Mega Man RPG Prototype Community

Mega Man RPG: Battlefield [Cancelled]

May 31st, 2016 at 11:09pm
 
StupidStudiosN
StupidStudiosN
31,643,580 BP
6 TP | 448 PP
"A fangame about... a fangame...?!" you may be asking.

Yes! This is Mega Man RPG Battlefield, a fangame about Mega Man RPG Prototype... -Well, the community of this game, to be more accurate, as it will feature some of our most prominent personalities here, rather it be as a helper or a hindrance. As for the story, well... That's for you to figure out.

Current Progress (Story-Wise):

mega-man Mega Man's Story: 100%

proto-man Proto Man's Story: 100%

bass Bass's Story: 0%

quick-man_altproto-man_space Final Story: 1%


Download Link -Final Build- (Demo) Version: 0.689

If you have any questions, requests, comments, concerns, please leave them in the comments below!
Mega Man RPG: Battlefield [Cancelled]
Posted by StupidStudiosN on May 31st, 2016 at 11:09pm
Viewed 2056 Times
StupidStudiosN
 
StupidStudiosN
31,643,580 BP
6 TP | 448 PP
Posted on June 2nd, 2016 at 8:49pm
Posted 2016/06/02 at 8:49pm
#1
Demo Update!

- Majority of The Bugs In Mega Man's Story have been fixed.

- A certain portion has been tweaked slightly to be made more forgiving.
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Uraccountcrashed
 
Uraccountcrashed
13,545,327 BP
15 TP | 656 PP
Posted on June 2nd, 2016 at 10:52pm
Posted 2016/06/02 at 10:52pm
#2
Did you fix the disappearing Chat Room glitch?
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StupidStudiosN
 
StupidStudiosN
31,643,580 BP
6 TP | 448 PP
Posted on June 2nd, 2016 at 10:58pm
Posted 2016/06/02 at 10:58pm
#3
That was fixed a few updates ago
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Musical
 
Musical
15,225,883 BP
14 TP | 796 PP
Posted on June 3rd, 2016 at 1:10am
Posted 2016/06/03 at 1:10am
#4
AH yes the Mega Man Battlefield RPG thread! WELL as you may know [@EVERYONE] I cannot play, but I do contribute with this one thing called

DIALOGUE

Yes, N couldn't hire the most expensive dialogue writer in town, so he got the 2nd most expensive, me! Now I am not saying this so people marvel at my talent, but so that contributing to this game is a possibility. As long as N allows it, contribute what you can! A simple request, a sprite, coding help, even his own Kickstarter campaign would be marvelous! I mean, N probably wont allow a Kickstarter campaign, but We'll always make one when he isn't looking but contributing, even with a request, would be nice! I am also doing this so N doesn't have to do it and worry if he is coming off as desperate, but seriously, this is kinda like with MMRPG, you might not be able to tamper with code directly, but look how Adrian has used MBM's sprites, and about 80% of what Adrian does with the prototype is using suggestions or material from YOU! So, you know, help out anyway you can, even with a simple I believe in you! would help N,

*sorry for rambling*
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Retrop
 
Retrop
14,718,847 BP
31 TP | 768 PP
Posted on June 4th, 2016 at 12:22pm
Posted 2016/06/04 at 12:22pm
#5
Yesterday, I downloaded and played through the entire game. While I had a lot of fun playing through the game, there are numerous flaws that I couldn't help but notice. As such, here is an in-depth review of Mega Man RPG Battlefield.

This review has spoilers covered by the {spoiler} tag. I highly recommend you beat the game before revealing spoilers.

POSITIVES:
- The game has a very nice overall look, even with the minor bit mixing.
- Basically every track in the game sounds nice and fits the atmosphere, especially the theme against the Final Boss.
- The effects in the game look really nice and help compliment the overall graphics of the game
- The boss battles of the game were mostly well handled. Most of them had their own unique skills that helped differentiate them from most enemies.
- The usage of 2 types of "Weapon Energy" was a creative mix into the battle system, even if it did come with some minor flaws...
- The classes of the characters were really clever, especially StupidStudiosN's class, "The Phantom"
- The quiz game show in Wily Castle was a really unexpected and hilarious idea. Even if it was flawed.
- The integration of the Club of Wily, the Heart of Light, and what I assume is the Diamond of Cossack was a clever story tool that caught me off guard at first.
- The game is mostly bug free, with the only glitch I could find being what happens if you interact with Megaman in the Crystal from any direction except North. Pat yourself on the back N!
- The dialogue, while cheesy at some points, does its job. It's clever and gets straight to the point. Pat yourself on the back Musical!

Now for the things that were flawed. Prepare for quite a long list.

