Mega Man RPG Prototype News & Updates

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Developer
Adrian Marceau
Adrian Marceau
113,913,695 BP
203 TP | 518 PP
It's been almost two years since the last major update to the prototype and I apologize for the extended delay. Planning and programming our incredibly long list of new ideas and features for the game has been very taxing and time consuming, and the pressures of real life have unfortunately slowed my progress considerably. Even so, I have a few things to share with you today.

  
- Upcoming Robot Sprites -


Over the course of the last several months MegaBossMan has been helping me curate and update new robot sprites on our development server. Now that the update process on the new server is fully fleshed out, I can start bringing these sprites over here to the prototype server. These sprites are not being updates as playable characters, but as "preview" encounters much like the other robot masters from MM5+.

One new robot will be uploaded each weekend for the months of April and May until there are no more left to upload. The first was Slash Man - uploaded this morning - and the rest will follow in the coming weeks. Here is the schedule of new sprites:

April 10th : slash-man Slash Man

April 17th : grenade-man Grenade Man

April 24th : tornado-man Tornado Man

May 1st : splash-woman Splash Woman

May 8th : magma-man Magma Man

May 15th : commando-man Commando Man

May 22nd : sheep-man Sheep Man

May 29th : solar-man Solar Man

June 5th : magic-man Magic Man

  
- Other Miscellaneous Updates -


New Starforce Resistance Mechanic
An update has been made to the Starforce mechanic that should finally balance the relative power levels in Player Battles.
Read more

New Core Throwing Mechanic
I have removed the previous in-battle functionality for the elemental Robot Cores and replaced it with something else entirely. Robot cores can now be thrown at targets for percent-based elemental damage!
Read more

The Future of the Prototype
A new version of the prototype has been in development for the last two years and it has been working under the new title "Mega Man RPG World".
Read more

These are other small updates made to various components of the website or game since the last update. This list will be added to as time goes on rather than creating a new update thread.

April 10th, 2016
- Incomplete robots, abilities, etc. are now hidden from the main database page, though they can see be seen in each specific sub-page
- Database page headers now show a counter for how many sprites are complete vs. the total amount planned
- Separated the field multiplier and star force logic so that than can be turned on or off independantly
- Rain Flush has been nerfed so that is it no longer affected by Starforce, also damages user now unless immunity or affinity

April 12th, 2016
- Updated omega factors to fix an issue with Strike Man not appearing in fusion battles
- Un-nerfed Rain Flush a bit, ability no longer damages the user

April 16th, 2016
- Fixed an issue with personal messages where you couldn't switch pages
- Fixed an issue with threads that had no comments (they wouldn't load and crashed browser)

April 17th, 2016
- Grenade Man uploaded to database and added to list of omega factors so he'll appear in-battle (thanks MegaBossMan!)
- Kalinka's Shop updated so her wish-list changes more frequently and is based on currently mission fields
- Robot stats have been capped at 5x their base at level 100 and can no longer reach 9999 outside of battle
- Any overflow from previous grinding on existing robots has been converted into zenny for the player
- A new "System Bot" was created to PM players of important news and patches applied to their save files
- Updated the chat with new Mega Man themed emoticons (thanks MegaBoyX7!)

April 19th, 2016
- Updated the numbered page links on the leaderboard to fix the overflow issues preventing proper navigation

April 24th, 2016
- Tornado Man uploaded to database and added to list of omega factors so he'll appear in battles (thanks again, Boss!)

April 29th, 2016
- Battle Point Reboot of 2k16 patch applied to the game and all save files, battle points are now equal to the sum of all the best mission records in a player's game rather than something you grind infinitely.
- Any battle points lost during the update have been converted to zenny, so please check your PMs for a message with the details of the conversion.
- Leaderboard loading has been optimized slightly to speed up load times.
- New section added to the leaderboard listing all missions completed by a player and their records.
- Updated the stat booster items to have permanent effects after battle, permanently incrementing a robot's bonus stats by the boost amount. This should make it much easier to max a robot's stats, though the price of these items has gone up considerably...
- Bonus Missions and Player Battles no longer reward battle points and instead reward zenny now, so hopefully this helps with the above a little.

