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Found 213 Threads, 569 Posts 782 Results Total
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on September 11th, 2013 at 12:16pm #621 ( Edited : 2013/09/11 at 3:58pm )
Another few weeks. I keep telling myself "I'm ONLY going to add these features in the new update" and then changing my mind and starting to program more. It's definitely being worked on though, I promise. It's just HUGE and everything will change in some way to be a more complete, rounded experience that resembles the final version of the game a bit more.

Regarding Bass, existing players (such as yourself) will find their current ProtoMan transferred to Cossack and have his original player setting updated appropriately. The robot will have the same level, stats, etc. but be given to Cossack instead. Wily will unlock a new, Level 1 Bass and it will be "his" from here on out. Light remains unchanged. Existing players will find the "flow" the game a little weird at first due to the changes (including multiple popups when you first log in again), but for new players it will make a LOT more sense.

UPDATE: Just so you know my progress, I am now done creating the backgrounds for all eight new stages and I've also completed converting all the music for the new stages too. Right now I'm working on the minor enemies that appear in the background and then after that I'm going to go back to tweaking the mission structure. One change that I think will be fun is in regards to the Bonus Field - previously it was always Level 30, but now it will have robots appearing at random levels between X and Y, with X being the lowest level robot on that doctor's team and Y being the highest level robot on the team. Because of this, it's easy to play around with it and "force" a team of all Level 100s or a team of all Level 1s - a small tweak to be sure but one that I've been having a lot of fun with myself. :)
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0 TP | 0 PP
Posted on January 1st, 2011 at 12:00am #622
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on September 10th, 2013 at 6:44pm #623
If he's interested at all he should contact me. ;)
Might be fun to include the whole set as bonus bosses or something...
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on September 2nd, 2013 at 5:01pm #624 ( Edited : 2013/09/02 at 7:06pm )
What's this?And this?
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on September 2nd, 2013 at 4:51pm #625
I know it's weird for me to post here, but I'm going to anyway. :) MY best MMRPG experience was when I was on vacation and I checked the website on my phone and found no less than SEVEN people online! It was right after I launched the Weapon Energy update and it was so incredibly cool to see so many people online and playing the game at the same time. It was really surreal and I was so happy that I'm pretty sure I shed a single tear. :')
Leaderboard, Seven Online!
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on September 2nd, 2013 at 4:48pm #626
Hi LordFrieza, thanks for your interest in the game. :) Blossom Woman was actually going to be based on an idea I had for a Blossom Man a few years ago, but I'd love to see what you've come up with yourself! I have not redesigned / created Blossom Woman yet so I'm open to ideas. Please upload the image or give me a link to see it and I'll let you know what I think. Thanks!
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on September 2nd, 2013 at 4:34pm #627 ( Edited : 2013/09/02 at 4:42pm )
I would like to chime in and say that MMX100 is correct about several things, but maybe a little too... optimistic about another. :S

In order to have PvP or co-op, many changes would have to made to the structure of the game and it would be very different than it is now. The language that it's written in, the platforms it currently supports, and my ability to update it as quickly and easily as I do would no longer be possible with the needed changes. Not to mention the incredible amount of actual work and time it would take seems... like a nightmare. I am already spending a large chunk of my personal time (read: all of it) programming this game and the idea of supporting multiplayer as well... I may die before I get the chance to finish!

That being said, the dream of PvP and/or co-op is one I share with all of you and think it would be super cool... but I cannot bring that dream to fruition for a very, very long time if ever so please understand that it's not on the table right now. I will revisit the option once the game is considered "done", but at the moment not even a kickstarter could help (besides, I'm not sure how legal it would be).

I hope this doesn't ruin the experience for anyone and I thank you all for playing even without synchronous multiplayer. Besides, more "asynchronous" multiplayer options might be added to the game in their place, so it might not be a terrible thing in the end. The restrictions of the NES forced developers of the 80s to come up some of the coolest tricks and gameplay mechanics in the industry, so I'm sure working within the constraints of the browser will have similar effects on the prototype. :)
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on August 29th, 2013 at 11:10am #628 ( Edited : 2013/08/29 at 11:17am )
Sorry about that Brorman. I might add a new ability or something for the MM3 robots, but no stages or unlockability this update, unfortunately. They WILL come though, I promise. MM3 as a whole has one of my favourite collection of bosses (despite their messed up weakness cycle) and I definitely want to add them properly. Here are a few more field backgrounds to tide you all over (at least a little bit):
Lightning ControlSpace Simulator

