Mega Man RPG Prototype Community

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Found 213 Threads, 569 Posts 782 Results Total
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on April 21st, 2013 at 9:08pm #101
This is by-far the most fun I've had with a new mechanic to date, and I'm excited to finally upload the result. 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 1.5, Electric x 1.5, and Flame x 0.5. Any abilities used on this field with a matching type will therefore have their effects multiplied automatically.

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.

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. I should also mention that certain stages have custom multipliers for overall damage, overall recovery, and experience points - so keep an eye out for those in the main game! :D
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on April 14th, 2013 at 12:24pm #102
I'm excited to announce that all eight special weapons for Mega Man 3 have been completed and added to the database! While the robot masters who learn these abilities cannot be unlocked in the main game yet as playable characters, they can be encountered in battle once you unlock the Prototype Complete bonus field. As mentioned in the previous update, the Copy Shot ability can be used to copy these abilities and add them to your own weapon selection - and all of them are totally worth it! These abilities can also be seen (but not copied) in the Demo Mode by entering the phrase Mega Man 3 Debug into the password prompt and selecting the new battle it unlocks.

I would like to note that the weakness cycle from Mega Man 3 even more confusing than the one found in Mega Man 2. There is not a clear-cut path through the eight robot masters like there was in the first game, and (unfortunately) the robots in this game have several of their own little triangles that make the path a little less obvious. All weaknesses were found and adapted from the appropriate pages on the Mega Man Knowledge Base. Please see below for a breakdown of the first four new weapons and how they work in-game:

The ability with the most changes from the original game is the Top Spin is the Explode type special weapon owned by Top Man. The Top Spin launches a top-shaped bomb at the target that spins around frantically and continues dealing damage until it misses! What this ability lacks in power and accuracy it makes up for in the potential to OHKO any robot with enough luck and repeated explosive collisions with the target. The Top Spin is super effective against Guts Man, Ice Man, Quick Man, Flash Man, Top Man(!), Shadow Man, Toad Man, and Dust Man (wow again!).

The next ability is the Search Snake, a Nature type special weapon owned by Snake Man. The Search Snake fires a remote-controlled snake robot that seeks out any target to deal damage! This ability has 100% accuracy and always attacks first, making it great for the target robot who tries to retreat to the bench right before you can land the finishing blow. The Search Snake is super effective against Time Man, Air Man, Gemini Man, Toad Man, and Ring Man.

The Spark Shock was added in a previous update, but it's the Electric type special weapon owned by Spark Man. The Spark Shock looses a large ball of electricity at the target, inflicting damage and occasionally lowering the target's defense! This ability has decent power but better accuracy than other lightning-based moves and its added effect of lowering the target's defense make each subsequent attack more powerful. The Spark Shock is super effective against Ice Man, Time Man, Bubble Man, [Magnet Man]{homing}, Snake Man, Spark Man(!), and [Dive Man]{homing}.

Lastly we have the Shadow Blade, the Shadow type special weapon owned by Shadow Man. The Shadow Blade swiftly throws a dark ninja star at the target to inflict massive damage and lower a random stat by 5%! Not only does this ability do great damage and always attack first, it also lowers the user's attack, defense, or speed randomly on success making this a great move! The Shadow Blade is super effective against Spark Man and [Dive Man]{homing}.

Thank you so much for playing, and I hope you guys like all these new abilities! :P
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on April 14th, 2013 at 12:21pm #103
I'm excited to announce that all eight special weapons for Mega Man 3 have been completed and added to the database! While the robot masters who learn these abilities cannot be unlocked in the main game yet as playable characters, they can be encountered in battle once you unlock the Prototype Complete bonus field. As mentioned in the previous update, the Copy Shot ability can be used to copy these abilities and add them to your own weapon selection - and all of them are totally worth it! These abilities can also be seen (but not copied) in the Demo Mode by entering the phrase Mega Man 3 Debug into the password prompt and selecting the new battle it unlocks.

