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Found 213 Threads, 569 Posts 782 Results Total
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on May 29th, 2013 at 10:54am #741 ( Edited : 2013/05/29 at 10:58am )
Haha, Brorman is right. You can unlock her already but she does not have any of her own unique abilities yet so I'm not going to official post the method until she does. Most if not all of her abilities will be exact opposites of Roll's, so they shouldn't be too hard to do - maybe 4 - 6 hours of work tops. Once she has a full list of moves I'll make a full post about her and let you guys know how to unlock her. You CAN already see her in battle, however, in Dr. Light's game. What was previously a Proto Man only battle with Dr. Wily is now a Proto Man & Disco battle. :)

Oh, and thanks for liking the page Shadownnico! :D

EDIT : I should mention that Disco is unlocked by completing a mission you've likely already completed once before - you'll just have to figure out which one. ;)
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Posted on January 1st, 2011 at 12:00am #742
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on May 26th, 2013 at 7:55pm #743
@EliteP1 I just created them, so feel free to sign yourself up for whatever ones you want to work on. :D
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on May 23rd, 2013 at 8:14pm #744
Thanks guys, I'm glad you like the new updates! :D

Regarding Disco, in the same way that Roll serves as the support character for Dr. Light, Disco will be the support character for Dr. Wily. Her design and sprites will be based on a some old very concept artwork I came up with almost 10 years ago(!) when this RPG idea was originally conceived. If you're interested, the artwork in question can be found here and here. I will likely make some changes here and there, but the colours and basic design will be similar in the final product.

On a side note, I'm hoping to do a regular update this weekend as I always do, but it's been incredibly busy this week at work and the current tweaks I'm working on are taking a little longer than expected... That being said, I might not be able to post it this weekend so please do not be mad if the game's static for a few more days. :S

Anyway, let me know what you guys think - I'll do my best to make sure she is a worthy addition to this awesome game we're all making. Thank you so much for playing and for your feedback - I promise it's only going to get better and better over time! :D


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Posted on January 1st, 2011 at 12:00am #745
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on May 13th, 2013 at 10:03pm #746
Thanks Brorman, and I agree about Wily. I'm not 100% happy with it and will probably revise it myself at some point (unless someone else can offer a better one within the same dimensions). I was running out of time Sunday night and had to do a rush job... sorry. :P

And Spinstrike, I'm trying to keep my goals reasonable to the "full game" with only having MM1-6 but I'd be lying if I said I wasn't going to try to get all the way up to MM10 in there somehow. I'm not sure if it's going to be through some kind of eventual "expansion" or maybe they'll be in the full game but a lesser role... it's not clear at this point. But I definitely want to get them in there at some point, and I had spare Hornet Man data from an earlier prototype so I decided to add it to the database rather than scrap it. I may add a sprite just for completeness, but we'll see. Thanks for asking. :P
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on May 13th, 2013 at 1:45pm #747
Welcome to the community, Spinstrike! I'm so glad you found us and like the game, and I'm more than happy to continue working on it! :) One day this will be the biggest and best Mega Man RPG on the web, and we'll all look back on this "prototype" and smile with fond memories... Or at least that's how I see it! ;) Thanks for posting, and I look forward to seeing you in battle too!
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on May 9th, 2013 at 9:38am #748
Well that was lame... I've disabled guest posting completely for the time being. Maybe I'll put it back with some kind of captcha or other anti-spam feature, but for now I'm okay with only registered users posting - we didn't have too many guest posts anyway. :P Either way, sorry for all the profanity guys and hopefully it doesn't happen again...
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Posted on January 1st, 2011 at 12:00am #749
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on April 29th, 2013 at 2:00pm #750
Good points, I'll make sure to keep this in mind when I add the new mechanic. I'm thinking the best way to work with this is to make the ability work better with its rightful owner rather than worse when used by someone else. That way the stats that appear in the database are accurate for at least 99% of robots. :P
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on April 29th, 2013 at 1:58pm #751
Thanks for this - I will definitely add a cap to these abilities as they can clearly be abused. Lol. I'm thinking more along the lines of a 5x cap rather than a 10x, but I'll experiment a bit and we'll see. I also definitely need to add that deselect option to the team selector on the main menu - sorry I keep forgetting about that. >_>
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on April 29th, 2013 at 11:00am #752
This is a good point. I plan to keep the core boost as it gives elemental robot masters the edge they need over Mega Man and Proto Man (otherwise, what's the point of using them?) but I see what you're saying about Metal man being just as effective with Needle Cannon as he is with Metal Blade. Perhaps I will add a new mechanic that details the source each of these abilities, that way robot who use their own signature abilities do more damage than when they use the abilities of others. Maybe decrease the core boost to 25% and then make this signature move boost also 25%. Either way, thank you for the suggestion and I'll update this thread when I've come up with something. :)
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Posted on January 1st, 2011 at 12:00am #753
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on April 29th, 2013 at 10:53am #754 ( Edited : 2013/04/29 at 10:56am )
Thanks Brorman. In you can guys hadn't noticed, I'm modelling a lot of the mechanics after the Pokémon TCG. I really like how the bench mechanics work in that game, as well as the item attachments and field effects and all that other fun stuff so I wanted to blend it with the actual game's mechanics and inject it into our Mega Man universe. I'd say it's coming together rather well, and I'm glad you guys like it! The Super Arm is definitely one of my more time consuming updates, but the end result looks pretty cool if I do say so myself. :P
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on April 29th, 2013 at 7:10am #755
Thank you, and yes he will! :)
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Posted on January 1st, 2011 at 12:00am #756
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Posted on January 1st, 2011 at 12:00am #757
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on April 25th, 2013 at 9:20pm #758
Hi Spinstrike, thanks for asking. Once you've completed the main game as either player, revisit the Intro Field and defeat the team of Mets to unlock one for use in battle. Be warned, the Met is very weak with a base stat total only half of the other robots and has a very limited movepool. Unlocking one is mean to be more of a fun bonus than anything serious, but I hope you enjoy nonetheless. :)
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on April 23rd, 2013 at 9:11pm #759
Thanks guys! About the Proto / Mega / Roll Buster, I was thinking that making them work better when used by their "owners" was a good idea. My thought process was that it would make them more rare or special and discourage equipping them to other robots... But I guess that was stupid so I've removed it. Sorry for the inconvenience, and thanks for bringing it up and changing my mind - that was a cheap way to make an ability feel unique and I'll try not to do it again. :)
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Found 213 Threads, 569 Posts 782 Results Total
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