EDIT: @Shadownnico - well maybe not the biggest update in history, but still pretty big. Remember, the MMRPG used to look like this : Prototype 2012/01/09
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Posted on January 1st, 2011 at 12:00am #629
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Posted on January 1st, 2011 at 12:00am #630
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0 TP | 0 PP
Posted on January 1st, 2011 at 12:00am #631
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on August 27th, 2013 at 11:06pm #632
@Brorman : I've fixed the in-battle stats for the player battles so that it matches the data found on the leaderboard and in-game. It will be out during the next update. :)

@ThePlayer : I would LOVE to have the concept art robots in the game, but that will have to come much, much later. I think it would be awesome having Sting Man, Honey Woman, the alt-coloured Jewel Man, and a bunch of other ones. Once the main game is complete, adding individual characters will not be a huge hassle, so I could see something like this being very likely. ^_^

@Avocadora : This is strictly a classic-series RPG... but I've already borrowed a lot from Battle Network so maybe. I don't want add anything that would contaminate the X-series story or make it impossible for my game to fit in with the timeline, but I'm open to special exceptions once the main game is done. Or maybe... some "new" abilities for existing robots could be based off of X-series weapons? Shotgun Ice being a special event weapon for Ice Man, for example (or maybe it should be changed to Ice Shotgun for consistency with the new update...).
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on August 27th, 2013 at 11:05pm #633
Just like the other thread you guys are killing it! These are all so fantastic! I've already added many of them to the next update and will add the rest soon. Really great work guys, and thank you so much! ^_^
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on August 27th, 2013 at 11:01pm #634
Wow, these are AWESOME! I've already added many of them (or slight alterations of them) to the next update. Really, really great! They sound exactly how I wanted them to and imagined them in my head - a little bit quirky but sophisticated at the same time - like a perfect blend between Mega Man and Pokémon style. ^_^ Thank you all, and keep 'em coming! :D
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on August 27th, 2013 at 10:57pm #635
Alternate skins would be pretty fun if implemented right, but at the moment I'm thinking they'd clash with some other... feature I want to experiment with. I'll keep it in mind though and get back to you (or you'll just suddenly see it in an update). :P

And I think have video embeds would be awesome. I might do it the same way as the images though, and just have any existing YouTube links auto-turned into embed codes via some code magic. I'll let everyone know when I do and if you have to do anything extra on your part. :)
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on August 27th, 2013 at 10:40pm #636 ( Edited : 2013/08/27 at 10:56pm )
Hey Brorman! Thanks again for making this topic, and sorry to everyone else for the lack of updates lately. I haven't had a whole lot of extra time lately and have been spending what little I do have programming rather than posting updates. >_> The only reason the Facebook page sees updates is because it's super-easy to upload photos to it and post from my phone. :P But yes, lots of updates are coming and I'm excited to share them with all of you when they're finally ready!

I should clear something up though just to prevent sadness, but this update does not contain MM3 related content. This is strictly a MM4 update, as the game (and robots therein) are the platforms from which I plan to build the rest of the game. Three doctors with three distinct base-teams, Dr. Light and the MM1, Dr. Wily and the MM2, and then Dr. Cossack with the MM4 robot masters. That leaves three and the rest of the series up for grabs, and instead of simply clumping them all together I want to strategically add them to each of the doctor's campaigns, hand-picked from the rest of the games. As such, MM3 robots will definitely appear, but not yet. Apologies if this makes anyone upset, but I have a master plan I swear!

Maybe more previews will make it up to you guys? :P Here are some early drafts of the stage backgrounds - I'll probably change them slightly before launch, but I think they're turning out pretty good so far. Definitely want to add a bit more depth to a few though. We'll see...
Submerged ArmoryRobosaur BoneyardMineral Quarry
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on August 27th, 2013 at 10:38pm #637 ( Edited : 2013/09/02 at 4:32pm )
I should clear up now that co-op or PvP is incredibly unlikely at this point and maybe not ever. It's possible of course, and unless - in the future - I have a lot of time on my hands and/or another talented programmer offers his services, I doubt it'll happen. I hope that isn't a make-or-break thing, because I think the single-player really has a lot to offer. And sorry for the super-long delay everyone! I was on vacation and then I came back and started working on a BIG update that's not done yet but coming along very nicely. Several changes to the weapon energy and item systems are coming as well, and I think you'll all appreciate the changes when they're here. :)
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on August 10th, 2013 at 12:59am #638
After you've found your first item in battle, a new button will be added to your Options menu called Item Inventory. You can use as many of your collected items as you want during a turn and still attack. Each player has their own inventory and items are dropped randomly at different frequencies depending on the mission type. Player Battles do NOT allow item-use however, and there are no item drops either. This is to keep things fair. I'll make a better post about them later, but I hope you guys like the new item feature. :)
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Posted on January 1st, 2011 at 12:00am #639
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Found 213 Threads, 569 Posts 782 Results Total
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