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MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on January 25th, 2020 at 2:31pm #121
@pokeepoo : Like with Rock Force, you'd have to ask the guys behind Unlimited. That goes for any fan product in the community by the way. Ideally there are so so many fan projects we love in the community and we'd love to include so many of them, but ultimately that's not our decision to make. It's up to the original creator of those Robot Masters to decide if they're willing to allow cameos.
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MegaBossMan
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55 TP | 1823 PP
Posted on January 23rd, 2020 at 9:10pm #122
@pokeepoo : You'd have to ask the developers for Rock Force on that, lol.
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MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on January 23rd, 2020 at 1:26pm #123
@Toast : Slash Man can use Slash Claw! It's been specially programmed for him to be able to use Slash Claw, so Slash Claw can be the most thematically appropriate type while still allowing us to keep a Nature-core robot (of which there are much, much less than Cutter-cores.) There may be other instances of this in the future for other Robot Masters who follow two types close thematically. But rest assured that for right now that Slash Man can use his signature weapon.


@System1500 : Nope! No plans for which Robot Masters'll release next, and right now playable Robot Masters are on hold. I can probably promise he'll be released before this century's up?


@pokeepoo : I'll make sure to pass along your compliments to the chef! I too am super excited for the remaining Mega Man 11 Robot Masters!
As for Growth Module.. that probably depends on when. It doesn't work all that well when you use it on a Robot Master already maxed in level, but otherwise if they still have room to grow (as the name suggests), that rate'll be amplified.
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MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on December 31st, 2019 at 1:00pm #124
@ Toast : As you can see, the Robot Masters of Mega Man V all have their own database entries, and you're right that Bubble Bomb, Venus's signature ability, is already obtainable. So the intention is definitely that they'll be playable one day.. we just haven't begun production on their sprite sheets yet. Rhythm has requested to apply to do these sheets, but with the sudden release of Mega Man 11 last year, that was put on hold and focus was put on the new Robot Masters... Nonetheless, since there's a large extraterrestrial theme to the setting of MMRPG Prototype, they would definitely fit in as great bosses.


@ShadowVictor75 : As a celebration of all things Mega Man, we'd love to see other fangames take part in the celebration! As of right now we haven't finished the canon characters and those take top priority, but if in the future an avenue arises... we'd love to feature beloved characters from other fan-game developers. If there's any out there that are interested, feel free to let us know.
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MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on December 31st, 2019 at 12:25am #125 ( Edited : 2019/12/31 at 12:34am )
@ShadowVictor75 @pokeepoo : Well, it's not an entirely new challenge mission, buuuuut...







blast-man

Let's end the decade with a blast; a Blast Man, that is! Blast Man, the explosion artist robot from Mega Man 11, has now been incorporated as an enemy you can fight! His sprites were handled by Rhythm_BCA, and with such explosive flair it'd make Blast Man proud! The day hasn't arrived just quite yet where you can use him and his Chain Blast in battle, but in the meantime I hope everyone enjoys this last-minute gift and new entry. With him, there's only 3 Robot Masters left before we completely finish the Robot database. We're super close!







... Speaking of, I also haven't mentioned in a news post yet that Tundra Man was also added recently. His sprites were also done by Rhythm who worked super hard to get both these robots in before the year was over, so enjoy defeating both of these flashy Robot Masters together!



tundra-man blast-man
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MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on December 23rd, 2019 at 12:13am #126
@ShadowVictor75 : The first to break 300 waves as well! Love love love that you're continuing to smash records in the endless mode; it seems you'll continue to hold the 1st place throne for even longer now! Congratulations!!!

And thank you for noticing Tundra Man! It's a little devious, but truth be told I personally like to keep my lips sealed on new Robot Master debuts for exactly that reason -- I think it's really fun to have a new character pop up out of nowhere, and you definitely don't see much of that in modern gaming anymore. I believe this makes us the first fangame to feature Tundra Man too, so yay! I didn't do the sheet myself but Rhythm did an excellent job and I love the work he put in for him and the rest of the 11 RMs -- like you, I'm super-excited to see what he does with the rest of the Mega Man 11 robots too! ^_^

tundra-man
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MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on December 23rd, 2019 at 12:08am #127