FLAWS
- There is no way to know that [Shift] allows you run, unless you randomly mash buttons like I did. Perhaps include some sort of README in the file that allows us to see the controls.
- The dialogue before fighting ZeroDXZ, MegaBoyX7 (for the first time), and MegaBossMan makes little to no sense. I mean, come on guys! A player has been KIDNAPPED! Now is not the time for a sparing match! I'm not sure how to fix this without heavily editing the plot however, and it's not that big of a deal.
- There's no way to tell if an attack uses both TP and WP. Then again, it only affects Meta and N, but it would be nice to have some way to find out if it uses both.
- Most attacks don't have accurate descriptions. It would be nice to know that ???'s Buster has a chance of stun, Starforce Beserker has a chance to blind and stun foes, Raijingeki can miss, etc..
- Animations that affect all foes/allies take a little too long to activate. I don't need to see the same animation 9 times because all 3 Sniper Joes protected the party. The best way I can think of fix this would be to make the animation slightly bigger and cast it in the center, or make all animations play at once.

The above flaws are minor. The big stuff is everything below.

- Status Conditions. While most of them are easy to deal with, the "Burn" status is complete jerk. It does a lot of extra damage, but the kicker here is that it's permanent unless you die. Not helping this is that there is NO item that heals status conditions, meaning that the only way to get rid of it is to purposely kill yourself then revive yourself with an Extra Life, or heal yourself at the Chat Room. The second option isn't really viable since the only enemies that Burn are in the Underground Laboratory and I THINK the Castle's Dungeon.
- Enemies. While I could complain about a lot of them, I think there are two enemies that take the cake on nuisance: the Changkey Makers and Sniper Joes. Changkey Makers can inflict burn and I've already explained why that's annoying. As for Sniper Joes, they run into the Animation Problem, but they also have a skill that halves ALL damage done to the ENTIRE party. Considering that they just LOVE to spam this, you can see how this can become annoying. Best way to fix both? Nerf the Burn Status for the Changkey Makers, and either nerf how much damage Sniper Joes reduce from defending the party, or have them only protect one ally.
- MegaBoyX7. The first fight with him is basically a Copy Robot fight with the ability to guard, which makes him EASIER to fight than a Copy Robot since they don't waste turns. Not helping this is that you have to refight him in the boss rush. EVEN THOUGH you just rematched a MUCH better version of him.

Continued in next post
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Retrop
 
Retrop
14,718,847 BP
31 TP | 768 PP
Posted on June 4th, 2016 at 1:13pm
Posted 2016/06/04 at 1:13pm
#6
Sorry for the Double Post, but I ran out of space.

FLAWS (cont.)

- Why did you need to up the prices of items right before the Final Area? There is no story explanation, and it kinda bugs on why I need to pay more for items I just got for a lot cheaper.
- MegaBossMan's damaging special abilities are kinda useless compared to his REGULAR ATTACK. I can forgive Charge Shot, but the law is just a waste of WP. It does ~1/2 the damage his regular attack does and consumes 25 WP. There isn't any reason to use this attack. To fix this make this useful, I would recommend either A) reducing his Regular Attack damage and buffing The Law's damage, or B) make The Law deal damage to all foes.
- The Quiz Game in Wily Castle uses some obscure information. If you get the question wrong, you have to face some of the toughest enemies in the game.


OVERALL
It's a great game with some flaws. I recommend it to anyone who knows enough of the community! I look forward to the next update! Good job N, you did a great job with the game!
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StupidStudiosN
 
StupidStudiosN
31,643,580 BP
6 TP | 448 PP
Posted on June 4th, 2016 at 7:17pm Edited on 2016/06/05 at 11:24pm
Posted 2016/06/04 at 7:17pm Edited 2016/06/05 at 11:24pm
#7
@Retro Pikachu I really appreciate the criticism, and I think I'll give my two cents, explaining what I plan to do.

- "There is no way to know that [Shift] allows you run, unless you randomly mash buttons like I did. Perhaps include some sort of README in the file that allows us to see the controls."

Now that you mentioned it, a README wouldn't be that bad of an idea to explain the controls.

- "The dialogue before fighting ZeroDXZ, MegaBoyX7 (for the first time), and MegaBossMan makes little to no sense. I mean, come on guys! A player has been KIDNAPPED! Now is not the time for a sparing match! I'm not sure how to fix this without heavily editing the plot however, and it's not that big of a deal.

To be fair, I don't recall it ever coming up in conversation with the first two mentioned, and I remember the last one had a small, but honestly silly, reason to fight, and that fight is mostly a means to show off a mechanic I have planned in the future.

- "There's no way to tell if an attack uses both TP and WP."

I'm not sure exactly WHY that is, but a good way to tell if an attack uses both is that both characters have a TP and MP bar, while no one else does (Their special attacks drain the same amount of TP as MP anyways)

- "Most attacks don't have accurate descriptions"

To be fair, some attacks have secret abilities that you're not supposed to know about (???'s Buster/Saber for instance, has a 1% chance to automatically kill an enemy), but I suppose I could replace the flavor text with descriptions for the attacks.

