Attention! This is a legacy build of the Mega Man RPG from 2016 and is no longer being maintained. Reported bugs will not be fixed and any progress made here will not be saved. Return to the archive index for more legacy content or play the current version of the game for all the new stuff.

Mega Man RPG World Community

Community  »  Game Development  »  2015 Update Preview : Stats, Alts, and Elemental Forces March 21st, 2015 at 6:34pm

Hey! Remember the "Winter Update Preview" thread? Mind-blowing, right? Yeah? Now forget that! That's the past! Shut it off, Zhu Li! A lot has changed since I created that other topic and I'd like to start fresh. Some screenshots will be re-posted, some will be new. All will attempt to be more rel… Read More
2015 Update Preview : Stats, Alts, and Elemental Forces
Posted by Adrian Marceau on March 21st, 2015 at 6:34pm
Viewed 3253 Times

109 Comments

Page : 1 2 3 4 5 6 7 8
 
megaprotobassman
37,703,120 BP
3 TP | 138 PP
Posted on June 18th, 2015 at 7:32am #91
how do you unlock the costumes?
^ Top
 
Tobyjoey
875,792,335,902 BP
5 TP | 331 PP
Posted on June 18th, 2015 at 11:51am #92
@megaprotobassman : In the current prototype, costumes are not available. However, in the beta version, they are. You must use every robot master 100 times to unlock a new costume. Roll, Disco, and Rhythm are exceptions, as they get a new costume every 50 uses. To actually equip the costume, you must enter the robot editor. Below the robot master's head shot in the top left is an image of the robot master and how many times he has been used. Just click the robot master to cycle through the costumes.
^ Top
 
megaprotobassman
37,703,120 BP
3 TP | 138 PP
Posted on June 19th, 2015 at 4:39am #93
i did it and its not giving me customes
^ Top
 
Tobyjoey
875,792,335,902 BP
5 TP | 331 PP
Posted on June 19th, 2015 at 12:23pm #94
@megaprotobassman : Hmm... is there anyway you could post a screenshot?
^ Top
 
megaprotobassman
37,703,120 BP
3 TP | 138 PP
Posted on June 21st, 2015 at 9:47am #95
how do you do it?
^ Top
 
Meta
878,029,450,273 BP
47 TP | 1504 PP
Posted on June 21st, 2015 at 12:48pm #96
@megaprotobassman : Click The Robot Master on the Game... Simple. (Don't ask Me Questions, Please)
^ Top
 
megaprotobassman
37,703,120 BP
3 TP | 138 PP
Posted on June 21st, 2015 at 1:35pm #97
can you tell me more deatials? because its not so simple for me? (yes, im asking you questions!)
^ Top
 
Meta
878,029,450,273 BP
47 TP | 1504 PP
Posted on June 21st, 2015 at 1:51pm #98 ( Edited : 2015/06/21 at 1:53pm )
-_-/ If a Robot Master has 100+ Summons (Excluding Mega Man, Proto Man, Bass, Roll, Disco, Or Rhythm, MM, PM, And Bass don't Get alt's, Roll, Disco, Rhythm, Get Alts for every 50 Summons), Click them, And the Costume Changes.
Also, Go Chat! (Hit Chat)
^ Top
 
Administrator
MegaBossMan
880,181,037,303 BP
43 TP | 1425 PP
Posted on June 21st, 2015 at 2:11pm #99 ( Edited : 2015/06/21 at 2:22pm )
Alright, first off, you want to be playing the Dev Prototype, not the regular one on the site.
Mega Man RPG Prototype Dev
Next, you want to enter the Prototype tab in the Dev website. After that, on the top menu, you want to hit the "Robots" tab.
On this sub-menu
After clicking on robots, you'll be led to something like this screen.
Like this?
See how below the Mega Man sprite, there's a number with summons below it?
Like this as well
That is how many times you sent a robot into battle, and having a large number of those will unlock an alt costume. Specifically, in increments of 100, or 50 for robots like Roll. Now, Mega Man, Proto Man, nor Bass can unlock costumes, only the Robot Masters and the Support bots.
Quick Man is blue here
Simply click on a Robot Master's sprite, and they'll change color. Please PM me if you have any further questions.
^ Top
 
megaprotobassman
37,703,120 BP
3 TP | 138 PP
Posted on June 21st, 2015 at 11:00pm #100
i was do wat you told on rhythm (she been sommuned 51 times) and it still doesnt working!
by the way, long time no write, megabossman.
^ Top
 
