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Community  »  Game Development  »  Spring Update Preview : Mega Man Goes Shopping March 26th, 2014 at 9:50pm

Hello everyone! I've got some pictures from Adrian about the next update! It seems that we might have a shop now! Why else would there be screws in the Item Database? ADRIAN EDIT : Sorry! I should have given you a rundown of how to host and post images. XD I've uploaded all the screenshots I se… Read More
Spring Update Preview : Mega Man Goes Shopping
Posted by MegaBossMan on March 26th, 2014 at 9:50pm
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Administrator
MegaBossMan
880,181,037,303 BP
43 TP | 1425 PP
Posted on May 27th, 2014 at 8:53pm #76
Confusion at it's finest. Oh boy. This update just might have the most thought of all of them. X(

"Oh, I just saw the thread and read all the posts... Now I'm thinking Missile Core wouldn't be so bad. Oh my god I'm back where I started.

Well, I'll make a decision by the time the update is out, so stay tuned I guess. Lol. Either way I'm thankful for you relaying my info and getting people's opinions on the matter. :)

And just so you know, here are the names of all the fields coming in the update:

Reflection Chamber (Gemini Man / Crystal) *
Spinning Greenhouse (Top Man / Swift) *
Construction Site (Needle Man / Cutter) *
Rocky Plateau (Hard Man / Impact) *
Serpent Column (Snake Man / Nature) *
Power Plant (Spark Man / Electric)
Septic System (Shadow Man / Shadow)
Magnetic Generator (Magnet Man / ?)

I want to give you guys more information, but at the same time I don't wanna waste a moment of programming/photoshopping time, so I'm gonna go. Thanks again for everything! ^_^"
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Moderator
Reisrat
51,978,145 BP
8 TP | 310 PP
Posted on May 28th, 2014 at 7:00am #77
@MegaBossMan

So ninjas DO live in sewers?
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Contributor
Spinstrike
661,728,607 BP
6 TP | 262 PP
Posted on May 28th, 2014 at 12:31pm #78
@Reisrat Cowabunga, dude!

Sorry I haven't been as involved in the community as of late. I've been studying for finals...and playing the new version of MM8BDM.

As for Magnet Man, I think he should remain a Missile core. While an Earth core kind of makes sense, giving Mags one would leave us with only three Missile core robots. Missile is already a fairly niche type, and taking away one of its robots would just make things worse. Besides, Earth has enough robots already.
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ElecSpark
52,544 BP
1 TP | 16 PP
Posted on May 28th, 2014 at 6:12pm #79
@SpinStrike
Will Shadow Man appear in the Michael Bay movie?

Anyway, I don't think either option is better. I could see Hard Man being defeated by an earthquake, and not so much Dive Missile. Then again, maybe Missile makes more sense? Blargggg!
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Administrator
MegaBossMan
880,181,037,303 BP
43 TP | 1425 PP
Posted on May 29th, 2014 at 6:11pm #80
Latest news from the Adrian Express Train! Choo-choo!

"After reading the comments and considering everyone's opinions, I think I will keep him as-is and just make sure his field has a high electric type multiplier. Everyone is right about the distinct lack of missile core robots, so why not? I might have been overthinking the whole situation a bit too much. :P

Oh, and I just finished Shadow Man's stage:
Image Tooltip "

-Adrian
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Meta
878,029,450,273 BP
47 TP | 1504 PP
Posted on May 29th, 2014 at 6:19pm #81
This Update Might just Get Done tomarrow!
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Fast Unit
22,413,146 BP
0 TP | 9 PP
Posted on May 29th, 2014 at 6:24pm #82
I don't think it'll be done tomorrow, but it'll be done quite soon. I'd say it'd be done in the first week of June at the latest.

Not that I'm rushing Adrian or anything, heheh.
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Moderator
Reisrat
51,978,145 BP
8 TP | 310 PP
Posted on May 29th, 2014 at 6:31pm #83
I'm really confused as to why the ninja is in the sewer.
Wait no turtles were popular around MM3's release. Crisis solved.
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Administrator
MegaBossMan
880,181,037,303 BP
43 TP | 1425 PP
Posted on May 29th, 2014 at 11:44pm #84
Ring Ring! I've called it once again!

"Here's another one, this time Spark Man's "Power Plant" stage. :D

Image Tooltip

I took a lot of artistic liberty with this one - the original stage's colours were way too monochrome and boring compared to current MMRPG standards so I decided to select colours that worked well for the theme and update the platforms a bit.

Also, the lights were very time consuming (but, again, totally worth it!). >_>"

Adrian
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Moderator
Reisrat
51,978,145 BP
8 TP | 310 PP
Posted on May 30th, 2014 at 6:56am #85
So all that's left is the enemies and their level up weapons?
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Contributor
Spinstrike
661,728,607 BP
6 TP | 262 PP
Posted on May 30th, 2014 at 10:16am #86 ( Edited : 2014/06/05 at 9:51am )
@Reisrat Well, the boss of the first Dr. Wily stage is a turtle-shooting HAL 9000.