April 30th, 2016
- Updated the robot select menu with better tooltips, showing whether or not the robot has maxed out any stats
- Updated the stat booster items to show a victory message to the user when they've maxed out their base stat, also revised coding a bit to fix a few calculation bugs
- Updated in-battle stat display to also be aware of max stats and dynamically show the star when the base stat is or has been maxed
- Updated the starforce menu with the improvements already made to the World build of the game where robot mugshots are shown in a grid and can be scrolled through to find which stars you already have and are missing

May 8th, 2016
- Magma Man uploaded to database and added to list of omega factors so he'll appear in starforce battles (thanks Boss!)

May 11th, 2016
- Unlocked player abilities have been merged into a single array so they are shared across all players
- Reggae's shop simplified, only necessary to purchase each ability once now instead of 3x like before
- All shops now have an experience level that raises as you purchase and sell goods for various effects
- Shops remember your buy and sell history which will be used later when Reggae starts selling weapons
- Higher level shops sell goods at lowered prices and/or expand their inventory of purchasable goods
- Attack/Defense/Speed Burn and Blaze have been removed from the game and save files updated to unequip
- Zenny counter has been added to the main menu of the prototype and updates automatically while shopping
- Updated bonus missions to dynamically generate targets, include new robots automatically

May 12th, 2016
- Added Gyro Attack to the game, a two part attack that loops around to the back of the battlefield

May 15th, 2016
- Added Commando Man to the game so he can be fought in bonus and starforce fields (thanks again MBM!)
- Fixed a display bug with stationary ability attachments like the super arm
- Fixed a typo in the Hard Knuckle ability that prevented it from working sometimes
- Updated bonus mission generator so that a certain elusive robot might appear
- Fixed a display bug in the demo mode that would appear because the user did not have any zenny
- Buffed Search Snake to make it hit three times with perfect accuracy at any distance, deal more damage overall
- Updated Rhythm's sprites to V3 more closely matching her concept artwork (thanks Rhythm_BCA!)

May 16th, 2016
- Added Star Crash ability to the game
- Changed Ring Man's core type to Space

May 22nd, 2016
- Updated Slash Claw to a pure Cutter type ability and completed its assets, added to ability generator
- Added Sheep Man to the game so now he'll appear in bonus and starforce mission (more thanks to MBM!)

May 29th, 2016
- Added Solar Man to the game so now he'll appear in bonus and starforce mission!

June 5th, 2016
- Added the final queued robot master, the shadow type magician Magic Man! Thanks BossMan for all the wonderful sprites! :D
- Also added the Magic Card ability to the game so shadow robots will have another attack option

  
- Reference Links -


If you would like to track the development process of either of the two games, see the links below :

Mega Man RPG Prototype (website complete, playable demo)
Official Prototype Website
GitHub Project Updates

Mega Man RPG World (website in-progress, not playable)
Official World Website
GitHub Project Updates

  
Important Announcement : The Future of the Prototype
Posted by Adrian Marceau on April 10th, 2016 at 3:23pm
Viewed 3592 Times
 
ThatGuyNamedMikey
2,395,585,460 BP
32 TP | 451 PP
Posted on April 13th, 2016 at 9:55pm
Posted 2016/04/13 at 9:55pm
#1
...continued from last post...