I would like to note that the weakness cycle from Mega Man 3 even more confusing than the one found in Mega Man 2. There is not a clear-cut path through the eight robot masters like there was in the first game, and (unfortunately) the robots in this game have several of their own little triangles that make the path a little less obvious. All weaknesses were found and adapted from the appropriate pages on the Mega Man Knowledge Base. Please see below for a breakdown of the first four new weapons and how they work in-game:

The first ability added to the game is the Needle Cannon, the Cutter type special weapon owned by Needle Man. The Needle Cannon fires a volley of three needle-shaped projectiles at the target, piercing defenses and dealing damage. Unlike other multi-hit abilities, the Needle Cannon will continue even if it misses the first or second shot - making it slightly more dependable than some of the others. The Needle Cannon is super effective against Bomb Man, Elec Man, Metal Man, Bubble Man, Wood Man, Gemini Man, Snake Man, and Dust Man (wow).

The next ability is the [Magnet Missile]{homing}, the [Homing]{homing} type special weapon owned by [Magnet Man]{homing}. The [Magnet Missile]{homing} fires a large magnet-shaped missile at any target robot for massive damage. This ability has 100% accuracy and is great for finishing off robots who have retreated to the bench. The [Magnet Missile]{homing} is super effective against Hard Man and Drill Man.

The Gemini Laser is the Laser type special weapon owned by Gemini Man. The Gemini Laser fires a powerful laser that bounces back and forth across the battle field and damages all target robots! This ability has 100% accuracy and hits every robot on the field, but power deceases with each pass of an enemy making this ability more effective on robots closer to front of the line. The Gemini Laser is super effective against Needle Man and Pharaoh Man.

Next up is the Hard Knuckle, the Impact type special weapon owned by Hard Man. The Hard Knuckle fires a slow but powerful fist at the target that deals massive damage when it connects and lowers defense by 10%! This user of this ability will always attack last, but with its great accuracy and high power its definitely worth it. The Hard Knuckle is super effective against Cut Man, Air Man, Hard Man(!), Top Man, and Skull Man.

Thank you so much for playing, and I hope you guys like all these new abilities! :P
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on April 14th, 2013 at 10:55am #104
The Bonus Field that's unlocked when you complete the main game has been updated again and made a bit more awesome. Previously a random selection of three to six robots from Mega Man 3 and Mega Man 4 would appear on the battlefield, using only their signature ability (where available) and a small, random collection of boost / break abilities. While there was nothing wrong with that setup, it wasn't very fun - especially compared to the player battles unlocked later. Also, because most of these robots do not have their signature abilities completed yet they end up being pretty weak and boring.

This update changes things to use a random selection of exactly eight robots from Mega Man 1, Mega Man 2, Mega Man 3, and Mega Man 4 and they will not only have their signature weapons, but will be equipped with any and all abilities they can learn in the game (including all boost / break abilities). This will not only make the battle more fun - it will also make it more useful. Using the Copy Shot ability in this battle will now allow you to (theoretically) learn all abilities in the game - including rare ones like the Spark Shock which doesn't appear during normal play. In fact, until the "full" game is done all abilities from Mega Man 3 onward will only be obtainable in this battle - all the more reason to equip the Copy Shot to both Mega Man and Proto Man when preparing for this battle!

Please let me know if you have any questions, concerns, or comments and I hope this new change will make the game that much more fun! :D
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on April 14th, 2013 at 10:34am #105
I've updated the visual appearance of all the stat booster abilities to be more aesthetically pleasing and more distinguishable from each other in battle. Previously a small, glowing white aura would appear behind the user for the duration of the ability, but now colour-coded upward or downward arrows appear behind the user instead and are much easier to see and tell apart. Abilities affected by this new style change include: Attack Boost, Attack Break, Attack Mode, Defense Boost, Defense Break, Defense Mode, Speed Boost, Speed Break, Speed Mode, Energy Boost, Energy Break, and Repair Mode.

