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Found 213 Threads, 569 Posts 782 Results Total
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on July 17th, 2013 at 10:56pm #681
@Keepman96 : What do you mean by passive effects? Can you explain? Sorry... >_>
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on July 17th, 2013 at 10:31pm #682 ( Edited : 2013/07/17 at 10:42pm )
@Keepman96 : It IS awesome music! And thanks.

@Shadownnico : I agreed completely. The old music sounded good coming from an old TV in the 80s when nothing better was available, but not on modern-day speakers and/or headphones as much. Renegade's stuff is much better for sure. :)

@MMX100 : Maybe some day in the future I can add an option for switching soundtracks? This Sega Genesis reimagining or the official beats from the creators. You never know! :P

@Spinstrike : I anxiously look forward to his remixes for Time & Oil too! And also, Happy Birthday!!! :D
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on July 14th, 2013 at 7:10pm #683
@EliteP1 : I've updated the glove colour on all of Enker's sprites - thanks for the heads-up!

@Keepman96 : I would say yes, but I just checked my email and it looks like Sean Adamson was asking about him back in April but I just forgot to update the thread. >_> If Sean still wants to do them, I have to give the job to him but if you two work something out it doesn't really matter to me. :) Worst case scenario, can you help with some of the other robots from MM7+ instead?
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on July 14th, 2013 at 7:03pm #684
Looks good. I normally used the sprites from Sprites Inc. if available, but I'll look to this one if the official sheet is missing any poses. Thanks for the link! :)
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on July 14th, 2013 at 7:01pm #685 ( Edited : 2013/07/14 at 7:03pm )
Hello again. I've fixed all the unerased white spots in Magnet Man's sheet, and I also swapped out his colours a bit to make him more red and less pink/purple. I also swapped his shading around in the right-facing sprites to make it more correct - hope that's alright. Let me know if all is good again if you get a chance to review. :)
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on July 14th, 2013 at 6:58pm #686
Stone Man's jewel in his defeat sprite was coloured red on purpose. I thought it would be a neat indicator of him being disabled, no? And the shading on the Base2 was also on purpose - when it's eventually used in game, it will make it look like his bomb hands are flashing occasionally. I thought it was a good idea, but let me know if you think otherwise. :P
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on July 14th, 2013 at 6:31pm #687 ( Edited : 2013/07/14 at 6:57pm )
Hey EliteP1, thanks for the heads up. I've fixed the flag pole colour, recoloured all the eyes green (I liked 'em more that way) and fixed the roundness of the damage sprite (as well as a few others). Please review when you have a chance and let me know if it's okay now. :)
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on July 14th, 2013 at 5:49pm #688
Thanks EliteP1, but it looks like I have it covered now! :D I'm going to be using the Sega Genesis remixes by TheLegendOfRenegade as described in this update, so I'm closing this thread now.
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0 BP
0 TP | 0 PP
Posted on January 1st, 2011 at 12:00am #689
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on July 10th, 2013 at 12:01am #690
Yes, the MM4 weapons are forthcoming. :P I'm really anxious to get the Cossack mode finished, but I need to flesh out more campaign details first and create the appropriate weapons and stage backgrounds. SOOO excited to add them though - having all three of the "Sage Trinity" playable is my ultimate goal - I have lots of fun mechanics and features planned for once he's added. :)

And @EliteP1, I'll see what I can do about GutsMan. :)
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on July 9th, 2013 at 11:58pm #691
I would like to as well. :P

I'm not sure if I'm going to do it, but I was thinking about having the Stardroids be the first (and maybe only?) Dual-Core robots (to match the special weapons I gave them). Maybe it can be a post-game feature for other robots, but I'm just not comfortable giving dual-cores to regular robots when only some of them would qualify.

Certainly something I need to think about though - if I get it right it could be really fun. :)
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on July 9th, 2013 at 11:56pm #692
@zaratustra :

* Sometimes the AI will switch robots after I choose an attack but before it resolves, take on the attack and then attack by itself.
I didn't know this bug was still around - I really thought I fixed it a while ago. >_< I will look into it again and see if I can figure out the issue. Thanks for reporting it! :D

* Overwhelming strategy is "pick robot strong against target robot and attack". Yes, that's how Megaman worked, but it was primarily an action-platformer game, and that part has been removed.
This is something that will definitely be worked on as we move forward. If used to require a bit more strategy but with all these new boosts and features the game has become too easy. Honestly, a LOT of the game is dynamically generated at this point and still random, so the fact that there's any strategy at all is surprising. :P This is still a prototype after all - a big collection of numbers and parts and systems slowing working toward a final product or game-world to play in. Once the actual "engine" is done, I can spend more time fine-tuning the campaign and add some bosses and battles that require more clever solutions than just "pick the right element".

