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MegaBossMan
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Posted on August 3rd, 2020 at 11:18pm #81 ( Edited : 2020/08/03 at 11:20pm )
Suddenly, he arrives.
The intense fighting in Hydrocity has loosened the seams of its foundation, set open that which was not meant to be open. The figurative box has opened, and it just so happened to belong to Pandora.

AFTER 10,000 YEARS, I AM FREE
HE IS FREE

Nat My name is Nathan Fielder, and I graduated from one of Canada’s top business schools with really good grades. Now, I’m using my knowledge to help struggling small roleplayers make it in this competitive roleplay thread. This is Nathan for You.

Nat My mission today is to subtly infiltrate the Chaos Zone and successfully ‘win’ the whole thing somehow, while not having a single clue what’s going on.
Nat My plan? To lend my services in defeating the… very fast metal Italian hedgehog man with my practical business skills, and lead him into Chapter 7 Bankruptcy so that he’ll have no choice to sell his really cool jewelry to me. Once I’ve done that, I can start up my own jewelry store where I sell overpriced overpowerful emeralds to people in desperate need of wedding rings. Once I’ve made my fortune, I can reinvest and strengthen my portfolio until I can reach the ultimate pinnacle of strength. And as they say, power is money.
Nat As in, because if, if money is power, then that means if I become the richest guy…. Then, like I’ll be the strongest guy. And I think if you’re the strongest guy, you win. Does that make sense? I… you get it. Yeah, you get it.

*With that, Nathan Fielder sets on his quest to win the game of capitalism and vanquish all those who come in his way. Eyeing the commotion, he makes his valiant stride towards the battle. When suddenly, a loop-de-loop stands before him. With his strong business sense, even this aberration of gravity will not stand in his way to reach glory. He musters all the hidden strength within himself and recalls all the training he had gone through in his fifth-grade Physical Education class, and bursts off in a phenomenal sense of speed. With the sound of a sonic boom, the ground crackles, the heavens shake, the very fabric of reality trembles before the might of this man -- no, this god, this utterly perfect product of nature. The architects of Hydrocity had hoped to seal this veritable devil in his place with their circular physics-based contraception, but how foolish were they to believe there would be any hope with their mere mortal machinations? When Nathan Fielder is in the field, it is only customary to yield. These thoughts and a million more rush through Nathan’s mind as he absolutely trounces and spits in mother nature’s freaking face, chuckling at the sheer thought that this children’s obstacle could ever stand in the way of a golden god such as oh crap he just fell down oh no did he twist his ankle*

Nat Ow I twisted my ankle. Ow.
*Nathan is left stranded before the mighty loop-de-loop, a puzzle devised by the wisest of men and the destroyer of men’s ankles.*
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MegaBossMan
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Posted on August 1st, 2020 at 2:39am #82
To quote the boss himself
Ageman's response
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MegaBossMan
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Posted on July 31st, 2020 at 1:55pm #83
To acquire the Laser and Shield-cored abilities, you have to acquire and sell the cores of robots of that type to Reggae. For Shield, you can find these by fighting Enker, who either by defeating with a super-effective ability or by using 'Copy Soul' will usually yield a Shield-core.
Laser cores are a little trickier. There are no Robot Masters currently in the game who are Laser-core, so you'll have to fight the Beak. They're Mechas so using super-effective abilities will only make them drop shards, which'll take 4 pieces to make into a core. That's why I specifically recommend using Copy Soul on them as it'll save you much much much more time; using this ability will immediately give you a full Laser core.
Once you've sold around 10 of these cores to Reggae, he will create the Laser and Shield abilities and make them available for purchase.
If it turns out some players still have more abilities than you even after buying this abilities, don't fret. A lot of the older accounts often have abilities that aren't usable anymore and have been removed entirely from the game, but as a bug are still included in the total count of abilities a player has on their profile.
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MegaBossMan
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Posted on July 7th, 2020 at 6:42pm #84 ( Edited : 2020/07/08 at 2:46am )
(Part 2/2)
Bulb Blaster bulb-blaster

Bul

Lastly, the Bulb Blaster has received an updated sheet as well, the only mecha that’s so light that he can’t help but fly all the time. I can’t resist saying that this cute little guy’s gotten a glow-up, as he has new light-up poses and some essential new action poses! Thanks Brash for your work yet again, it’s always great to see your new work in!
Petit Snakey petit-snakey