In addition to updating the stat ability animations, all stat "effect" animations have also been revised. Previously whenever a stat was raised or lowered a faint, colour-coded aura would appear behind the user made out of either plus icons or minus icons. These animations suffered from the same problem as the abilities where you could not visually tell the effects apart and (honestly) they looked a bit amateur. I've gone through and redone each aura to be more bold, saturated with the appropriate colour, and use big arrows (like above) instead of just pluses/minuses.

Hopefully these two changes make the battles a little nicer to look at and make it a little easier to tell what's going on. Please let me know if you notice any oddities or have any questions or comments. Thanks for playing!
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on April 7th, 2013 at 6:20pm #106
Thanks again to Sean Adamson, we have the sprite sheets for Toad Man, Drill Man, Pharaoh Man, Dust Man, and Dive Man complete and added to the database!

As always small edits and assembly was done by me, but the heavy lifting was done by Sean and he did an amazing job with all the characters. Thank you so much for your continued support and contributions to the project - I really cannot express my appreciation enough! :)

This brings us to the end of the Mega Man 4 sprites, and so soon after the completion of the Mega Man 3 sprites too! If you would like to view these awesome new sprites in battle, enter the phrase Mega Man 4 Debug into the Demo Mode's hidden password prompt. You'll be able to battle all of the robot masters from the fourth installment of the series with a basic set of (temporary) abilities to show their sprite sheets and range of motion. Enjoy!
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on April 7th, 2013 at 6:09pm #107
While I'm not sure what her exact role will be at this point, I've completed the sprite sheet for Roll and added her to the database. At the very least I know she will be supportive to the other team members rather than offensive and will probably require a special unlock method. I'm still working out the rest of the details, but I do want her to be special either way.

Roll is in her Mega Man 1 - 7 outfit and the base sprites were taken from the Mobile Rockman game, courtesy of Sprites Inc. I did minor edits and assembled the sprites into the game's format.

If you would like to see Roll in battle (however limited at the moment), you can do so by entering the phrase Mega Man 0 Debug into the Demo Mode's hidden password prompt. You'll be able to battle Mega Man, Proto Man, and Roll with very basic abilities, showing off their sprite sheets and range of motion. Enjoy!
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on March 31st, 2013 at 9:57pm #108
I'm not sure exactly when it happened (this was my birthday weekend so I didn't spend too much time on the website), but Melchios has finally been bumped from first place in the Leaderboard and Shadownnico is the new top player!

With a total of 51,721,247 battle points, I can't even imagine how many hours you've put into the game so far and I'm so happy that you enjoyed the prototype enough to reach such a high score! Congratulations, Shadownnico and thank you so much for playing!

An honorable mention goes to Avocadora making it into the top 3 and slowly inching your way to the top! Of course, I owe much thanks to everyone who plays the prototype and I want you all to know that I keep a close eye on the Leaderboard and get more than a little giddy when I see one, two, or sometimes even three different players online at once climbing their way up the page. :) None of this would be possible without all the players and your continued tested and feedback will surely see this project through to a successful completion. Thank you all! :D

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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on March 31st, 2013 at 8:33pm #109
At long last, all the robots for Mega Man 3 are now complete and we have our very own MetalMarioX100 to thank! Say hello to the new sprites for Hard Man and Gemini Man! While these robots are not yet part of the core game (and will not be until the final version is complete), they can be encountered in battle by entering the phrase Mega Man 3 Debug into the Demo Mode's password prompt.

