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Mega Man RPG Prototype Community

Community  »  News & Updates  »  June 2014 Update : Mega Man Goes Shopping June 14th, 2014 at 4:25am

 
Developer
Adrian Marceau
Adrian Marceau
51,200,716 BP
194 TP | 473 PP
proto-man Hello everyone and thank you all so much for your patience and understanding over these last several months. It has been a long and difficult journey, but being able to post this update here today and show everyone what we've been working on makes it all worth the wait.

I've completed several rounds of testing and - as far as I can tell - the update went smoothly. There are a few features I decided against implementing, and a few new robots/sprites that I did not have time to add, but overall I think this update is probably the biggest and most game-changing to be released so far. I hope you will all enjoy the mechanics, items, fields, and enemies that we're added to the game and I hope you'll find the time to leave your feedback in the comments. If you have bug reports please post them in this thread. And if you want previews and behind-the-scenes development talk you can check out the original thread.

It has been a very long day and night and then day again putting the finishing touches and updating all the required database and files, so I'm going to get some much needed rest now. In the next several days I will be posted a series of articles describing the new features, but in the mean time please try and figure out things for yourself and help each other out in the comments of this update thread.

I will give a very brief outline of what's new below:

- New formatting options (like the new [code] and [robot] tags)

- Three different shops that allow you to buy and sell items, abilities, fields and stars

- All the Mega Man 3 fields are purchasable via the new shop, and doing so allows you to unlock the robot

- Website database has been completely redone to be easier to use and to show off more player recordsm with new field, mecha, and item databases being added with lots of helpful information (including music links!) and new flavour-text data in the form of robot bios by MegaBossMan (thank you!)

- A few sprites were updated by a new member to the team, Rhythm_BCA, namely Disco and Bass (and they look great!)

- All the field multipliers and mecha stats were created by Brorman which was a huge help (thank you!)

- Crystal Cave has been renamed to Photon Collider, will allow future field for Crystal Man to use word

- Bright Man's "Lightning Control" has been corrected to "Lighting Control" because it makes more sense

- Item drops in battle are now affected by not only where you're battling, but also which class of robot

- Landing a one-hit KO on a robot master or support mecha would double the odds of it dropping an item

- If you damage a robot master with a super effective attack, it may drop an elemental robot core

- Robot cores can either be sold to Reggae for a price that's based on your current starforce for that element OR used in battle to boost the field multiplier by 100%

- If a robot core is used in battle while a Copy Core is in the lead, it will change its core type for the rest of the battle and only be allowed to use moves compatible with the new type (only using an actual Copy Core item on the robot can you revert it mid-battle)

- Mega Man, Proto Man, and Bass will now automatically change colour while using elemental abilities - based on the ability's type(s) - and then revert to normal when it's done

- In addition to the MM3 fields, many old fields have been given new music like the Final Destination stages and the bonus stage, thanks once again to TheLegendOfRenegade for the awesome music

- The mission select music and the music that plays during the intro field battle will now be determined by which fields you have set to that player in the player editor (all MM3 fields = MM3 music, etc.)

- The Mecha Support ability has been revised and now acts as a sure-fire substitute attack, always going first and having a predictable pattern - mechas are summoned in order from gen 1 to gen 3 and back, and the mecha's level goes up each time it's summoned

- Starforce boosts now apply in Player Battles, adding a much needed layer of difficulty to these high-reward battles, and the amount of boost is displayed on the mission select screen

- Starforce boosts now also apply to story-related missions, where fields containing a fusion star will have boosted and more powerful enemies

Aaaaand that's all I can think of for now. I need to send a special shout-out to Sean Adamson and MMX100, as I did not have time to add their long-awaited sprite updates to this update. The same is true for any updated quotes or bios. They will come soon, but I needed to get out the main part of the update first before people started getting angry with me. >_>

Thank you all so much and I hope you enjoy! Let me/us know what you think and please go easy on me if there are bugs. :S
June 2014 Update : Mega Man Goes Shopping
Posted by Adrian Marceau on June 14th, 2014 at 4:25am
Viewed 4396 Times

61 Comments

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Contributor
Spinstrike
660,124,145 BP
6 TP | 263 PP
Posted on June 14th, 2014 at 6:23am #1
Words do not describe the excitement I am feeling. Instead, I bring you music. Funny how our MM3 update came a few weeks after the release of The Mega's MM3 album...
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Moderator
Reisrat
51,978,145 BP
8 TP | 310 PP
Posted on June 14th, 2014 at 6:57am #2
Yeeeees shopping.
Still looking forward to Freeze Man so I can be as cool as he is.
That's how it works right?
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Meta
590,608,861,559 BP
44 TP | 1175 PP
Posted on June 14th, 2014 at 8:40am #3
ITS OUT!
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TailsMK4Omega
746,111,630,792 BP
16 TP | 257 PP
Posted on June 14th, 2014 at 10:01am #4
I'm just hesitant on selling Field/Fusion Stars since I just don't know if I can earn them back. I'd rather obtain as much power as I can so my robots can defend me when I get challenged, so I'm selling items and cores that I come across so I can get all of the Robot Masters. At this time I got Gemini Man and Shadow Man, saving up for Snake Man next.
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Administrator
MegaBossMan
746,235,719,899 BP
42 TP | 1258 PP
Posted on June 14th, 2014 at 10:30am #5 ( Edited : 2015/04/22 at 10:51am )
Yes, the day has finally come. I tried to stay up, but unfortunately my poker game caught up with me. I woke up so late and missed it >_>

I still expect to change my avatar to Gemin-...Dang it! It seems victory has been snagged! Two Gemini avatars would look redundant next to each other! You win this round, Tails...