Pet

As the last visual bonus, it’s for Pete’s Snake… ah, excuse me, the Petit Snakey! They’re french, for some reason, which is probably why they’re shaped like baguettes! Interestingly, Petit Snakey’s now our first mecha to take up an 80x80 sheet, and I certainly hope that doesn’t end up breaking anything! Now, the size no doubt is due to the stronger emphasis on the Petit Snakey’s coils, as many more are featured and used to great length; no kidding, take a look at his victory and slide! If this is how big a Petit Snakey can get, I’m glad we didn’t include le Grande Snakey…
Lastly, it’s a double feature as *three* new bios will be included in this week’s update. Many players may not know much behind the Robot Masters, but many of them all have their stories and background; do you know Turbo Man first started life as one of Wily’s first cars? Or what happens to a sore loser like Tengu Man when he got bested by the Blue Bomber not once, but twice? That Slash uses dinosaur yolk for his goop? Get the whole scoop on the site database!
That about wraps this whole thing up! Instead of doing my usual scheduled bragging, I’d like to take some time to thank those for who much of this wouldn’t have been possible. Starting off, a special thanks to Ageman for his dedicated work to the Admin Panel and the massive effort he put into refining many aspects of it, all so that things could be a little more automated on my end. And of course, thank you for entrusting me with the responsibility and judgement to handle many visual aspects of the game. I should also thank Beta Shadow for his involved work, who played a massive role in organizing and supporting me without fail week-after-week when it came to uploading the many many alts in Prototype. And we can’t forget Brash Buster who did what I couldn’t and brought new life and variety into a plethora of our mecha sheets, touching up a cast of characters who are underrepresented in the mythos but equally an important part of the world. Let’s thank Tobyjoey, who saw the mountain of writing that needed life and still took up the pen; he’s helped an incalculable number of times when it’s come to bios and I’m glad he’s here helping us now.
And lastly, of course, I’d like to thank you too! Yes, you, yourself. You’re the reason I did this every week. Your thoughts, your reaction, your discussion, all of it helps me understand why taking dots and turning these building blocks into real characters… Well, why I love doing it so much. I guess in that regard, I’m kinda selfish, huh? For now, this marks the end of these weekly updates to prior sheets. It was fun to get to handle updating many of our time-honored Robot Masters, and I can't wait to continue to provide new sheets again someday in the future!
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MegaBossMan
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Posted on July 7th, 2020 at 6:41pm #85
(Due to length, this news update will be posted in two installments. Please forgive the double-posting.)
Blade Man blade-man

Bla

Jumping from 8 to 10, we go to the sword sparring robot, Blade Man! In the same vein as Shade Man’s sheet, this is less a revamp and more a refining, addressing and adjusting issues of the prior sheets instead of a complete overhaul. Some poses have been reorganized to make Blade Man look sharper in motion, and some of the weird stuff from my first go-around were thrown out. Overall, the new look won’t blow your mind or anything, but these improvements will no doubt help this acute aristocrat animate well in battle. I guess that’s an issue that pops up when it comes to 9 and 10’s cast; Inti Creates did a really freaking good job with the spritework, so it’s harder to make improvements, haha….
Pump Man pump-man

Pump

That being said, while Inti’s spritework is always pretty pristine, mine is not always and that’s evident with some of the older poses with Pump Man. Pump Man’s wimpy static slide? Eugh? Pump Man losing his head in defeat? What was I on… But luckily, it’ll be easy to forget those with a nice clean sheet that’ll make even the germaphobic Pump Man proud. First off, his palette has been adjusted from the more-realistic blue tone to a brighter, more appealing and saturated blue. Most of the poses that came from 10 itself remain intact, but any custom sprites were redone entirely, specifically his defeat and slide. It’s a guilty pleasure but I love love love slide sprites where a Robot Master propels themselves through the inertia of their own weapons, and while it’s certainly impractical, it’s probably not too crazy for a Robot Master who uses water droplets as a shield!
Commando Man commando-man

