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CHAOS_FANTAZY | Mega Man RPG World Leaderboard

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CHAOS_FANTAZY

CHAOS_FANTAZY is a contributor and a legacy player of the Mega Man RPG World with a current battle point total of 15,932,294 and a zenny total of 9,800. CHAOS_FANTAZY created his account on January 12th, 2014 and has since completed 77 different missions, unlocked 3 playable characters, 31 robot fighters, 89 special abilities, and 56 field stars. CHAOS_FANTAZY's most-used playable character is Dr. Cossack, and his top 5 favourite robots appear to be Roll, Bubble Man, Proto Man, Toad Man and Bomb Man.

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CHAOS_FANTAZY
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Posted on January 12th, 2014 at 1:07pm in "Prototype Devroom : Robot Quotes" #1
Hrrrm. Looks like a lot's already been done—I'll have to get creative to make something new.

GRENADE-MAN:
Start: Say hello to my cute bombs!
Taunt: Is that all you've got?! Come on, hit me harder!
Victory: KABOOM! That was too easy!
Defeat: THAT FELT GOOD!

KNIGHT-MAN:
Start: I would gladly accept your challenge anytime.
Taunt: Your finest just isn't enough!
Victory: The honorable win once more!
Defeat: Curses...the scoundrel got me...

SHARK-MAN:
Start: Here I come! Feeding frenzy!
Taunt: Nothing will save you from these jaws of death!
Victory: You're nothing more than small fry.
Defeat: I bit off more than I could chew...
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CHAOS_FANTAZY
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Posted on January 12th, 2014 at 1:50pm in "Prototype Devroom : Robot Quotes" #2
Curses. I saw that they lacked mugshots on the Database page, so I fallaciously presumed that they were still not finalized. As for Shark-Man, he has an appearance in Mega Man 3 for the DOS (His Battle Network counterpart notwithstanding), so I would suppose he would be in the game, though he seems to be running with a fanmade master lineup rather than his DOS compatriots. Speaking of the more obscure Robot Masters, where are the RM&F2 Robots, and the Constellations from Rockman Strategy? Are there no plans to add them to the game? Heck, we don't even have Dark-Man (MM5) or Doc Robot on the database. I know balance is the primary concern, but if we're going to have Robot Masters, might as well have all of them.

Actually, while I'm ranting about that, let's give Dark-Man a try:
Start: Target shall be eliminated for the glory of Wily.
Taunt: Target's threat level is minimal.
Victory: Target neutralized. Victory for Dr. Wily!
Defeat: I have failed...please forgive me, Wily...
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CHAOS_FANTAZY
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Posted on January 12th, 2014 at 2:12pm in "Official Player Introductions Thread" #3
Whoops. Somehow I skimmed over this topic and made a fool of myself by starting another for my own introduction. Sorry about that. Hopefully, this forum has the functionality to delete topics.

Anyway, hello! My name is CHAOS_FANTAZY, and I've been a fan of Mega Man for a few years now. I heard about this game over at CutStuff, and, after many months of telling myself "I'll just wait 'til its full release," I finally caved and decided to come over here. Unfortunately, I did that when the servers were crashed. D: Nonetheless, I'd be happy to lurk about in here; I always love helping development!

About me: I have a variety of interests, Mega Man obviously being one of them. I enjoy games in general, specifically, ones that are challenging, and probably old. I am an avid Role-Player and would like to consider myself an expert in character design, having accumulated over 100 characters over at least four years of designing. About 30 or so of those characters are Mega Man characters, too, so that should give us plenty to talk about. I aspire to become a game designer myself someday. I've never done voice-acting before, mostly due to lack of a good mic, but I think given the chance I could do well enough. And...well, um, I suppose that's enough information for just meeting me. Hi!
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CHAOS_FANTAZY
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Posted on January 12th, 2014 at 4:41pm in "Greetings and Salutations! (Fangame/Fan RM Discussion Topic)" #4 ( Edited : 2014/01/12 at 5:03pm )
Oh, you want to talk about my fan characters? Now you've opened the floodgates.

I have... *Tallies rapidly* ...34 Mega Man FCs, counting one in disuse (Matador-Man), two still in development (Dimension-Man & Blood-Man), and four I gave away to someone else's project (Asphalt-Man), but not counting the different incarnations of Roll I've drummed up to accompany some of them, or any Robot Masters I never developed beyond their moveset (Conduct-Man, Blackjack-Man, Hook-Woman, Adrenal-Man, Shield-Man (Yeah, I had a Shield-Man too!)). Mega Man Malversation is the source of some of my best, boasting 18 Robot Masters, a Bass-like character, and an original scientist, Dr. Coda ( http://heroes-hub.wikia.com/wiki/Dr._Coda ). Less developed as characters but hopefully equally interesting in their weaponry is the Wily Vortex Squad, which consists of Sleet-Man, Blast-Man, Boxing-Man, and Stalagmite-Man. I have a Mega Man Killer, Chiptune, who I basically invented just to try my hand at designing a Mega Man Killer, and I have a super Robot named Fugue who uses his cunning to start a rebellion of his very own (Still in development). Unsorted ideas include Query-Man ( http://heroes-hub.wikia.com/wiki/Query-Man ) (Who was my first Robot Master) and Force-Man ( http://heroes-hub.wikia.com/wiki/Force-Man ) (Who I submitted to a contest, but lost).

When designing a new Robot, I try to keep things as fresh as possible. "What's a kind of Robot Master people have never fought before?" I'll ask myself, and I'll answer: "A Robot who can heal himself if he hits you." or "A Robot who uses poison to chip away at your health bar." or "A Robot based on gambles and games of luck." And I'll think for a while on how to incorporate this stuff into a functional Robot Master. My first priority isn't always "Will this guy be fun to fight?", but most of the time, I think I get there anyway. I'd like to think that if my Robots ever got into a Mega Man game, that they'd be some of the best Robot Masters ever. Making Mega Man Malversation a reality is one of the things I want to do in my lifetime, too, so maybe it's not so far out of reach...?

But I digress. Would you like to tell me about yours?
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CHAOS_FANTAZY
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Posted on January 12th, 2014 at 10:14pm in "Greetings and Salutations! (Fangame/Fan RM Discussion Topic)" #5
Well, that's fine. Fangame design and Robot design are two completely different animals, as far as I'm concerned. Having good Robots doesn't mean you'll have a good game, and not every good game contains good Robots.
As for your, um..."plot synopsis"...where's the substance? You've basically really only told me the bosses, none of the actual plot. Who is Giga? Who is Dr. Lee? Who is PROTO-1? What did they do before now, and why did they do what they did? Why should I care about any of them? How did Dr. Lee get roped into working for Wily? Why did Dr. Lee release a virus? Who built the Robot Masters? Where's the substance; where's the actual plot? The only moment of exposition that you've told me is when you told me Wily was controlling Lee through the bracelet.

If you wanted a plot, though, let me tell you that of the first Mega Man Malversation game...

