they're more of their own distinct individuals.

Also, that second set of quotes might work...if the Robot's name was Hollow-Man. The name is Hallow-Man, as in (I believe) "All Hallow's Eve," more commonly known as Halloween. So just a Robot Master themed around horror and darkness.
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Contributor
CHAOS_FANTAZY
3,787,753 BP
7 TP | 121 PP
Posted on June 18th, 2014 at 12:24am #50
Okay, I give up.

How the heck do I access someone's Contributor/Developer Credits from their player profile? I've been trying to figure it out for weeks, tested it on both my own profile and others' profiles, pressed every button...and I can't figure it out. How do you do it?
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Contributor
CHAOS_FANTAZY
3,787,753 BP
7 TP | 121 PP
Posted on June 17th, 2014 at 11:47pm #51
No one else? Guess I'll seize the opportunity before someone else does...

Gate Man
Start: "None shall pass."
Taunt: "The penalty for trespassing...is death."
Victory: "I said that none shall pass. You...are no exception."
Defeat: "I am bested...you may go through."


Color Man
Start: "You look like you could use a little more COLOR in your life!"
Taunt: "Can you paint with all the colors of the rainbow?!"
Victory: "No need for colorful vocabulary...you lost, simple as that!"
Defeat: "I've gone gray..."
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Contributor
CHAOS_FANTAZY
3,787,753 BP
7 TP | 121 PP
Posted on June 16th, 2014 at 8:59am #52
I know this one is already in consideration, but I wanted to echo the sentiment that it's needed.

Now that Disco has received her newer (Smaller) sprites, it seems only natural that Roll should get a respriting as well. What's the logic behind this? Why, just look at their sprites side-by-side.

roll disco

It seems to me that Disco now appears much smaller next to Roll. Before, they were (More or less) the same size, and it seemed about right, but that's changed now that Disco received a respriting. I would think that, if anything, the proper relationship would be that Disco has a larger, more commanding presence than Roll (Which would mirror the relationship between Mega Man and Bass—despite being of roughly the same make and body type, Bass appears taller than Mega Man does). The Mobile Roll sprites are too tall for their own good, anyway—measuring by the position of the eyes, that makes her one pixel taller than Mega Man, when (Checking several official height charts) they're supposed to be the same height.
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Contributor
CHAOS_FANTAZY
3,787,753 BP
7 TP | 121 PP
Posted on June 14th, 2014 at 10:45pm #53
If you don't mind me playing detective a bit, I notice that there is a move between Copy Shot and Energy Fist that is conspicuously absent in this update...what was it, and what happened to it?
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Contributor
CHAOS_FANTAZY
3,787,753 BP
7 TP | 121 PP
Posted on June 12th, 2014 at 3:05pm #54
Woah, take it one step at a time there, Bossman! It takes a bit of thought to write out these things. And I don't quite count 7FC and 8FC as "fangames," even though they technically are, simply because they were part of my canon experience.

Anyway, let's see here...Street Fighter x Mega Man was a pretty fun game, in my experience. The stages were never exactly thrilling, but they were more than made up for by the boss battles. SFxMM's bosses, instead of being pattern-based and systematic, have a fistful of moves and attack that they use randomly—and quickly. This leads to reactionary boss battles that were (To steal the catchphrase of Savage Worlds) Fast, Furious, and Fun. Couple this with their ever-famous Super Bar attacks and the energizing boss battle music, and the fantastic boss battles wash out the lackluster stages, and it all goes down smoothly. See how good a fangame can be when you don't have to waste your time worrying about things in the engine being grossly inaccurate?

The only complaint I can think to lodge against SFxMM is the common one, which is that a majority of the bosses were edited from Mega Man, and even then, the edits in SFxMM were done with such artifice that they still look presentable (Though I do admit that the ones that were not edited, such as Urien, look better). I give it Nine World Warrior Tournaments out of Ten.
---
I would be quite curious to hear what the name of that game is, Reisrat, but if you insist.
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Contributor
CHAOS_FANTAZY
3,787,753 BP
7 TP | 121 PP
Posted on June 12th, 2014 at 10:37am #55 ( Edited : 2014/06/12 at 11:04am )
Just to keep things moving along here, I'm going to do what I guess is best called a "Fangame Profile," on a game I only just started—and finished!—yesterday. Ladies and gents, it's Rockbot.

Rockbot is a fairly strange fangame. Apparently its creator set out to create a functional and reliable Mega Man engine that could be played on any console—and oh, how interesting it would be if he had succeeded. Instead, we get a very clunky game that resembles Mega Man in name alone (Indeed, not even the Blue Bomber himself is present; the two playable characters are two new ones named Rockbot and Betabot). From the obvious changes (Such as the player's ability to draw out a shield to block projectiles) to the painful mistakes (The player's jump arc and their knockback) to the silly overlooked nuances (One can hold down the slide command to slide indefinitely), Rockbot is full of little mistakes that make it practically incomparable to Mega Man. For that matter, if a boss isn't too easy to mow down, it's because they have a cheap move that makes them practically impossible to defeat without their weakness and a small stack of E-Tanks (I'm looking at you, Dynamite-Bot).

Overall, I have a hard time finding nice things to say about Rockbot. If forced to assign a rating, I would give the game Five Buster Pellets out of Ten—definitely a failing grade. There is no questioning that Rockbot was a huge disappointment, but it was decently fun while you played it, even if in a sort of mindless way. The game feels like it has soul, the creator loved it, but it is sadly being limited by its hardware. That's really the ultimate key to Rockbot's failure: setting out with the mission statement to create a highly functional and accurate Mega Man engine and returning with this is laughable at best.
---
If anyone's curious to hear what I have to say about any other fangame I've played, give me a shout and I'll do what I can.
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Contributor
CHAOS_FANTAZY
3,787,753 BP
7 TP | 121 PP
Posted on June 10th, 2014 at 3:35pm #56
I've had many recommendations to buy Kid Icarus: Uprising, but for some reason I never do. I think that after the various disappointments I've had on my 3DS, I'm averse to buying new titles for it.

