Mega Man RPG Prototype Community

Community  »  Search

Use the Community Search page to find specific posts, threads, or other information published to the community by our users or our staff. This is a great way to find answers to common questions or explanations for mechanics you aren't as familiar with. Just use the form below to enter any search criteria you have and then click the "Search" button at the bottom to see what results we can pull up for you.

 

Search by Keyword

Search by Username

Filter by Category

Search Options



Found 213 Threads, 569 Posts 782 Results Total
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on August 6th, 2013 at 11:00am #641
Yes, you can definitely look forward to more abilities, and something like Giga Crush is certainly a possibility. Would be pretty awesome, actually! As far as boost/break abilities that affect WE we'll have to see. I'm thinking I might want to keep WE recovery limited to items but I'm not sure yet...

Also, since implementing this I've been playing a lot of player battles and DAMN is it hard now! I think we've all become too reliant on simply using the strongest ability over and over, but now you need to get a kind of rhythm going where you repeated switch out team members to give them time to recharge. Definitely changes the overall strategy of the game...
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on August 5th, 2013 at 6:55pm #642
Crossed a few more things off the list, like the Weapon Energy mentioned in the recent update. So excited!
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on August 5th, 2013 at 6:52pm #643 ( Edited : 2013/08/05 at 6:53pm )
I cannot stress enough how useful the buster abilities are now! The Mega, Proto, Roll, and Disco Busters all take 1 WE when used by their owners, and because WE recharges at 1 point per turn they are basically "free" moves. The Buster Shot is even better - because it takes 0 WE you can use it over and over while your energy slowly recharges on its own. Awesome!
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on August 4th, 2013 at 6:10pm #644 ( Edited : 2013/08/04 at 6:12pm )
I've just updated the player battles again so that currently online players are more likely to appear in battle. That means if Spinstrike, Bladewolfe, and myself are currently signed-in to our games at the same time you are (for example) we will probably show up in your player battle options a lot more frequently than if we were not. This has no effect on the actual battle but it ensures more-active players get to benefit from the feature more than those who never sign in. Yay! :D Players who are currently online will appear in green at the top-right of the leaderboard page. Hope to see you all there!
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on August 3rd, 2013 at 11:22pm #645 ( Edited : 2013/08/03 at 11:24pm )
I plan on including miscellaneous fan-made robot masters and popular semi-official ones like Quake Woman eventually, though they will be "random encounters" rather than being part of the core story mode. I can throw in a few more Battle Network ones like ThunderMan too if you can find a good robot master design for it. :P

@Spinstrike Go to the "full view" of any one of the forum categories (click the "General" sublink in the main menu, for example) and at the top-right side of the page there should be a button for "Create New Discussion". This will show in any forum that you have permission to post in (General and Bugs for most users). Hope that helps!
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on August 3rd, 2013 at 3:37pm #646 ( Edited : 2013/08/03 at 4:19pm )
I'm still working out the details, but "Duo" refers to a set of two robots (the Duo we know and his opposite), "Solo" refers to a single robot, and "Trio" refers to a set of three robots. All five of these robots are part of an interstellar group of judges that exist to maintain balance and order in the universe. How exactly their hierarchy works, why "our" Duo is working with them, and why they have decided to come to earth is still being finalized. Suffice to say, I want them to be a big part of the story and possibly even the driving force for the whole plot (Slur and Trill are just assistance/helper aliens, btw). But we'll see what were it goes...

The Battle Network-esque bots are going to be semi-original robots for the Prototype but will not appear until the very end. In fact, they might even be post-game. The same can be said for Cache - in typical RPG fashion there will be an obvious villain / final boss that you fight at the end of the game, but there will also a super secret and super hard post-game boss will be revealed when you've met certain conditions. Cache is that boss, and it's exact role in the story is yet to be revealed. :) That being said, Cosmo Man might be playing a bigger role in the game than I originally intended. And Planet Man. :o
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on August 2nd, 2013 at 9:17pm #647 ( Edited : 2013/08/02 at 11:21pm )
@MMX100 I'm sure he's said so in other interviews, but I found one with Polygon where he talks about his method of game design : Miyamoto On Putting Gameplay Before Branding. Basically, he builds the game's mechanics and actual gameplay first, and then comes up with a story to explain that story later.