- "Animations that affect all foes/allies take a little too long to activate."

Honestly, I don't think it's possible to fix that (And I don't think your solution is possible to do in the first place).

- "While most of them are easy to deal with, the "Burn" status is complete jerk"

Huh... I could have sworn the Burn status would simmer out in a few turns. Yeah, that's a fault on my part. Going to have to fix that.

- "Enemies. While I could complain about a lot of them, I think there are two enemies that take the cake on nuisance: the Changkey Makers and Sniper Joes"

Once I settle the problem with the Burn status, Changkey Maker should be a little less of a threat (Though I'll nerf the HP slightly, too), and as for Sniper Joes, rather than nerf the Sniper Shield ability, I'll just lower their defense to make them easier to kill, regardless.

- " MegaBoyX7. The first fight with him is basically a Copy Robot fight with the ability to guard, which makes him EASIER to fight than a Copy Robot since they don't waste turns. Not helping this is that you have to refight him in the boss rush. EVEN THOUGH you just rematched a MUCH better version of him."

To fix this, I'll remove his ability to guard, and maybe give him a few more attacks to keep the fight interesting.

- Why did you need to up the prices of items right before the Final Area? There is no story explanation, and it kinda bugs on why I need to pay more for items I just got for a lot cheaper.

Since the Sky Ridge and beyond is a "Point of No Return", I priced it higher since you probably earned a ton of Zenny in the Boss Rush. Though, I think I could just throw in some better items, reduce the pricing to what it once was, and that will solve the problem there.

- MegaBossMan's damaging special abilities are kinda useless compared to his REGULAR ATTACK.

I'm probably just going to use both of your solutions there (Buff the attack and have it attack multiple foes) to make it more reliable

- The Quiz Game in Wily Castle uses some obscure information.

This is kinda the whole point of this minigame. (Though, I will admit, the question "How much weapon energy does Gravity Hold consume by using it 3 times?" is kinda a silly question, all things considered.)


Once again, thank you, Retro Pikachu. I'll be sure to fix most of these problems, and I hope you're looking forward to the next update.
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THE ANCIENT ONE
 
Contributor
THE ANCIENT ONE
45,364,749 BP
39 TP | 706 PP
Posted on June 5th, 2016 at 9:02am
Posted 2016/06/05 at 9:02am
#8
@StupidStudiosN : Looks like Retro identified me. QUICK TO THE LAB SO I CAN BE MORE BUFF!!. And I'll need my in game sprite sheet please. I need to do some edits!
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RotomSlashBlast
 
RotomSlashBlast
123,203,898 BP
15 TP | 2885 PP
Posted on June 14th, 2016 at 2:03pm
Posted 2016/06/14 at 2:03pm
#9
I'm working on a type of game like this myself, you've got competition!
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StupidStudiosN
 
StupidStudiosN
31,643,580 BP
6 TP | 448 PP
Posted on June 14th, 2016 at 6:38pm
Posted 2016/06/14 at 6:38pm
#10
@RotomSlashBlast : Heheh... Good luck.
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StupidStudiosN
 
StupidStudiosN
31,643,580 BP
6 TP | 448 PP
Posted on July 20th, 2016 at 6:58pm Edited on 2016/07/20 at 8:23pm
Posted 2016/07/20 at 6:58pm Edited 2016/07/20 at 8:23pm
#11
So... I think it's been a while since I've given an update to the game, and even though I don't have anything super-duper special, here's a small update:

Version 0.44

(Update) - The First MegaBoyX7 boss fight in Mega Man's story to be made more unique.

(Update) - MegaBossMan's special moves have been buffed to be more useful.

(Fix) - The status ailment "Burn" has been nerfed to not last until the character is disabled

(Fix) - The healer in the Chat Room now recovers MP and Status Ailments along with HP

(Fix) - Small change to the final area of the game, to prevent the final encounter from possibly bugging out.
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THE ANCIENT ONE
 
Contributor
THE ANCIENT ONE
45,364,749 BP
39 TP | 706 PP
Posted on July 20th, 2016 at 11:04pm
Posted 2016/07/20 at 11:04pm
#12
@StupidStudiosN : Can you show exact change logs for my boss fight?
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StupidStudiosN
 
StupidStudiosN
31,643,580 BP
6 TP | 448 PP
Posted on July 21st, 2016 at 7:53pm
Posted 2016/07/21 at 7:53pm
#13
@MegaBoyX7 :

MegaBoyX7 (1st Encounter) Moveset: Plasma Shot, Mega Upper, Block, Charged Shot, EEKADO
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StupidStudiosN
 
StupidStudiosN
31,643,580 BP
6 TP | 448 PP
Posted on August 23rd, 2016 at 1:58am Edited on 2016/08/23 at 2:07am
Posted 2016/08/23 at 1:58am Edited 2016/08/23 at 2:07am
#14
Alright, now that I've got a good chunk of progress done, it's time for a new update!

