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Found 213 Threads, 569 Posts 782 Results Total
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on March 3rd, 2013 at 9:45pm #141
I (might have) fixed a bug with the Super Throw ability. Or at least half a bug. When a computer controlled robot used Super Throw on you (the player), it would automatically switch out a new robot and use the ability selected for the previous one (meaning Ice Man could use Rolling Cutter if swapped out after Cut Man, for example). This has been fixed by clearing the action queue when Super Throw is used on the player, though I'm not sure this will do anything to fix bugs caused by the inverse… I'll post another update if I make any more progress on this issue.
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on March 3rd, 2013 at 9:40pm #142
After player through the game myself several times over the last few weeks, I've decided that I do not like unlocking robots at levels higher than one. A previous update made it so that unlocked robots were obtained at the level you fought them, so your team would end up very unbalanced with the stronger character always being the last one unlocked. I felt like this took a bit of fun out of level grinding, and I was relying too much on my over-leveled robots to really put any effort into replaying older battles. As such, I removed the feature and all unlocked robots will be at level one again - the way it used to be. Please let me know if you have any opinions on the change, and I hope this makes the game more enjoyable for new players. :)
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on March 3rd, 2013 at 9:35pm #143
I've updated the Bonus Field mission again (the one unlocked when you complete the prototype) and I've changed the appearance of robots. First it was an army of Mets, then one big Met, then Spark Man, and now it's a random selection of 3 - 6 robots from the new Mega Man 3 and Mega Man 4 updates. A kind of preview of what's to come for those who complete the main game. Most of these robots do not have their official abilities ready yet, so they're all using placeholders right now and will updated when new content is added to the game. Please let me know if you guys have any other ideas for end-game bonus content! :D
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on March 3rd, 2013 at 9:30pm #144
I'm happy to announced that I've added very basic keyboard support to the battle menus! While in battle the arrow keys, enter key, and space bar all have functionality now. The functionality is simple - the array keys let you scroll through the available meny options and the space/enter key let you "click" or confirm you choice. It basically lets you go through battles without a mouse, no more no less. It's still pretty handy though, and hopefully a few people appreciate it (however primitive and/or buggy it might be). :)
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on March 3rd, 2013 at 9:25pm #145
Our very own Sean Adamson has completed the sprites for Skull Man, Bright Man, and Ring Man and they have been added to the database. There robots can be encountered in battle by completing the prototype and selecting the Bonus Field mission that's unlocked. The phrase "Mega Man 4 Debug" might also be useful in the future… Thank you so much for your hard work, Sean! Again, I should mention that even though the original sprite sheets were created by Sean I was personally responsible for any non-official recolours and a few other personal edits. As such, please direct any hate-mail towards me and not him. Thank you again! :)
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on March 3rd, 2013 at 9:20pm #146
A new contributor has joined our ranks, and Sean Adamson has been added to the Credits page. Sean will be contributing sprites for the Mega Man 4 robot masters, and I look forward to working with him! :D
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on March 3rd, 2013 at 9:15pm #147
Over the last several weeks MetalMarioX100 has been sending me fantastic sprite sheets for the Mega Man 3 robot masters and because of how busy I was with other aspects of the game I was unable to add them as soon as I would have liked to. Well, I'm happy to announce that all but two Mega Man 3 robot masters are now complete and have been added to the game! Magnet Man, Shadow Man, Top Man, Needle Man, and Snake Man have been added to the database and they can be encountered in the prototype by completing the game and visiting the Bonus Field. The phrase "Mega Man 3 Debug" may also be useful, but I'm not sure how… ;) I should mention that even though the original sprite sheets were created by MetalMarioX100 I was personally responsible for any non-official recolours and a few miscellaneous edits. As such, please direct any hate-mail towards me and not him. Thank you. ;)
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on March 3rd, 2013 at 9:10pm #148
The Credits page has been updated and two new resource links have bene added for Sprites Inc. and The Mega Man Knowledge Base. Both websites are used extensively for their sprites, artwork, official weaknesses and other data, quotes, and so much more. It's about time they're added to the credits - without either of them this project would not be possible. Thank you, Mega Man community! :D
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on March 3rd, 2013 at 9:05pm #149
I've update the layout of the prototype's menu a bit and adjusted the height of the main banner. This will give more room for the mission, player, and robot select panels and should make navigation overall much easier. I've also updated the prototype's banner background again, this time opting for an animated version of the Intro Stage background. I think it looks nice and gives the otherwise static menu screen a lot more life (or something). I've re-tested all the menu features and nothing seems to have been broken with this height change, but please let me know if you find anything.
