Mega Man RPG Prototype Community

Community  »  Search

Use the Community Search page to find specific posts, threads, or other information published to the community by our users or our staff. This is a great way to find answers to common questions or explanations for mechanics you aren't as familiar with. Just use the form below to enter any search criteria you have and then click the "Search" button at the bottom to see what results we can pull up for you.

 

Search by Keyword

Search by Username

Filter by Category

Search Options



Found 213 Threads, 569 Posts 782 Results Total
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on March 17th, 2013 at 2:10pm #121
Please use this thread for any feedback or suggestions regarding the database, community, gallery, leaderboard, or any other pages on this website and let me know what you all think. I'm more than open to constructive criticism and have added plenty of suggestions to the website in the past, so don't be afraid to post.

If you believe the topic or suggestion is large enough to warrant it's own thread, you are free to do so at your own discretion. I look forward to everyone's input! :D

For game-related suggestions, see this thread.
^ Top
 
0 BP
0 TP | 0 PP
Posted on January 1st, 2011 at 12:00am #122
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on March 16th, 2013 at 11:56pm #123
Other than Mega Man, what other video games do you play? The RPG Prototype was obviously inspired by a number of different games with the most obvious being Pokémon, but some might not be so clear. Final Fantasy, Earthbound, and many others have played a role in this game's and my own development. What games have had the same impact on you?
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on March 16th, 2013 at 11:51pm #124
Use this discussion to introduce yourself to the community. Tell us about yourself - what you do for a living, what games you like playing, or even just something you like about the Mega Man series as a whole. Let's get to know each other and maybe even make some new friends. :)

Note: You may also use this thread to announce your return after a long period of time. Do NOT make a new thread for it, please put it here or here.-MBM
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on March 16th, 2013 at 11:12pm #125
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 1 and will be updated periodically as new artists are added to the project and/or when new characters are claimed.


[b]DLN-000 Proto Man[/b] : Adrian Marceau ([complete!](database/robots/#proto-man))
[DLN-000 Proto Man](images/robots/proto-man/sprite_right_80x80.png)
[b]DLN-001 Mega Man[/b] : Adrian Marceau ([complete!](database/robots/mega-man/))
[DLN-001 Mega Man](images/robots/mega-man/sprite_right_80x80.png)
[b]DLN-002 Roll[/b] : Adrian Marceau ([complete!](database/robots/roll/))
[DLN-002 Roll Man](images/robots/roll/sprite_right_80x80.png)
[b]DLN-003 Cut Man[/b] : Adrian Marceau ([complete!](database/robots/cut-man/))
[DLN-003 Cut Man](images/robots/cut-man/sprite_right_80x80.png)
[b]DLN-004 Guts Man[/b] : Adrian Marceau ([complete!](database/robots/guts-man/))
[DLN-004 Guts Man](images/robots/guts-man/sprite_right_80x80.png)
[b]DLN-005 Ice Man[/b] : Adrian Marceau ([complete!](database/robots/ice-man/))
[DLN-005 Ice Man](images/robots/ice-man/sprite_right_80x80.png)
[b]DLN-006 Bomb Man[/b] : Adrian Marceau ([complete!](database/robots/bomb-man/))
[DLN-006 Bomb Man](images/robots/bomb-man/sprite_right_80x80.png)
[b]DLN-007 Fire Man[/b] : Adrian Marceau ([complete!](database/robots/fire-man/))
[DLN-007 Fire Man](images/robots/fire-man/sprite_right_80x80.png)
[b]DLN-008 Elec Man[/b] : Adrian Marceau ([complete!](database/robots/elec-man/))
[DLN-008 Elec Man](images/robots/elec-man/sprite_right_80x80.png)
[b]DLN-00A Time Man[/b] : Adrian Marceau ([complete!](database/robots/time-man/))
[DLN-00A Time Man](images/robots/time-man/sprite_right_80x80.png)
[b]DLN-00B Oil Man[/b] : Adrian Marceau ([complete!](database/robots/oil-man/))
[DLN-00B Oil Man](images/robots/oil-man/sprite_right_80x80.png)