The Future of the Prototype: I thought we were getting rid of Player Battles? We've discussed how they overinflate BP, and how unenjoyable they are, in general. If you wanna get rid of BP overinflation, I have a way better idea than this "Dark Comet", which, by the way, will change nothing besides make it LOOK LIKE BP is harder to gain than it actually currently is if you have 38 9999'ed out bots. Even if you have nothing to replace them with, get rid of Player Battles. They're boring. Still. And they overinflate BP. Still.
Also in this mini-update, Star Force just got yet ANOTHER unneeded new makeover. You've basically made Star Force even more OP at a time where you have not set the max stats in the Current Prototype, yet--Anyone that DOESN'T have 9999 stats on their robots just got all their months [and in some cases, years--of hard work shoved down the toilet in the Player Battles category, and it just got insanely difficult to earn more BP there if, like me, you don't have ANY 9999'ed out bots, especially since every robot can essentially now perform a single attack [throwing a core] OUTSIDE of their standard typing.
It's simple. If you wanna make BP relevant without overinflating it, wipe all BP totals, and instead add up total BP scores based on the highest BP scored from each individual Mission you've completed. This way, your BP total is dependant on the total of separate Missions you've completed, as well as how efficient you are at completing those Missions. This not only solves the BP problem, but, also takes care of the Missions problem; as it stands, no one but me cares about Mission completion. No one. I have 2,040 of them done, while no one else has ever broken 1,200, with the exception of TailsMK4 before he reset [and even then, he only did 1,474]. Since there's 3,087 Missions in the current version of the game, this will still make BP competition [and mission completion competition, for that matter] relevant without making BP overinflated to heck, like it is, now.
Now, granted, This will mean that Fusion Missions that have already had their Star won will still need 4 RM's there instead of the normal 2 to make BP collection as fair as possible [this wouldn't matter if Star Force wasn't a thing]. Make it so--this'll make it easier to both find new robots as they're inputted into Prototype, anyway [it's almost entirely luck dependent, as it is, right now, as I mentioned, earlier].
Also, needless to say, an end-of-battle BP scoring system more player-friendly than the one in the demo version will be needed. The system sucks when you keep scoring 0 BP at the start, and if a different one is desired, I'm willing to come up with one, if needed.
Then, there's new robots. I'd rather you make new PLAYABLE robots BEFORE the need to code their stages, really. Only one stage NEEDS to be coded; a stage where ALL Field Multipliers start at x1. That's it, really. Their stages aren't necessary to make the robots themselves good--you've proven this with Enker, Punk and Ballade. If you were to focus more on the movesets--T2 moves for the MM2 and MM4 bots, and overall movesets for the MM5 bots, New playables would come out sooner. Then, you know, it'd actually be that update you've been waiting almost 2 years to let out, you know? :P

So, yeah, those are my thoughts. All of them. I'm probably never gonna stop talking about how things should be taken OUT rather than being added IN, 'cause in my opinion, it'd be a better game, that way. It'd be perfect, were it not for these mechanics that overcomplicate things. Just my opinion, but, that's what attracted me to Prototype 19 months ago, before I knew what a "Star Force" was. :P
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Tom Light
12,956,320 BP
4 TP | 51 PP
Posted on April 14th, 2016 at 10:15pm
Posted 2016/04/14 at 10:15pm
#2
@Adrian Marceau : Thanks for replying! I didn't think it would be a long process, but, then again, I'm not the one developing it.

You are right, though, it may be a long, arduous process that would be out now, had all the things being done right now were done in advance. But, who knows? Maybe you will do a 180 and code them for availability as soon as their sprites are finished. If I were developing, I definitely would alongside working on other sprites. But, it's your decision.

I hope there will be more to come other than sprites. Maybe a change of type for a certain ring-wielding robot? ;)
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Musical
2,193,837,754 BP
11 TP | 726 PP
Posted on April 14th, 2016 at 10:25pm
Posted 2016/04/14 at 10:25pm
#3
Okay, time for the fabulous person known as ME to lay down the opinion bomb!

-Core Throwing-
I honestly do not care about the core throwing, if you kept or removed it in future updates, I really wouldn't care (also I never tried core throwing so....)

-Slash Man slash-man -
Still haven't gotten him while grinding Stars, but, I still enjoy seeing new faces in the fields *cough* Strike Man *cough* also on the subject of new robots, Gravity Hold better flip all of the sprites upside down, or I'll be sad. ALSO not to get off topic, but the Prototype Cache Robots, uh, do you have an idea for their design (preferably my design)?

