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Mega Man RPG Prototype Game Development

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Administrator
MegaBossMan
MegaBossMan
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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 sent you to the website's preview folder. Sorry for the trouble!

As far as that screenshot goes, yes - I am trying to add the shop in this update. Or at least something resembling one. I'd like to keep the exact mechanics a secret right now while I finalize details, but I think it will add a very fun layer to the game and make much use of all those extra Energy Pellets and Weapon Pellets you have laying around in your inventory. :P Oh, and before you get too excited the star-shaped item is just a Field Star (which are items as far as the programming is concerned).


MEGABOSSMAN EDIT: Yes, the so much asked for Mega Man 3 bots are finally arriving! Bash through your enemies with these newly-added Robot Master!....And their Mechas!
Spring Update Preview : Mega Man Goes Shopping
Posted by MegaBossMan on March 26th, 2014 at 9:50pm
Viewed 9361 Times
 
Meta
1,588,665,489 BP
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Posted on May 29th, 2014 at 6:19pm
Posted 2014/05/29 at 6:19pm
#1
This Update Might just Get Done tomarrow!
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Faust Lastname
43,824,479 BP
0 TP | 11 PP
Posted on May 29th, 2014 at 6:24pm
Posted 2014/05/29 at 6:24pm
#2
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
10,600,490 BP
8 TP | 310 PP
Posted on May 29th, 2014 at 6:31pm
Posted 2014/05/29 at 6:31pm
#3
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
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Posted on May 29th, 2014 at 11:44pm
Posted 2014/05/29 at 11:44pm
#4
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
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8 TP | 310 PP
Posted on May 30th, 2014 at 6:56am
Posted 2014/05/30 at 6:56am
#5
So all that's left is the enemies and their level up weapons?
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Contributor
Spinstrike
116,512,060 BP
6 TP | 262 PP
Posted on May 30th, 2014 at 10:16am Edited on 2014/06/05 at 9:51am
Posted 2014/05/30 at 10:16am Edited 2014/06/05 at 9:51am
#6
@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
Posted 2014/05/30 at 12:03pm
#7
@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
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46 TP | 1624 PP
Posted on May 31st, 2014 at 9:44pm Edited on 2014/05/31 at 9:48pm
Posted 2014/05/31 at 9:44pm Edited 2014/05/31 at 9:48pm
#8
@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
4,484,807,684 BP
46 TP | 1624 PP
Posted on June 1st, 2014 at 12:28am Edited on 2014/06/01 at 6:05pm
Posted 2014/06/01 at 12:28am Edited 2014/06/01 at 6:05pm
#9
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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TailsMK4Omega
2,413,905,683 BP
20 TP | 467 PP
Posted on June 1st, 2014 at 3:30am
Posted 2014/06/01 at 3:30am
#10
"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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Moderator
Reisrat
10,600,490 BP
8 TP | 310 PP
Posted on June 1st, 2014 at 7:22am
Posted 2014/06/01 at 7:22am
#11
About 33 hours, 38 or so if it takes a long while, a few more for procrastination, so about a week to two?
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Contributor
Brorman
30,135,830 BP
15 TP | 139 PP
Posted on June 1st, 2014 at 11:30am Edited on 2014/06/01 at 11:41am
Posted 2014/06/01 at 11:30am Edited 2014/06/01 at 11:41am
#12
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)
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- deleted -
 
Contributor
Brorman
30,135,830 BP
15 TP | 139 PP
Posted on June 2nd, 2014 at 3:20pm
Posted 2014/06/02 at 3:20pm
#14
But that is the usual casual route anyway...

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.
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MegaBossMan
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Posted on June 2nd, 2014 at 3:42pm
Posted 2014/06/02 at 3:42pm
#15
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.
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TailsMK4Omega
2,413,905,683 BP
20 TP | 467 PP
Posted on June 2nd, 2014 at 5:43pm
Posted 2014/06/02 at 5:43pm
#16
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).
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Administrator
MegaBossMan
4,484,807,684 BP
46 TP | 1624 PP
Posted on June 2nd, 2014 at 6:06pm Edited on 2014/07/25 at 1:31am
Posted 2014/06/02 at 6:06pm Edited 2014/07/25 at 1:31am
#17
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!
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Administrator
MegaBossMan
4,484,807,684 BP
46 TP | 1624 PP
Posted on June 5th, 2014 at 1:10am Edited on 2014/06/05 at 1:56pm
Posted 2014/06/05 at 1:10am Edited 2014/06/05 at 1:56pm
#18
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.  
Image Tooltip

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.
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TailsMK4Omega
2,413,905,683 BP
20 TP | 467 PP
Posted on June 5th, 2014 at 1:14am
Posted 2014/06/05 at 1:14am
#19
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?
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Administrator
MegaBossMan
4,484,807,684 BP
46 TP | 1624 PP
Posted on June 5th, 2014 at 1:20am
Posted 2014/06/05 at 1:20am
#20
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.
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