You really think so? I think Ghirahim has so much moveset potential, it's hard to shove it all into one moveset. He has his blades, namely his cutlass; he has his demonic red razor things that he can summon on demand; he has the ability to block attacks and steal weapons with his bare hand...and his metal-skinned form in the third fight gives him a shoe-in ability for his Final Smash.

Magolor would be a bit tougher, I admit, but he has a fair number of abilities under his belt as well. In Return to Dreamland, he's got magic out the wazoo, and in Dream Collection, it's more of the same, only he also possesses the ability to summon other things (Mostly other Kirby enemies). They could probably theme a character off of that (Using his good form, of course, since that's the one he currently is), summoning other stuff to do battle with with traces of magic blasts and such, and then maybe make a Final Smash based upon Ultra Abilities/the Master Crown?
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Contributor
CHAOS_FANTAZY
3,787,753 BP
7 TP | 121 PP
Posted on June 10th, 2014 at 1:47pm #57
Yes, yes, Smash4 hype, etc etc. Actually, I'm not too thrilled about the announcement of Palutena. I had no desire to play as her, I never even knew all that much about her, and there are many more characters I'd want to see first (Like Ghirahim and Magolor). Ah, well, there's always one Smash character I'm not excited about at all. We can play as Miis, though, and they don't look like garbage! I can scarcely wait to use that Reggie Mii I got from SpotPass.

I...think Nintendo can properly benefit from the use of Amiibo's technology, actually. Unlike Disney Infinity or Skylanders or (Going back even further) UB Funkeys, you're not missing a big part of the game if you don't buy one, and you don't have much obligation to collect them all unless you really want to. I think it would be both awesome and hilarious if Amiibo became a new sideshow at Smash tournaments: people bring their specially trained and conditioned Amiibo figures to fight one another in glorious combat, like some glorified Pokemon match.

Wooly World definitely has potential. It might be the first good Yoshi game since the original Yoshi's Island. I'll have to keep an eye on it.

I knew the Captain Toad mini-stages were popular, but I didn't know they were popular enough to warrant their own spinoff game! It could be charming and fun, though, quite like hte original. It'll depend mostly on the price tag they attach to such a game.

Before I was wary about Hyrule Warriors, but it's slowly gaining appeal. How can I say no to an all-star cast with all my favorite Zelda characters? I'm sure I can adapt to the new controls...right?

Splatoon looks...surprisingly interesting. I guess after Battle Quest, Nintendo realized their big, goofy gamepad isn't so bad for fast-paced shooting action. I admire them for trying something new. I might pick it up.

Zelda U is performing with bold experimentation, per the usual. I'm not sure how to feel about an open-world Zelda (R.I.P. Linear Dungeons), but I'm more than willing to give it a shot.

I'm honestly a little surprised they didn't spring a surprise F-Zero title on us and announce C. Falcon for Smash4 at the same time. We all know he's coming, after all; it's only a matter of when. I guess the dust needs to settle some more after Mario Kart 8's release before they start talking about another racer (If, indeed, that new game is coming at all).
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Contributor
CHAOS_FANTAZY
3,787,753 BP
7 TP | 121 PP
Posted on June 10th, 2014 at 1:58am #58 ( Edited : 2014/06/10 at 2:18am )
Well, by fleshing it out, I mean that I'm going to actively participate in this topic to try and keep it alive. I'm not just going to sit around and say "You can talk about fangames and stuff here;" I'm going to actively mobilize people and get them to try the fangames in question. It's why I posted the link to CutStuff's Mega Man fangame compilation. It's why I'm giving you guidance right now. It's why I'm on this bizarre tirade!

Alas, the woes of sharing a computer with people. I transcended that boundary years ago. Best thing to do there would probably be to talk it out—explain why you're downloading Mega Man fangames, explain that they should be totally harmless (Back up claim with new antivirus software if needed), and maybe tell her each time you go to download a new game. If that doesn't pan out, you can at least enjoy Rokko Chan, which is one of my favorite fangames, since that one is played in a browser.

If you already possess such controllers, it would seem to me that all you need now is Joy2Key or a similar software. Look around, I'm sure you can find one.
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Contributor
CHAOS_FANTAZY
3,787,753 BP
7 TP | 121 PP
Posted on June 9th, 2014 at 9:50pm #59
Did you? Well, curses. I just wanted to drum up some discussion on this gone-quiet forum, and this was the first way I could think of to do so. That topic wasn't quite as fleshed out anyway.

If the idea of an insecure download bothers you, the easy solution that is to get an effective antivirus software (Though I've never gotten a virus from any of my downloads). My personal recommendations are using COMODO Antivirus for routine scans and MalWareBytes for when you get a tough bug you can't get rid of.

I understand I'm in the minority, but I have no problem with playing Mega Man on a keyboard. As far as I see it, you would have two options in that case: one, learn to play with your keyboard, for which I would recommend Super Mario Bros. Crossover (The original one) as your training grounds; or purchase a gamepad and download Joy2Key, which will allow you to map your gamepad controls to the buttons on the keyboard you would need for the game.
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Found 7 Threads, 121 Posts 128 Results Total
Pages 1234567
MMRPG Prototype v3.8.25 by Ageman20XX | Mega Man Trademarks & Characters © Capcom 1986 - 2025
This fangame was created by and his team. It is not affiliated with or endorsed by Capcom.
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