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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 26th, 2013 at 7:44pm #81
Because the scope of the Mega Man RPG Prototype is so big, it naturally requires a whole team of sprite artists and editors. Please use these editor threads to review to current list of contributors to the project and apply for specific robots to edit yourself.

This discussion thread relates to the robots masters that appear in the Wiiware / Xbox Live Arcade / PlayStation Network sequel Mega Man 10 and will be updated periodically as new artists are added to the project and/or when new characters are claimed.


[b]DWN-073 Blade Man[/b] : ??????
[b]DWN-074 Pump Man[/b] : ??????
[b]DWN-075 Commando Man[/b] : MegaBossMan
[b]DWN-076 Chill Man[/b] : ??????
[b]DWN-077 Sheep Man[/b] : MegaBossMan
[b]DWN-078 Strike Man[/b] : MegaBossMan
[b]DWN-079 Nitro Man[/b] : ??????
[b]DWN-080 Solar Man[/b] : MegaBossMan


Adrian 2k19 Edit: This thread has served its purpose and can now be closed. Thank you!
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on May 26th, 2013 at 7:37pm #82
Because the scope of the Mega Man RPG Prototype is so big, it naturally requires a whole team of sprite artists and editors. Please use these editor threads to review to current list of contributors to the project and apply for specific robots to edit yourself.

This discussion thread relates to the robots masters that appear in Wiiware / Xbox Live Arcade / PlayStation Network sequel Mega Man 9 and will be updated periodically as new artists are added to the project and/or when new characters are claimed.


[b]DLN-065 Concrete Man[/b] : MetalMarioX100 (pending)
[b]DLN-066 Tornado Man[/b] : MetalMarioX100 (pending)
[b]DLN-067 Splash Woman[/b] : MetalMarioX100 (pending)
[b]DLN-068 Plug Man[/b] : MetalMarioX100 (pending)
[b]DLN-069 Jewel Man[/b] : MetalMarioX100 (pending)
[b]DLN-070 Hornet Man[/b] : MetalMarioX100 (pending)
[b]DLN-071 Magma Man[/b] : MetalMarioX100 (pending)
[b]DLN-072 Galaxy Man[/b] : MetalMarioX100 (pending)


Adrian 2k19 Edit: This thread has served its purpose and can now be closed. Thank you!
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on May 26th, 2013 at 7:24pm #83
Because the scope of the Mega Man RPG Prototype is so big, it naturally requires a whole team of sprite artists and editors. Please use these editor threads to review to current list of contributors to the project and apply for specific robots to edit yourself.

This discussion thread relates to the robots masters that appear in PS1 sequel Mega Man 8 and will be updated periodically as new artists are added to the project and/or when new characters are claimed.

Important : For these robot masters, I would like to use the excellent sprites created by the Rockman 8 FC crew (found here. Anyone who claims these will be using those as the base and filling in missing frames of animation. Credit will be given to both parties for their efforts, and if anyone can find a more official "source" link for this project it would be much appreciated.


[b]DWN-057 Tengu Man[/b] : MegaBossMan
[b]DWN-058 Astro Man[/b] : ??????
[b]DWN-059 Sword Man[/b] : MegaBossMan
[b]DWN-060 Clown Man[/b] : MegaBossMan
[b]DWN-061 Search Man[/b] : MegaBossMan
[b]DWN-062 Frost Man[/b] : BrashBuster
[b]DWN-063 Grenade Man[/b] : MegaBossMan
[b]DWN-064 Aqua Man[/b] : ??????


Adrian 2k19 Edit: This thread has served its purpose and can now be closed. Thank you!
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on May 26th, 2013 at 7:21pm #84
Because the scope of the Mega Man RPG Prototype is so big, it naturally requires a whole team of sprite artists and editors. Please use these editor threads to review to current list of contributors to the project and apply for specific robots to edit yourself.

This discussion thread relates to the robots masters that appear in SNES sequel Mega Man 7 and will be updated periodically as new artists are added to the project and/or when new characters are claimed.

Important : For these robot masters, I would like to use the excellent sprites created by the Rockman 7 FC crew (found here. Anyone who claims these will be using those as the base and filling in missing frames of animation. Credit will be given to both parties for their efforts, and if anyone can find a more official "source" link for this project it would be much appreciated.