After the events of Mega Man 10, there is an unusually long period of peace. Indebted to Roll for having saved his life—perhaps the world—by giving him her prototype Roboenza cure, Rock finds himself spending more time with his sister. Over time, he finds a new side of her, kept hidden away until now—a desire to be a warrior, be strong, to save the world and help people like he does. Willing to humor the idea of Roll as a hero, he agrees to let her try on his combat armor. When she does, however, she is momentarily overloaded and shut down.
When she comes to, she suddenly turns violent and strikes out at her brother, fleeing Dr. Light's Laboratory. Rock gives chase, though he is too slow, and turns a corner just in time to see Roll warp away with eight new shadowy Robots. Hours later, as Rock searches for his sister, these Robots hack into the televisors all over town, announcing themselves to be the most superior brand of Robots, and that they are now violently taking over Monsteropolis. Distraught, Rock returns home to report the bad news. He's down one sister and one suit of combat armor; what chance does he stand against what appears to be the most dangerous rebellion yet?
He returns home, however, to a hastily constructed "scrap-metal" armor put together from pieces donated by the Dr. Light Family's Robot Masters. Even Proto Man was present, though not to lend parts; he would much rather fight side-by-side with Mega Man. Grateful for his siblings' generosity and Light's quick thinking, Mega Man suits up anew, and the two set out to destroy the new set of Robots.
As the Robots are brought in, Dr. Light browses through their memory files, and eventually the shadows of the Robots are broken away to reveal the face of a new foe: enter Dr. Coda. A Robotics scientist known for his vast intellect and his hacking skills, he had been something of a small-time criminal, hacking and stealing from minor companies. When he had entered the field, his objective was to craft the finest, most intelligent Robots the world has ever seen; yet, somehow, he found himself capable of thinking domination of the world was within his reach with his superiority. Further research uncovered the fact that Dr. Coda himself had previously infiltrated Dr. Light's Laboratory by himself and planted devices in Mega Man's armor—presumably, the cause of Roll's berserk behavior.
The night after the defeat of the final Robot Master, Light Laboratory receives a transmission from none other than Dr. Coda himself, calling to tell Mega Man of his true plan. The devices he had placed on the armor were intended for him, hoping that the next time the peace was broken, Mega Man would put on his armor, fall under Dr. Coda's control, and become one of his finest playing pieces. However, when his plan went awry and he received Roll instead, he was not deterred. Roll even briefly appeared in the transmission, demonstrating a complete change in appearance and mental state—wearing Mega Man's armor as a dark, punk-like outfit, a skull-shaped hairclip in her hair, she praises Dr. Coda's genius and tells Mega Man that he has no chance against them. Always brave in the face of danger, Mega Man sets off alone to Dr. Coda's Terminal on the outskirts of town.

(Continued in the next post; accursed small character limits!)
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CHAOS_FANTAZY
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Posted on January 12th, 2014 at 10:29pm in "Greetings and Salutations! (Fangame/Fan RM Discussion Topic)" #6 ( Edited : 2014/01/12 at 10:30pm )
(Continued from last post:)

After a long trek through the Terminal and multiple fights, including the Robot Master gauntlet, Mega Man encounters Roll towards the end of the Terminal. Armed with her brother's buster and a sword of unknown make—presumably, a "gift" from Dr. Coda—she engages him in a long, brutal battle, in which both of them are terribly injured. Eventually, the armor sustains so much damage that the hacking devices break, freeing Roll from their control. After a brief dialogue with his sister, Roll heads home, and Mega Man proceeds to the end of the Terminal, where Dr. Coda awaits, and engages him in combat. Though Coda's personal war craft is a fine creation loaded with experimental weaponry, Mega Man is too skilled to be defeated, and Coda is eventually defeated.
Dr. Coda is quickly arrested and imprisoned in a high-security prison quite like the one where Dr. Wily is held. The world breathes easy for now, but it seems inevitable that it has not heard the last of him. His Robots, on the other hand, come to Light Laboratory after their defeat, claiming that doing Dr. Coda's work was foolish and immoral of them. Happy to convert wayward Robots, Light took them in and helped them find purposes in society.
Roll made a full recovery from her injuries, though engineers still say it is a marvel she was still functional in her state at all. She had no recollection of her time being hacked, and thus was unaware of the heinous, brutal criminal acts Dr. Coda had commanded her to do. Despite her siblings' pleading, she held onto the blade from Dr. Coda. She perceived it as a fine weapon—and she thought soon, she might be able to use it to help get herself out into the field alongside her brother.
And thus, peace was restored...for the time, anyway. Not wanting to waste the day, Rock and Roll went outside to appreciate the beautiful day together.
- END -
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Posted on January 14th, 2014 at 7:01pm in "Greetings and Salutations! (Fangame/Fan RM Discussion Topic)" #7
Towards Pikachu2, I would be totally fine with a topic like that, but I think this one has already filled that niche! I guess everyone can come down here to discuss fangames and Robot Masters and such.

Towards Megabossman...Why should we, as fangame developers, limit ourselves to the exact same constraints of the developers before us? If no one ever broke the mold, we'd never get anywhere. Why should I choose to purposefully write a bad story, just because CapCom didn't put maximum effort into their stories (And, need I add, in an era where stories weren't even prevalent in games)? Making a fangame isn't just about doing the same thing as the original with your own flavor twist. The best fangames, instead of using flaws in the canon games as guidelines and excuses, will turn those flaws into their strong suits.

With a little more elaboration, I will give Giga a bit more credit (Also, it only now dawned on me that his being named "Giga" is to be "larger than Mega," which, even though that's not a Mega Man naming convention, was still something clever). Before, he seemed like a flat, uninteresting character who was really only there for no reason; but he'll probably still seem that way in-game unless you can incorporate his backstory in.
To be bluntly honest, I don't really like X story elements in Classic games—I prefer for the bridge to not exist, and even if it should, it's not in the fan's place to make it. I don't mind a subtle hint, something that seems like it's advancing in that direction while still being its own thing would be fine. But things as blatant as Mega Man Unlimited's plot, or flatly saying "PROTO-1 looks kind of like Vile," is far, far too much.
Of course, this is still a work in progress, and if you would like help, consider me a valid resource. I love writing a good story!
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CHAOS_FANTAZY
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Posted on January 15th, 2014 at 6:34am in "Make-A-Moveset: What If..." #8 ( Edited : 2014/01/15 at 3:10pm )
I actually have been wanting to give this a swing since I first saw this topic. Now that I understand how the game works, I'm prepared to do so.

Name: Rokko Chan (Rokko Chan)
Desegnation: PSN-001 (Professor Sane No. 001)
Class: Human Memory Robot
Core Type: Copy

Energy: 75
Attack: 114
Defense: 99
Speed: 150

Weaknesses: Flame Cutter
Resistances: Impact Swift
Immunities: None
Affinities: None

Quotes
Entrance: "I'll make you proud, daddy!"
Taunt: "You're holding back because I'm a girl."
Victory: "I did it! I knew I could!"
Defeat: "I...I'm sorry, father..."

Signature moves:
Buster Shot - No Copy Core would be complete without one.

Rokko Buster
Learned at Level: 2
Power: 12 x2
Accuracy: 98%
Speed: 3
Energy: 2 to charge, 0 to fire
Description: Upon charging, increases user's Attack and Speed by 5%. Upon firing, fires three individual shots, two of which hit for damage (Equating to a normal buster shot in damage), and the third reduces opponent's speed by 3%.

Rokko Dash
Learned at Level: 12
Power: 50
Accuracy: 90%
Speed: 4
Energy: 6
Description: The user charges into their foe with blazing speed, tackling the active opponent for massive damage. There is a 50% chance that they will tackle into a benched opponent for half the damage as well.

And the stage on which she fights...
Name: Professor Sane's Laboratory
First Appearance: Rokko Chan (2011)
Primary Core: Neutral
Multipliers: Neutral x2.0, Copy x1.2, Swift x1.1, Impact x0.7
Robot: Rokko Chan
Mecha: Knight Metool - Sacrifices mobility and attack for high defenses
Description: This small laboratory inside of a bustling future metropolis is where Professor Sane "revived" Rokko Chan. The bright white floor is kept very clean, and the walls have an organized orange and green striped pattern. The place is relatively uninhabited, save for the occasional Knight Metool, and, of course, Sane and Rokko themselves.
Music: Robot Master Battle, from Rokko Chan. For this one (And every one after it), there are basically two options: Original OST or Official Chiptune Remake.

...That was fun. If no one wants to beat me to it, I'll probably be doing the rest of the Rokko Chan Robots as well.
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CHAOS_FANTAZY
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Posted on January 15th, 2014 at 6:47am in "Official Question and Answer Thread" #9
How exactly does the "type" function work? I seem to be having trouble grasping it. I had presumed that the desired type went in the curly braces and the desired type went into the brackets, but it seems no matter what I type up, I'm getting a neutral reading. Could it be because of capitalization? Beyond that, how does one get a dual-typing?
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Posted on January 15th, 2014 at 4:58pm in "Prototype Devroom : Plot Discussion" #10
I, for one, am very confused by this "Slur" fellow. I was previously led to believe that Robots such as himself and his companion Trill were the new AI given physical form, but that seems to not be the case. If he is the AI, why would it be aware of happenings off of planet Earth, and why would he suddenly go rogue? If he is not the AI, why does he seem to know everything about the virtual world in which the AI dwells, and—perhaps more importantly—who is the AI? Does the AI even take on a physical form in the virtual world? What is the AI, anyway?

