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Mega Man RPG Prototype Bug Reports

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Official Known Bugs and Issues Thread

January 14th, 2014 at 10:52pm
 
Developer
Adrian Marceau
Adrian Marceau
113,913,695 BP
204 TP | 518 PP
The current version of the prototype has many bugs, as will many version in the future. This is inevitable, all we can do is fix them as they come up and then move on.

Some bugs and issues, however, do not want us to move on. Unfortunately there are some quirks with the prototype that I have not been able to fix yet and unfortunately get reported a lot. I would like to list the most common ones here so that you know you are not alone in your struggles and we are aware of the issue.

Items will be taken off this list when/if they ever get fixed, but until then you just have to deal with 'em. Let's get started!



* This game only works in modern, updated browsers like Chrome, Firefox, and Safari. Opera is iffy and Internet Explorer is just a "no". If you use one of the less-than-desirable browsers and it doesn't work properly you're on your own. Browsers are free, downloads are small, and dealing with Microsoft's backward system is not on my list of priorities. Sorry. :|

* Even though the games works fairly well in modern browsers, it can still lag sometimes and has a really nasty crashing bug its tab goes inactive during a battle. If the transitions are too choppy you should lower your message speed in the "Options" menu, and if you need to switch tabs click the little pause button at the top of the battle window before you do (or wait until you're back at the main menu again). You've been warned.

* Every single turn your actions are sent back to the server and the results sent back to you after being calculated. If your browser session somehow expires while you're in the middle of a battle (maybe you have aggressive cookie settings, maybe you left the battle idle for way too long, etc.) the entire battle will be ruined and you'll have to start over. Hundreds of robots will appear on-screen in a glitched out manner and you will not be able to do anything constructive so don't try. Reload the prototype and see if you need to log in again.

* Slightly related to above issue, sometimes there will be a fatal error on the server and the battle will be unable to continue causing an endless "Loading..." screen. After a set amount of time, an alert will appear asking you if you want to resend your last action, but most of the time it will not work and the battle may need to be restarted entirely. This is obviously a game-breaking bug that should be fixed, but at the moment it's incredibly hard to diagnose. At the very least, any experience points earned in battle before the bug occurs will NOT be lost.


I know this issues are really annoying and can make your throw the mouse across the room, but please understand that I will fix them as soon as I am capable and I feeeeeeeel your pain. Thank you for baring with me and these bugs and thank you soooo much for playing the prototype! :D
Official Known Bugs and Issues Thread
Posted by Adrian Marceau on January 14th, 2014 at 10:52pm
Viewed 8662 Times
 
Moderator
TheDoc
1,348,940,198 BP
3 TP | 718 PP
Posted on January 14th, 2014 at 11:31pm
Posted 2014/01/14 at 11:31pm
#1
Sometimes the game will just crash while loading. This usually happens when I am going back to the mission screen from another page, be it a battle, robot editor, or saving. What happens is that the game "loads" for a very long time (like half a minute), and after that, it takes me to a screen that says:

"Fatal error: Maximum execution time of 30 seconds exceeded in /home/pluto1/public_html/roots/megamanpoweredup.net/rpg2k11/data/functions/prototype_mission-player.php on line XX"

XX has been many things in the past. It was once line 99, once it was line 54, and once it was line 34 I think? Either way that's what I see. I then must restart the prototype. There are no warning signs; this error can happen at any time (although it most often happens after a battle).
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Shadownnico
26,758,030 BP
13 TP | 176 PP
Posted on January 15th, 2014 at 12:37pm
Posted 2014/01/15 at 12:37pm
#2
While collecting Fusion Stars, I noticed that suddently the enemy levels started to appear as >100 in the preview.
Wat
While it says levels 104-100 (104 being first for some reason), upon battling everyone is on level 100. Still, it's weird
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Developer
Adrian Marceau
113,913,695 BP
204 TP | 518 PP
Posted on January 15th, 2014 at 1:27pm
Posted 2014/01/15 at 1:27pm
#3
Wow, either you've replayed those stages many, MANY times (they go up by one level per victory) or the difficulty logic is acting up (pretty sure it's the latter). Also, there should definitely be a cap at Lv. 100 so I have to tweak the mission generation logic again. Thanks!
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Developer
Adrian Marceau
113,913,695 BP
204 TP | 518 PP
Posted on January 18th, 2014 at 1:37am
Posted 2014/01/18 at 1:37am
#7
@Shadownnico : I think I've fixed the issue with the field levels. I made it so that field levels cannot exceed 100 anymore, as it should have been. Any of your fields that have already accidentally gone to level 100 cannot be reverted and will continue to be that high, I but I believe all your other fields and all future ones will behave normally now. Sorry about that.
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Moderator
TheDoc
1,348,940,198 BP
3 TP | 718 PP
Posted on January 18th, 2014 at 10:38pm Edited on 2014/01/18 at 10:43pm
Posted 2014/01/18 at 10:38pm Edited 2014/01/18 at 10:43pm
#9
My bug at the top of the thread hasn't showed up since you migrated servers so THANK GAWD.