[b]DWN-049 Freeze Man[/b] : MegaBossMan
[b]DWN-050 Junk Man[/b] : MegaBossMan
[b]DWN-051 Burst Man[/b] : MegaBossMan
[b]DWN-052 Cloud Man[/b] : MegaBossMan
[b]DWN-053 Spring Man[/b] : Keepman96
[b]DWN-054 Slash Man[/b] : TheZion
[b]DWN-055 Shade Man[/b] : Sean Adamson
[b]DWN-056 Turbo Man[/b] : MetalMarioX100


Adrian 2k19 Edit: This thread has served its purpose and can now be closed. Thank you!
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on May 19th, 2013 at 11:31pm #85
I've wanted to add this mechanic for a looooong time, but I needed to get several other ones in place before I could even think about it. Well, now I'm able to finally announce Dual-Type Abilities and I'm all kinds of excited about it! :D

It's been incredibly difficult shoehorning all of these abilities into only one of the 20 types, and the further down the list of games I go the more hybrid-like the special weapons become. Because of this, I wanted to allow abilities to have more than one typing when applicable and this update finally allowed me to do just that. Abilities like the Shadow Blade - clearly Shadow type but also obviously Cutter as well - no longer has to choose between one or the other! Shadow Blade is now a Shadow and Cutter type, and it's effectiveness is much as you would expect.

For Dual-Type abilities, effects are stackable. If the target is weak to one of the two ability types, damage is boosted by 2x just like normal. If the target is weak to both, damage is boosted by 4x! If the target is weak to one but resistance to the other, damage is 2x then 0.5x (which means it's cancelled out) and if the target is immune to either, the ability's effects are cancelled entirely.

In addition to being totally awesome on their own and having the potential for massive damage to the target, they're actually self balancing. One might think a Dual-Type ability is inherently more powerful than a Single-Type and thus should be gimped in some way, but having two types can be just as much of a detriment as an advantage depending on the situation. If the target has a resistance, affinity, or immunity to even one of your ability's two types it can throw a wrench into your entire strategy. As such, you should weigh the pros and cons when equipping such abilities.

I should also mention a fun side-effect of this new mechanic - because abilities can now be dual typed, they can also be learned by more than one robot type. The Bubble Bomb, for example, is both Explode and Water type - this means that it can be equipped to all Explode and to all Water type robots. Bomb Man can now learn a Water type move, and Bubble Man can learn a Bomb type. Get it?

Because of the complexity of this new mechanic, there is of course a chance that I made some new bugs. As always, please let me know if you encounter and weird behaviour and I'll do my best to fix it ASAP. Enjoy the new stuff guys! :D
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on May 19th, 2013 at 11:24pm #86
The next update I'd like to announce for this week is the addition of all classic series robot masters to the Robot Database, along with all of their special weapons in the Ability Database.

This includes the robots from MM7 - MM10 as well as miscellaneous robots like the MKN series, the KGN series, and even the SRN series from MMV on the GameBoy! There were also a few other robots added to the database that you may or may not recognize, but I'm going to leave their details a mystery for now. :P Boss characters like the Yellow Devil, minor enemies like the Met, and other randoms might not be included but may still be added in the future. These new additions bring our robot total to 110 and our ability total to 150. Crazy!

I've already added the weaknesses and resistances for all of these 110 robots, though the stats for many of them are pending until further notice. Each robot only has one unique ability at this point, and all the new abilities are simple placeholders, but they'll certain speed up the process when I get around to adding their graphics. So exciting!
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on May 19th, 2013 at 8:24pm #87
After hours and hours of planning and much deliberation, three new types have been added to the game and one has been renamed for clarity. I'm very excited to introduce these new types, and while the new total (20) might seem excessive at first glance, I assure you it will factor in nicely with another update I'll post about later.

First and foremost, the "Homing" type has been renamed to Missile type. Many abilities have homing qualities - even the Search Snake technically homes in on enemies - but I realized that the abilities I was trying to represent (Dive Torpedo, Magnet Missile, etc.) shared a different quality that would better describe and categorize them - they were missiles. And so, we have our type change. All robots and abilities affiliated with this type have been updated appropriately, but let me know if I've missed anything.