I would make further commentary, but there's an awful lot here that I'm not being told. Like where "Trio" falls into all of this.
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Posted on January 15th, 2014 at 6:58pm in "Make-A-Moveset: What If..." #11
Seems this topic has gone somewhat quiet. Hopefully my posts will galvanize it a bit.

Name: Hockey Man
Designation: DMN-001 (Dr. Mad No. 001)*
Class: Professional Sports Robot
Core: Freeze

Energy: 150
Attack: 85
Defense: 300
Speed: 112

Weaknesses: Electric
Resistances: Flame
Immunities: Freeze
Affinities: None

Quotes
Start: Let's drop the puck!
Taunt: C'mon, if this takes any longer, I'll be called for delay of game.
Victory: And Hockey Man gets the game-winning goal!
Defeat: That just went right by me...

Signature Moves
Ice Shield
Learned at Level: 1
Power: 23
Speed: 3
Energy: 3 to prepare, 0 to fire
Accuracy: 95%
Description: The user surrounds themselves in a shield made of snow and ice, raising Defense by 15%. The shield can then be thrown at the target for a fair amount of damage, plus a 35% chance to freeze the foe in place.

Hockey Puck
Learned at Level: 3
Power: 18
Speed: 3
Energy: 0
Accuracy: 98%
Description: The user drops a hockey puck on the ground, and slaps it at the target. It does comparatively fair amounts of damage, but has no special effects.

And the stage on which he fights:

Name: Cold Storage
First Appearance: Rokko Chan (2011)
Primary Core: Freeze
Multipliers: Freeze x2.0 Impact x1.6 Swift x0.7 Earth x0.7 Flame x0.4
Robot: Hockey Man
Mecha: Bunny Hopper** (Big Eye-esque mecha that does heavy damage upon collision and can take a few hits, but is relatively slow) – See Page 4 of the Rokko Book
Description: Hockey Man took over a small, chilly facility that appeared to be storing things in exceedingly cold temperatures. The predominantly blue background has many breaks in it, in which the player can see mechanized claws moving boxes, and icicles hang from the ceiling. A few Bunny Hoppers** can be seen jumping about. See also, Hockey Man's map.
Music: Hockey Man's Theme – Original OSTOfficial 8-Bit Arrangement

* Rokko Chan's RMs do not actually have serial designations; the order and serial numbers of the Dr. Mad Robots were determined by the order in which they appeared.
** I don't know if those enemies are actually called Bunny Hoppers; the Rokko Book contains their true name, but in Japanese, a language I do not know. In the absence of a true name, I christen them what I find fitting.

Not really sure if these are balanced; I tried moderating Hockey Man using Wood Man's specs as a form of guideline, but I might have still made him too weak. Would be easier to tell if people would talk about them, but eh. Beggars can't be choosers.
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CHAOS_FANTAZY
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Posted on January 15th, 2014 at 8:53pm in "Make-A-Moveset: What If..." #12 ( Edited : 2014/01/16 at 6:45am )
Yay, I got someone else to post!

I'm really burning through these. Speaking of burning, here's the Fire Archetype of Rokko Chan...

Name: Volcano Man
Designation: DMN-002
Class: Volcanic Research Robot
Core: Flame

Energy: 150
Attack: 189
Defense: 160
Speed: 65

Weaknesses: Freeze, Shield
Resistances: Earth
Immunities: None
Affinities: Flame

Quotes
Start: Here comes the metal meltdown...
Taunt: I'm practically falling asleep over here.
Victory: Can I go back to sleep now?
Defeat: ...Oh, forget it. I'm goin' back to sleep.

Signature Moves
Volcano Cannon
Learned at Level: 1
Power: 40
Speed: 3
Energy: 3
Accuracy: 75%
Description: The user fires a chunk of volcanic rock at the active foe for massive damage. Upon a successful hit, the rock will explode violently, hitting the active foe and the benched foe directly behind them.

Volcanic Barrage
Learned at Level: 7
Power: 35
Speed: 2
Energy: 5
Accuracy: 60%
Description: The user fires four or five hunks of burning volcanic rock into the air. On the next turn, they come crashing down, hitting randomly selected foes on the enemy team for big damage.

And his Field:

Name: Meltdown Volcano
First Appearance: Rokko Chan (2011)
Primary Core: Flame
Multipliers: Flame x2.0 Earth 1.5 Explosive x1.1 Nature x0.2
Robot: Volcano Man
Mecha: Flame Rider (Small wheel-based droid with flamethrower on its head; mid-high attack, high speed, but mid-low health and defense) - See page 5 of the Rokko Book
Description: Volcano Man once took over this broiling research base built into an actual volcano. The background is rocky, and some lava flows can be seen. Flame Riders are riding about everywhere like madmen. See also, Volcano Man's map.
Music: Volcano Man's Theme – Original OSTOfficial 8-Bit Remake

The same asterisks from the first time around still apply.
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CHAOS_FANTAZY
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Posted on January 15th, 2014 at 8:57pm in "Official Typos and Misprints Thread" #13
Flash-Man's weapon is erroneously titled the "Flash Stopper," when, in reality, Flash-Man's weapon is the Time Stopper.

In a similar way, Bright-Man's weapon is called the "Bright Burst," when it should be Flash Stopper.
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CHAOS_FANTAZY
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Posted on January 16th, 2014 at 4:12pm in "Not Sure if Bug or Oversight..." #14
I don't see how that's relevant, but sure, I'll go ahead and answer now so there's no gender confusion later.

I am, in fact, male. Roll just happens to be one of my favorite characters in the entire Mega Man series (Mostly due to her vast well of untapped potential, which I have spent much time delving into), so I use her as my avatar.
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CHAOS_FANTAZY
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Posted on January 16th, 2014 at 4:18pm in "Prototype Devroom : Game Suggestions" #15
More (Or at least more functional) reasons to play as each player character.

I understand that right now, we don't have any choice as to who tackles what mission, but as I understand it, the finalized version of the game will give us that choice. The three Doctors share their Robot armies (They can be passed back and forth) as well as their weapons technologies (One can give a Robot a Player-specific weapon, then pass them to another Player, and they will keep that weapon—my Roll was once equipped with the Wily Buster & Disco Buster on the Light team). Presently, the only real thing to compel you to put [x Robot] on [y Player] are the meager stat bonuses: Robots with their aligned Player receive a flat 25% stat bonus (Light's being Defense, Wily's being Attack, and Cossack's being Speed), and Robots away from their aligned Player get a bonus to their EXP, much in the same way traded Pokemon do.

Is this really enough incentive to play the Robots with a certain Player? Not from my perspective, it isn't.

Possible Solutions:
> Make it so that at least some (If not more than some) abilities can only be used when the Robot is with a certain Player (e.g., Mega Man can only use Super Adaptor when with Dr. Light).
> Add some form of abilities used by the Player themselves (e.g., Light might summon Eddie to give an item to the active Robot, which they use immediately).
> Make Robot/Ability transfers less painless. (Admittedly not the best option)
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CHAOS_FANTAZY
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Posted on January 16th, 2014 at 5:09pm in "Make-A-Moveset: What If..." #16
Shocking how quickly I'm going through these. ...You can shoot me for that one.

Name: Lightning Man
Designation: DMN-003
Class: Electronic Communications Robot
Core: Electric

Energy: 110
Attack: 168
Defense: 99
Speed: 191

Weaknesses: Impact
Resistances: Swift
Immunities: None
Affinities: Electric

Quotes
Start: "Let's make this an honorable battle we can both be proud of!"
Taunt: "You must be quicker than that! Quicker than Lightning!"
Victory: "You were cocky and made many mistakes, and that led to your downfall."
Defeat: "There is no honor in a loss..."