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on March 3rd, 2013 at 9:00pm #150
Long ago before the game had "benched" robots and big fancy field backgrounds, it was a simply iPhone game and was much smaller than it is today. While browsing through some of my older emails, I found a screenshot of the game in this state and decided to upload it to the Gallery page. You can find it by scrolling to the bottom of the page or below:
Mobile Proto Man vs. Crash Man
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on February 26th, 2013 at 8:50pm #151
I've added a little leaderboard widget on the home page showing the top three players. It wasn't too difficult, but I think it turned out great. It's pretty cool seeing the most recent screenshots, updates, and leaderboard standings at a glance and it gives a little more motivation to play. ;) Anyway, it's getting late so I better call it quits for the night and go to bed. Peace out! Or something…
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on February 26th, 2013 at 8:30pm #152
I've updated the Home and About pages to respect the new gallery system and replaced all the old Imgur content. This new system will be much easier to update, and has much more functionality than than before so I feel like I made the right choice here. :) Oh, and I've gone through and updated all the relevant pages to have little data-count numbers in the header/subheader where relevant. The player database, for example, will display a little "3 Players" at the top that will automatically update itself if any new players are added. The robots and abilities pages (and hub page) have also been changed, and the home page's updates and gallery widgets have been given the counts too. I'm not sure why, but I just think it's cool knowing exactly how many of something there is. Is that crazy? Either way, I like it and I'm sure it'll be helpful for something in the future. :P
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on February 26th, 2013 at 8:10pm #153
When I created this website, I needed to get a screenshot gallery up quickly but did not have the time to program one into the website. As a result, I fled to Imgur and have hosted all of my screenshots on their servers since. They've been great, and I love everything about their but I want more control over how my images are displayed and used on this website and it's just easier to roll my own gallery script in the long run. As such, I've downloaded all my screenshots from the old Imgur album and created a new Gallery page on this website. I've gone through each one of these almost 90 images and added captions and dates to all of them, so if you have not yet played the game or looked at photos of it now would be a great time to do so. :) As always, let me know if you spot any problems and look forward to a new batch of screenshots now that I have a fancy new gallery to put 'em in. Yay!
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on February 25th, 2013 at 8:47pm #154
As per usual, yesterday's update had a few bugs that needed be ironed out. I'm used to this by now, and luckily this time there were few and they were minor. The first one had to do with the leaderboard's ordering for the players - Dr. Wily's robots were appearing before Dr. Lights, and since Light is the first character you unlock that wouldn't make sense. The next bug seemed to be triggered by visitors returned after their session had expired... or something. The appropriate demo credentials were not being generated and it was causing a file-open error (because the demo battles still use file-based storage rather than the new MySQL stuff from yesterday). Anyway, I updated the prototype and fixed the error so... everything should be fine now. I'm actually surprised at how few bugs there have been given the complexity of this update, but if I do notice any other bugs I'll obviously fix these as soon as I can. :P
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on February 24th, 2013 at 11:46pm #155
For this update, I decided to finally switch over to MySQL storage for save files and user info instead of flat, encrypted files like I've been using since the beginning. I did this mostly to speed up the leaderboard and make it more accurate, but also to allow easier caching of play details like battle points, unlocked robots, etc. and potentially use them in future feature additions to the game. Because the save files had to be imported, there's maybe a 30 minute window where in-progress games would not have their recent changes uploaded. I checked the leaderboard before doing the update and no one seemed to be online, so I'm pretty sure everything is fine BUT if you were affected I am sorry. Also, because this system is new and fairly complex there may be bugs - please report them to me (as always)! A note about the leaderboard is that players with zero points have been hidden - they still exist and can log in just as always, but given that these users didn't even play through a whole battle I'm pretty sure they're bogus accounts. Additionally, the leaderboards now respect the changes to the game's unlock system and do not show Proto Man and Wily robots unless they've already been unlocked or actually used in the legacy versions of the game. In other news, I've changed some small visual aspects of the game, fixed a few event bugs, battle bugs, and added little story-placeholders into the mission select menu to show where the "real" story would go in the final game. Otherwise, I don't think I changed anything else this weekend but I'll update the website if I remember anything. Enjoy the faster, most awesome leaderboard! :D
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on February 18th, 2013 at 7:00pm #156
I apologize for the long delay since the last update, but the sprite recolour (described in an earlier update) set me back a great deal and prevented me from uploading anything for two weeks. Luckily everything is back to normal now, so regular bug fixes and updates should start again soon. The changes uploaded today include many bug fixes and feature tweaks as well as a new stage, so I encourage you to read the rest of today's updates for details and let me know if you have any questions or concerns. Thanks for stopping by and I look forward to your feedback! :D
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on February 18th, 2013 at 6:55pm #157
I know some of you may be getting tired of this, but your levels/experience and abilities have not been affected. Your progress in the prototype, however, has been reset and you must start from the beginning again. This was caused by a change in the way completed battles are tracked, and will help prevent future bugs in the unlock system. I'm very sorry for any wasted effort, but as always I want to remind everyone that this is a prototype - a live beta, if you will - and that things are constantly changing. You are all testers, basically, and your version of the game will not be the same as the final one released to the public. Even with that said, I am sorry for any confusion or frustration that results from my updates and I hope you'll bare with me through this process and send any feedback you have using the Contact page.
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on February 18th, 2013 at 6:50pm #158
The Robot Select menu has been updated to colour-code robots based on their original trainer. This will make it easier to see which robots belong to which Dr.'s and plan for battle accordingly (knowing that traded robots gain twice as much experience). I've also tweaked the buttons to show the robot's current experience instead of ability count and added supplimental robot details (like stats) to the hover tooltip.
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Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on February 18th, 2013 at 6:45pm #159
The switch, scan, and target menus that appear in battle have been revised to always show the active robot first. This was a pet peeve of mine that's been around for some time, and I'm glad I finally fixed it. That white outline that appears on the active robot's sprite just wasn't enough and it made some abilities confusing to use.
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Found 213 Threads, 569 Posts 782 Results Total
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