I think it has worked well for Nintendo thus far, and it's the method I've adopted for this game. I knew I wanted three players before I knew why, and I knew I wanted them to be copyable and respawning before I knew I wanted them to be digital programs. :P

Also, I am totally keeping "Prototype" in the name. Another example of letter the story write itself, I thought "what kind of story would explain all my gameplay mechanics and let me keep Prototype in the name?" and this is what I came up with. It all worked out. ^_^

EDIT : This is what I'm planning as far as robot distribution in the game. The first sets of robots are obvious - MM1, MM2, and MM4 in their entirety. The second set is where things get shuffled up. I want to make sure that each player has an equal chance at type distribution so I'm pulling the first available robot of each type to fill in missing spots for phase 2. This of course means I need to prioritize a few MM7+ robots, but it's a necessary evil to get this made right...
MMRPG Player Robot Distribution
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on August 2nd, 2013 at 8:06pm #648 ( Edited : 2013/08/02 at 8:11pm )
I was picturing a blue Proto Man with wings, but a Green one with claws or a tail or cat ears or all of the above might be pretty cool too. :P It would actually be pretty amazing if all three could fuse with any of the support animals, so Bass would also have red Rush Boost mode and Mega a green Tango Boost and Proto Man with a purple Treble Boost, but that would be waaaaaaaaaaaay too much work. Maybe I'll save that idea for MMRPG V20XX ;)
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on August 2nd, 2013 at 7:57pm #649
I always thought it was Anime Music Video myself, simply because "animated" could be anything - most of the Gorillaz's music videos are animated, but would probably not be considered AMVs. At least that's the way I understand it.

And I loved the Vegeta's Life one when I watched it, so I'll have to check out the others too. You did a great job with it, the syncing and the pace were perfect. Kind of makes me curious about other ways I could use you on the project... ;)
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on August 1st, 2013 at 11:43pm #650
Again, if this is a suggestion please keep it in the Official Suggestions Thread and do not clutter the community with your own topics unless necessary. Please use existing threads when available and only crate new topics if you cannot find an post about it already. Thank you.
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on August 1st, 2013 at 11:41pm #651
I'm sorry SparkChaser, but is this a suggestion? If it's a suggestion it should go into the Official Suggestions Thread. Please do not spam the community with new topics if there are already ones created with the same topic. Thank you! I'm locking this thread now.
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on August 1st, 2013 at 11:37pm #652
You're partially correct. On a Facebook page you can set different permissions, and I have allowed all posts and uploads even from non-admins. Please try posting something if you want - you shouldn't have any problems. That being said, I have no problem with you creating another group - it's just better to keep everyone in one place if possible and you have the same features...
^ Top
 
0 BP
0 TP | 0 PP
Posted on January 1st, 2011 at 12:00am #653
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on August 1st, 2013 at 10:19pm #654
Hi Iron Keep Wolf. :)

We already have a Facebook page - why don't you join us there?
https://www.facebook.com/megamanrpgprototype
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on July 31st, 2013 at 11:14pm #655 ( Edited : 2013/07/31 at 11:17pm )
SPRITE SUBMISSIONS ARE CLOSED

I have decided that sprite contributor positions are now closed. Sean Adamson and MetalMarioX100 have done a fantastic job with the robots thus far and I would like to continue using them as my lead graphic artists for the game.

Not only do I have to ensure quality in all the sprites for the game, but I also have to ensure they are all in the same style. I have a strong trust with those two and as much as I appreciate all the sudden help I can assure you were are doing fine. :)

Please, no more submissions to my email or in the comments. Only Sean and MMX100 are official spriters and it would not be fair to give their job away when they've done such great work so far.

Keepman is in review with one sprite sheet - Spring Man - but unfortunately we do not need any more. Sorry!
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on July 31st, 2013 at 11:04pm #656
I've updated the thread to show that MetalMarioX100 is the official spriter for this game. I am going to update the main sprite FAQ momentarily to reflect my new decision on the sprite submissions. Please stand by. I'm sorry to anyone else who wanted to do these ones, but MMX100 did ask a while ago and has proven himself to be a very competent spriter. I am sure he will do a fantastic job when he gets to them.
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on July 31st, 2013 at 1:46pm #657
I'm still thinking about HOW I want to implement the support characters like Rush, Treble, Tango, Beat, and Reggae but I'm definitely going to add them some day. They're either be programmed as "summons" where (if there are less than 8 robots on the field) you can summon one of them to the field to help out in battle (can only be used once per mission) or I'll have them as "items" (when that is eventually added) or maybe just as plain-old abilities with special effects.

I'm definitely going to do it though - Treble and Rush Boost are incredibly cool looking and I'm wondering if anyone should fuse with Proto Man (so he's not left out)? We have Tango and Beat left over as far as I know (Reggae would not be appropriate) so maybe one of those. Mega Man is blue but turns red with Rush Boost... so maybe Proto Man being red should turn blue with Beat Boost? What do you guys think?
^ Top
 
0 BP
0 TP | 0 PP
Posted on January 1st, 2011 at 12:00am #658
^ Top
 
0 BP
0 TP | 0 PP
Posted on January 1st, 2011 at 12:00am #659
^ Top
Found 213 Threads, 569 Posts 782 Results Total
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.
« Back to Home | Cookie Policy | Data API | Contact & Feedback | Play the Prototype »