Signature Moves
Lightning Flash
Learned at Level: 1
Power: 28
Speed: 3
Energy: 3
Accuracy: 95%
Description: The user fires a blast of lightning at the opponent. This weapon ignores external shields.

Double Lightning
Learned at Level: 5
Power: 28
Speed: 3
Energy: 6 to charge, 0 to fire
Accuracy: 95%
Description: The user calls down a bolt of lightning to strike them, charging this attack in addition to giving a 25% chance to evade the next incoming attack. When fired, the attack fires two blasts of lightning with the same properties of Lightning Flash.

And the stage:

Name: Communication Base
First Appearance: Rokko Chan (2011)
Primary Core: Electric
Multipliers: Electric x2.0 Swift x1.5 Laser x1.3 Shadow x0.4
Robot: Lightning Man
Mecha: Thunder Gate (Stationary battery-like foe that blasts out electric waves; decent attack and defense, but barely any speed) – See page 9 of the Rokko Book
Description: Lightning Man once took over this media base as part of a scheme to keep the public uninformed about Dr. Mad's war on humanity. Television screens in the background display a peculiar green static, and lightbulbs randomly flash on and off. Thunder Gates stand like looming sentinels in the background, occasionally sparking with electricity. Unfortunately, no more maps are ripped, but keep an eye on this VGMaps topic; that's where I got the first few. Or just go play the game to get a feel of the remaining stages' themes. I linked it up in the post featuring Rokko herself. Go on, I'll wait.
Music: Lightning Man's Theme – Original OSTOfficial 8-Bit Arrangement (Give that back, Other CF!)

Unlike the others, I actually am sure that the Thunder Gate is properly named—a friend once translated their name for me.
I really am having a ball over here. I know the likelihood of them being added to the game is basically nil (Unless I misread Adrian, there are no grounds for adding this sort of thing to MMRPG), but at least King-Soutuku would be receptive to the idea.
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CHAOS_FANTAZY
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Posted on January 16th, 2014 at 5:26pm in "Important Announcement : Server Migration, More Temporarily Downtime" #17
Wait, you're paying to host a game you won't get any monetary benefits from?

...I mean, respect and all, that's really admirable, I don't think anyone would ever do that. On the other hand, it does make me kind of scared to think the game could be lost forever if suddenly the funding gets cut for whatever reason.

Nonetheless, as much as I wanted to play MMRPG today (And probably the days after it), playing a much more efficient MMRPG later sounds much better. Keep on keeping on, Adrian.
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CHAOS_FANTAZY
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Posted on January 18th, 2014 at 8:04pm in "Official Question and Answer Thread" #18 ( Edited : 2014/01/19 at 12:51am )
If I may speculate, at least on the topic of Mega Man:

> Thunder Beam, along with Ice Slasher and contact damage from a Big Eye, are the three things in Mega Man history that do a whopping ten damage to the player. Some people even theorize that Thunder Beam is Mega Man's weakness because of this. Hence, Electric Weakness.

> Mega Man's Wind Weakness likely stems from the ever-popular NicoNicoDouga video, "Airman Ga Taosenai" ("Air Man Cannot Die," or "I Can't Defeat Airman").

> His resistance to Shadow probably pertains to Evil Energy, him being one of only two canonical examples of having it being used as a weapon against him and surviving (The other being Duo, obviously).

Also, Roll probably has a resistance to Wind because [Insert clever joke about vacuum cleaners here].
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Posted on January 18th, 2014 at 8:11pm in "Formatting Help and Comment Guidelines" #19
Might I inquire about how much swearing is too much? I can easily filter myself if need be, but in most forums I frequent, the general audience is at least to the age where they've heard every word in the book. One of them even said their policy was "Talk like a gentleman, swear like a sailor." Like said before, I can tighten the chain if need be, but I need to know what's acceptable. Most people have the policy of "Keep it down to a 'dammit' and 'hell' every now and again," but I figured I'd ask.
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Posted on January 18th, 2014 at 8:18pm in "Important Announcement : Server Migration, More Temporarily Downtime" #20
I return!

Ah, it's good to be back again. Three days of silence wasn't easy, but I did it. I think it was really funny when Adrian was the only guy online, meandering about the community and answering questions. Like a guy alone in a room talking to himself. Huh? Huh? ...I'm the only one who found it amusing, aren't I?

In any case, yay, we're back in business! Now I can get back to playing the video game.
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Posted on January 18th, 2014 at 8:32pm in "Make-A-Moveset: What If..." #21
The good news is, during our forced leave, I managed to finish all of the data sheets for Rokko Chan's Robots! Next up is our high-flyer-death-defier, Jet Man.

Name: Jet Man
Designation: DMN-004
Class: Aerial Acrobatics Robot
Core: Missile

Energy: 93
Attack: 154
Defense: 101
Speed: 172

Weaknesses: Nature
Resistances: Wind
Immunities: Missile
Affinities: None

Quotes
Start: " It's a bird! It's a plane! It's Jet Man!"
Taunt: "...Should've rolled."
Victory: "Wait, I won? ...As expected, of course!"
Defeat: "Looks like Jet Man is blasting off again..."

Signature Moves:
Jet Missile
Learned at Level: 1
Power: 25
Speed: 3
Energy: 2
Accuracy: N/A
Description: The user fires a homing missile at the opponent. This attack can never miss.

Jet Dive
Learned at Level: 5
Power: 30
Speed: 3
Energy: 4 to prepare, 0 to fire
Accuracy: 95%
Description: The user takes to the skies, flying above the action. Any attacks aimed at them will miss. On the next turn, they dive back down to the battlefield, crashing into the active opponent. (Note: even though this ability is Wind/Impact, only Wind-core Robots can equip this ability.)

And the stage on which he battles:

Name: Eagle Skyline
First Appearance: Rokko Chan (2011)
Primary Core: Wind
Multipliers: Missile x2.0 Wind x1.3 Electric x1.2 Flame x0.7
Robot: Jet Man
Mecha: Hover Cannoneer (Orange and yellow humanoid mecha with a cannon over its shoulder that can spin its legs to fly; has low energy and defense, but makes up for it with very high speed and decent attack) - see Page 6 of the Rokko Book
Description: Jet Man once occupied this air base, with high heights and higher danger. The floor suddenly drops away in places, and is sometimes replaced by large propulsion fans. Eagle Jets can be seen zipping by in the background, and some Hover Cannoneers can be seen hovering in the air. (Seeing as this is the stage where Beetle Jet is unlocked, having Beetle fly by in the background rarely might be a nice easter egg.)
Music: Jet Man's Theme - Original OST - Official Chiptune Arrangement

Were I to follow Brorman's Weakness Guidelines, it would seem that Rokko Chan's Robots seem a bit unbalanced, but ultimately I am unsure.
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Posted on January 18th, 2014 at 11:03pm in "Make-A-Moveset: What If..." #22 ( Edited : 2014/01/18 at 11:06pm )
...Right, then! Moving right along to the gyroscopic fiend that most Rokko Chan players take down first...Rolling Man!

Name: Rolling Man
Designation: DMN-005
Class: Space Training Robot
Core: Impact

Energy: 78
Attack: 108
Defense: 150
Speed: 147

Weaknesses: Missile
Resistances: Impact Space
Immunities: None
Affinities: None

Quotes
Start: "Roll up! Roll up!"
Taunt: "Suffering from vertigo, I see! You've just got to roll with it!"
Victory: "Let the good times roll!"
Defeat: "Woah...woah, I'm getting dizzy!"

Signature Moves
Rolling Ring
Learned at Level: 1
Power: 28
Speed: 3
Energy: 2
Accuracy: 90%
Description: The user fires three purple rings that ricochet off walls at the target. There is a 45% chance that this attack will also hit a benched opponent for half the damage.