Retro Sneasel
8,249,269,260 BP
27 TP | 446 PP
Posted on June 22nd, 2015 at 1:26am #101
@megaprotobassman: Currently, it seems that Adrian hasn't implemented the "50 summons" for support bots yet (I have tested it out and it hasn't updated). If that's not the case, then go ahead and correct me. Though for now, just go ahead and go to 100 summons.
^ Top
 
megaprotobassman
37,703,120 BP
3 TP | 138 PP
Posted on June 22nd, 2015 at 1:58am #102
Cool! Thanks
^ Top
 
megaprotobassman
37,703,120 BP
3 TP | 138 PP
Posted on June 22nd, 2015 at 10:31am #103
by the way, what are the costumes for the robot master? (in other words, i want spoilers about the costumes!)
^ Top
 
Retro Sneasel
8,249,269,260 BP
27 TP | 446 PP
Posted on June 22nd, 2015 at 2:43pm #104
@megaprotobassman: On this thread, I have just posted all the alts for the robot masters so far (I was planning to do so for a while anyway). If you want to use them, just put in the comment form [robot] {[robot here]_alt} without spaces. For instance:
star-man dive-man roll

Code:
[robot:right:victory]{star-man_alt} [robot:left:defeat]{dive-man_alt2} [robot:left:damage]{roll_alt4}
^ Top
 
Developer
Adrian Marceau
50,544,133 BP
194 TP | 476 PP
Posted on July 4th, 2015 at 10:38pm #105
Hey guys! A new batch of updates have been completed on the developer's preview build of the prototype. See below for the highlights or check the GitHub page for the full list.

- Added new ability subclass field for further categorizing items into consumable, holdable, collectible, etc. Also added sorting patterns for new attack/defense/speed programs.

- Created placeholder files for the new energy/weapon/attack/defense/speed programs - the first exclusively holdable items.

- Increased accuracy of the break moves to match their boost counterparts.

- Updated the MM5 robot masters with their new alts.

- Added subclass of consumable to the score balls.

- Added subclass of treasure for the two screws. They will have no other purpose than to sell.

- Added the consumable subclass to all the pellets, capsules, and tanks, yashichi and extra life. They will not be holdable.

- Added the holdable subclass to all the cores so they would appear properly in select menus.

- Added the collectible class to all the shards as they have no other purpose than to collect (until they fuse into holdable cores, of course).

- Added code for selecting and equipping (or un-equipping) held items to/from a robot master. Right now only cores can be held, but the code here should support all kinds as long as they are subclass "holdable".

- Equipping cores to any non-Copy Core robot will expand their ability compatibility until removed. Copy Cores will only change colour if equipped with a core item.

- Added support for deferred damage/recovery (for abilities like Crash Bomber), and better flags for weakness/resistance/etc. modifiers (for abilities like Drill Blitz).

- Updated Crash Bomber to do normal damage (rather than a percent) based on the user's attack at the time the bomb is created. Made it so triggering too early decreases damage proportionately. Buffed the total damage to a high amount as a tradeoff.

- Updated Search Snake to ignore position modifiers and attack for normal damage regardless of the range so the ability has more utility.

- Updated Drill Blitz so that it specifically ignores resistances and immunities using the new damage option flags. Also buffed the ability slightly.

- Updated the various in-battle target displays (scan, switch, etc.) to be aware of held-items. Held items will now show in the hover popup and the robot's button will be coloured appropriately if that item is a core.

Thanks for playing, and please let me know what you think! :P
^ Top
Page : 1 2 3 4 5 6 7 8

- comments disabled -

Mega Man and all related names and characters are © Capcom 1986 - 2024.
This game is fan-made by Adrian Marceau, not affiliated or endorsed by Capcom at all, and is in no way official. Any and all feedback is appreciated. :)