Version 0.66

(Update) - Proto Man's Story is now accessible, and it can be played to completion, along with Mega Man's Story, adding in a total of 4 new boss fights and 2 new party members for you to fight and meet.

(Update) - Movesets for ZeroDXZ and StupidStudiosN have been changed to give the characters a better variety of moves.

(Fix) - Small typo at the beginning of the game calling Adrian "Adrain"

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ThatOneEnderMan
 
ThatOneEnderMan
126,598,150 BP
12 TP | 703 PP
Posted on August 23rd, 2016 at 10:42am Edited on 2016/08/23 at 12:22pm
Posted 2016/08/23 at 10:42am Edited 2016/08/23 at 12:22pm
#15
Alright so now that Proto's story is out, here is a few things I noticed.

- ThatOneEnderMan's (or myself's) Teleport Strike does more damage than Super Arm, despite it costing half the TP.
-How come Tails has special moves in battle, but when you unlock him, he doesn't have them?
-Wait, nevermind, he learn them by level up. But still, how come he can't use them after that battle, and has to learn them by level up?
-I'm a little disappointed that in Proto story its still MegaBossMan as I thought there would be a different mod for each story (Boss for Mega, maybe Rhythm for Proto, and maybe Spin or MMX for Bass) since both myself and spoiler uses the same attack style.
-...Why is Matthew still the healer? He existed for a few months, but he why does he still exist here? There could be a lot better choices for healers, such as Ice, or maybe Crimson/ProtoManMKII.
-Why is Musical in a separate room from everyone else? And on top of that, why is the corner? Was she naughty again?
-I can't think of anything else, I'll think of more when I finish Proto Man's story, probably
- i'm in the game, 10/10
Edit: oh that's a bad bug, So in Mega's Story, you could refight Cut Man, so I thought you could do the same here, but with Dust Man, but instead...I found myself, thus I fought..myself...with myself. When refought..my self...with myself, I became Level 20, so that's probably bad.
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deadacc
 
deadacc
6,063,502 BP
8 TP | 732 PP
Posted on August 23rd, 2016 at 12:25pm
Posted 2016/08/23 at 12:25pm
#16
@ThatOneEnderMan : Ah yes. Because I would totally make a good healer making popsicles out of my spit. And icecream too. I Feel more fitting for freezing enemies.
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ThatOneEnderMan
 
ThatOneEnderMan
126,598,150 BP
12 TP | 703 PP
Posted on August 23rd, 2016 at 12:27pm
Posted 2016/08/23 at 12:27pm
#17
@NiceIce : Healing Icecream! Nicecream! Yeah! That's probably not been done before!
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deadacc
 
deadacc
6,063,502 BP
8 TP | 732 PP
Posted on August 23rd, 2016 at 12:40pm
Posted 2016/08/23 at 12:40pm
#18
@ThatOneEnderMan : wow. maybe i can be a healer despite how disgusting it sounds.
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ThatOneEnderMan
 
ThatOneEnderMan
126,598,150 BP
12 TP | 703 PP
Posted on August 23rd, 2016 at 6:54pm
Posted 2016/08/23 at 6:54pm
#19
Oof, so um... Alright, so apparently, doing Mega's story directly after Proto's gives you the items I had in Proto's story. Cool! Neat! Only problem, when I got to Wily's castle, I still had the two keys from Proto story, so hey, I thought I didn't have to do the puzzles, and that's true...but the door to the final battle is locked, despite having both keys. Also, you said there was things that would change because of me doing Mega's story right after Proto's, yet I haven't seen any, besides the items coming from Proto's to Mega's, including key items, like that. Kinda disappointing, as I thought that since the final boss, (SSN) is defeated, he would not appear in Mega's story, but oh well.
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StupidStudiosN
 
StupidStudiosN
31,643,580 BP
6 TP | 448 PP
Posted on August 23rd, 2016 at 11:24pm Edited on 2016/08/24 at 12:58am
Posted 2016/08/23 at 11:24pm Edited 2016/08/24 at 12:58am
#20
Alright. Since multiple players have found numerous errors in the game, I'm releasing this update here.

Version 0.69

(Update) - The move Super Arm has been made more powerful.

(Update) - A good chunk of the boss fights have been buffed, so good luck fighting the upgraded foes.

(Fix) - Certain mechanics have been fixed so that the game can be played as intended

(Fix) - ThatOneEnderMan no longer appears in the Rusty Scrapheap when you have him in your party.


WARNING: If you have a save file with your first story completed that was made before this update, you will need to message me with a download to your save file so I can fix a few things. (Mandatory in order to play the game as intended)
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