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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 Viewed 5530 Times
Posted on June 1st, 2014 at 11:30am #92( Edited : 2014/06/01 at 11:41am )
Oh damn, things are looking nice here. Finally got some time on my hands again, and apparently I soon have an update to play through. Great stuff. Guess I should have popped up earlier to get involved with this update a bit more, but looking really amazing regardless.
Soon I'll finally have my hands on the MM3 RMs, without having to break the game into billion pieces first of course :P
I suppose I'll take a quick look at the stats just in case there is something I have changed my mind about, but I highly doubt so.
EDIT: Okay, looks like there are some changes coming to the stats, just a bit of adjusting. Adrian, please check the spreadsheet when you have time. (Just if you're fine with near-last-moment changes)
One point though. The weaknesses are based on what the Robot Masters get most damaged by, as in their real weakness. There are multiple easy and less easy ways to get inside the weakness cycle and beat the game than just the main weaknesses, but that's how they are "meant to be" in the games. And the idea was to be as close to the official stuff as possible, correct? Though sure there have been many exceptions already...
And there really can't be an intended way of doing things in a game where you have a free choice of 8 Robot Master to pick from. Sorry if I'm offensive, but these are just my views.
Well, actually the way I've seen is that players separate the chain into 2 weakness cycles. Similar, sure but not exactly the same.
Metal Man. Remember that whole 2-hit kill, despite his "real" weakness being Quick Boomerang? I understand though. By the way, the weapon that does the most damage isn't always the main weakness, as it also depends on the movement and functions of the weapon. Although, this weakness chart is still messed up, as if Needle Man's core type of cutter was effective against Spark Man, Shadow Man's Shadow Blade would also be effective, due to the dual type.
Actually, some Mega Man games do have sort of a Robot Master you should go after first and then proceed on which weapon is the best for the next. Mega Man X made Chill Penguin suck for a reason.... Anyway, I wasn't offended at all! Honestly, Adrian should just keep it the way it is, since it wouldn't make sense to continue on something that doesn't have a noticeable flaw, if any.
A better example would be Flash Man in MM2. Despite people using Metal Blade on him usually (then again, Metal Blade is useful on half the group), his actual weakness is the Crash Bomb because you can sometimes get rid of a third of his health if he stays in the explosion the entire duration, whereas I think you need two or three Metal Blades to do that much.
My personal preference for Mega Man X btw...I've found Storm Eagle easier than Chill Penguin, though you need to return to Storm Eagle later for items (same story for Chill Penguin for a Heart Tank).
Posted on June 2nd, 2014 at 6:06pm #97( Edited : 2014/07/25 at 1:31am )
True. To be honest, I like fighting him buster-only, just because his boss fight is pretty fun and I don't want to end it in two seconds.
EDIT: Oh my god. Just listened to Legend of Renegade's take on Mega Man 3 and I have to say that the new update will probably have the best music. Can't wait to hear this in the game, mowing down baddies!
Posted on June 5th, 2014 at 1:10am #98( Edited : 2014/06/05 at 1:56pm )
I asked him about if Mecha bios are allowed, and he responded.
"Hey, mecha bios sound fine. Will probably have to add them post-update with the other stuff, but if the robots get bios I see no problem with the fields and mechas getting them too. :P
Anyway, sorry it's taking so long, but here ya go (finally!) - the Magnetic Generator, an (oddly) missile type field with a high electric field multiplier.
Added a lot of extra colours to this one too - when I think of magnets I think of the colours red and blue, so I thought the field should better represent that. Now I just have to do the mechas and the other stuff, but I imagine the mechas will take the longest. Oh, and I added a kind of easter-egg to the game. You know how you can change your player fields and share them between players? Well I made it so that the mission-select music changes based on which fields are present in that player's chapter two missions. If you have all or mostly MM1 fields, it'll be MM1 stage select music, if you have mostly MM2, it'll be MM2 stage select, etc. It sounds convoluted but it's actually pretty great once you get to play with it. This of course means the MM3 stage select music will be accessible now, which is always nice. ^_^ Anyway, goodnight - I'm going to try and have it done for this weekend (again) but we'll see..." - Adrian
You have no idea how hard it is to copy and paste everything on an Android.
Adrian, don't push yourself too hard. You don't want to get burnt out by rushing everything this weekend. I'm patient enough since I'll likely be forced to not move around much starting next week for the next few weeks...and playing this game is a great way for me to pass the time without needing much effort to play other games, and pushing myself too hard would really put me in a lot of pain...the fact that the MM3 RMs will finally be playable is enough excitement for me. After that, I guess it's onward to MM5?
Yeah, going to have to agree with Tails(congrats on #1!). As much as I can't wait to play, I don't want to torture our ONLY game developer. Try not to push yourself the Sakurai way! Developing all workday just to develop on this game seems really tiring. Take as much time as you need Adrian!
I suppose my constant flow of questions don't help though...... Sorry bout that.
Buyable Fields? I wonder what this will do...though what purpose really does it serve to give away Field and Fusion Stars? If it's just for Screws...I think I'll hold onto the Stars I collected. For buying abilities, I take it players will finally be able to obtain the Experience, Recovery, and Damage Breakers this way?
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