Attention! This is a legacy build of the Mega Man RPG from 2017 and is no longer being maintained.
Reported bugs will not be fixed and any progress made here will not be saved.
Return to the archive index for more legacy content or
play the current version of the game for all the new stuff.
It's been almost two years since the last major update to the prototype and I apologize for the extended delay. Planning and programming our incredibly long list of new ideas and features for the game has been very taxing and time consuming, and the pressures of real life have unfortunately slowed my progress considerably. Even so, I have a few things to share with you today.
- Upcoming Robot Sprites -
Over the course of the last several months MegaBossMan has been helping me curate and update new robot sprites on our development server. Now that the update process on the new server is fully fleshed out, I can start bringing these sprites over here to the prototype server. These sprites are not being updates as playable characters, but as "preview" encounters much like the other robot masters from MM5+.
One new robot will be uploaded each weekend for the months of April and May until there are no more left to upload. The first was Slash Man - uploaded this morning - and the rest will follow in the coming weeks. Here is the schedule of new sprites:
New Starforce Resistance Mechanic An update has been made to the Starforce mechanic that should finally balance the relative power levels in Player Battles. Read more
New Core Throwing Mechanic I have removed the previous in-battle functionality for the elemental Robot Cores and replaced it with something else entirely. Robot cores can now be thrown at targets for percent-based elemental damage! Read more
The Future of the Prototype A new version of the prototype has been in development for the last two years and it has been working under the new title "Mega Man RPG World". Read more
These are other small updates made to various components of the website or game since the last update. This list will be added to as time goes on rather than creating a new update thread.
April 10th, 2016 - Incomplete robots, abilities, etc. are now hidden from the main database page, though they can see be seen in each specific sub-page - Database page headers now show a counter for how many sprites are complete vs. the total amount planned - Separated the field multiplier and star force logic so that than can be turned on or off independantly - Rain Flush has been nerfed so that is it no longer affected by Starforce, also damages user now unless immunity or affinity
April 12th, 2016 - Updated omega factors to fix an issue with Strike Man not appearing in fusion battles - Un-nerfed Rain Flush a bit, ability no longer damages the user
April 16th, 2016 - Fixed an issue with personal messages where you couldn't switch pages - Fixed an issue with threads that had no comments (they wouldn't load and crashed browser)
April 17th, 2016 - Grenade Man uploaded to database and added to list of omega factors so he'll appear in-battle (thanks MegaBossMan!) - Kalinka's Shop updated so her wish-list changes more frequently and is based on currently mission fields - Robot stats have been capped at 5x their base at level 100 and can no longer reach 9999 outside of battle - Any overflow from previous grinding on existing robots has been converted into zenny for the player - A new "System Bot" was created to PM players of important news and patches applied to their save files - Updated the chat with new Mega Man themed emoticons (thanks MegaBoyX7!)
April 19th, 2016 - Updated the numbered page links on the leaderboard to fix the overflow issues preventing proper navigation
April 24th, 2016 - Tornado Man uploaded to database and added to list of omega factors so he'll appear in battles (thanks again, Boss!)
April 29th, 2016 - Battle Point Reboot of 2k16 patch applied to the game and all save files, battle points are now equal to the sum of all the best mission records in a player's game rather than something you grind infinitely. - Any battle points lost during the update have been converted to zenny, so please check your PMs for a message with the details of the conversion. - Leaderboard loading has been optimized slightly to speed up load times. - New section added to the leaderboard listing all missions completed by a player and their records. - Updated the stat booster items to have permanent effects after battle, permanently incrementing a robot's bonus stats by the boost amount. This should make it much easier to max a robot's stats, though the price of these items has gone up considerably... - Bonus Missions and Player Battles no longer reward battle points and instead reward zenny now, so hopefully this helps with the above a little.