Sniper Joe shows up in the post-game 'Mecha Field', where you can fight a random assortment of existing Mechas. Of course, it'd be a little silly to have a developed iconic mecha only show up in the bonus field, so the current plan is for him to have a select battle in an expanded Chapter 1 one day. Other types of Joes may make an appearance as well. Oh, one day....
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MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on December 20th, 2019 at 1:46pm #128
@Megamanzxadvent56 : Also, make sure to look at the database; if you look, robots that are not unlockable have a little star asterisk symbol (*) next to their name. Sadly, Turbo Man is not playable just yet, though we definitely intend for him to be in the future!
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MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on December 15th, 2019 at 8:00pm #129 ( Edited : 2019/12/15 at 8:19pm )
@ElecSpark : Hi Elecspark; I'm sorry you're having trouble! If you're having difficulty, I do have some recommendations and things to keep in mind:

I would take to consider Dr. Cossack's campaign as an unofficial "hard mode" of the game. Likewise, Light's would be the easy campaign and Wily's would be the intermediate. If you find yourself stumped, I'd suggest heading back to progress in Light and Wily's campaigns first. Progression isn't necessarily linear in Prototype, and you can always head back to earlier campaigns to find ways to progress. Since you've made headway completing Wily's campaign, you already have new advantages now that you can utilize in Light's campaign. Likewise, progressing further and further in Light and Wily's campaign will also serve the benefit of giving you new tactics to succeed in Cossack's campaign as well. While their difficulties do differ as I said, everything you complete is of a unified benefit to all three doctors, and preparing in one campaign will ensurably pay off in your work in another campaign!

Some other things,
- Don't feel afraid to use items! Auto offers a wide array of items that you can use without consequence, which'll help you out when it comes to restoring strength after you take on Mechas and face the Robot Masters!
- It may sound painfully obvious, but don't be afraid to use super-effective moves! With Robot Masters, you don't always have to unlock them right off the bat. You can gain their weapons simply by winning the mission no matter what, and that's often enough to give you an advantage in taking out other Robot Masters of the cycle. It never hurts to come back and unlock them later. Likewise, make sure to study Mecha weaknesses. There's no consequence in hitting them with super-effective moves at all, and should stop them from ever wearing your team down at all. In fact, hitting them with super-effective moves can help create cores, which you can use to strengthen your robots or be used to sell in the shop for more items!
- You can share robots, moves, and items between all doctors. In fact, transferred robots may often grow in experience faster than non-transferred robots. Here's a good strategy to try for Cossack's campaign; Toad Man's Rain Flush can acridly tear down your team, but Dr. Wily's Bubble Man is completely immune. Try giving him a Wily Buster and watch as Toad Man won't be able to even touch him!
- If all else fails, it never hurts to grind. It's never fun, but the intro field offers a experience multiplier and should quickly give your robots a little extra strength to take down any troublesome opponents.

@ShadowVictor75 : Don't worry, ShadowVictor! Copy Vision and Drill Bomb are definitely intended to be added at some point; much like how the MM1 and MM2 robots have two distinct abilities, it is our dream to hopefully eventually do the same for all the playable robots. We just... have to make sure every robot at least gets one first. Since Drill Bomb and Copy Vision are genuine canon abilities, those are likely candidates for their second moves (as would be the case with Tengu Blade too).
I also agree that more Challenge Missions would be great! I think they're a great replayable way to introduce and teach about new content, and in the case of a new Robot Master, I definitely would want to continue that approach. We just... need to have new Robot Masters ready first before we can have new Challenge Missions >_>
And thanks for the compliments on Magnet Man and Drill Man! I'm probably biased in saying so but I think they look awesome! Hopefully we made Magnet and Drill fans proud!
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MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on December 15th, 2019 at 5:56pm #130
@Mello Man : Battle points are accumulated by how much you've completed the game; Prototype has thousands of things to collect and attain, so reaching the top spot is essentially limitless and seems to be a good way to quantify rank in a RPG system. There's no technical guide on what things you collect earns you battle points, but luckily there is a method; you can take a look at a top player's account and see what they've unlocked that you haven't. You can check the points tab of every player to know what things you have to accomplish and stockpile to overtake their rank. Just know that it's a long road; you're up against some real completionist types all looking to be #1!
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MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on December 14th, 2019 at 12:44pm #131
@Toast : That just means you haven't defeated that robot yet with that specific doctor. There was a time when defeating them with different doctors would award you extra points, but as of now this is a holdover and doesn't grant you anything special.