-Star Force Balancing, WHHYYYYY????? *Infinite Sadfaces* *crying* *screaming* WHHYYYYYYYY????????? *sadface again*-
...Specifically in Player Battles, I don't use Rain Flush much, good thing Flash Stopper is still as Omnipotent as is ever but still, I know Star Force Balancing in PB had to be done, but it's just so, uh, I can't think of a word, uh, oh yeah, the change is so devastating it is impossible to easily adapt when you have less than 1024 stars, for example, I have 658 Stars Because I am a procrastinating bum and my nemesis Chaos Shuriken has 1024, so now the tables have turned, and my Time Man x Roll death combo is no match for what ever monstrosity Chaos, my nemesis, is raising. I know I may sound whiny, but when a child's ready to walk, you don't just push it into the highway (unless if you are ready to have a bad time). Next, wait, is there a next category to whine talk about?

-Yes, there is. BP Overinflation-
So, we are all well-educated young adults, some female, some male, and some are cats, or dogs, or possibly mythical creatures, but last time I checked, there's not a big Hypogriff demographic to appeal to with this game. Okay, I am getting off track, so, we know that Meta is about to reach 1 tril trill Did someone say my name? and 1 tril is a lot. So I was saying at the beginning, we are all educated, human or non-human, so lemme compare the Prototype to Zimbabwe's economy. For a period around like 2003-2009. Zimbabwe suffered massive overiflation, for a certain period, a 1 Bil Zimbabweian note was ~78 US cents, now, I'm pretty sure I would not want my BP count of ~75 bil to equal ~1000 BP, so, how do we fix this? Dark Comet, I like, but how about we intensify it? We only do this once, but after the, let's call it the Deflation, after the Defltion, every user retains their place, but only 10% of their BP, so I'd go from 75 Bil to 7.5 Bil, and Meta would go from 907 bil to 90.7 Bil.

Opinion Bomb over.
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Meta
1,588,665,489 BP
54 TP | 1658 PP
Posted on April 15th, 2016 at 5:21pm
Posted 2016/04/15 at 5:21pm
#4
...Meh.
Doc would be the one to get 1 Trillion.
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sfrmegafan
33,482,293 BP
0 TP | 8 PP
Posted on April 16th, 2016 at 3:14pm Edited on 2016/04/16 at 3:20pm
Posted 2016/04/16 at 3:14pm Edited 2016/04/16 at 3:20pm
#5
You guys exited for Grenade Man? I'm kinda exited, but I'm not far enough in the game to get him, as you can see by looking at my BP. :(
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Tom Light
12,956,320 BP
4 TP | 51 PP
Posted on April 16th, 2016 at 5:25pm
Posted 2016/04/16 at 5:25pm
#6
@sfrmegafan : He won't be programmed in, only his sprites.
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sfrmegafan
33,482,293 BP
0 TP | 8 PP
Posted on April 16th, 2016 at 5:34pm Edited on 2016/04/16 at 5:38pm
Posted 2016/04/16 at 5:34pm Edited 2016/04/16 at 5:38pm
#7
@Tom Light : ...oh. Well, I'm stupid! Wait... how have people found Slash Man, then?
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Administrator
MegaBossMan
4,484,807,684 BP
46 TP | 1611 PP
Posted on April 16th, 2016 at 5:50pm
Posted 2016/04/16 at 5:50pm
#8
@sfrmegafan : First off, welcome to the Community! And don't worry, we all start from somewhere! While Grenade Man won't be playable, he is able to be fought in-game in Chapter 4 when his elemental Starforce is present, same with Slash Man. If you haven't gotten there yet, don't fret, as long as you keep progressing through the game, what "Starforce" is and how it works will be more clear. If you have any questions though, feel free to ask in this thread.
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sfrmegafan
33,482,293 BP
0 TP | 8 PP
Posted on April 16th, 2016 at 6:13pm Edited on 2016/04/23 at 11:13am
Posted 2016/04/16 at 6:13pm Edited 2016/04/23 at 11:13am
#9
Thanks! I'm progressing pretty fast, so I'll probably figure it out soon.