April 30th, 2016 - Updated the robot select menu with better tooltips, showing whether or not the robot has maxed out any stats - Updated the stat booster items to show a victory message to the user when they've maxed out their base stat, also revised coding a bit to fix a few calculation bugs - Updated in-battle stat display to also be aware of max stats and dynamically show the star when the base stat is or has been maxed - Updated the starforce menu with the improvements already made to the World build of the game where robot mugshots are shown in a grid and can be scrolled through to find which stars you already have and are missing
May 8th, 2016 - Magma Man uploaded to database and added to list of omega factors so he'll appear in starforce battles (thanks Boss!)
May 11th, 2016 - Unlocked player abilities have been merged into a single array so they are shared across all players - Reggae's shop simplified, only necessary to purchase each ability once now instead of 3x like before - All shops now have an experience level that raises as you purchase and sell goods for various effects - Shops remember your buy and sell history which will be used later when Reggae starts selling weapons - Higher level shops sell goods at lowered prices and/or expand their inventory of purchasable goods - Attack/Defense/Speed Burn and Blaze have been removed from the game and save files updated to unequip - Zenny counter has been added to the main menu of the prototype and updates automatically while shopping - Updated bonus missions to dynamically generate targets, include new robots automatically
May 12th, 2016 - Added Gyro Attack to the game, a two part attack that loops around to the back of the battlefield
May 15th, 2016 - Added Commando Man to the game so he can be fought in bonus and starforce fields (thanks again MBM!) - Fixed a display bug with stationary ability attachments like the super arm - Fixed a typo in the Hard Knuckle ability that prevented it from working sometimes - Updated bonus mission generator so that a certain elusive robot might appear - Fixed a display bug in the demo mode that would appear because the user did not have any zenny - Buffed Search Snake to make it hit three times with perfect accuracy at any distance, deal more damage overall - Updated Rhythm's sprites to V3 more closely matching her concept artwork (thanks Rhythm_BCA!)
May 16th, 2016 - Added Star Crash ability to the game - Changed Ring Man's core type to Space
May 22nd, 2016 - Updated Slash Claw to a pure Cutter type ability and completed its assets, added to ability generator - Added Sheep Man to the game so now he'll appear in bonus and starforce mission (more thanks to MBM!)
May 29th, 2016 - Added Solar Man to the game so now he'll appear in bonus and starforce mission!
June 5th, 2016 - Added the final queued robot master, the shadow type magician Magic Man! Thanks BossMan for all the wonderful sprites! :D - Also added the Magic Card ability to the game so shadow robots will have another attack option
- Reference Links -
If you would like to track the development process of either of the two games, see the links below :
@DEATH : You can't get Magma Tornado or Slash because they not can't be used to correct, update you can only find them in field stages and scan the add them to your database but cannot use them in a battle they were not having their own ability weapons complete so you need to be painted and wait, is all I can say Death
@DEATH : Slash Man, Tornado Man, and Magma Man (among others) can be encountered on Fusion Fields and Bonus Field 2, but you cannot unlock them yet. They have their designs finished, but their unique stages and abilities are not; those wil take longer to release. Hope that helped!
Posted on May 11th, 2016 at 4:32pmEdited on 2016/05/11 at 4:37pm
Posted 2016/05/11 at 4:32pmEdited 2016/05/11 at 4:37pm
#3
@TheDoc The new robots actually aren't fightable in Bonus Field 2, but Fusion Fields, yes.
@DEATH I won't repeat what the others said, but if you intend to get the new abilities that some of the new robots have, have Copy Shot ready to grab their attack after they use it. Otherwise, just be sure to remember that the new robots will only appear when that fusion field's Star has not been collected yet. You may need to exit and enter said battle a few times, but the new robots WILL appear in the battles in Chapter 4.
