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Community  »  News & Updates  »  Mega Man 4 : The Meganificent Update October 11th, 2013 at 11:23pm

The update should be ready within the next few hours, and when I'm uploading the changes to the website (you'll know it from the maintenance message) nobody will be able to access their game or log in for a few hours. Because of this I ask that nobody access their accounts again until I say they wor… Read More
Mega Man 4 : The Meganificent Update
Posted by Adrian Marceau on October 11th, 2013 at 11:23pm
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Developer
Adrian Marceau
50,544,133 BP
194 TP | 476 PP
Posted on October 30th, 2013 at 5:53pm #17
@milansaponja : Welcome to the community, and thanks for playing! ^_^

To answer your first question, new battles are unlocked after you have beaten all available missions in the other players' games. Meaning, if you complete all the missions in Dr. Light's game, Dr. Wily will get new ones. If you complete all the missions in Dr. Wily's, then Dr. Cossack will get new ones. Complete his and Dr. Light will get new ones, and so on and so on in a circle until you reach the end of the game. I can see on your missions page that you only have one Light battle left. After that's unlocked the others should follow (though maybe I should tweak that...).

As for experience, here are a few pointer for raising robots:

1. Landing super effective attacks boosts the experience multiplier for the stage by 10% every time you do it, and the effect lasts until the end of battle. Critical hits also have this effect. You can easily increase to 2x or 3x in the right conditions.

2. Be picky and take fewer robots into battle with you. Experience points are divided among all teammates, so if you take fewer with you they will each get more at a time. This way you can raise only the ones you really need first, and then use those ones later to power-level your weaker robots faster.

3. Try to get overkill as much as possible, as its converted directly into experience points. If the target has 10 life energy remaining and you try to deal 100 points of damage, the target will be disabled and the difference (90) will be added to your experience point bonus. It might not seem like it's worth it to use a powerful ability when the enemy only has a few hit points left, but it is.

4. Transfer your robots to another player! In the robot editor, click on the "Player" name (Dr. Light / Dr. Wily / Dr. Cossack) and you can transfer that robot to another player. This can be done any number of times with the only limit being that each player needs at least one robot. A robot that has been transferred gains 2x more experience points and can be taught abilities they would not normally learn, so it's very useful. :)

Let me know if this helps!
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Developer
Adrian Marceau
50,544,133 BP
194 TP | 476 PP
Posted on October 30th, 2013 at 10:06pm #19
Thank you for your ideas.

I like the idea of using the Yellow Devil and other large boss characters in the game someday. Once the code is ready for it, I will absolutely be adding some. :)

I think unlocking the robot masters near the same level as team members sounds like a good idea. I have to work out the details regarding what level they learn moves at (should it be affected at all?) but I think it might be a good thing to add in the future too.

Secret Mega Man X bosses would be great, I agree. Maybe someday! ;)

Also, my favourite robot would have to be Wood Man, but I also like Plant Man, Toad Man, then Snake Man too. :S I think I just like nature/green robot masters. ^_^ Thanks for asking.
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Developer
Adrian Marceau
50,544,133 BP
194 TP | 476 PP
Posted on October 30th, 2013 at 10:30pm #20
Sorry to double post, but after watching a lot of Let's Play videos and reviewing everyone's robots on the leaderboard it's pretty obvious that people do not know you can transfer your robots to other players!

One of the most powerful features of the editor and transferring robots - not only does it double the experience a robot gets in battle, but it also allows for some very fun ability combinations. I just transferred my Oil Man over to Dr. Wily and was able to teach him Bubble Lead (because it's half Earth type)! Isn't that awesome?

If you want to transfer a robot, all you need is more than one player unlocked and you can click their name in the editor like below:
Robot Editor : You can transfer robots between players!


Seriously try it out if you haven't already!
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Contributor
MetalMan
64,995,994 BP
7 TP | 39 PP
Posted on November 4th, 2013 at 9:40pm #21
I call Dibs on Devil if Keeps is ok with it. He can have the Mega Man 2 Dragon. Hmmm, wait.............
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KingYamato
404,775,631 BP
3 TP | 34 PP
Posted on December 8th, 2013 at 4:57pm #22 ( Edited : 2013/12/08 at 6:12pm )
I'd suggest unlocking fortress bosses after defeating them with neutral abilities and replacing the powered-up robot fight (with Mega Man/Proto Man/Bass S) with a battle against 4 of the fortress bosses: so I think Dr. Wily's campaign should get the Mecha Dragon, Gutsdozer, Alien, and Yellow Devil/Yellow Devil MKII. Dr. Cossack would get Mothraya and the Cockroach Twins (you'd only unlock one by defeating both), and I'd suggest giving him Dark Man 4 and Big Pets from Mega Man 5 since the Square Machine is basically a room that moves and the Cossack Catcher sucks.
Now Dr. Light...there's one problem. He doesn't have a fortress. I'd say he gets Mr. X's bosses from Mega Man 6: the Rounder II (again, two of them, defeat both to unlock it), the Power Piston, Metonger Z, and X Crusher (yeah I know it's piloted by Mr. X, but it has its own eyes and as such it could be retconned in this game as having its own AI). That is, unless you planned on introducing Dr. Wily with sunglasses and a cape as a fourth character.
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Developer
Adrian Marceau
50,544,133 BP
194 TP | 476 PP
Posted on December 30th, 2013 at 3:49pm #23
Trust me, I very, VERY much want to add the fortress bosses to the game, it's just not ready for it yet.

The first obstacle is their physical size. The game was programmed from the start to function with 40x40 pixel character sprites and anything bigger would not work. I was forced to add code for 80x80 pixel sprites after the MM3 robots were added, which was incredibly difficult, but even that isn't enough for most of the fortress bosses so I have to find a way to increase the size even further. :|

The second obstacle, of course, is animation. Most of these old NES bosses were pretty static but those that did move did so in a very... specific way. Not only will I (or someone) have to animate them but I have to make sure they actually fit on the existing stages or create new stages they will fit on. Overall a lot of work. >_>

And finally, I have to think of abilities! It may seem straight forward, but 99% of the fortress bosses had a very, very simply bullet/projectile attack and maybe collision damage. Neither of those would be very interesting and the latter doesn't really fit into an RPG setting (at least not this one).

So yeah, lots of stuff to figure out but I'm definitely considering it. It would obviously make battles and the end-game much more exciting. :P
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T-RexNaffects
215,856,038 BP
4 TP | 44 PP
Posted on July 24th, 2015 at 6:20pm #24
Maybe for brainstorming, you can make the Yellow Devil Fortress Boss be like the Shadow Devil from Mega Man X5?
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Administrator
MegaBossMan
880,181,037,303 BP
43 TP | 1425 PP
Posted on July 24th, 2015 at 6:32pm #25
@T-RexNaffects : While we certainly enjoy the suggestion, dated news threads like this aren't the place where you put suggestions, you'd have more luck in the suggestions thread. Threads like this are dated and shouldn't be posted on without reason.

As for the Shadow Devil, we'd love to include the Devil bots, but they're much too big to be realistically included in Prototype. Thank you for the suggestion, though ^_^
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