Thank you for all your input, and thank you to everyone else too! I will definitely take these comments to heart and do what I can to make this game as fun and enjoyable as possible. :)
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on July 9th, 2013 at 11:55pm #693 ( Edited : 2013/07/09 at 11:57pm )
@zaratustra :

* Too many core types, which makes it difficult to write up interesting attacks for all of them and keep them differentiated.
This is true, but on the other hand having lots of "clone" type moves is almost expected in these types of games. Pokémon is up to 18 types (only two less than we have here) and they're doing fine - 99% of the new moves they introduce each generation are "this move but Grass type" or "that move but Water type". I'm not saying having completely unique abilities is something I have given up on, but I'm working within the constraints of the engine right now and I'm going to do the best I can. Please bear with me and accept the 20 types we've come up with thus far. They may change, but these are the result of MUCH research and prototyping so they might just stick around too.

* Cute "player experience boost" trick, but it encourages the player to just swap the Light and Wily teams and beat Megaman and Roll with Megaman and Roll.
This particular scenario will not take place in the final game (players will be working together and will therefore not have reason to fight each other's robots) but I can understand what you're saying all the same. I'm still working on what the "catch" should be for that feature - something to keep it balanced - but I have not settled on anything at the moment. One idea I'm playing with is that "traded" robots get double the experience, but the cannot learn new moves until they go back to their owner and level up again. It would at least encourage switching back and forth more. Or maybe they only get their player boosted stats when their with their original player? Definitely something I have to think over...
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on July 9th, 2013 at 11:29pm #694
@zaratustra :

* Hyper Bomb and Flash Stopper are quite overpowered compared to other moves.
This is something I can look into, thank you. I tried to make Flash Stopper only overpowered in specific circumstances, but Hyper Bomb I can definitely understand. These will have to be nerfed a bit I guess. :P

* Needs more types of mook robots. Mets are repetitive and die easily to a Hyper Bomb.
Agree completely (see above comment). I will add more minor enemies in a future update.

* Attacks of the same type are behaving too similarly: Cut Man and Metal Man's weapons appear to be exactly the same in mechanics.
I can understand how you'd feel that way - they're both Cutter type abilities that allow you to target benched robots. That being said, Rolling Cutter is meant to act as more of a gamble move while Metal Blade is supposed to be slightly more reliable one but with less damage overall. Rolling Cutter hits 1 - 3 times for 18 base damage total with moderate accuracy, while Metal Blade hits only once for slightly less at 16 base but with better accuracy. I will definitely look into balancing them more, but I feel like they're just different enough to warrant both mechanics.
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on July 9th, 2013 at 11:19pm #695 ( Edited : 2013/07/09 at 11:27pm )
Thank you all for your feedback - some very good ideas and totally warranted criticism here.

@sjgern : Where specifically are you talking about? The way the appear in the robot editor, the way they appear on your leaderboard profile, or somewhere else?

@Spinstrike : This is something I had always planned (hence the Met) but keep putting on the backburner in favour of other features or bug fixes. At the moment, it's a matter of translating their mostly contact-based attacks into something less so, or reprogramming some of the battle logic to allow robots physically touching each other. It definitely will be done - I think it would be awesome having all the minor enemies randomly appearing in battle - it's just a matter of time. Same thing about boss battles - VERY MUCH want to do them, it's just their attack patterns and physical sizes I have to work out. Thanks for showing there's interest in them. :)

@Brorman : I'll definitely consider it - just a matter of defining what is totally support and what is totally attack. I'm sure I'll figure it out.

@Avocadora : Consider it added to the queue of features. At the very least I'll add it as a section on your leaderboard profile so everyone else can see too. :) But yeah, it would be handy to see it in the robot editor too.

@Keepman96 : I agree, as I mentioned above - boss battles would be very fun with characters like the Yellow Devil and Wily Machines and whatnot. Look forward to it in the "final game" at the very least.
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0 BP
0 TP | 0 PP
Posted on January 1st, 2011 at 12:00am #696
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0 BP
0 TP | 0 PP
Posted on January 1st, 2011 at 12:00am #697
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0 BP
0 TP | 0 PP
Posted on January 1st, 2011 at 12:00am #698
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on July 6th, 2013 at 2:37pm #699 ( Edited : 2013/07/06 at 2:50pm )
Thanks for the suggestions guys. For the time being, I changed the "edit" link in the prototype's menu to say "robots" instead. I also made the editor itself much more attractive looking with some new bells and whistles, but I'll get to that in another update. :) Hopefully the text change helps new players until I make it more intuitive and create/update the FAQ. And good call about the type-effectiveness too - I think many players coming over from Pokémon would be surprised to learn each robot has totally different weaknesses. Thanks again. :)
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Found 213 Threads, 569 Posts 782 Results Total
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