However, I've noticed that everytime I'm about to landing the finishing blow on the opposing team in a player battle (literally EVERY time), the game goes into a never-ending loading cycle. As soon as I choose the attack that I know will win, that ability box says loading as usual as I wait for my player to make its move, but it never does. Ever. It's not a patience problem; I have waited for 5 minutes on end, but in the end I simply had to restart the game. If a robot leveled up, however, they stayed leveled up when I restart the game. Not sure about BP yet, but I can check.

EDIT: I THINK I get BP for it, but it doesn't show up as a "victory".
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Moderator
TheDoc
1,348,940,198 BP
3 TP | 718 PP
Posted on January 18th, 2014 at 11:30pm Edited on 2014/01/19 at 12:03am
Posted 2014/01/18 at 11:30pm Edited 2014/01/19 at 12:03am
#11
I am starting to experience the long loading that leads to a blank screen as mentioned in my topmost post, but instead of saying, "Fatal error: Maximum execution time of 30 seconds exceeded in /home/pluto1/public_html/roots/megamanpoweredup.net/rpg2k11/data/functions/prototype_mission-player.php on line XX", it just doesn't say anything. As mentioned before, this error is unpredictable and can happen at anytime, although it seems to happen only when going back to the home screen, be it from the robot editor, save screen, or after a battle.

EDIT: I found another bug, quite strange. Super Arm appears to always switch secondary types every battle I go in, even though it has none. For example, once it was the Impact/Water type, another time it was Impact/Fire type, and yet another it was Impact/Nature. It's always just Impact when viewing it in the Robot Editor, however.
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Contributor
Brorman
30,135,830 BP
15 TP | 139 PP
Posted on January 19th, 2014 at 5:11am
Posted 2014/01/19 at 5:11am
#12
That isn't a bug, it's a feature of the ability. Secondary type changes according to the type the stage is.
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Developer
Adrian Marceau
113,913,695 BP
204 TP | 518 PP
Posted on January 19th, 2014 at 11:13pm
Posted 2014/01/19 at 11:13pm
#13
The general forever-loading or blank screen bugs are almost always memory overloads or timeouts, and I'm constantly looking for ways to reduce or fix them. Keep on reporting them, but know that it's going to be a long and drawn-out process for me to fix them all.

That being said, I did fix the issue with the player battles and (unless you trigger a totally unrelated bug) you should be able to finish the battles fine now and get your hard-earned battle points. Sorry for the trouble!

Lastly, yes, the Super Arm takes on the current field type as it's secondary typing. The only field that the Super Arm is not dual-type on is the Mountain Mines (because it is Impact already). This was on purpose and (I think) a pretty cool mechanic. :)
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Administrator
MegaBossMan
4,484,807,684 BP
46 TP | 1624 PP
Posted on January 20th, 2014 at 2:20pm
Posted 2014/01/20 at 2:20pm
#14
One thing, it is not something big but I was fighting SpinStrike player data in battle and Mega Man taunted my Heat Man by saying "Stand down, Bass! I don't want to fight you! Man Mega Man might need glasses cause Heat Man does NOT look like Bass:D
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megaprotobassman
16,120,577 BP
4 TP | 138 PP
Posted on January 20th, 2014 at 2:24pm
Posted 2014/01/20 at 2:24pm
#15
funny joke
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megaprotobassman
16,120,577 BP
4 TP | 138 PP
Posted on January 20th, 2014 at 2:31pm
Posted 2014/01/20 at 2:31pm
#17
you know what was make sense?if dive man was taunt megaman and say "bass?well a target is a target" you know what i mean clownbossman
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Administrator
MegaBossMan
4,484,807,684 BP
46 TP | 1624 PP
Posted on January 28th, 2014 at 12:52am
Posted 2014/01/28 at 12:52am
#19
Once again, fighting SpinStrike data, "Stand down Metal Man" when talking to Bubble Man.
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Administrator
MegaBossMan
4,484,807,684 BP
46 TP | 1624 PP
Posted on January 28th, 2014 at 12:54pm
Posted 2014/01/28 at 12:54pm
#20
Ok, since I didn't know how to take a picture even though you guys told me a bunch of times ( I even downloaded photobucket), there was Keepman's met and my Bubble Man. I used Bubble Bomb and it killed it, but then it used met shot and missed. Wily was then in the defeat position and the Met was still alive. Bubble Man was still alive too, despite Wily in defeat.
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This game is fan-made by Adrian Marceau, not affiliated or endorsed by Capcom at all, and is in no way official. Any and all feedback is appreciated. :)