As for stage enemies, I have a few theories. *Pickpockets the Speculation Device from MegaBossMan*

Needle Man-Hari Hari
Magnet Man-Mag Fly
Gemini Man-Nitron
Hard Man-Monking
Top Man-Komasaburo
Snake Man-Snakey
Spark Man-Elec'n
Shadow Man-Mechakero

*Slips the speculation device back into MegaBossMan's pocket*
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Icy Rshek
1,600 BP
1 TP | 48 PP
Posted on May 30th, 2014 at 12:03pm #87
@Reisrat
Magnet Man's stage isn't posted yet, despite the whole "Deciding of Cores" thing we had. That probably means it isn't done yet.
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Administrator
MegaBossMan
880,181,037,303 BP
43 TP | 1425 PP
Posted on May 31st, 2014 at 9:44pm #88 ( Edited : 2014/05/31 at 9:48pm )
@Reisrat
Wasn't that cheesy but nostalgic 80s Turtles still running around 3's release? Honestly, nothing really fits that level. Maybe "Lava Factory" would work? Nah!

@SpimStrike
How did you get that without me noticing?! Surely a Master Thief! I'll ask you three times! I know you can't stand that!
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Administrator
MegaBossMan
880,181,037,303 BP
43 TP | 1425 PP
Posted on June 1st, 2014 at 12:28am #89 ( Edited : 2014/06/01 at 6:05pm )
I was discussing moving the bio thread to Development and I got news.

"Hey, I'll add it to my list of things to do and move it once the update is complete. I definitely love all the quotes and bios you are doing and while they're not my #1 priority they will be done either by or shortly after the update. And about that, I have some... unfortunate news.

It's going to take a little longer - maybe an extra week at the most. I'm so sorry. I'm not done Magnet Man's field yet but it shouldn't take me too long once I start. Instead I spent today finishing other code/mechanic/feature updates that were necessary for the update to work properly.

Most of today was spent adding the Star Force mechanic to player battles and making sure they were both fair and challenging, and I was also fixing a lot of bugs that were caused when low-level players used the "Chapter Get : Player Battles!" password early.

Also, I was originally going to allow each of the three players to "equip" any eight of the 30+ items, and then only allow those to be selected in battle, but instead I've made it so that every single item is accessible from the battle menu at all times (which is pretty great).
Things I still need to finish before I can launch the update (and very rough estimates of their time):

1. Finish Magnet Man's field (1 hour)
2. Finish support mechas for all eight fields (4 hours)
3. Revise how robot cores work (I think I have a better idea than what's implemented now).... (1 hour)
4. ...and introduce something along the lines of "mecha shards" to act as lesser-versions of the cores (dropped by mechas) (3 hours)
5. Add finishing touches on the shop and the unlock order of the different sections (1 hour)
6. UNLINK the three player's mission unlock sequence - it's annoying having to go back and forth for new players (1 hour)
7. Add in the upvote/downvote functionality to either posts or players themselves (still deciding) (1 hour)
8. Remove all debug and admin notices/messages/test-values/etc. (1 hour)
9. Download and convert the last few new music tracks for the game and link with appropriate fields (1 hour)
10. Update the robot database with new bios and quotes from the community submissions (2 hours)
11. Update live databases with additional fields and structures (1 hour)
12. Miscellaneous other finalizing (4+ hours)
13. Take the website offline temporarily and back up all saves and user data before update (1 hour)
14. Delete all website functions/classes/cached-data and upload all the new files and assets in their place (2 hours)
15. Run the admin update script to process and patch all existing save files with changes (1+ hours)
16. Update player/robot/field/ability index and database cache (1 hour)
17. Log into existing save files and test battle, shop, player/robot editor, etc. (1 hour)
18. Log into new save file and test battle, shop, player/robot editor, etc. (1 hour)
19. Fix miscellaneous bugs as they are bound to come up (4+ hours)
20. Let the game rest for at least an hour without any users logging in, just to make sure server doesn't explode (1 hour)
21. Reopen the game and allow people to log in and experience the new update, watch for issues (????)

There are likely some key things that I'm forgetting and will have to be factored in, and some of these may end up taking less OR more time, I just never know. Anything else that's not mandatory will have to wait until AFTER the update is online and be released in the weeks following. I'm so sorry this is taking longer than expected but I promise it will 100% absolutely be worth it. The game is finally reaching a point where it can move forward without any more dramatic changes, and that stability will allow more frequent and more substantial CONTENT updates instead of always bug fixes and mechanics tweaks.

Thank you all so much for waiting and please continue to enjoy what's here until the update is actually done. Until next time...."

Image Tooltip
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TailsMK4
856,923,781,225 BP
17 TP | 356 PP
Posted on June 1st, 2014 at 3:30am #90
"Most of today was spent adding the Star Force mechanic to player battles and making sure they were both fair and challenging"

As in player robots finally having access to Star Force to defend themselves? If so, it's about time. All of my work getting my robots up to max stats just seems to have more people beating up my robots. It's really annoying to constantly get 10-20 pop-ups of losses (it's also why I usually don't log in my account...I seem to get challenged less if I lurk as a guest). I wish there was a way to opt out of the Player Battles, but as long as robots defending a player have access to Starforce, I'm fine with that, as it'll make my robots super tough to beat.

I also find the timing of the update ironic...I played this a lot while I was recovering from hernia surgery (at the time I was getting Starforce), and I'm actually about to undergo more surgery in a couple of weeks to remove a smaller hernia, but it means I'm not able to move around much, so this game doesn't require me to do much to play. I should hopefully be better once I finish off the newest update to this game. :)
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