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Found 15 Threads, 139 Posts 154 Results Total
Pages 12345678
 
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Posted on January 1st, 2011 at 12:00am #101
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Brorman
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Posted on August 28th, 2013 at 9:03am #102 ( Edited : 2013/08/28 at 9:25am )
Ah, I should've guessed that no MM3 content because none of the teasers had anything related to it. And I don't mind having to post stuff manually here, means more time for you to spend on making the update. Also this is a place for discussion for those who don't have Facebook, like I mentioned in the OP.

I'm a bit sad about no Mega Man 3 tho ;_;
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Brorman
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Posted on August 7th, 2013 at 11:12am #103
Seeing how playing against other players is now actually quite rewarding and fun, I'd like the player robots to have their "correct" stats. I don't know how difficult this would be to implement.
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Brorman
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15 TP | 139 PP
Posted on August 5th, 2013 at 8:13pm #104 ( Edited : 2013/08/05 at 9:49pm )
Oh baby, guess I'll try to put some effort into this.

Name: ToadMan.EXE (Mega Man Battle Network 2)
Core Type: Water/Electric
Signature Move/s:
Shocking Melody: Deals moderate damage and has a slight chance of stunning the opponent
Toad Smack: Smacks the enemy with a toad in the face Deals moderate damage and has a chance of lowering the opponents attack and defense by 5%

Attack: 84
Defense: 107
Speed: 109

Weakness/es: Nature, Missile
Resistance/s: Electric, Impact
Affinity/ies: None
Immunity/ies: Water

I'm bad at designing something else that isn't for gameplay, so this kinda ends here :^(

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Brorman
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Posted on August 5th, 2013 at 7:29pm #105
I've been waiting for this so long, thank you Adrian.

(Giga Crush is now a possibility, amazing.)
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Brorman
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Posted on August 4th, 2013 at 9:34pm #106
Looks very great, can't wait to test it out!
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Brorman
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15 TP | 139 PP
Posted on August 2nd, 2013 at 4:15pm #107
Tile Studio huh? Have to check that out someday.

Thanks a lot, I don't mind at all if you use them. I'm glad if I could help.
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Brorman
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15 TP | 139 PP
Posted on August 2nd, 2013 at 3:29pm #108
Yeah I have Gimp and Paint.NET, which works just as well. But I was just dumb and began with doing things in the wrong order. Threads about artist's work would be interesting though.
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Brorman
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Posted on August 2nd, 2013 at 6:18am #109 ( Edited : 2013/08/02 at 6:34am )
So uh, once in a while I get artistic, usually with catastrophic consequences. This time I was trying to "fix" Metal and Quick Man's coloring. I ended up having them with a black background because MSPaint doesn't support transparency (and I'm dumb for using it in the first place). Fixing the whole thing would take a million years so I just decided to come on the forums and write about it. I know all the spriters are busy and so is Adrian, and this can wait, but please give some love to the MM1-MM2 robots too.

Just in case someone wants to see the recolors.




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Brorman
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Posted on July 30th, 2013 at 7:50am #110
You guys always make such great sprites.
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Brorman
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Posted on July 28th, 2013 at 9:33am #111
I actually found the fact on MMKB. I really wish I could read the Archie comic, it looks great. So yeah, I've never read the actual comic itself.
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Brorman
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Posted on July 28th, 2013 at 9:33am #112
Spark Man's attacks are actually very weak. As a clarification, when I'm talking about a tank, I mean something that just has very big defensive properties, nothing else. Hard Man for example is an offensive tank.

It would be better if Needle Man was weak to Laser instead of Space, and I'll change it pretty soon. Just if it's ok with Adrian. And yes, Needle Man could do any of the roles, high offense, high defense, moderately high speed or something mixed. I decided to go with high offense because Needle Man isn't as tank-y as he looks. His speed is mostly in his jumps, which he really greatly uses in his advantage when attacking his enemies. It's quite difficult to evade the whole needle volley he shoots at you, because of the angle. His melee attack is very powerful, and he is one of the few robot masters to actually use melee attacks.

Hope that clears up why I did what I did. Making stats is fun, though sometimes there are robot masters like Pharaoh and Spark Man. There aren't many RMs without stats left, so I guess I'll be fine.
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Posted on January 1st, 2011 at 12:00am #113
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Brorman
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15 TP | 139 PP
Posted on July 24th, 2013 at 4:17am #114 ( Edited : 2013/07/24 at 5:15am )
From your to-do list:

- Source robot boost? Make robots better at using their own weapons (than someone else) in some way...
- Implement weapon-energy and make sure every ability requires some if core does not match

My suggestion is that even the same core abilities, except for signature abilities consume at least some of weapon energy. Why? Simply because that's something the robot wasn't built for. I mean Bomb Man sure can throw Hyper Bombs with no effort, but somehow I see him having a bit of a hard time with Crash Bomber or Napalm Bomb.

Also, some kind of indicator showing that a robot has been rebooted at level 100. Even if it serves no purpose, it'd be pretty cool.
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Brorman
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Posted on July 23rd, 2013 at 9:58pm #115
I just love this guy's remixes, a really nice addition.
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Brorman
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Posted on July 23rd, 2013 at 5:33pm #116
Just a reminder that the game is still in prototype and there are a lot more important things being worked on than just attack sprites.

I have nothing to complain about the sprites though. They look official and fit very well.
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Brorman
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Posted on July 23rd, 2013 at 5:33pm #117
Great story, the sprites look great as well.

Might as well share my own story how I got here and stuff, even though I already poured most of my heart in the blog post I made... Oh, that reminds me. I should probably whip up some more blog posts soon, if I even can remember anything. Oh well.

So, uh. I've always been a Mega Man fan, even though born in 1996, I managed to play Mega Man on a real console when I was a kid. Back in January, my friend linked me this site. It was amazing, a real Mega Man RPG. I quickly breezed through the game, and just decided to keep on playing for fun.

I noticed some bugs (I can't actually remember how many, my memory is super bad), few of which totally broke the game. I was kinda hesitant to report them, because I had never directly contacted a developer. Well I decided to do it anyways, since the playerbase was really small and I really liked the game. I kept reporting bugs and suggesting different kind of things. And before I actually realised, I had become a part of this project. A few months later I started working on stats, and about 2 months ago I reworked some of the weaknesses and resistances.

Since then I have been communicating via forums, occasionally reporting bugs, just if I happen to stumble on one. That's pretty much it. Working for this project has been sometimes kinda puzzling (I'm looking at you, weakness/resistance rebalance) but also very rewarding.

And Adrian, I won't bother to write an email about this. Remember that dual-type ability button re-design thing? I'm still kinda bothered that the borders are mismatched with the inside. Aaaand just shoot me with an email or something when you need more stats or anything.
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Posted on January 1st, 2011 at 12:00am #118
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Brorman
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15 TP | 139 PP
Posted on July 6th, 2013 at 2:10pm #119
Maybe some visual mark on the ability button to show whether the ability is attack/support.
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Found 15 Threads, 139 Posts 154 Results Total
Pages 12345678
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