While the stats, weaknesses, quotes, etc. are not finalized for these robots, this is a huge step towards the completion of the core game and I'm so grateful to MetalMarioX100 for all the help. The sprites look great, and he did a fantastic job at fulfilling my (sometimes annoying) requests and coming through in a remarkable amount of time. Thank you for all the time and effort you put into these, and thank you for bringing life to the awesome robot masters of Mega Man 3! :D

I should note that I did a few of my own edits before adding them to the prototype including a few colour tweaks and re-arranging which sprites were used for which actions, so if anyone has an issue with the recolour choices please direct them at me. Otherwise, let's hear it for MetalMarioX100! Your entry on the Credits page has been updated, and I look forward to more of your submissions in the future. :)
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on March 27th, 2013 at 11:01pm #110
During the development of this game uncountable backups were made and continue to be made to this day. Most of the time these backups are unplayable without a bunch of manual tweaking and copy/pasting from other sources, but sometimes the source is complete and I can take a trip down memory lane.

Well, tonight I found one such backup from early 2012 (over a year ago) and decided to unpack it and check it out! It's crazy how much has changed since then, and I really enjoyed playing around with the game in this early state. Because I thought some other people might want to play with it too, I uploaded it online for all to see. There's no sound, no idle animations, no unlocking or levels of experience, and it's barely a "game" at all - just a simulation.

Either way, it's still fun to compare to the current game and see what's changed. :P

WARNING
Do not play this version game while you are logged into your account. It will mess with your battles and possibility even your save file. Play at your own risk.
2020 Update : The link above was old so I removed it. Instead, please visit the MMRPG-World.NET (Legacy) website. All older versions of the game have been moved there and several of them are even playable! At the very least, it's fun to look back some of at older database pages just to see how far along we've come. :)
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on March 24th, 2013 at 3:38pm #111
An awesome new feature has been added to the game and I'm excited to tell you about it! It is now possible to battle randomized "ghost data" from other players of the prototype, and use them to level grind and gain experience! I've wanted to add this feature for a long time, but it wasn't until recently that all the necessary pieces were in place for it to work. I'm so happy! :D

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, so the rewards you can get from these increases the more you and everyone else plays the game. Here's how the points work:


[b]$battle_points[/b] = 0; // Points start at zero
foreach ([b]$battle_robots[/b] AS [b]$robot_info[/b]): // Loop through all the robots
[b]$battle_points[/b] += [b]$robot_info[/b]['robot_level'] * 1000; // Increment the points 1000 for each target level
endforeach;


As thanks to those players who read these updates I'd like to give you a password to unlock this awesome new feature earlier in the game. If you enter the following password phrase 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:

Player Battle Bonus 2013/03/24

Please have fun with it, and let me know in the comments if you have any questions, comments, or other feedback. Thanks! :D

* At the moment, challenging these ghost players has no effect on the source player's account of game file. This may change in the future but for now it's just a fun little extra.

Update 2013/03/26

I've updated the game so that the ghost players actually benefit from this new feature as well. From now on winning any of these player battles will continue to work 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 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 Let me know what you think!
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on March 24th, 2013 at 1:32am #112
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 Mega Man Killers that appeared in GB classics Mega Man I - Mega Man V and will be updated periodically as new artists are added to the project and/or when new characters are claimed.


[b]MKN-001 Enker[/b] : MetalMarioX100 ([complete!](database/robots/enker/))
[Pending](images/robots/enker/sprite_right_160x160.png)
[b]MKN-002 Punk[/b] : Sean Adamson (pending)
[Pending](images/robots/robot/sprite_right_80x80.png)
[b]MKN-003 Ballade[/b] : Sean Adamson (pending)
[Pending](images/robots/robot/sprite_right_80x80.png)
[b]DLN-001 Quint[/b] : Sean Adamson (pending)
[Pending](images/robots/robot/sprite_right_80x80.png)


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 March 24th, 2013 at 1:29am #113
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 NES classic Mega Man 6 and will be updated periodically as new artists are added to the project and/or when new characters are claimed.