And now for new types! First we have the Crystal, created for robots that use crystalline abilities or are otherwise jewel-like. Next we have the Shield type, which will be used for any ability that functions as a shield or barrier. Lastly, the new Swift type was created for speed-based abilities that rely on momentum or quickness to execute.

With these new types come some changes to existing robots. Gemini Man, previously Laser type has been changed to a Space Core, Quick Man and Top Man have been changed from Cutter and Explode to Swift Core respectively, and Dust Man has been changed from an Impact to a Wind Core.

I should note that any robots equipped with abilities affected by this update will remain intact, but once the "legacy" ability is removed everything will reset and you may not be able to equip again if your robot can no longer learn the ability.

Please let me know if you have any questions or bug reports or anything, and look forward to a few more updates before the night is done. :)
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on May 19th, 2013 at 8:13pm #88
Hello everyone! The Database pages have been updated again, this time expanding the Ability Database to show off all the robots that are capable of learning it (similar to how the Robot Database lists abilities).

Just like the Robot Database shows off abilities, the Ability Database's listing is broken down into "Level Up", "Player Only", and "Core Match" categories, showing how each of the affiliated robots learns the ability. Each robot's info block also shows their relative stat-spread, which looks really cool and makes it easier to compare robots to each other. The appearance of the database pages has also gone through a few minor tweaks, and I've made the SEO of the pages a bit better. These changes makes the entire database experience a lot more cohesive and wiki-like, which I think is a welcome change.

Let me know what you think and if you guys have any other ideas that would make using the database easier or more fun. :)
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on May 13th, 2013 at 12:38pm #89
Good afternoon, fellow Mega Man fans! This week's update concerns the Database pages on the main website and how they look and function, as well as a few tweaks to various player and ability sprites.

First and foremost all database pages have been revised to use AJAX-based links, meaning that when you click on a player/robot/ability in the main menu it will load inline rather than reloading the entire page. In addition to this, each player/robot/ability now has their own URL in case you want to link directly to them. The Robot Database, for example, now has a "Robot Index" at the top of the page that can be shown or hidden at your convenience. Clicking any of the links in the index menu will fade out the current robot and display the new one. If you wish to link to any robot, just scroll to the bottom and look for the "permalink" option - it has the full URL of that particular robot (like database/robots/mega-man/ in case you want to bookmark it or send it to others. Old-style links (like database/robots/#mega-man will still work, but these new ones are more SEO friendly and load faster than the old kind. This new functionality is the same on all player, robot, and ability pages so I suggest you check them out! :D

The next updates to the database pages are visual ones - the robot's stats now have colour-coded bars to represent their relative strength, sprite sheets are shown in full under any of the players/robots/abilities' primary data, and the abilities learned by players/robots are now displayed in much more detail than before and formatted in a way that is easier on the eyes. Additionally, all players have been given mugshot images (drawn by myself as I couldn't find anything official that was small enough), and all abilities have had their icons revised to be on transparent backgrounds (something that has been bugging me for a while).

The last update is very minor, but I've separated the type charts that used to be on the main database page into their own Type Database page. Hopefully this speeds up loading for the other pages and makes the database more organized.

For anyone wondering why I would waste a weekend on SEO updates rather than game-related ones, and all I can say is that the better SEO the website has the more exposure it will get, and the more exposure the more players, and more players are always a good thing. Also, the database pages are now much easier to use and that's never a bad thing. :) Let me know if you spot any bugs, and I look forward to hearing from you all!
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on May 7th, 2013 at 4:50pm #90
Hello again everyone! I know Tuesday is a little late for the weekend update, but I wanted to make sure all the bugs were ironed out before posting anything and making it official. ;)

First and foremost - I've fixed a whole crapload of bugs related to the field multipliers, core boosts, weaknesses/resistances/etc., and the attachment effects. I didn't realize how crappy the coding was for these until Brorman did some extra testing and sent me a bunch of screenshots. Sorry guys! I think I've figured out all the issues though, so hopefully no more bug reports will be necessary (at least for these features...).