Cmdo

Commando Man was, I believe… my second sheet that I had done for Prototype? And all in all I actually don’t think it aged all that poorly. Now, as opposed to Inti’s spritework, I actually incorporated the antenna that is seen in his art, though my first attempt went overboard with it and included radio signals in almost every pose. Now when you think Commando Man, you don’t think Wi-fi access… so Commando’s broadband connection is brought down this time. The Base2 with Commando flipping up his shoulderpads to reveal an arsenal storage was a failed idea from my first time, but with time and experience I was finally able to manage that. For my final thoughts… Even now, I feel that the white flag in his defeat sprite was such a stupidly clever aspect. You can’t imagine how proud I was to get to see that in-game for the first time. I really should’ve stepped my game up after that, haha
Sheep Man sheep-man
She


Starting off with the static electricity Robot Master, may I say that Sheep’s alts are so downright adorable. I freaking love how pleasant those other color combinations are. And the Weapon alt with that storm cloud appearance… pure visual bliss! Unfortunately, in comparison, the color scheme I chose for Sheep was mute, and when you have an electric cyberspace sheep, why should you not have crazy vibrant colors? So enough dull grey, let’s go full unabashed pink! The main pose difference is the swapping of the victory and defeat sprites; we found out with Flash Man that thought bubbles in idle animation were difficult to work with, so now Sheep dreams in his victory! Of course, whether you win or lose, Sheep falls asleep no matter what… I guess the difference is whether he has good or bad dreams instead? Can sheep androids dream of electric sheep too? Or do they just see Clown Man?
Chill Man chill-man

Chi

…. As a little bonus in my free time, I gave Chill Man *just a little* touch-up. Reviewing his artwork, I felt he was a little too ecstatic for his cold-nature, so he’s got some cooler and calmer expressions this time. I’ll admit the random flying camera in his victory felt odd too (as a result of the 40x40 size constraint I failed to consider no doubt), but now Chill’s gone back to an older model and bought himself a tripod. Where’s he keep it, you ask? I don’t know. I like to imagine where Dr. Light keeps his hundreds of Energy Pellets, Tanks, and Stars in battle.
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MegaBossMan
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Posted on June 24th, 2020 at 6:11pm #86 ( Edited : 2020/06/24 at 7:48pm )
Reposted from our #visual-development channel
Tengu Man tengu-man

Ten

He can often be found high in the sky, but he can always be immediately recognized through his long nose and his horrible voice acting; it’s Tengu Man! In the same fashion we handled Burner Man’s sheet, Tengu Man’s poses have remained largely the same (as all of them were pretty accurate), but I’ve revisited this sheet to help clean up some of FC’s original spritework and bring more immediate visual clarity to his sheet through the use of rounder outlines and stronger color work. As is very much the case with the Mega Man franchise outside of 8bit, the original designs may not always lend themselves well to NES spritework and thus much work must be carefully considered in translating, including what liberties you can take before the character becomes unrecognizable. I certainly don’t always hit the mark, but ultimately I feel satisfied in the final result. More than anything I’m glad I redid the original damage sprite; that was baaaaaad
Search Man search-man

Sear

He likes to hide, but with a new look he can’t afford to be hidden; we’re focusing on the Robot Master with two heads and one big gun, Search Man! This has been a given for most of the RockmanFC sheets I’ve taken a recent look on, but aspects of his design have been modernized; this includes a more DarkMan3-esque turret, as well as a distinctly more ‘box-like’ shape to his form. Along with this, there’s a number of new and more expressive poses that have followed suit; my personal favorite happens to be his new Victory sprite, not because spriting shrubbery was an interesting new challenge, but rather because Search Man shush is exactly my level of stupidly goofy. Shhhhh
Clown Man clown-man

Clown

And now to look at the electrical entertainer we see in our dreams… or maybe nightmares… Clown Man has gotten a few touch-ups. This is mainly a case of me knowing more now than I did before, so I went back and edited some of the aspects of Clown Man that I felt were off. The only noteworthy changes to poses for Clown is that the defeat sprite was edited to be a tad bit clearer, and his throw was entirely redone so that it wasn’t just an edit of the shoot sprite. It’s a minor update and really only a bit of a bonus, but Clown Man’s scary and creepy so it’s perhaps for the best we don’t linger on this conducting clown for too long
Nitron nitron

Nitron

Submitted by Brash Buster, the Flaming Geysers Mecha, Nitron, now has a variety of new actions incorporated alongside some color and design refining. The Nitron may not have limbs, but it’ll be an honor to engage in fisticuffs against this beautiful bombing bombardier. Of course, the Nitron’s elemental brethren have also been updated, but for the sake of brevity, you can check those out individually for yourself.
Skullmet skullmet