Canonically the MM3 robots were definitely co-designed by both Light and Wily.... but with them causing havoc in MM3 I'd definitely say Wily used them perhaps a little more. They also seem to show up under Wily's control in other games as well... though in Prototype they're initially spawned to the doctor with the stat that corresponds with them most. So for example, since Wily gives a 25% attack stat increase, someone with strong offense like Needle Man would go to him first. You can obviously sort them to any doctor you like though once you've unlocked them.
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MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on December 14th, 2019 at 12:41pm #132
@Toast : Using super-effective moves on a enemy will cause their core to drop 50% of the time. Using the move 'Copy Soul' will also auto-spawn a core 100% of the time as well, even if it doesn't defeat the opponent.
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MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on December 10th, 2019 at 12:00am #133
Soon


The time has finally arrived for our most decadent dandy!!!!
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MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on November 27th, 2019 at 3:11pm #134 ( Edited : 2019/11/27 at 3:20pm )
Jaw. Dropped.


And here I was congratulating you on 92..... H-how? 236 rounds is absolutely, positively insane!!! I didn't imagine anyone would beat ShadowVictor's score anytime soon, but in only 20 days the record has been usurped yet again! With this, you've got the new global record among all players now, which is no small feat. From a developer perspective, nothing reassures me more than to see people embark heated competition and new breakthroughs over features we've been planning for so long! I hope I can continue to be surprised by everyone's efforts here and I wish you congratulations on your hard-earned achievement. Don't get too comfortable yet though; it might be just another 20 days before things shift yet again! ^_^
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MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on November 25th, 2019 at 1:12pm #135
@RDash75 : Boss robots are not unlockable through any means, including the password option, and aren't planned to be playable at this point in time. The Bubble Bomb weapon has long-since been available though, and other weapons could be released in this fashion!
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Posted on January 1st, 2011 at 12:00am #136
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MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on November 25th, 2019 at 12:57pm #137
@Soren : This is an incorrect assertion; having just now tested it, the Bubble Bomb ability is both able to be used and to be unlocked via the password listed above.
Bubble Bombs Away!
Bubble Bombs Away!

You can also see it has an entry in the database. I think you might want to retry putting in the password? You'll want to click multiple times on the player sprite in the mission select until a text file pops up, then put in [Ability Get : Bubble Bombs Away!] to gain access to it, and make sure you put in Ability Get. Try that, and if that doesn't happen to work, we can elaborate on what might be the issue here and if you're running into a potential bug :S
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MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on November 24th, 2019 at 9:50pm #138 ( Edited : 2019/11/24 at 9:51pm )
@Soren : Yesssssssssss! bubble-man

Congrats on surpassing yourself, and to continue to go beyond into uncharted territory!
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MegaBossMan
83,360,573 BP
55 TP | 1823 PP
Posted on November 18th, 2019 at 7:24pm #139
Most of the weapons you've mentioned actually already exist in-game, they... just have been rebranded it a bit.

First things first, every Robot Master needs to have an unique identifier behind their name. You know the Rolling Cutter is obviously Cut Man's weapon, but running that same logic, Flash Man's canon signature weapon is Time Stopper, Bright Man's is Flash Stopper, Time Man's is Time Slow... so none of those make very much sense in context of the franchise naming conventions, let alone our RPG. Other Robot Masters like Dynamo Man also run into the issue of reusing signature titles of other Robots, so to keep it simple and know which Robot Master has which signature weapon without having to resort to something like the MMKB, a little clarity needed to be applied.
.... Of course, that's the reason we've continued to use it. Originally, back in the pre-pre-pre planning stages of the game, AgeMan20XX was interested in the idea of mixing and matching abilities in different ways, hence the preemptive move to make sure each ability has a signature noun to it to showcase it was a varied version. Of course, that never came to be, and so while that's been shelved, it is admittedly too late to fix anything now. Especially considering the benefit I've mentioned earlier. So all those abilities already do exist and function the same mechanically in MMRPG, but maybe the Prototype system renamed them for easier compartmentalizating and compression?

As for Drill Bomb and Copy Vision, these abilities are planned to be incorporated down the line. Each Robot Master will hopefully have two abilities to call their own by the time we finish development, and those two will be Drill Man and Astro Man's, respectively.
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