Posted on May 11th, 2016 at 8:50pmEdited on 2016/05/11 at 9:13pm
Posted 2016/05/11 at 8:50pmEdited 2016/05/11 at 9:13pm
#4
Hello again! I've just finished implementing the newest patch to the game and here are some of the changes:
May 11th, 2016 - Unlocked player abilities have been merged into a single array so they are shared across all players - Reggae's shop simplified, only necessary to purchase each ability once now instead of 3x like before - All shops now have an experience level that raises as you purchase and sell goods for various effects - Shops remember your buy and sell history which will be used later when Reggae starts selling weapons - Higher level shops sell goods at lowered prices and/or expand their inventory of purchasable goods - Attack/Defense/Speed Burn and Blaze have been removed from the game and save files updated to unequip - Zenny counter has been added to the main menu of the prototype and updates automatically while shopping - Updated bonus missions to dynamically generate targets, include new robots automatically
Enjoy, thanks for playing, and keep the comments/feedback coming. :)
EDIT : @TailsMK4Omega : I didn't realize that the Bonus Fields had their opponents hard-coded in the Prototype and I haven't updated the file in a long time... Oops. I've since copied over the Bonus Field upgrades from World and new robots should now appear in battle. Sorry about that!
Posted on May 11th, 2016 at 11:32pmEdited on 2016/05/12 at 1:59am
Posted 2016/05/11 at 11:32pmEdited 2016/05/12 at 1:59am
#6
...Shop update is interesting, since I've seen this before...but are the shopkeeper levels going to get updated for players at the start? I used to be able to buy Attack Capsules and such, but I now do not have that ability anymore. I doubt in the long run it will matter much since I only use them for Time Man, but kind of annoyed a little that all of my shopkeepers are level 1 when I have sold and bought to Auto (and sold to the other two) many times now.
EDIT: I can't access the shop now in Firefox (stays on loading screen, Firefox is not doing any kind of loading in the background). I'll have to switch to Internet Explorer for the time being.
EDIT2: I guess I just needed to buy/sell something, cause now all of the shop items are available to be bought.
@DEATH : As we said Tornado,Magma,Slash can be found in the field but you cant use them in battle SYSTEM Death as everyone else explained we ain't gonna repeat the same message
Yeah, all the shops start at Level 1. Because I never thought to track shop history before, there was nothing to base the level on and I had to start fresh. As you found out, the shop's level increases as you buy/sell to it and that's how Auto's inventory rolls out. Hope it didn't cause too much inconvenience.
Regarding the Firefox shop bug, I believe it's been fixed. There's apparently a bug in Gecko browsers with hidden iframes that was triggered by one of the new jQuery extensions in the update. I added a patch to the code that seems to have compensated for the problem, so you can switch back to it if you want. As a side note, I noticed that both the game and the website load way slower on Firefox than Chrome which is a bit concerning. I wonder why it has such a hard time rendering the site? :S
Hopefully nothing else comes up that I can't fix. I'd like to start thinking about what I should import from World next. Something big that will take a few weeks or more small stuff? We'll see...
@sfrmegafan : Splash Woman's and Jewel Man's weapons were added to Prototype somewhere around last week, which you can now obtain by using Copy Shot against a robot with the same core-type! I should mention, however, that if you're on the look out for any future additions, I would check out the designated Github page! Never hurts to be aware of current developments, amiright?
Posted on May 12th, 2016 at 11:12pmEdited on 2016/05/12 at 11:16pm
Posted 2016/05/12 at 11:12pmEdited 2016/05/12 at 11:16pm
#12
@sfrmegafan : @MegaBossMan : And on that note, you two might want to check out the database again - it looks like another new ability has been added. :P
Gyro Attack "The user throws a giant helicopter blade toward the target that deals damage and then loops around to hit another robot on the way back! Even if this ability misses the first time, there's still a chance the second will hit!"
Huh, now there a MM5 weapon? What is with all of the random weapons coming in the prototype anyways? And atop of that, so far, all of these weapons have either been from MM9 or MM5. Weird..