Rolling Rampage
Learned at Level: 5
Power: 13
Speed: 3
Energy: 4
Accuracy: 50%
Description: The user spins in a circle and fires multiple plasma shots at the foe. They have a low accuracy, but it fires ten shots total.

And the stage:

Name: Vertigo Simulator
First Appearance: Rokko Chan (2011)
Primary Core: Space
Multipliers: Space x2.0 Impact x2.0 Shadow x1.7 Shield x0.6 Cutter x0.4
Robot: Rolling Man
Mecha: Circle-Six Train (Train-like mecha with a conductor's hat on top of the engine; has high speed and defense, but lacks a good method of attack) - See Page 7 of the Rokko Book
Description: Rolling Man took over this gravity-defying simulator designed to help astronauts train for deep space. The battle takes place inside the base, with a few windows showing a starry sky outside. In some contained pits, perhaps over spikes, Circle-Six Trains can be seen driving back and forth. Occasionally, the entire stage background flips, swapping the places of the floor and ceiling, and leaving the Circle-Six Trains to fall (This has no effect on combat).
Music: Rolling Man's Theme - Original OST - Official Chiptune Arrangement

Did I mention how much fun I have writing these out?
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CHAOS_FANTAZY
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Posted on January 18th, 2014 at 11:13pm in "Make-A-Moveset: What If..." #23
Well, note the most. Most players defeat Rolling Man first. I actually find him the most difficult RM in the game. Darned Rolling Rings are so random, I have trouble dodging them properly. I've played the game multiple times, and I typically gravitate towards Volcano Man or Lightning Man first.
---
Last but not least, the creature of the woods who speaks for the trees, Forest Man.

Name: Forest Man
Designation: DMN-006
Class: Wildlife Preservation Robot
Core: Nature

Energy: 99
Attack: 123
Defense: 163
Speed: 141

Weaknesses: Flame Explode
Resistances: Earth
Immunities: None
Affinities: Nature

Quotes
Start: "Ehehehe...let the games begin."
Taunt: "Just give up, I've practically won already."
Victory: "Seems you've gotten all tangled up, Robot."
Defeat: "Let's all just pretend I won this fight instead..."

Signature Moves
Forest Whip
Learned at Level: 1
Power: 20
Speed: 3
Energy: 2
Accuracy: 95%
Description: The user lashes out at the target with a whip made of thorny vine. This weapon has a high (33%) critical hit ratio.

Forest Vine
Learned at Level: 5
Power: N/A
Speed: 3
Energy: 4
Accuracy: N/A
Description: The user summons a “Forest Vine”—a dummy mecha with a single point of health. It takes their place in combat, taking a single hit for them and putting them back in combat when defeated. It shares elemental statuses (Weaknesses etc etc) with Forest Man, and if not defeated, the user can attack through it.

And his home field:

Name: Mechanized Forest
First Appearance: Rokko Chan (2011)
Primary Core: Nature
Multipliers: Nature x2.0 Earth x1.7 Cutter x1.3 Swift x0.5 Electric x0.2
Robot: Forest Man
Mecha: Tribal Joe (Tribesman with a tiki-like shield and spear in his hand; decent all-around stats with especially high defense, but has relatively low health) - See Page 8 of the Rokko Book](http://king-soukutu.xsrv.jp/rokkobook.html)
Description: Disgusted with the mechanization taking place, Forest Man once took over this forest to preserve its flora and fauna. The background is predominantly dark, with trees and underbrush sticking out against what is otherwise a black umbrage. There may be a pit of mud here and there. Tribal Joes can be seen practicing spear-throwing on one another, and Poinsettias sit idle. Occasionally, a Mecha-Monkey will pop out of the trees.
Music: Forest Man's Theme - Original OST - Official Chiptune Arrangement

Alright, that's all six of Rokko Chan's Robots and Rokko herself...but wait, there's more...!
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CHAOS_FANTAZY
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Posted on January 19th, 2014 at 12:14am in "Make-A-Moveset: What If..." #24 ( Edited : 2014/01/19 at 12:17am )
Well, there has been fan speculation on the topic (Rokko Chan may one day get a sequel, even), but Dr. Mad doesn't really have a Bass counterpart. He does have something close, though: a pair of Medieval Twins, that battle Rokko Chan in the first stage of Dr. Mad's Castle. So, without further ado, I present the Rival Battle of this campaign: Fransiska and Lancea!

Name: Fransiska
Designation: DMN-00A
Class: Berserking Security Robot
Core: Cutter

Energy: 101
Attack: 199
Defense: 105
Speed: 146

Weaknesses: Explode Laser
Resistances: Impact Swift
Immunities: None
Affinities: Cutter

Quotes
Start: "No place to hide! Face my wrath!"
Taunt: "Pain does not exist to me!"
Victory: "You were fun to kill!"
Defeat: "Just pass by...I have not the strength to stop you."

Signature Moves
Berserk Axe
Learned at Level: 1
Power: 35
Speed: 3
Energy: 3
Accuracy: 98%
Description: The user prepares a large silver axe, then rushes their opponent and chops them with it. This weapon is powerful, but has no special effects.

Axe Throw
Learned at Level: 3
Power: 40
Speed: 3
Energy: 4
Accuracy: 80%
Description: The user prepares a large silver axe, then chucks it at their opponent. This weapon is powerful, but has no special effects.

Berserker's Rage
Learned at Level: 10
Power: 40
Speed: 3
Energy: 8
Accuracy: 95%
Description: The user lets out a blood-curdling scream, draws two axes, and dashes at the target, slashing them brutally. With each successful hit, they will be fueled by bloodlust, increasing their attack by 10%. In addition, there is a 60% chance they will hit again. The onslaught continues until the user misses (But continues even if the target's health hits 0—racking up overkill and attack boost!). (Note: even though this attack is Cutter/Swift, only Cutter type Robots may equip it.)

Looks like I'm going to have to split this post in half to accommodate the character capacity. Oh well!
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Posted on January 19th, 2014 at 12:15am in "Make-A-Moveset: What If..." #25 ( Edited : 2014/01/22 at 10:56am )
Continued:

Name: Lancea
Designation: DMN-00B
Class: Skillful Security Robot
Core: Impact

Energy: 87
Attack: 121
Defense: 157
Speed: 199

Weaknesses: Electric
Resistances: Flame Swift
Immunities: Impact
Affinities: None

Quotes
Start: "You shall go no further!"
Taunt: "There's just no getting past me!"
Victory: "Doctor will be so proud of me!"
Defeat: "I couldn't stop them...I'm a failure..."

Signature Moves
Glory Lance
Learned at Level: 1
Power: 30
Speed: 4
Energy: 2
Description: The user prepares a superheated golden lance, then jumps forward and stabs at the foe with it. This weapon is powerful, but has no special effects.

Honor Shield
Learned at Level: 3
Power: N/A
Speed: 3
Energy: 3
Accuracy: N/A
Description: The user puts a golden shield with a skull marking on it up in front of them, absorbing 80% of all incoming attacks for three turns. In addition, all attacks aimed at benched Robots on the user's team will instead target the user.

Glory Charge
Learned at Level: 10
Power: 35
Speed: 3
Energy: 8
Accuracy: 95%
Description: The user prepares a superheated golden lance, then charges into the active enemy, skewering her. Upon a successful hit, there is a 60% chance that they will keep going and skewer the next target in line on the bench. The attack continues until it misses, or until the entire enemy team has been skewered. (Note: even though this attack is Flame/Impact, only Impact type Robots may equip it.)