Skullmet

The Skullmet’s sporting a couple of new differences, most apparent in some of these new poses where he’ll stand, squint, and fire freaking jet engine fuel straight out of his backside. But now, you can also notice that he’s evolved in terms of his color scheme; instead of the skull palette from before, the Skullmet now uses a more orange tone that actually follows closer to his original artwork and sprite. That being said, we didn’t ditch the old color scheme entirely; the Skullmet’s alts have been rehauled to not only feature his older color scheme as a variant, but also a new ‘Crystal Skull’ themed coloring. This is a best of both worlds instance, and as an added benefit the Skullmet will now add some color variety to Skull Man’s very bright-white stage. Thank you Brash!
Along with this, Tobyjoey has also submitted a new bio focusing on Cloud Man and his history. Most of us know Cloud Man through how he really couldn’t care less to get off the ground in his boss fight, but after reading through his history, you’ll probably understand why. Thanks to Toby for his great character-filled writing, and to Brash for his visual work today as well. See you next week everyone!
And lastly, here’s some deleted sprites from the above sheets!
Deleted

(woops, good look Soren. Thanks for letting me know about the Telly mug)
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MegaBossMan
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Posted on June 17th, 2020 at 2:32am #87
@GammaGuardian : As long as you finish them with a super-effective attack, you can get their core. There's also the chance of a core dropping if the attack, no matter the type, happens to be critical, but as this is luck it won't really help much
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MegaBossMan
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Posted on June 16th, 2020 at 1:32am #88
That sounds fine!
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MegaBossMan
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Posted on June 15th, 2020 at 2:24pm #89
I think you nailed it on the head entirely. The key to succeeding in an Endless Mode playthrough is to always have at least a key offensive player and a medic character standing by. Using items like the Attack and Defense Boosters are also instrumental to keeping your strength up throughout the rounds. Screen clears will often save you time, but they don't always work flawlessly so over-relying on them might lead to some easy, and costly, mistakes. Personally I can't even make it to the 100s as the difficulty of the stages begin to compound and mix, but users like Shadowvictor and HandledVirus have managed to get extremely far somehow; I'd love to see what sort of strategies they used to prevail one day!
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MegaBossMan
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Posted on June 9th, 2020 at 6:46pm #90 ( Edited : 2020/06/09 at 6:50pm )
2020 Robot Master Update #1(?):

Reposted from our #Visual-Development Channel
Cloud Man cloud-man

Cl

This Cloud Man shares a lot of similarities with the previous sheet, save for a reduced palette. Notably, what I find really important in a sheet for a non-NES character is to try to recreate the same feeling; I do this by trying to recreate the same poses, motions, and characteristics. For Cloud Man, I went back to his fight in 7 and realized I was missing his most iconic and remembered pose; the one where he’s stuck uselessly on the ground for the whole fight cause you decided to be a real cheat and lock him in a weakness cycle. If I was really trying to be authentic he'd use that pose for 90% of the time, but I'm told that'd be awful so enjoy this instead.
Slash Man slash-man

Sl

The next visual update is here, and it’s coincidentally another Robot Master from Mega Man 7! I didn’t have as much involvement with the original sheet as I did the last couple these weeks before, and it was pretty functional for the most part, but I’ve tweaked a couple aspects regarding the color palette and the pose variety. Like DINOSAUR CANNON! Sometimes you just gotta make a dinosaur cannon. And really, that’s enough said for this sticky-fingered wild child.
Shade Man shade-man

Sh

The last and concluding edition of the MM7 bunch, Shade Man soars across the midnight sea. I only had a small part in the editing of the original Shade Man sheet, though to the sheet’s fault that small part was entirely too much. In contrast to a lot of these revamped sheets where I’ve emphasized and glamorized a lot of visual pyrotechnics, instead I’ve been told Shade Man was a tad bit too visually chaotic and busy. In this variation he’s been brought more in line, as well as the various usual touch-ups, though for the most part Shade’s very much same-old same-old. Oh well! Sometimes you can’t fix something that just ain’t very well broke.
With Shade we’ve updated the sheets of every Mega Man 7 Robot Master in the past year, but they’ll still be getting various flavor text updates courtesy of Tobyjoey. This week has brought new descriptions for Freeze Man, Junk Man and Burst Man; there’s tidbits on what Junk Man thinks of your recycling habits and how Burst Man’s attitude may be a greater weakness for him than any move Freeze or Turbo Man have, so there’s plenty of great world-building material to be found.
Pyre Fly pyre-fly