Second update has to do with the robot selection screen - previously if you made a mistake in selecting your team you had to hit the back button to go back to the mission select, then click your mission again, and then you could reselect your team. It was real pain and took way too much time to go back and forth, so I've added a little "X" button to the top-right of the robot selection screen that allows you to quickly cancel the current selection and pick a new team order.

The last major update, and the most fun in my opinion, is a "limit break" for all stats. No, I didn't add actual limit breaks from Final Fantasy, but I "broke" the 999 limit for all stats and made it so they can all go up to 9999 now! This isn't that big of a deal at lower levels, but once you get to about 50 or 60 you'll appreciate being able to go higher than before - especially when using abilities like the Leaf Shield or the Super Arm.

Last but not least, I've tweaked several abilities to make them more balanced with each other. Rolling Cutter has been gimped a bit and differentiated from the Quick Boomerang more. The Rolling Cutter now hits 1 - 4 times at exactly 5 power, while the Quick Boomerang hits 1 - 4 times at 3, 4, 5, then 6 power. Other abilities affected by this update (either to balance or fix bugs) are Leaf Shield, Atomic Fire, and the Oil Slider.

Hope you guys enjoy this update, and as always let me know if you encounter any more bugs. :)
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on April 28th, 2013 at 8:54pm #91
Several big updates have been made to the game this weekend and I'd like to share some of them with you! I apologize for the length between updates, but the some of these new mechanics take a lot of testing and I want to prevent any save file corruption before uploading.

First and foremost, I've created a new discussion board to host detailed explanations of all game mechanics that I feel deserve their own post. I've already created several new threads detailing old and new mechanics, so I suggest you check it out for yourself and see if there's anything new. :)

An issue with relative ability speeds was fixed, and now attacks like the Oil Slider and the Quick Boomerang will take priority even when used by the computer. This bug was not game-breaking, but made the battles with certain robots easier than they should have been so I'm glad I fixed it.

A mechanic that was present before with the Leaf Shield has been expanded upon greatly, and now ability attachments exist for the Leaf Shield, Atomic Fire, Super Arm (which has been revised) and the Time Arrow - making all of these abilities much more useful and interesting than before (Leaf Shield can be destroyed with fire, Atomic Fire with water, etc.). I need to give a special shoutout to the Super Arm which took me two days to fully sprite - every single field in the game has it's own unique sprite animation and the finished project looks really, really great so I encourage you to read the linked thread above and try the move out yourself in the game! Creating these field obstacles adds a lot of depth into the battle system and think the game is much better for it. :)

I worked really hard on these, and I've fixed several other small bugs throughout the game that I hope you'll appreciate. Please let me know if you have any questions or concerns and I hope you like the new updates! Thank you for playing!
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on April 28th, 2013 at 8:34pm #92
Throughout the course of battle, a robot can be equipped with an Ability Attachment and have it's stats altered in unusual ways. Some of these attachments even have their own duration, weaknesses, or other conditions allowing them to be removed from their owner if met. To give you an idea of the possible effects, let's review some abilities that trigger this mechanic.

The Super Arm is an especially helpful Impact Type ability that uses a piece of the current stage as a blockade to raise defense and reduce damage. Using the ability on the Arctic Jungle field, for example, would create a frozen pillar in front of the user that bolsters shields. This ability stays attached to the robot until it is thrown using the Super Arm a second time or destroyed by an Explode type ability.

Super Arm

The Time Arrow is a Time Type ability that deals minor damage to the target and attaches a backwards-turning clock to dramatically reduces speed for the duration of the next turn. Repeated uses of this ability can prolong the effect, but if left alone the ability will fade and the target's speed will return to normal. This is especially helpful if you want to ensure a slower robot a fighting chance, slowing the target with Time Arrow and then quickly switching to the slower team member for the final blow.

Time Arrow

The Leaf Shield is a dual-type Nature Type and Shield Type ability that works in a similar manner to the Super Arm but with higher attack power and lower defense power. When a robot uses the ability, they are surrounded by a shield of rotating metal leaves and their defenses are temporarily bolstered. Using the ability a second time throws the Leaf Shield at the target for massive damage (and losing the shield in the process). This ability can also be removed early if the user is hit by a Flame Type or Cutter Type type ability, preventing it from being thrown at its target.