EDIT: Figured it out. Also, a suggestion: give the Mega Man Killers new sprites. Especially Ballade. (I always get annoyed when I see colored sprites that aren't the MM10 ones. :P)
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Meta
1,588,665,489 BP
54 TP | 1658 PP
Posted on April 16th, 2016 at 7:18pm
Posted 2016/04/16 at 7:18pm
#10
Well, Alrighty.
Good luck, sfrmegafan.
And dont forget to check out the chat sometime.
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Developer
Adrian Marceau
113,913,695 BP
203 TP | 518 PP
Posted on April 17th, 2016 at 9:17pm Edited on 2016/04/17 at 9:45pm
Posted 2016/04/17 at 9:17pm Edited 2016/04/17 at 9:45pm
#11
Thank you all for your comments and for discussing some of them further with me in the chat room. I'll try to respond to the others when I have answers and/or when I implement related solutions. Thank you for your patience. Until then, here are today's updates:

grenade-man Grenade Man

April 17th
- Grenade Man uploaded to database and added to list of omega factors so he'll appear in-battle (thanks MegaBossMan!)
- Kalinka's Shop updated so her wish-list changes more frequently and is based on currently mission fields
- Robot stats have been capped at 5x their base at level 100 and can no longer reach 9999 outside of battle
- Any overflow from previous grinding on existing robots has been converted into zenny for the player
- A new "System Bot" was created to PM players of important news and patches applied to their save files
- Updated the chat with new Mega Man themed emoticons (thanks MegaBoyX7!)
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Contributor
Brorman
30,135,830 BP
15 TP | 139 PP
Posted on April 18th, 2016 at 5:05pm
Posted 2016/04/18 at 5:05pm
#12
Oh my, I might have missed a thing or two. But the joy of seeing a new update here, does it bring me back. Man, this is just great.
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Meta
1,588,665,489 BP
54 TP | 1658 PP
Posted on April 18th, 2016 at 6:05pm
Posted 2016/04/18 at 6:05pm
#13
@Brorman : To be honest, you didnt miss too much with updates, but there are development versions made.
If you remember a "coolbie16" user, thats me.
But yes, there's 2 dev versions.
Dev, and MMRPG World.
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Developer
Adrian Marceau
113,913,695 BP
203 TP | 518 PP
Posted on April 30th, 2016 at 12:29am Edited on 2016/04/30 at 12:53am
Posted 2016/04/30 at 12:29am Edited 2016/04/30 at 12:53am
#14
Alright everyone, the scariest update ever has been implemented.... the Battle Point Reboot of 2016! This day shall be remembered forever - either fondly or otherwise - as today is the day leaderboards changed forever.

To anyone whose ranking has gone up, congratulations! To anyone whose ranking has gone down... I'm so sorry. To sum up all that's been updated in this patch, please see the list below:
- Battle Point Reboot of 2k16 patch applied to the game and all save files, battle points are now equal to the sum of all the best mission records in a player's game rather than something you grind infinitely.

- Any battle points lost during the update have been converted to zenny, so please check your PMs for a message with the details of the conversion. This zenny will be more useful as development continues, so if you can't find something to spend on now then please be patient until I can provide more.

- Leaderboard generation has been optimized slightly to speed up load times.

- Players who created their account on or before today and lost battle points due to the update have had their legacy battle point record added to the final text of their profiles.

- New section added to the leaderboard listing all missions completed by a player and their records of min/max turns, robots, victories/defeats, and most importantly points. A total count of all points for a given player character are listed at the bottom.

- Updated the stat booster items to have permanent effects after battle, permanently incrementing a robot's bonus stats by the boost amount. This should make it much easier to max a robot's stats, though the price of these items has gone up considerably...

- Bonus Missions and Player Battles no longer reward battle points and instead reward zenny now, so hopefully this helps with the above a little.

I am preparing for the pitchforks and cries of lost work/effort, but I believe this was the best decision to keep the prototype fair going forward and prevent it from eventually imploding in on itself. Thank you to Mikey (yes, Mikey) for this excellent idea (and I'm not being sarcastic).

I tried to be fair in the compensation and I've made sure to keep your records on your profile, so I hope you'll all cut me some slack as I (slowly) try to improve upon the base game.