[b]DWN-041 Blizzard Man[/b] : MetalMarioX100 ([complete!](database/robots/blizzard-man/))
[Pending](images/robots/blizzard-man/sprite_right_160x160.png)
[b]DWN-042 Centaur Man[/b] : ?????? (pending)
[Pending](images/robots/robot/sprite_right_80x80.png)
[b]DWN-043 Flame Man[/b] : MetalMarioX100 (complete!)
[Pending](images/robots/flame-man/sprite_right_160x160.png)
[b]DWN-044 Knight Man[/b] : Sean Adamson (pending)
[Pending](images/robots/robot/sprite_right_80x80.png)
[b]DWN-045 Plant Man[/b] : MBM (pending)
[Pending](images/robots/robot/sprite_right_80x80.png)
[b]DWN-046 Tomahawk Man[/b] : TheZion
[complete](images/robots/robot/sprite_right_80x80.png)
[b]DWN-047 Wind Man[/b] : MetalMarioX100 (pending)
[Pending](images/robots/robot/sprite_right_80x80.png)
[b]DWN-048 Yamato Man[/b] : MetalMarioX100 (complete!)
[Pending](images/robots/yamato-man/sprite_right_160x160.png)


* At the moment, only the robot masters from Mega Man 1 - Mega Man 6 are being worked on, but others will eventually be needed in the future.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 March 24th, 2013 at 12:52am #114
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 NES classic Mega Man 5 and will be updated periodically as new artists are added to the project and/or when new characters are claimed.


[b]DWN-033 Gravity Man[/b] : Sean Adamson ([complete!](database/robots/gravity-man/))
[DWN-033 Gravity Man](images/robots/gravity-man/sprite_right_160x160.png)
[b]DWN-034 Stone Man[/b] : MetalMarioX100 ([complete!](database/robots/stone-man/))
[DWN-034 Stone Man](images/robots/stone-man/sprite_right_160x160.png)
[b]DWN-035 Wave Man[/b] : Sean Adamson (pending)
[Pending](images/robots/robot/sprite_right_80x80.png)
[b]DWN-036 Gyro Man[/b] : MetalMarioX100 ([complete!](database/robots/gyro-man/))
[DWN-036 Gyro Man](images/robots/gyro-man/sprite_right_160x160.png)
[b]DWN-037 Star Man[/b] : Sean Adamson ([complete!](database/robots/star-man/))
[DWN-037 Star Man](images/robots/star-man/sprite_right_80x80.png)
[b]DWN-038 Charge Man[/b] : Sean Adamson ([complete!](database/robots/charge-man/))
[Pending](images/robots/charge-man/sprite_right_160x160.png)
[b]DWN-039 Napalm Man[/b] : MetalMarioX100 ([complete!](database/robots/napalm-man/))
[DWN-039 Napalm Man](images/robots/napalm-man/sprite_right_160x160.png)
[b]DWN-040 Crystal Man[/b] : Sean Adamson ([complete!](database/robots/crystal-man/))
[Pending](images/robots/crystal-man/sprite_right_80x80.png)


* At the moment, only the robot masters from Mega Man 1 - Mega Man 6 are being worked on, but others will eventually be needed in the future.

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 March 24th, 2013 at 12:49am #115
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 NES classic Mega Man 4 and will be updated periodically as new artists are added to the project and/or when new characters are claimed.


[b]DCN-025 Bright Man[/b] : Sean Adamson ([complete!](database/robots/bright-man/))
[DCN-025 Bright Man](images/robots/bright-man/sprite_right_80x80.png)
[b]DCN-026 Toad Man[/b] : Sean Adamson ([complete!](database/robots/toad-man/))
[DCN-026 Toad Man](images/robots/toad-man/sprite_right_160x160.png)
[b]DCN-027 Drill Man[/b] : Sean Adamson ([complete!](database/robots/drill-man/))
[DCN-027 Drill Man](images/robots/drill-man/sprite_right_80x80.png)
[b]DCN-028 Pharaoh Man[/b] : Sean Adamson ([complete!](database/robots/pharaoh-man/))
[DCN-028 Pharaoh Man](images/robots/pharaoh-man/sprite_right_80x80.png)
[b]DCN-029 Ring Man[/b] : Sean Adamson ([complete!](database/robots/ring-man/))
[DCN-029 Ring Man](images/robots/ring-man/sprite_right_80x80.png)
[b]DCN-030 Dust Man[/b] : Sean Adamson ([complete!](database/robots/dust-man/))
[DCN-090 Dust Man](images/robots/dust-man/sprite_right_80x80.png)
[b]DCN-031 Dive Man[/b] : Sean Adamson ([complete!](database/robots/dive-man/))
[DCN-031 Dive Man](images/robots/dive-man/sprite_right_160x160.png)
[b]DCN-032 Skull Man[/b] : Sean Adamson ([complete!](database/robots/skull-man/))
[DCN-032 Skull Man](images/robots/skull-man/sprite_right_80x80.png)