And the battlefield:

Name: Dr. Mad's Castle
First Appearance: Rokko Chan (2011)
Primary Core: N/A
Multipliers: Flame x2.0 Experience x2.0 Defense x1.5
Robot: Fransiska & Lancea, led by Dr. Mad
Mecha: N/A (Like a Rival Battle—has no native Mecha (That is the case, correct?))
Description: Dr. Mad's Castle took some cues from old Wily himself, from a skull motif to the many mecha and machines within, right down to the giant warcraft he used as his last-ditch effort. There are actually many locations within Dr. Mad's Castle that would look nice for a fight, and the first stage is somewhat lackluster, so consider this a question mark for now.
Music: Dr. Mad Boss Battle - Original OST - Official Chiptune Arrangement

And if Dr. Mad is to accompany his Robots on the battlefield, he'll need to vocalize as well:

Dr. Mad Quotes
Start: "Fight, my Robots! For honor and glory!"
Taunt: "This war shall be ours!"
Victory: "They said I was Mad to try! Now look at me!"
Defeat: "Defeated?! No! No! Retreat! Retreat!"

Unlike typical Rival Battles, which consist of a "Warrior" archetype and a "Support" archetype, Fran and Lan take a different approach: Fransiska is the aggressive one, while Lancea is the defensive one.

Well, that's all I got. Now to be sad that they won't be in the game. Or will they??? No, they probably won't.
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Posted on January 19th, 2014 at 1:52pm in "Official Typos and Misprints Thread" #26
I see. That makes sense, at least. I've always been a guy who operated on the rule of "canon first," and accidentally naming Time Stopper "Flash Stopper" is a very common mistake, so I thought I would correct it.

That being the case, however, what prompted the name change from Dive Missile to "Dive Torpedo"? They both feature the name of the RM in question (Dive-Man), and Dive Missile isn't explicitly a torpedo as it functions fine out of the water.
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Posted on January 19th, 2014 at 2:08pm in "Official Question and Answer Thread" #27 ( Edited : 2014/01/19 at 2:26pm )
Hey, if I may, a series of questions about some weapons I see lying loose in the database:

> Why is Proto Shield classed as a Neutral ability instead of a Shield ability? Really can't understand the rationale behind that one.

> What the Yellow Devil was the purpose of Roll Swing? It consumes all the player's energy for an attack that has a lower accuracy and less damage than a Buster Shot.

> Is it safe to assume that the unused Sticky Bond and Sticky Shot abilities are remnants of a plan (That may or may not still be in effect) to add the MM1 Concept Robot, Bond-Man, to the game?

> Why is Ballade Cracker classed as Explode/Flame? I'm not familiar with any reason for it to be Flame-type.

> I'm mostly unfamiliar with MMV's weapons, but why is Grab Buster classed as Freeze/Crystal? The Crystal, I can understand, but why Freeze?

> Why is Magic Card classed as Shadow? Again, not very familiar with MM&B's weapons, but there's nothing about Magic Card that really screams shadows and darkness to me.

> Why is Black Hole Bomb/Galaxy Bomb classed as Space/Explode? I know, it's called Galaxy Bomb, but it doesn't seem to have much of an explosion factor to it. I would have classed it as Shadow/Space.

> In general, there seem to be very few weapons classed as Copy, Crystal, and Laser, in contrast to all the Flame weapons. So many flames...anyway, are there any efforts being taken to fix this, if you feel it needs fixing at all?

And one more, but it's got nothing to do with the Database:

> I'm told that the characters from Rockman Strategy (Apollo, Luna, and the Twelve Horoscopes) will not appear in this game, due to the fact that you're not fond of them. Is this true, and if so, why are you not fond of them?
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CHAOS_FANTAZY
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Posted on January 19th, 2014 at 2:52pm in "Prototype Devroom : Plot Discussion" #28
You mean "It's a Secret to Everybody."

No one references Zelda incorrectly in my presence and gets away with it!
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Posted on January 20th, 2014 at 6:37am in "Official Question and Answer Thread" #29
Well, Magic-Man isn't themed off of "wands and wizardry" magic so much as he is stage magicians. He's more based off of sleight of hand and such. Considering Magic Card is the only other weapon that saps health, maybe it could share a Crystal typing with Grab Buster? I dunno, just thinking out loud here. Though Crystal/Cutter sounds pretty cool.

Black holes are called black holes because not even light can escape them; thus, when you shine light on them, nothing returns. This makes them pretty shadow-oriented by default. In fairness, though, Space/Explode and Space/Shadow are both two typings that don't appear anywhere else in the game...

And that's great and all, but it doesn't answer the question of why you don't like the Constellations. I mean, I can understand feeling like Apollo was kind of SunStar over again, and even I think Luna looks stupid, but the rest of 'em? Come on, they're cool.
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CHAOS_FANTAZY
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Posted on January 20th, 2014 at 3:09pm in "Official Question and Answer Thread" #30
Apologies if I seemed pushy with my questions. As previously stated, my focus has always been canon first, and even though I know a thing or two about game design, I've never really had to balance anything like an RPG before. What I intend with these questions is not to challenge your reasoning, but to understand it. Sorry once again if I came across as pushy.

I...am probably not in the best position to defend the Constellations' inclusion, given that I haven't actually played Rockman Strategy. You do bring up a good point about how there are already a lot of space Robots in this game—it is difficult to incorporate everyone in, I suppose. If I had to take a shot at it, I would say that the Constellations appeared on-site to vouch for humanity's redeeming qualities (They did help save the Constellations' home planet by giving them the secrets of producing plant life), but that's mostly a crack idea without thought (Or knowledge of if the StarDroids already fill that niche, which is a distinct possibility). I dunno; I've just always found them really nice from a design standpoint; there really aren't any Robots in the series quite like them. But you've addressed me fairly, so I guess I have nothing more to say on the matter.
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CHAOS_FANTAZY
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Posted on January 20th, 2014 at 3:33pm in "Prototype Devroom : Plot Discussion" #31
Okay; now that I have some context, it makes more sense. Except for one thing.

I've seen Slur referred to as "he," "she," and "it" now. What gender is the Robotic judge?

I think it's worth noting, at least, that a lot of people have given the "Evil Energy Robot" the fan name Solo. You should have your explanation of the Galactic Council ready at all times, this being the case.

So, if there are three identical Trio units, I imagine a battle against him would just be fighting the same Trio three times over? That doesn't sound very exciting. What if Trio was, instead, composed of three separate units that communicated to one another and judged races, much like the Duo units? As I interpret it, they would be less inclined towards their morality (Like the Duo units are/were), and more about their power as a people. Perhaps they could be composed of Body, Mind, and Soul? I don't know, it's kind of an on-the-spot idea...
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CHAOS_FANTAZY
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Posted on January 21st, 2014 at 5:24pm in "Official Typos and Misprints Thread" #32
Nah. In Powered Up, he didn't make puns so much (Though he did, on one occasion, shout "You're fired!"); instead, often comparing his own flame to the fire of justice. 2:24 in this video is one of my favorite lines from him.

It's not like the Powered Up personalities are absolutely correct, though; most writers I see for Ice-Man almost never play off of the Commander/Soldier split personality he had in Powered Up.
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Posted on January 21st, 2014 at 5:49pm in "Field Star Screenshots! Show Your Star Force!" #33
You know, it's kind of cool that as you progress through the Prototype, you understand more and more lingo used by the veteran players.

Once you've beaten the three beginning campaigns, you understand what "Fusion Fields" means.

Once you beat those, you understand where the Mega Man Killers fall into place.

And now I guess I'm a veteran player too.

CHAOS's First Star Force
CHAOS's First Star Force. Well, actually, his fourth, but he didn't even think to start taking pictures of them until now because he is a dummy.
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Posted on January 21st, 2014 at 6:04pm in "Prototype Devroom : Updates Queue" #34
Hey, uh, what all do you need for fields? I'm a guy with ample amounts of free time and access to all the necessary textures; I'd be happy to push development along if I can.
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Posted on January 22nd, 2014 at 1:17pm in "What About When We're Not a Prototype?" #35
The primary reasons I bring it up now is, for one, I don't have much to worry about right now as far as the development of this game goes; and, two, I don't want to sink hour after bleeding hour of my time into doing things in the Prototype if I'm just going to lose it all. While it is true that plans could change over the course of the Prototype as game mechanics etc. change, I'd like to at least have some form of ground plan.