Leaf Shield

The final ability we'll look at is the Flame Type ability Atomic Fire, which creates a flame aura behind the target and boosts attack power on each successive use. On the third use this ability reaches maximum power and deals a considerable amount of damage, but the flame aura is removed and the user's attack returns to normal. This ability can be destroyed early if a Water Type or Freeze Type ability is used on the owner, preventing them from building up power any further. Another property of this ability is that it is not permanent - if the robot chooses to switch or use another ability between uses of the Atomic Fire, the aura is reset and the attack power returns to normal.

Atomic Fire

Please be aware that some of this information could be outdated. See the Official Question and Answer thread or post below if you have any questions.-MBM
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on April 28th, 2013 at 8:27pm #93
Turn order in battle is typically determined by the relative speed of each robot, but certain abilities switch things up by allowing the user to always go first or always go last. Abilities as a whole have an average speed of 3, but the a certain abilities with a speed of 4 or 5 will always let the user go first while abilities with a speed of 1 or 2 will always go last.

Oil Slider is an example of an ability that would always go first, and Super Throw is an example of one that would always go last. In all events, both abilities speeds are compared and the higher always goes first. If the two abilities' speeds are the same then the robot speed is used instead.

Please be aware that some of this information could be outdated. See the Official Question and Answer thread or post below if you have any questions.-MBM
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on April 28th, 2013 at 7:37pm #94
Robot cores are one of many collectible items in the Mega Man RPG Prototype and are relatively easy to find. Cores can either be thrown at enemies to deal elemental damage like an attack, or can be sold to Reggae in his shop for large amounts of zenny.
  

core-nature    core-electric    core-water    core-flame   


Robot cores are primarily used to defined which abilities any given robot is capable of using in battle. Each robot has a core inside of them with a type matching one of the 20 types available in game and can be equipped with any ability that matches that type.


Weapon Energy and Damage Bonuses

Robot cores also boost the effectiveness of abilities sharing the same type as the user in battle, not only increasing damage and recovery but also decreasing the required weapon energy for certain abilities.

As an example, Ice Man is a Freeze Core robot and that allows him equip same-type abilities using the Robot Editor. When using these Freeze abilities in battle, Ice Man will deal 50% more damage and/or recovery and require 50% less weapon energy to use when compared to other abilities that do not match his core type (like Neutral type abilities).

While Copy Core robots like Mega Man, Bass, and Proto Man are undoubtedly more versatile in battle, those with elemental cores like Ice Man tend to be much more effective when used properly.


New Core Throwing Mechanic

Thanks to the April 2016 update, it is now possible to throw robot cores at your opponents! A core can be used one time like any other item before an attack and thrown at an enemy on the opponent's side of the field to deal percent-based elemental damage.

This new mechanic replaces the old one wherein a Copy Core robot would change colours mid-battle and the Field Multipliers would change upon using one of these items.
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on April 28th, 2013 at 7:31pm #95
If there are any mechanics in the game that you think deserve some explanation but do not have a discussion thread yet, please suggest them here and I'll evaluate whether they are appropriate for a new thread or if I should update an existing one with more detail. No mechanic is too small and no question is too stupid - I'd like to have as much documented about this game as possible, and I look forward to any and all replies. Thank you!

Please be aware that some of this information could be outdated. See the Official Question and Answer thread or post below if you have any questions.-MBM
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on April 28th, 2013 at 7:25pm #96
The Password Prompt feature is accessed by selecting a player from the main menu and then clicking their banner sprite repeatedly until you're presented with a popup requesting input. Enter any password phrase into the prompt and click OK to have the page reloaded. If the passphrase was valid, new content will be unlocked and added to your game. I've hidden several such passwords on this website so far, but more will be added in the future.

To get you started, go to the prototype's Demo Mode menu (when logged in) and click the little Dr. Light sprite until you see them prompt, then enter the phrase Ability Get : Bubble Bombs Away! into the text field to have the powerful Bubble Bomb ability added to your game! The ability can be very useful in battle and it's a good intro to using the password system, so I hope you'll try it out. :D

Please note that not all passwords work in all modes - some passwords are only available for Demo Mode and some are only available when logged into a save file. Pay close attention to the context in which you find the passwords, as they often give hints to their use!