SPRITES COMPLETE!
Thanks to the hard work of Sean Adamson, all Mega Man 4 Robot Masters are complete! I'm very grateful for all the time and effort that you've put into these sprites, and I'm excited to finally add them to the game! If anyone would like to view these robots' sprites in battle, enter the phrase Mega Man 4 Debug into the Demo Mode's password prompt. A hidden debug battle will be unlocked with all 8 of these awesome robot masters for you to fight against!

* At the moment, only the robot masters from Mega Man 1 - Mega Man 6 are being worked on, but others will eventually be needed in the future.

Adrian 2k19 Edit: This thread has served its purpose and can now be closed. Thank you!
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on March 24th, 2013 at 12:47am #116
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 NES classic Mega Man 3 and will be updated periodically as new artists are added to the project and/or when new characters are claimed.


[b]DWN-017 Needle Man[/b] : MetalMarioX100 ([complete!](database/robots/needle-man/))
[DWN-017 Needle Man](images/robots/needle-man/sprite_right_160x160.png)
[b]DWN-018 Magnet Man[/b] : MetalMarioX100 ([complete!](database/robots/magnet-man/))
[DWN-018 Magnet Man](images/robots/magnet-man/sprite_right_80x80.png)
[b]DWN-019 Gemini Man[/b] : MetalMarioX100 ([complete!](database/robots/gemini-man/))
[DWN-019 Gemini Man](images/robots/gemini-man/sprite_right_160x160.png)
[b]DWN-020 Hard Man[/b] : MetalMarioX100 ([complete!](database/robots/hard-man/))
[DWN-020 Hard Man](images/robots/hard-man/sprite_right_80x80.png)
[b]DWN-021 Top Man[/b] : MetalMarioX100 ([complete!](database/robots/top-man/))
[DWN-021 Top Man](images/robots/top-man/sprite_right_80x80.png)
[b]DWN-022 Snake Man[/b] : MetalMarioX100 ([complete!](database/robots/snake-man/))
[DWN-022 Snake Man](images/robots/snake-man/sprite_right_80x80.png)
[b]DWN-023 Spark Man[/b] : MetalMarioX100 ([complete!](database/robots/spark-man/))
[DWN-023 Spark Man](images/robots/spark-man/sprite_right_160x160.png)
[b]DWN-024 Shadow Man[/b] : MetalMarioX100 ([complete!](database/robots/shadow-man/))
[DWN-024 Shadow Man](images/robots/shadow-man/sprite_right_80x80.png)


SPRITES COMPLETE!
Thanks to the hard work of MetalMarioX100, all Mega Man 3 Robot Masters are complete! I'm so grateful for all the time and effort that you've put into these, and I'm excited to finally add them to the game! If anyone would like to view these robots' sprites in battle, enter the phrase Mega Man 3 Debug into the Demo Mode's password prompt. A hidden debug battle will be unlocked with all 8 of these awesome robot masters for you to fight against!

* At the moment, only the robot masters from Mega Man 1 - Mega Man 6 are being worked on, but others will eventually be needed in the future.