Besides, the more stable and balanced I make the foundation, the easier and more likely it is that I'll be able to build upon it and add more significant content in the future.

rhythm roll disco
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Developer
Adrian Marceau
113,913,695 BP
203 TP | 518 PP
Posted on April 30th, 2016 at 12:36pm
Posted 2016/04/30 at 12:36pm
#15
I've completed a few more updates to the prototype that I wanted to make everyone aware of. The most notable are the updates to the starforce menu layout and functionality. Enjoy!

April 30th, 2016
- Updated the robot select menu with better tooltips, showing whether or not the robot has maxed out any stats
- Updated the stat booster items to show a victory message to the user when they've maxed out their base stat, also revised coding a bit to fix a few calculation bugs
- Updated in-battle stat display to also be aware of max stats and dynamically show the star when the base stat is or has been maxed
- Updated the starforce menu with the improvements already made to the World build of the game where robot mugshots are shown in a grid and can be scrolled through to find which stars you already have and are missing
^ Top
 
FalzarBeastXIV
952,935,390 BP
9 TP | 540 PP
Posted on April 30th, 2016 at 3:59pm
Posted 2016/04/30 at 3:59pm
#16
Im not so happy with the new battle system it kinda takes to long to finish a battle and allot of attacks wich were good combo kills were balanced i takes me more than five turns to finish a battle so so about new updates im fine but battle are bit taking now to much time to finish and griding bp points takes more time i liked the normal battle patch balanced one it makes me bored to play
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Moderator
TheDoc
1,348,940,198 BP
3 TP | 718 PP
Posted on April 30th, 2016 at 4:11pm
Posted 2016/04/30 at 4:11pm
#17
@ChaosShurikenGSX : Have you ever played Pokemon? This game is supposed to be more like that than the inflated grindfest it used to be. You're supposed to take you time and plan out the fighting style of your robots, before battle and during battle. Like Pokemon, battles are supposed to take longer so that you feel more accomplished with each battle you finish. In the old version, one battle meant close to nothing in the big picture of the 1000s you had to do to skyrocket up the ladder.

There are some moments of grinding in MMRPG, but the main focus in strategy, and strategy takes time.
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FalzarBeastXIV
952,935,390 BP
9 TP | 540 PP
Posted on April 30th, 2016 at 4:22pm
Posted 2016/04/30 at 4:22pm
#18
@TheDoc : Ok alerdy figured it out not a big deal or making a fuss about it so im pretty wanted this sorry about beging so much Panic about xD
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TailsMK4Omega
2,413,905,683 BP
20 TP | 467 PP
Posted on May 7th, 2016 at 1:09am Edited on 2016/05/07 at 1:31am
Posted 2016/05/07 at 1:09am Edited 2016/05/07 at 1:31am
#19

gemini-man ...So I think this time I'll comment on the most recent update to Github, which concerns our old friend who doesn't know who it is any more...Rain Flush. We have something now, though. Rain Flush just dominates story missions, but its power is checked in Player Battles. I battled against someone with full Starforce under Water x1.0 conditions, and the damage done was 150 for robots that do not resist Water. Rain Flush spam is still possible, but it does take some time. My battle lasted 9 turns since I had Fire and Oil Man, and Roll fell in turn 7. I got 11 million Zenny out of that, which is actually kind of plentiful. Has Rain Flush returned to being OP? Maybe just SLIGHTLY, but we're much closer now to that sweet spot than before. My overall Player Battle defense strategy will not change due to the changes to Rain Flush. ring-ring

EDIT: Apparently Rain Flush's power can vary greatly depending on the identifier. At Water x0.6, the base damage is 99. At Water x1.5, the base damage is 225. Perhaps the balance is closer than I thought, but it depends on how much the opposing robots have been trained. I had very little resistance against my opponents, but that was to be expected since my army is maxed out.
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DEATH
19,499,296 BP
3 TP | 5 PP
Posted on May 11th, 2016 at 9:35am
Posted 2016/05/11 at 9:35am
#20
how do you find slash man tornado man and magma man
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