Let me know if you have any questions, and I look forward to using this new feature for promotions and other fun goodies! I already have a few ideas for new bonus characters and I'm excited to start playing with this new functionality.

Please be aware that some of this information could be outdated. See the Official Question and Answer thread or post below if you have any questions.-MBM
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on April 28th, 2013 at 7:17pm #97
It is now possible to battle randomized "ghost data" from other players of the prototype, and use them to level grind and gain experience! Once you have completed the "main game" as either Dr. Light or Dr. Wily, a bonus chapter is unlocked that gives you a random selection of four other players to battle. The selection of players is dynamically filtered based on your current score is to prevent opponents that are either too strong or too weak, and the ghost data you fight will have the exact abilities and stats as that player does in their own game file. The battles also use the same point calculation that normal battles do (1000 points per level per robot), so the rewards you can get from these increases the more you and everyone else plays the game.

Winning in any of these player battles will play out as you'd expect, but if you loose in a player battle things get interesting. The victorious ghost player is awarded points using the same formula that would normally be used for the human player, and those points are added to the ghost owner's save file in "pending" status. The next time that user loads their game, any pending points that have built up will be awarded to that player and be reflected in the leaderboards.

This should encourage players to equip all of their robots with good abilities, even if they don't plan to use them in battle. That way if their ghost data is challenged, it's likely to win and collect points on their behalf. I think this will add a nice little touch of multiplayer (kind of) without having to actually add multiplayer. :P

As thanks to those players who read these community posts I'd like to give you a password to unlock this awesome new feature earlier in the game. If you enter the following phrase Chapter Get : Player Battles into either Dr. Light's or Dr. Wily's password prompts, you will gain access to the new Bonus Chapter and player missions will be added to your mission select screen.
Please have fun with it, and let me know in the comments if you have any questions, comments, or other feedback. Thanks! :D

Please be aware that some of this information could be outdated. See the Official Question and Answer thread or post below if you have any questions.-MBM
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on April 28th, 2013 at 7:09pm #98
All fields now have their own set of damage and/or recovery multipliers using all the different types in the game. As an example, the Waterfall Institute stage guarded by Bubble Man now has multipliers for Water x 2.0, Nature x 1.3, and Flame x 0.3. Any abilities used on this field with a matching type will therefore have their effects multiplied automatically.

Waterfall Institute

In addition to appearing on the main menu's after selecting your mission, these multipliers are also shown on the bottom of the battle window and update in real-time, adding a lot of colour and visual feedback to an otherwise static canvas.

Mission Selection

Multipliers are stackable, and for the "fusion fields" that appear later in the main game you will notice some unusual combinations of boosts/handicaps making each field much more unique. Couple this with the fact that the fusion stages in every player's save file are randomly generated and there is bound to be a lot of strange and unusual strategies evolving from this new mechanic. And what's more, the Bonus Field unlocked at the end of the main game has completely randomized stat multipliers making it incredibly fun to replay and adapt to over and over again.

Field Multipliers

I should also mention that certain stages have custom multipliers for overall damage, overall recovery, and experience points. These types of multipliers can be manually modified by the player using special abilities like the Experience Booster or Damage Breaker or dealing super-effective damage to the opponent's robots.

Please be aware that some of this information could be outdated. See the Official Question and Answer thread or post below if you have any questions.-MBM
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on April 21st, 2013 at 9:09pm #99
I'm happy to announce that Roll is now a fully playable character, and appears automatically unlocked in the Demo Mode so everyone can test her out. She does not appear naturally in the main game and must be unlocked by password - this is another bonus for players who actually read these update posts and she has the potential to really change your game with plenty of new abilities to mess around with. Enter the super-secret bonus phrase Robot Get : Let's Rock n' Roll! into Dr. Light's password prompt in the main game and you'll find the adorable Roll added to your team of robots at Level 1. Roll only knows one damaging ability - the Buster Shot - but she learns an array of unique and useful abilities as she grows in levels, including a team-wide stat boosters and ways to manipulate the newly added Field Multipliers. Please enjoy this new character, and let me know if you have any questions! :D
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Found 213 Threads, 569 Posts 782 Results Total
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