SPRITES COMPLETE!
With the exception of Roll (who requires special treatment) all the robot masters from Mega Man 1 have been completed! If anyone would like to view these robots' sprites in battle, enter the phrase Mega Man 1 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!
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on March 13th, 2013 at 8:00pm #126
I should have made an update about this earlier, but for the next week or so (but no more) I will be absent from the website and from replying to prototype-related emails. I will be reading them, but I will not be able to reply or act on any requests/bugs until I get back. I typically reply to emails during my lunch break at work, but this week I am covering for a co-worker on vacation in addition to my regular work so I am very busy. My programming time at home has also been limited due to circumstances beyond my control, but I will be back on track next week. I apologize for the inconvenience, and I promise to fix all the bugs that have been reported as soon as I can. Thank you for your understanding.
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on March 10th, 2013 at 8:05pm #127
I've updated the Type Databse to arrange the types from highest-to-lowest (as it should have been originally). It's now a lot easier to read and helped a great deal with the new robots added in the previous update. I still need to create approiate resistances/affinities/immunites for the MM3 - 6 robots, but all their weaknesses are basically done for now. This update should help balance those as well when the time comes to work on them. Also forgot to mention, the stats for the Mega Man 4 robots have been updated with Brorman's contributions. Thank you so much for doing these! :D
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on March 10th, 2013 at 8:00pm #128
I've gone through and added the remaining placeholders for the robots of Mega Man 4 and their special weapons, as well as all the robots and special weapons from Mega Man 5 and 6 as well. Some of the ability/robot typings may be controversial, but I promise it's with the best intentions and will (I believe) create a more balance and fun experience. I imagine the designers of the Pokemon Trading Card game were faced with similar choices when trying to condense the original 17 Pokemon types into only 9 (10 now with the dragon expansion) for a more balanced game. Difficult decisions had to be made to ensure no two robots from the same game shared the same robot core (or the weakness cycle would be all messed up) and while some robots may now behave differently than before, I'm going to try my best to keep their "spirit" intact. Special mention for Yamato Man and Tomahawk Man - both using a type of blade but clearly not able to share the same type - I decided to make Tomahawk Man an Earth type. Nature would have worked but was already taken by Plant Man, so earth it is. This means he can learn Oil Slider, Drill Blitz, and Power Stone as well which is a little weird… but it'll have to do. I figure (the type of) Native Americans (depicted with this robot) are one with the earth or something and that's as far as I got with that. :| I'll try my best to make it work, and to make it not seem too out-of-place. But yeah, otherwise all the "full game" robot masters are added to the database (barring any boss characters or special encounters). Anything past MM6 will have to be an expansion or something that comes later. Also, I need to start adding the sprite artists (well, editors) to the robot sheets - not only for reference and credit, but to prevent contributors from accidentally creating the same sprites someone else has... Future update for sure.
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on March 9th, 2013 at 2:20pm #129
While I'm still not 100% what is causing people to loose points, one potenial reason would be negative scores in battle. I can't see how anyone could perform poorly enough to get a negative amount of points, but just in case it was happening I added code to compensate and round negative scores up to at least one. I really don't think this is the actual problem, but at the very least it may prevent future bugs related to the battle score. :|
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on March 9th, 2013 at 2:15pm #130
While I'm not sure how this is happening, players seem to be unlocking robots with no information. That is to say, most robots are unlocked by adding their robot_token to the global unlock array. This token is used for lookup purposes when loading robot data, and for some reason blank entries are being added to player's game files. These empty robots are were causing error messages on the leaderboards, so I've patched it to surpress the errors and skip illegitimate robots. I'll post another update when I figure out what's causing it and code a fix. In possible related news, reports are coming in that certain players are actually loosing battle points when they play - sometimes in the millions! This is a huge problem and also needs to be fixed as soon as possible, so I apologize whole-heartedly for the lost work and hope you'll be patient with me until I figure it out. Please let me know any details you can, including screenshots and/or copy/pasted battle messages that you think might help troubleshoot this problem. So sorry!
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on March 9th, 2013 at 2:10pm #131
I've added a new section to the Database page that should be useful to both players and the developers alike. The Type Database lists all the types in the game, gives a brief little overview of their importance, and then gives detailed breakdowns of their distrubution in the game. These bar-graphs should make it easier for players to strategize for their battles and it will definitely make it easier for me to balance new robot's weaknesses/resistances/etc. Even if it doesn't get much use from regular visitors, I think it looks kind of cool will be using it a lot myself. :)
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on March 9th, 2013 at 2:05pm #132
While I'm on the topic of artistic changes and discrepencies with the official games, I should also mention that many abilities have been or will be renamed or revised slightly. After reviewing all the abilities in the classic series, certain words were used far too frequently (like "bomb" and "shot&qout; for example) and when they're all together like this it feels a bit repetitive. Additionally, abilities like Flash Stopped sounds sounds like it would come from Flash Man even though it actually comes from Bright Man (whose own ability does not have the word "bright" in it at all). Again, this would not matter if the games were all separated, but because the RPG has everyone all mashed together I wanted it to be very easy to tell which abilities are found on which robot. I also have other reasons for changing some of the names or altering how the abilities work, but that's for a future mechanic I cannot discuss right now for fear of overwhelming myself too early. I just wanted top post about it now because I get a stream of emails asking why Drill Man does not have the Drill Bomb like tha games, or why Bright Man has this Bright Burst ability instead of the usual Flash Stopper which now belongs to Flash Man. Etc. etc. etc. Sorry again, but I promise the end product will be much more fun and have a lot more variety as a result. :)