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 March 24th, 2013 at 12:43am #117
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 NES classic Mega Man 2 and will be updated periodically as new artists are added to the project and/or when new characters are claimed.


[b]DWN-009 Metal Man[/b] : Adrian Marceau ([complete!](database/robots/metal-man/))
[DWN-009 Metal Man](images/robots/metal-man/sprite_right_80x80.png)
[b]DWN-010 Air Man[/b] : Adrian Marceau ([complete!](database/robots/air-man/))
[DWN-010 Air Man](images/robots/air-man/sprite_right_80x80.png)
[b]DWN-011 Bubble Man[/b] : Adrian Marceau ([complete!](database/robots/bubble-man/))
[DWN-011 Bubble Man](images/robots/bubble-man/sprite_right_80x80.png)
[b]DWN-012 Quick Man[/b] : Adrian Marceau ([complete!](database/robots/quick-man/))
[DWN-012 Quick Man](images/robots/quick-man/sprite_right_80x80.png)
[b]DWN-013 Crash Man[/b] : Adrian Marceau ([complete!](database/robots/crash-man/))
[DWN-013 Crash Man](images/robots/crash-man/sprite_right_80x80.png)
[b]DWN-014 Flash Man[/b] : Adrian Marceau ([complete!](database/robots/flash-man/))
[DWN-014 Flash Man](images/robots/flash-man/sprite_right_80x80.png)
[b]DWN-015 Heat Man[/b] : Adrian Marceau ([complete!](database/robots/heat-man/))
[DWN-015 Heat Man](images/robots/heat-man/sprite_right_80x80.png)
[b]DWN-016 Wood Man[/b] : Adrian Marceau ([complete!](database/robots/wood-man/))
[DWN-016 Wood Man](images/robots/wood-man/sprite_right_80x80.png)


SPRITES COMPLETE!
All the robot masters from Mega Man 2 have been completed! If anyone would like to view these robots' sprites in battle, enter the phrase Mega Man 2 Debug into the Demo Mode's password prompt. A hidden debug battle will be unlocked with all 8 of the robot masters for you to fight against!

* At the moment, only the robot masters from Mega Man 1 - Mega Man 6 are being worked on, but others will eventually be needed in the future.

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 March 24th, 2013 at 12:11am #118
Hello again after a week of silence! This week I bring many updates to community forums, including several features requested by players as well as a bunch of other new tweaks and options that I'm sure you'll enjoy.

The first thing I'd like to point out is that you can now use line-breaks in posts! The only reason I disabled it in the first place was because I needed more time to properly code things, but now that I've had an extra week to fix bugs you can use them freely in your comments and discussion threads.

The next notable change is the character limit for posts. Previously, comments could only be 500 characters and threads had no limit (because they were manually entered into the database by me). The 500 limit ended up being pretty restrictive so I've increased it to 2000 for comments and imposed a 5000 character limit on new threads. Also related to the character counter, it will no longer prevent you from typing once you've reached the max length - the counter will simply turn red and disable the submit button until you've refactored.

The last feature change I'd like to outline is that registered players can now create their own discussion threads! Only Developers can post in the News & Updates category and only Contributors can post to the Game Development category, but all users can create topics in both the General Discussions and Bug Reports categories with the same options previously only available to admins. This should open up the community a lot more and make things more fun for everyone involved.

The last change is purely aesthetic, but I've tweaked the styling of comments and posts and have them all show the current banner's field background as their background image. It's subtle, but I think it makes the threads look a lot more colourful and lively. Maybe one day in the future I've have specific fields for specific categories, or maybe per thread or per user, but that is something I'll have to think about for a while. Also of note, I added thread and post counters under user's avatars which I think is a nice little touch.

If you have any questions, comments, or other feedback about these new features, just let me know in the comments or shoot me an email through the Contact page. Thank you all for playing and I'll try to do more game updates in the future rather than just website ones. :P
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0 BP
0 TP | 0 PP
Posted on January 1st, 2011 at 12:00am #119
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