Now, if I were in charge, I'd probably handle it something like this:

> Wipe the leaderboards of all the Battle Points. As noted elsewhere, there are a handful of exploits in the system which allow for mass BP harvesting, and in general it seems to be unclear just what BP are representative of anyway, aside from being arbitrary points earned for completing missions.
> Let players keep their database entries. They exist only to show what you've seen and own; much like a Pokedex, you gain no real advantages from having them (Aside from the advantage of knowledge, but veterans would have that anyway!).
> It might just be easier to toss Prototype character levels and abilities. Previously, a system where you can transfer them in once you beat the game a la Pokemon seemed best, but that could lead to complications like there being two of the same Robot with a player, and chances are by the end of the campaign, we'd have all the levels and abilities we had before (And more!).
> Star Forces, likewise, can be reinstated once the player beats MMRPG (e.g., defeats the Final Boss), provided that the bonuses provided by it have no impact in online Player vs. Player (A feature Adrian wants to add), and perhaps can be turned on and off at will.
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Posted on January 22nd, 2014 at 3:06pm in "The Survey on MMRPG (Prototype)" #36 ( Edited : 2014/01/22 at 3:23pm )
Hey, uh, MegaBossMan told me to vote in this.
So I'm gonna vote in this.

Favorite Robot Masters:
- Quick-Man He's a guy about going fast; he looks good; he's got a neat stage, a neat theme, a good weapon. What's not to like?
- Sword-Man I'm a sucker for guys with swords.
- Time-Man I dunno what it is about him, but something about him makes him look and feel cool.

Favorite Core Types:
- Neutral Core type of Roll, who is, of course, my best character.
- Water Core type of Bubble-Man, who I used to clear the Final Boss Sequence of Dr. Wily's campaign.
- Impact A clever catch-all for those tougher-to-pin RMs.

Favorite Favorite Classic Series Weapons:
- Jewel Satellite Arguably too good of a shield weapon, but wildly useful, especially in its origin game.
- Chill Spike To this day, I don't get why I'm the only one who likes this weapon that freezes every enemy you shoot it with.
- Flame Sword It's fun to just melee guys in Mega Man, and Flame Sword is no exception.

Favorite Abilities:
- Energy Swap I love it when an enemy whittles my health down to almost nothing, then switching health bars with them and finishing them off! Great fun; easily the best power in the game.
- [Wily Buster]{neutral_attack} It boosts attack. Nothing more needs to be said.
- Rain Flush "SPAM RAIN FLUSH" has become something of a recurring joke, ever since that's basically what Toad-Man's AI does. It's nice, it's strong, and it's fun to use.

Favorite Classic Series Stages:
- Fake-Man's Stage (MM9) Stages like that are a pinnacle of challenge, while still being fair about it! Particularly delightful is how it's only available in Time Attack Mode, so you can't die while playing it at all.
- Pump-Man's Stage (MM10 This stage's gimmickry is really fun. It's challenging, but it doesn't get old.
- Flash-Man's Stage (MM2) Despite this stage's slippery surface, it was excellent for learning the base mechanics of Mega Man when I had just started playing.
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Posted on January 22nd, 2014 at 3:24pm in "Queen of Busters (AKA Oops, I Wrote a Fanfiction)" #37
I was trying to imply that they were both data copies, with the line about how Dive-Man "breaks back down into harmless bits of data." Why do you ask?
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Posted on January 22nd, 2014 at 9:54pm in "Prototype Devroom : Robot Classes" #38 ( Edited : 2014/01/22 at 10:05pm )
Well, it looks like the only guys that don't have roles yet are the new RPG characters.
So let me take a swing at those.

Slur: Galactic Judge Robot
Trill: Galactic Judge Assistant

Solo: Intergalactic Chairman Robot

And, assuming Trio gets split up into the Body/Mind/Soul idea I concocted:
Triodiy (Body): Physical Embodiment Robot
Triomin (Mind): Mental Embodiment Robot
Triosol (Soul): Spiritual Embodiment Robot

Sorry, Cosmo Man, Planet Man; I don't have enough (Any) dirt on you to write titles for you.
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Posted on January 23rd, 2014 at 4:09pm in "Ask MegabossMan anything!" #39
Anything? ...No, wait, that's not what the title meant.

Which Mega Man fangames have you played? Which ones have you beaten? Which was your favorite? Your least favorite?

In the most detail possible, what is your opinion on Mighty Number Nine? Did you back it?

If you could add one Mega Man game's (Offical or fanmade) worth of content to MMRPG right now, at the snap of your fingers, which game would you choose, and why?
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CHAOS_FANTAZY
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Posted on January 23rd, 2014 at 7:57pm in "Queen of Busters (AKA Oops, I Wrote a Fanfiction)" #40 ( Edited : 2014/01/23 at 8:09pm )
Wow, surprised I impressed people to this magnitude with this work. Not that it's bad, by any stretch; I don't post anything that's bad. It's just not very refined. I wrote this in, like, an hour, tops, with frequent breaks. I guess Roll being brutal with a twinge of sadism as well as powerful is a real eye-catcher.

It's not the first time I've written for this Roll (Who is appropriately nicknamed "Battle-High Roll"); she originated from a dramatic narration of an MM8BDM single-player run I did as Roll. I guess my time playing MMRPG reminded me of her a bit, so I brought her in and wrote for her again. She's very fun to write for, for reasons not even I can pin. I've been considering doing more with her as a character lately...

I wonder what Adrian thinks of all this.
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CHAOS_FANTAZY
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Posted on January 23rd, 2014 at 9:46pm in "Ask MegabossMan anything!" #41
The name of the topic was "Ask Megabossman anything," so I was trying to literally ask you "Anything?". As a joke. You know. Funny.

You liked Unlimited, are happy that Call model F won, and disliked MM8BDM...well, I'm going to have to disagree with you on all three fronts there.
Unlimited had some pretty awful stage design (And a handful of bad boss fights), in addition to the worst storyline I've ever seen.
Although Call F has some potential, she's basically a cuter, weaker-looking version of Roll, and even though I'd love to see Call move on from the shoved-into-the-corner Roll she was based on, I'd like to bury the hatchet and get a fresh start rather than be reminded of Roll every time I see her. I would have preferred Call E or even H.
MM8BDM made a shooter fan out of me, and those 3D boss battles at the end of each story chapter are so much fun.

I think saying "your own game" is a bit of a copout answer, because, I mean, come on, what sort of self-respecting character designer wouldn't like to see their character's name in lights (With their own beneath it, of course)? Of course, given the decidedly small number of fangames you've played (Especially in comparison to me—check out my list on my profile), I suppose that's acceptable. If it were me (Ignoring my own games here), it would be a tough choice between Rokko Chan and Rockmen R: Dr. Wily's Counterattack.
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CHAOS_FANTAZY
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Posted on January 24th, 2014 at 8:33am in "Queen of Busters (AKA Oops, I Wrote a Fanfiction)" #42
No, you are right about that; there's not a lot to support this incarnation of Roll's existence. Her defining canon characteristic is her dream of opening a hospital and helping the people of the world (Her MM&B card describes her as "helpful but cowardly," and I basically ignore the latter—most people seem to, anyway). Basically, the idea behind Battle-High Roll is that she's placed on the front lines by circumstances beyond her control, and as she fights, she grows to love fighting, almost to the point of addiction.

I know, I'm strange.
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CHAOS_FANTAZY
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Posted on January 24th, 2014 at 9:53pm in "Prototype Devroom : Game Suggestions" #43
It has come to my attention that the MMK Battles utilize Mega Man 2 Wily's Castle 1 as their theme, rather than their actual Mega Man Killer themes. I would like to see them get their own themes, or at least placeholders while we wait for TheLegendOfRenegade to cover them (As I know he hasn't).