Anyway, another new feature not mentioned(not one I saw) are the bios! Then again, it WAS a long night :P
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Developer
Adrian Marceau
51,200,716 BP
194 TP | 473 PP
Posted on June 14th, 2014 at 10:44am #6
Sorry MegaBossMan, it's been added to the post. I knew I forgot something last night! >_>

Otherwise, I'm so happy to finally have this done. I will likely be doing smaller updates in the coming weeks to revise bios and fix bugs, but at least the meat of the new system is up and runny with relatively few bugs so far. Yay! Still SUPER tired though...
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TailsMK4Omega
746,111,630,792 BP
16 TP | 257 PP
Posted on June 14th, 2014 at 11:04am #8
I know not many people will say this, but what pleasantly surprised me this update is that the game actually runs a little bit faster than before. My matches are loading significantly faster than before, and I am enjoying the "event" matches when going after the MM3 RMs and their Stars. Too bad you need to actually buy the field before you can unlock the RMs you beat in battle (I encountered Spark Man outside of his stage, but since I didn't buy his stage yet, I didn't unlock him when I defeated him).
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Contributor
Brorman
909,797,716 BP
15 TP | 138 PP
Posted on June 14th, 2014 at 11:50am #9
Thank you Adrian, the update is really great. You've been working hard, have your rest. One thing though, nothing urgent, but the MM3 RM stat adjustments that I made don't seem to be in the game. They are really minor though, so I'm not sure if they are even necessary.
flash-man Regardless, amazing work!
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Administrator
MegaBossMan
746,235,719,899 BP
42 TP | 1258 PP
Posted on June 14th, 2014 at 11:59am #10 ( Edited : 2014/06/14 at 12:01pm )
@Brorman
Adrian will probably be adding this stuff later, along with the revised quotes I made and Bios that he's changing a bit.

Also, Adrian, don't we need to update the bottom guide for the new things?
Also, how exactly do the new formatting options work?(or at least the format you put it in)
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Administrator
MegaBossMan
746,235,719,899 BP
42 TP | 1258 PP
Posted on June 14th, 2014 at 12:42pm #11 ( Edited : 2014/06/14 at 1:25pm )
(Finally) Got my first new Robot Master! Can't wait to catch em all! Anyway, why is the water core in such high demand by Reggae?

magnet-man "I told her that she is the one, her answer is a brother with a loaded gun."
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TailsMK4Omega
746,111,630,792 BP
16 TP | 257 PP
Posted on June 14th, 2014 at 12:46pm #12
@MegaBossMan : Because Water is the most powerful element in your stats, due to Starforce. Cores apparently sell better if you get more Starforce. Reggae wants Flame Cores from me so bad that he'll pay 16k Zenny for them...that's almost a third of a new Robot Master field!
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Developer
Adrian Marceau
51,200,716 BP
194 TP | 473 PP
Posted on June 14th, 2014 at 1:06pm #13 ( Edited : 2014/06/14 at 1:25pm )
@MegaBossMan : I think what you're trying to accomplish with the formatting is this maybe?

magnet-man I told her that she is the one, her answer is a brother with a loaded gun.

[[robot:right]{magnet-man} I told her that she is the one, her answer is a brother with a loaded gun.]{missile}

It's a little complicated, but I wanted to give people the most flexibility possible in their formatting and sprite options. :P

A robot sprite can be inserted into a page with any one of these tags formats, simply changing out the robot token (its lower-case url in the database) and the direction or frame. Here are a few examples:

magnet-man

[robot]{magnet-man}

magnet-man magnet-man

[robot:left]{magnet-man} [robot:right]{magnet-man}

magnet-man magnet-man magnet-man

[robot:right:shoot]{magnet-man} [robot:left:victory]{magnet-man} [robot:right:damage]{magnet-man}

This can also be done with any of the mechas like below:

petit-snakey-2

[mecha]{petit-snakey-2}

petit-snakey-2 petit-snakey-2

[mecha:left]{petit-snakey-2} [mecha:right]{petit-snakey-2}

petit-snakey-2 petit-snakey-2 petit-snakey-2

[mecha:right:shoot]{petit-snakey-2} [mecha:left:victory]{petit-snakey-2} [mecha:right:damage]{petit-snakey-2}

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Meta
590,608,861,559 BP
44 TP | 1175 PP
Posted on June 14th, 2014 at 1:17pm #14 ( Edited : 2014/06/14 at 1:23pm )
bass "i was trying to unlock snake man, (On bonus chapter.), and magnet man had 1 defense, and i used bass baroque, and the move dealed at least 10000 damage! No Joke! and my mega man 4 guys i picked leveled up ten more levels!"
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Developer
Adrian Marceau
51,200,716 BP
194 TP | 473 PP
Posted on June 14th, 2014 at 1:21pm #15 ( Edited : 2014/06/14 at 1:34pm )
@coolbie16 : That's amazing! I used to think that allowing people to level up too quickly would make the game too easy or not fun, but now I think the opposite might be true. I feel like it's a great feeling when you score a hit that big and are rewarded for it properly, so I decided not to put a limit on it and let things like that happen. I'm glad I did. ^_^
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