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on March 9th, 2013 at 2:00pm #133
I feel like I should get this out of the way now and mention that I will be changing how Top Man (and potentially other robots) behave in game compared to their official counterparts. Because of the way the prototype is designed, Top Man's spin action does not fit into the current structure and would require a considerable amount of work to implement. The two main problems are the fact that the game does not have a "spin" pose in the sprite sheet template and (as silly as it sounds) it also does not support contact between two robots. These things may seem small, but they will require massive restructuing and are not are priority at the moment. It is one ability after all, in a sea of at least a hundred other robot masters (right?). I will come back to it eventually, but for now Top Man needs to altered slightly and his Top Spin ability will now fire spinning tops of the target rather than spining one's self at the target. In an attempt to shoehorn this strange robot into Mega Man 3's weakness cycle I decided to make these tops explode and thus, Top Man is now a bomb type robot. It may sound far fetched, but Top Man has always been the black sheep of the Mega Man family (as far as I'm aware) and I don't feel too bad about rebooting him for the RPG to make him more similar to the other robots. Hopefully I don't get too much hate mail over it, but in the end I have to make the final call and I think this is the best way. Sorry Top Man fans!
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on March 6th, 2013 at 4:58pm #134
Emergency maintenance is over. I have discovered the source of the bug. The database class was not properly escaping problem characters (like single or double quotes) and those that completed the Bonus Field battle (which had a single quote in the description) were not able to save their games. The game appeared to save, but once the player exited and reloaded their save file it would revert back to whatever that had done prior to the Bonus Field. Pretty bad. :S But, I have fixed this bug and the game is functioning within normal parameters once again (with the exception of the other, smaller, unrelated bugs that still need ironing out). I've taken the emergency maintenance message off the prototype and it is accesible again, but I will be closely monitoring the game over the next few days to make sure everything is fine. Once again I'm terribly sorry for the inconvenience and hopefully the game hasn't lost too many players as a result. >_>
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on March 6th, 2013 at 2:25pm #135
More bugs reports are coming in so I'm shutting down the prototype until I can figure out what's causing them. I'm terrible sorry for any lost progress this has cause and may continue to cause, but I'll do my best to fix is ASAP and minimize the damage.
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on March 4th, 2013 at 11:15pm #136
So I didn't completely fix the Super Throw ability. When a human-controlled robot was thrown to the bench, the switch panel would appear properly but the back button would not be disabled as it should have been. This allowed the user to exit the switch screen and then (potentially) not break the menu. I've added logic for these situations and the disabled flag for the switch screen should be a lot less buggy now. As always, let me know if I'm wrong and have missed something. :)
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on March 3rd, 2013 at 10:05pm #137
Long ago when the prototype was first posted online for testing, the scoring system was much different and the point totals were roughly 1000 times higher than they are now. Unfortunately, this meant that leaderboard standings were skewed a bit when I "fixed" the scoring system and lowered the reward totals. There weren't that many people who played the game in this hyper-score state, but one of those who did (and totally killed the leaderboards) was a user called "kungfoomasta". His incredibly high score stayed in the number one spot for months and months and looked as it if would never be topped. Several newer users have come close to beating kungfoomasta's score including Avocadora, Brorman, and several others, but this last week one user did the impossible. Congratulations go out to Melchios for finally beating kungfoomasta's score and proving it could be done. I cannot imagine how many hours must have gone into that score or how many individual battles you had to sit through, but thank you so much for playing! And thank you everyone else on the leaderboards - your play testing and activity make development so much easier and so much more fun! I look forward to finishing this game and opening it up to the public more, and I promise I'll whip up some kind of reward for all those who put so much effort into the prototype. Thank you again for all your support and look forward to even more updates to this incredibly cool little project in the future! :D
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on March 3rd, 2013 at 10:00pm #138
I've updated the player select screen to have much larger buttons and to display the player's current robots behind the player sprite. This should make it much easier to review each player's current team of robots before going into the main game. Even if it doesn't add anything to the actual gameplay, it looks pretty cool so I'm keeping it. :)
^ Top
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on March 3rd, 2013 at 9:55pm #139
I've added a fun little feature to the prototype, and that's passwords! Well, they're really more like phrases, but it's the same concept in the end. The feature is unlocked by selecting a player and then clicking their banner sprite multiple times. After being clicked 10 times, a secret password prompt will appear. Enter a phrase and click OK to have the page reloaded and, if the passphrase was valid, new content will be unlocked. I've hidden two 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 and click the little Dr. Light sprite in the corner 10 times. On the 10th time, enter the phrase "Met Debug" into the prompt and watch as a special Debug Battle is unlocked containing a small army of Mets! Please note that unless otherwise stated, all passwords are for use with the Demo Mode only and will not have any effect in the main game. This will absolutely change for the full game, and maybe before that, but at the moment all password-related content is accesible only through the demo to prevent leaderboard contamination. Please 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
^ Top
Found 213 Threads, 569 Posts 782 Results Total
MMRPG Prototype v3.8.25 by Ageman20XX | Mega Man Trademarks & Characters © Capcom 1986 - 2025
This fangame was created by and his team. It is not affiliated with or endorsed by Capcom.
« Back to Home | Cookie Policy | Data API | Contact & Feedback | Play the Prototype »