Py

Pyre Fly has also been updated with new poses as per Brash Buster’s submission, with alts handled by Beta Shadow. As per usual the poses are far more varied, but one thing I love about Brash’s work is the emotional dynamism on display in his work. His Pyre Fly for example is super-expressive for a creature who only has two big eyes, dare I say Pyre Fly looks downright adorable now. So adorable that you’ve got to question destroying it. So cute you wonder why you’re even fighting in the first place. Oh man, what am I fighting for... ?......
Telly telly

Te

We can’t possibly forget about our Mecha update! Submitted by Brash Buster, the lovable and always-annoying Telly has gotten an overhaul with poses that let him celebrate, contract, expand -- and most importantly do some cute spinning! This does great strides from keeping the Telly from being too static and pushes him into animated, and on the plus side he’ll look adorable doing it. Thank you, those of you who’ve sent in work, and thanks everyone for your time
Sniper Joe sniper-joe

SnJ

Skeleton Joe skeleton-joe

SkJ

Crystal Joe crystal-joe

CrJ


Another Mecha got their update this week as well! You know them well, you’ve destroyed tons of them over the years, they’ve always been a pain in the patootie, and yes, they’re all named Joe. Sniper Joe, to be exact! You can’t necessarily do much to make Sniper Joe look fancy, but these edits have incorporated a couple of the more modern elements and sprite work as opposed to the original MM1 art. Besides that though, many of the poses remain largely the same. Ol’ Joe doesn’t have a large role in Prototype yet, but at least he looks so awfully snug in his little database page
Lastly, there was a selection of Robot Master poses that went unused. Take a look here.

Unused
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MegaBossMan
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Posted on May 19th, 2020 at 8:42pm #91
Burst Man burst-man

Burst Man

*Update:* Now we’re in the phase I call “MBM cleaning up his mistakes.” Some of the spritework from FC isn’t always 100% perfect, and coupled with my many poor palette choices, a lot of these non-NES Robot Masters can look a little… messy when compared to their compatriots. Well, no more! Burst here just naturally has a lot of colors, but I reduced the palette and created more contrast where available. Some of his previous posing was really stiff as well, so I put in a little work to give him some more form, get a little more creativity in there, and reduce any off-model shots as well. This includes replacing his previous Victory sprite, which I really wasn’t fond of. it’s something a little more lava-lampy and colorful now, which works for a more chemically-induced explosion enthusiast. It also helps a little bit in variety, cause hoo boy do most explode-core robots just like to blow stuff up and laugh in their victory.
As far as most explosion maniacs go, Burst Man definitely seems like the chillest to hang out and have a drink with. I like him, so hopefully you guys like him too!
Fan Fiend fan-fiend

fan fiend

After a crazy party, you need someone to clean up the mess, which is a great segue to say that Fan Fiend got his revamp this week too. This chubby twister-maker (and player) was handled by Brash Buster in another of his Mecha series works, and because of that he looks rightfully more animated. You can of course find or summon him wherever Air Man can be found; just try not to hang around any pit ledges while he’s around…
Junk Man junk-man

Junk Man

For the sake of a pun it might be appropriate to call my last Junk Man sheet ‘trash’, but for the sake of my feelings we’ll just call it someone else’s treasure. That being said, not much had to be changed for Old Junky; mainly I was just doing a little spring-cleaning for some minute details that needed improving. That being said, the poses that are new push a little more emphasis on the Frankenstein-level craft and construction of Junk Man’s loosely connected body. That’s a little freaky when you think about it but we’ll just ignore that!
Flutter Fly flutter-fly