Updates for May 15th, 2016 - Added Commando Man to the game so he can be fought in bonus and starforce fields (thanks again MBM!) - Fixed a display bug with stationary ability attachments like the super arm - Fixed a typo in the Hard Knuckle ability that prevented it from working sometimes - Updated bonus mission generator so that a certain elusive robot might appear - Fixed a display bug in the demo mode that would appear because the user did not have any zenny - Buffed Search Snake to make it hit three times with perfect accuracy at any distance, deal more damage overall
Posted on May 15th, 2016 at 9:14pmEdited on 2016/05/15 at 9:29pm
Posted 2016/05/15 at 9:14pmEdited 2016/05/15 at 9:29pm
#15
But wait, there's more! I wasn't sure if I'd finish assembling these by the end of the night, but luckily I did and now I can share Rhythm's new sprite sheets with you!
These revamps are courtesy of Rhythm_BCA and more closely match her original concept artwork than the previous sprites, foregoing the serious tone for something more in line with her young and playful personality. Personally I think they turned out great and very much appreciate Rhythm's efforts. Thank you very, very much (and sorry it took so long to get them online). :D
All of Rhythm's alts have been updated too, so be sure to check them out!
Ring Man's previous Cutter core type made sense, but felt like a stretch overall given his stage and overall theme. Space core seems to fit more, and given how few of them are unlockable by the player it feels right to finally make the change. Also, Ring Man's home field is luckily already Space type so no extra work there. Any Cutter type abilities already attached to existing Ring Men will remain untouched, but if you ever remove them you may not get them back.
In other news, the new ability Star Crash functions similarly to Skull Barrier by blocking 100% of all damage, but stays attached until damage is actually dealt rather than lasting for only one turn. This ability also deals a bit more damage than the Skull Barrier when thrown and can even reach benched robots. The ability generator has been updated to include this new weapon.
@Adrian Marceau : With this being basically a better Skull Barrier, why would you ever want to use Skull Barrier over Star Crash? Shadow vs. Space core typing aside, that is; I'm talking about what Skull Barrier's unique practicality is now.
Posted on May 19th, 2016 at 11:44amEdited on 2016/05/19 at 7:48pm
Posted 2016/05/19 at 11:44amEdited 2016/05/19 at 7:48pm
#18
While it might seem like Star Crash is inherently better, due to the way it works certain robots may find it impossible to actually throw it and deal damage. If you're using it with a robot that always goes first, you pretty much guarantee it'll always take damage from the opponent's next attack (and thus disappear) and you'll never be able to throw it on the second turn. Because Skull Barrier lasts for one turn rather than one attack, you can be sure it'll be throwable next turn regardless of the user's speed. It's for that reason the damage is a little higher too - it's unlikely you'll actually be able to use it for that purpose. Does that make sense or does it still seem out of balance to you? :S
EDIT: The above was my reasoning when I made the ability, but I'm open to changes. If you think it's still overpowered maybe I should drop the damage a bit? I like the fact that it can be aimed so I don't want to remove that, but maybe the damage isn't that important. Let me know.
@Adrian Marceau : You bring up a good point......huh; I'm really not sure what to think. Hilariously enough, if your barrier goes away before you can throw it, that actually takes away from its usefulness and might make it underpowered. I'd ask the community what they think because I feel like it could go either way.
Posted on May 22nd, 2016 at 3:10pmEdited on 2016/05/22 at 3:15pm
Posted 2016/05/22 at 3:10pmEdited 2016/05/22 at 3:15pm
#20
@Adrian Marceau : Star Crash is pretty good weapon and i would suggest small thing,Most likely Skull Barrie is used as Shield so Star Crash could be Space/Shield weapon and when you used at start of battle,it can only last for one turn if you toss it at opponent it gives high damage,when dealing damage to opponent it would lower is defense by 10% precent only my suggestion nothing big actually
So this all i have to say hope you understand it all(just trying to be helpfull nothing big :D)
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