Enker Candidate (By RushJet1)
Punk Candidate (By 8BitDancoot1)
Ballade Candidate (Also by 8BitDancoot1)

Naturally, permission would be required, but other than that, I see no reason to not use them.
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CHAOS_FANTAZY
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Posted on January 25th, 2014 at 6:04pm in "How did you hear about MMRPG" #44
As mentioned in my intro post, someone mentioned it over at CutStuff (Home to MM8BDM, a website I frequent for that reason), and after months of telling myself I'd wait for the full release, I decided to give it a try out of boredom.
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CHAOS_FANTAZY
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Posted on January 25th, 2014 at 7:57pm in "Fan-game talk!" #45
Hoo, boy. Fangames!

Copy-pasted list of every MM fangame I've beaten from my profile page, alphabetized for your convenience:
> Hard Hat: The Rebellion
> Hard Hat III
> Hard Hat IV: The Doc Robot
> Mega Man 8-Bit Death Match
>> MM8BDM Powered Up Expansion Pack
>> MM8BDM Rockman No Constancy Expansion Pack
> Mega Man's Christmas Carol
> Mega Man's Christmas Carol 2
> Mega Man's Christmas Carol REMIX
> Mega Man: Day in the Limelight
> Mega Man: Day in the Limelight 2
> Mega Man Revolution
> Mega Man Rocks!
> Mega Man Rock Force
> Mega Man Unlimited
> Mega Pony
> Rockman 4 Minus Infinity
> Rockman No Constancy
> Rockmen R: Dr. Wily's Counterattack
> Rokko Chan
> Street Fighter x Mega Man
> Star Man - Upgraded -
> SuperDanny Powered Up
> SuperDanny 2
> Super Mega Man 3

I've also played Hard Hat II: War Ensemble and Mega Man 42, both of which I couldn't stand to finish due to a very low quality.

My best experiences were in Rokko Chan, Rockman 4 Minus Infinity, and in Mega Pony; while the worst were in (Excluding HH2 and MM42, obviously) Mega Man Unlimited, Hard Hat, and Rockmen R. Despite the fact that it had poor physics, I really liked Rockmen R's character design. As far as character designs go, Rockmen R, Rokko Chan (Again), and Rock Force have been some of my favorites. As previously stated, if I could add one game's worth of content to MMRPG at the snap of my fingers, it would be a tough call between Rockmen R and Rokko Chan.

If anyone wants to talk fangames, I am your man.
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CHAOS_FANTAZY
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Posted on January 25th, 2014 at 8:37pm in "Prototype Devroom : Game Suggestions" #46
Well, let me just take a look around.
...
...Well, now I just look silly! Apparently, he decided to cover the Bonus Stages (Which, as we all know, were the MMKs' stages) as part of his MM10 campaign, so he did the songs in question about two months ago.

Enker
Punk
Ballade

...Oops.
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CHAOS_FANTAZY
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Posted on January 25th, 2014 at 10:03pm in "Queen of Busters (AKA Oops, I Wrote a Fanfiction)" #47
Woah, cool! I...didn't even know MMRPG had a Facebook page, actually! I'm really honored to hear that you like it. It means a lot to me. Most of what I do is an experiment, and hearing that it worked is always nice, but from the source of my inspiration is something even greater.
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Posted on January 26th, 2014 at 3:45pm in "Make-A-Moveset: What If..." #48
Hey again! After the wild success that was the Rokko Chan Robots, I thought I'd come back for one more Data Sheet. This one's for the cold-hearted girl that's a thorn in Roll's side throughout the entire course of Rockmen R: Dr. Wily's Counterattack, Piano!

Name: Piano
Designation: SWN-002-02*
Class: Cold Manipulator Robot
Core: Neutral

Energy: 135
Attack: 95
Defense: 80
Speed: 90

Weaknesses: Flame, Electric
Resistances: Freeze
Immunities: None
Affinities: None

Quotes
Start: "Pathetic weakling...I will crush you underneath my heel."
Taunt: "Isn't the weather beautiful out here?!"
Victory: "Don't cry. Now that you're scrap, you'll be rebuilt as our ally."
Defeat: "I'm really starting to hate you, Robot...!"

Signature Moves
Piano Buster
Learned at Level: 2
Power: 15%
Speed: 3
Energy: 2
Accuracy: 97%
Description: A weapon crafted in likeness to the Roll Buster, but far more devastating in power. Upon charging, the user recovers only 5% of their total life energy, but firing does massive damage to the enemy's shielding system!

Deep Freeze
Learned at Level: 4
Power: N/A
Speed: 4
Energy: 3
Accuracy: N/A
Description: The user fires a curious weather-manipulating shot into the air, freezing the general vincinity and making snow fall. The weather lasts for 4-6 turns, and during its time, the power of all Freeze-type abilities are increased, and the power of all Earth- and Nature-type abilities are decreased.

Weather Shot
Learned at Level: 4
Power: 40
Speed: 3
Energy: 4
Accuracy: 97%
Description: The user draws part of their environment into their buster, and fire a powerful blast. The type of damage this weapon does determines on the weather presently in effect (e.g., using Weather Shot while Deep Freeze is in effect will make it do Freeze damage). This ability will fizzle out and do nothing if there is no weather...

Furious Storm
Learned at Level: 8
Power: N/A
Speed: 4
Energy: 3
Accuracy: N/A
Description: The user fires a curious weather-manipulating shot into the air, calling down a storm with thunder strikes and ample amounts of rain. The weather lasts for 4-6 turns, and during its time, the power of all Water- and Electric-type abilities are increased, and the power of all Flame-type abilities are decreased.

Tempest
Learned at Level: 12
Power: N/A
Speed: 4
Energy: 3
Accuracy: N/A
Description: The user fires a curious weather-manipulating shot into the air, kicking up massive winds and causing leaves to fall. The weather lasts for 4-6 turns, and during its time, the power of all Wind- and Nature-type abilities are increased, and the power of all Freeze-type abilities are decreased.

Sunny Day
Learned at Level: 16
Power: N/A
Speed: 4
Energy: 3
Accuracy: N/A
Description: The user fires a curious weather-manipulating shot into the air, increasing the brightness of the Sun to near-ridiculous amounts. The weather lasts for 4-6 turns, and during its time, the power of all Flame-type abilities are increased, and the power of all Water- and Shadow-type abilities are decreased.

And her stage:

Name: Dizzying Heights
First Appearance: Rockmen R: Dr. Wily's Counterattack (2009)
Primary Core: N/A
Multipliers: Experience x2.5 Damage x2.0 Recovery x0.5
Robot: Piano
Mecha: None. It's just you and Piano up here.
Description: This version of Wily's Castle, situated in the frozen North, reaches up to higher heights and down to colder temperatures than should be possible. Everything is frozen over, and snow drifts down from the top of the screen (Deep Freeze in effect by default). There are only a few platforms and ladders against an otherwise empty, bleak sky background, and everything seems to be quiet...like a calm before the storm. (Level in question can be seen here)
Music: Rockmen R - Unused Track (RMRUNU in this music pack; believed to be a Piano Battle theme?)

* Piano technically fills the same "Roll Counterpart/Bass's Little Sister" that Disco does, meaning she, too, would technically be SWN-002; and I thought this the most agreeable compromise.

Tried to put a unique spin on her, make her support-unit-like, and also introduce the typical Pokemon concept of weather playing in the battlefield. I'm probably not going to do the rest of Rockmen R's Robots, mostly because they aren't even ripped, let alone sprited for the Classic style (The only reason Piano is is because I ripped her sprites...).
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Posted on February 1st, 2014 at 9:55am in "The Survey of MMRPG Tiebreakers!!!" #49
Sword Man.

Neutral.

Jewel Satellite.

Energy Swap.

Flash Man's Stage.

Skipping out on the flashy colors this time because I just want to get this over with.
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CHAOS_FANTAZY
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Posted on February 2nd, 2014 at 1:39pm in "Fan Character Inclusion?" #50
I believe it's already been said that these will come later (After canon content, of course), and of course these new Robots would need the whole nine yards to be formally added: stage, spritesheet, balanced stats and abilities, etc etc.

Of course, when that time comes, I would be willing to help with said weaponry, making sure it's all balanced and fitting and such.
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