Flutter Fly

And as we continue to jump around in Mechas, this week the Flutter Fly has gotten a new sheet. As some of you already know, the indigenous Flutter Fly is native only to the lands of MMRPG, and this time it was MMX100 who submitted this Mecha sheet! This unnatural chiral creepy-crawly looks super cute thanks to his work, and I gotta say I looove the recent submissions made into making so many of our Mechas more animated, all by a variety of different sprite artists. In that way so many of our mechas have their own distinct style and flair!
... But that's also not it! As another added bonus, Tobyjoey has provided new bio descriptions for Gyro Man, Charge Man, Plant Man, and Centaur Man this week. It's dutifully written from the ground-up replacing the previous works, so go ahead and check those out now too.
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MegaBossMan
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Posted on May 19th, 2020 at 1:01pm #92
The obvious answer is to train your Robot Masters to level 100. But if you really want to push their stats beyond their limits, you'll want to go star-hunting. Each elemental star you collect will increase the stat limits of
a robot of that type. Isee you're already way on your way to collecting them and as a result, your robots have steadily been growing stronger. It's a long road to collecting every star and you quite frankly don't need to collect them all (nothing in the main campaign will ever really require that you do), but regardless if you want your robots to get really strong that's the way to go.
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MegaBossMan
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Posted on May 16th, 2020 at 9:34pm #93 ( Edited : 2020/05/16 at 9:36pm )
Attention all users (especially those of you online right now),

The MMRPG will be going offline temporarily at about 10:00pm EDT for server maintenance and migration (7:00pm PDT). Please ensure you are logged off before that time or progress may be lost. Thank you for your understanding.
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MegaBossMan
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Posted on May 12th, 2020 at 4:11pm #94
@Megamanzxadvent56 : Soren was mainly just speculating in that comment, but to be fair, we'll always sorta be a Prototype. The question was raised many years ago, and some things and design philosophies have changed since then, but to generally quote what Ageman said:


"I can assure you that I want to keep as much of your files as possible, regardless of how the game progresses. As some of you know from past updates, dramatic changes in story/mission structure have required me resetting people's completed missions a few times, but I've always tried to keep all the robots and abilities and especially battle points.

[.....]

At the end of the day though, my number one priority in this development cycle is keeping progress and stats accumulated over the prototype stage and rewarding veterans when it's all done. If it's ever done. But I will always make sure the veterans get something for their hard work.

I should also note that the "final version" that I keep talking about is not going to just appear one day. It's something that you'll all be a part of the entire way there and most if not all progress is gonna carry over unless a specific aspect of the game changes completely. Also, the prototype gets updated with new features all the time - new characters, new mechanics, new abilities, new fields - and it may never actually be "done". Even when we have all the robots in the entire database complete (years from now), there's still so much more we can do and I believe we may never truly have a 'final version'."


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MegaBossMan
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Posted on May 9th, 2020 at 3:11pm #95
@BlueTornado : Hi BlueTornado! The Rogue Star is an orbiting star that shows up every weekend, raising the stats of all robots of that type. For example, a Nature star will raise the stats of nature robots like Wood Man and Plant Man. This only really affects the post-game, so if you haven't progressed far enough it shouldn't really be a big deal. Let me know if something seems out of the ordinary though.
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MegaBossMan
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Posted on May 9th, 2020 at 2:31pm #96 ( Edited : 2020/05/09 at 2:36pm )
???

What are we comparing this to?

It's easy to make broad sweeping statements, but the truth of the matter is that these past few months have had irregularly high amounts of activity; no doubt due to the unfortunate lockdown situations many around the world currently find themselves in. But even besides that, these past 2 years have been the most active in statistics in the entire site’s history. This data is supported by our analytics page, which demonstrates a clear noticeable uptick. There's been thousands of new clicks to the site and just now we're about to hit 5000 functioning accounts on the leaderboard. And just from personal experience, I've noticed plenty of times where we've had a dozen accounts on all at once, and even as I'm writing this comment right now there's 8 10 accounts all on at once. There are new discussions on the Discord and new posts every day on the community, especially the 500 that have been made in Beta Shadow's roleplay thread that's only been around for three months. The roleplay section in general has been thriving, so if you may be bored waiting for updates to the site, I highly recommend you check out the content here; the material these guys are creating with basic community formatting and edit buttons that don’t work is astounding and I love that this community has always provided in times of game drought. Now truth be told, this isn’t massive in the wide scheme of things, but for a blue ocean Mega Man - RPG hybrid flash fangame and a text-based online forum (a format that’s been dying for the past 10 years in favor of more immediate platforms), this is nowhere near dead. And it’s all due to the absolute dedication and creativity of many of our users, which is an absolute godsend. This is all I could ever ask for and it’s an immense source of pride for me to have the users we have. I don’t ever want to disparage the work they put in.

Now, it’s definitely true that there’s more activity when there’s new content; it’s a pretty basic equation of more stuff = more activity, right? And I assume that might mainly be what you’re referring to. But sadly, while ideally there would always be new content, that isn’t always the case. Our only programmer and head developer, Ageman20XX, is an adult with adult responsibilities and a full-time job. I apologize if users have been looking forward to new abilities or new modes or new mechanics in the past many months, but when he’s busy, things stall. This has always been the cycle of MMRPG and there has been times where it’s been years without updates, as many of our users can attest (just remember the timespan before the December 2018 update, lol )

That being said, while they’re minor, I’ve been doing my absolute best working late into the night coming home after work, developing revised sheets for many of our Robot Masters. It’s been almost consecutively every week that I’ve been releasing and revising new sheets and bios (thanks to Tobyjoey for his writing!) This isn’t exactly ‘new’ content, but regardless I’ve tried to put the effort in for people to look forward to every week. Granted, this can’t go on forever because there can only be so many sheets that need updating, but maybe we can look into other forms of content?



Sorry if this feels like a rant or a critique, there’s just a lot to address when it comes to a topic like this. I’ve always liked new Robot Masters because they’re opportunities to develop completely new mechanics and allow us to expand and consider the game’s battle system further, but what when we run out of new RMs? How different will that be from now? It’s cool content, but that by itself isn’t sustainable. No game can eternally hold your interest or remain forever evergreen, much more so in today’s time where there are literally millions of different products and projects all looking to hold your interest. That being said, I still heavily recommend checking out some of the material in the Roleplay section or maybe creating your own thread or discussion? There’s a lot of great alternatives to get invested in.



That being said, you raise a great concern and I’d love to start a dialogue on what could be done further. What would you be interested in seeing? What do you feel needs to be addressed to improve the game’s livelihood for you? In terms of developer interaction, Ageman has never really been all that active on the community or Discord, but he’s always let me substitute for him in that department and I can do what I can to interact with the community further.


top-man
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Administrator
MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on May 5th, 2020 at 9:56pm #97
Burner Man burner-man

Burner Man

Back in business, baby!
Burner Man was a sheet that few made very much noise about, and it was nostalgic in that he was the first truly from-the-ground custom sheet I had done for Prototype, and in general really. But he was the first, which means that quite frankly he had plenty of room for improvement nowadays! The poses he had before remain largely the same here, since a majority of them were all adapting poses he demonstrated in his 16-bit appearance, which means you can never go wrong. It was mainly cleaning up some sins of the past for the most part, especially on fixing his head since the last one was… lump-shaped? But really, as long as he looks like the crazy, stupid pyromaniac that he is, all the boxes are readily checked.
Fire Man fire-man

Fire Man

You can hardly see his face, but poor ol’ Fire Man can’t catch a break with the makeovers! Fire Man’s gotten visual updates multiple times before, but I’ve gotten notes multiple times in the past over some posing choices and, to be frank, I was also kinda unsatisfied with his… shape? I failed to readjust his arms last time, so his arms still had some of that MM1-clunk to it and just looked plain frail, which seems like a poor choice when it’s the most important part of your design and weaponry? As a result, his arm cannons are a little locked ‘n’ loaded now, a little buffer, so I hope he’s a little more even now, along with those cool new poses. I’m sure it’s not perfect, but ah well, I’m sure I’ll get everything for his next makeover in another 2 years. :P
Picket Man picket-man

Picket Man

Not quite done though; Pickel Picket Man’s gotten some changes as well! Brash Buster handled the spritework for this sheet, so uh I can’t really give you a behind-the-scenes overview, lol. But it looks great, so I doubt you’re all that interested anyway, haha! Thank you Brash for the help, I can’t wait to get your other stuff in, and thanks to Beta as always for helping me always get these in on time by handling the alt work! ^_^
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Administrator
MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on May 2nd, 2020 at 2:06pm #98
@super player : Fixed! Thank you!
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Administrator
MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on April 15th, 2020 at 7:54pm #99
@ZeroDXZ : Yo Zero, welcome back! Again!
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