Attention! This is a legacy build of the Mega Man RPG from 2019 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.

Mega Man RPG Prototype Community

Community  »  News & Updates  » 
 
Administrator
MegaBossMan
MegaBossMan
53,376,288 BP
55 TP | 1808 PP
Mega’BigBoss’Man

Welcome back everyone, and thanks for taking another look with us. Much like the previous update threads in the past, we’ll be posting all our game updates, news, and patches in this 2020 thread. So without further ado, let’s get started!
2020 Game Update #1: Intro Field of Dreams

Some of you might’ve known this has been a long time coming; Dr. Wily and Dr. Cossack’s Intro Fields have been updated to better reflect and personalize their campaigns! Originally, all three doctors all started off on the Intro Field battlefield, all of them having… very very similar houses with varying paint jobs. This was a precautionary decision to avoid haphazardly making massive fields for temporary intro missions, but the team finally felt confident enough to lock down the decision and create custom fields. The Maniacal Hideaway Field is a sight to fear for any Mega Man fan, for here we find Dr. Wily’s Castle glooming in the distance, ominous lightning, decor, and all. The Wintry Forefront Field is a harsh subzero mountainscape located deep within the heart of another land, with its architectural tour de force being Dr. Cossack’s famous fortified Cossack Citadel. The prominent aspects of these stages is the vintage castle pixelart used from their original titles, but worth noting is the animation work that was required to bring these stages to life; the Maniacal Hideaway stage, for example, required an astounding 50 frames of animation!!! As mentioned prior, the Maniacal Hideaway and Wintry Forefront Fields will serve as the new Intro Fields for Dr. Wily and Dr. Cossack respectively. Along with this, some naming and music selections have been updated as well:

- Dr. Light’s Intro Field has been renamed to ‘Gentle Countryside’ to fit in line with the other naming conventions.
- Gentle Countryside now uses the MM3 Fortress Theme (Stage 3) instead of MM1’s Boss Track.
- Maniacal Hideaway now uses the MM4 Wily Fortress (Stage 1) theme instead of MM2’s Boss Track.
- Wintry Forefront now uses the MM4 Cossack Fortress (Stage 1) theme instead of MM4’s Boss Track.
- However, the Boss Tracks didn’t go to waste! When fighting a Robot Master stage, the Mecha Battle will play the traditional Robot Master theme. However, when facing the leading Robot Master, the Boss Track of their respective game will play. Quite fitting for boss music, ‘ey?
- The Chapter 4 Fusion Missions follow this same logic as well. Instead of their boss theme however, the track that plays is the grungy Mega Man 8 Midboss theme regardless of what campaign.
- As an obvious bonus, Maniacal Hideaway and Wintry Forefront can be selected as a profile background just like other unlocked fields.

I know it’s been a while, but we hope you’ve enjoyed the new visual and audio variety present for the graceful beginnings of our campaigns! Stay tuned, enjoy, and thanks for playing!
To keep up with updates as they happen, please take a glance at our Github commits page from time to time; we can't necessarily update everyone about every change, but every change is indeed labeled in this log for you to stay updated on.



...more to come?
Prototype Devroom : Update Megathread 2020
Posted by MegaBossMan on June 1st, 2020 at 12:26am
Viewed 232 Times
 
ShadowVictor75
67,268,356 BP
5 TP | 82 PP
Posted on June 1st, 2020 at 7:10am
Posted 2020/06/01 at 7:10am
#1
I like that thunderstorm effect in Maniacal Hideaway,it looks amazing.
^ Top
 
Soren
2,202,706 BP
66 TP | 1701 PP
Posted on June 1st, 2020 at 2:55pm
Posted 2020/06/01 at 2:55pm
#2
OH BOY... THAT'S SOME GOOD SH- (Remembers Extended Database) oh... WUIGYDUHGhuiouhgyurlduf8798
^ Top
 
TheHighTower
4,207,878 BP
5 TP | 3826 PP
Posted on June 1st, 2020 at 3:43pm
Posted 2020/06/01 at 3:43pm
#3
Poor soul...
^ Top
 
Soren
2,202,706 BP
66 TP | 1701 PP
Posted on June 1st, 2020 at 4:49pm
Posted 2020/06/01 at 4:49pm
#4
Wait this isn't right...

^ Top
 
TheHighTower
4,207,878 BP
5 TP | 3826 PP
Posted on June 1st, 2020 at 4:59pm
Posted 2020/06/01 at 4:59pm
#5
E X C U S E M E W H A T
^ Top
 
Administrator
MegaBossMan
53,376,288 BP
55 TP | 1808 PP
Posted on June 9th, 2020 at 6:46pm Edited on 2020/06/09 at 6:50pm
Posted 2020/06/09 at 6:46pm Edited 2020/06/09 at 6:50pm
#6
2020 Robot Master Update #1(?):

Reposted from our #Visual-Development Channel
Cloud Man cloud-man

Cl

This Cloud Man shares a lot of similarities with the previous sheet, save for a reduced palette. Notably, what I find really important in a sheet for a non-NES character is to try to recreate the same feeling; I do this by trying to recreate the same poses, motions, and characteristics. For Cloud Man, I went back to his fight in 7 and realized I was missing his most iconic and remembered pose; the one where he’s stuck uselessly on the ground for the whole fight cause you decided to be a real cheat and lock him in a weakness cycle. If I was really trying to be authentic he'd use that pose for 90% of the time, but I'm told that'd be awful so enjoy this instead.
Slash Man slash-man

Sl

The next visual update is here, and it’s coincidentally another Robot Master from Mega Man 7! I didn’t have as much involvement with the original sheet as I did the last couple these weeks before, and it was pretty functional for the most part, but I’ve tweaked a couple aspects regarding the color palette and the pose variety. Like DINOSAUR CANNON! Sometimes you just gotta make a dinosaur cannon. And really, that’s enough said for this sticky-fingered wild child.
Shade Man shade-man

Sh

The last and concluding edition of the MM7 bunch, Shade Man soars across the midnight sea. I only had a small part in the editing of the original Shade Man sheet, though to the sheet’s fault that small part was entirely too much. In contrast to a lot of these revamped sheets where I’ve emphasized and glamorized a lot of visual pyrotechnics, instead I’ve been told Shade Man was a tad bit too visually chaotic and busy. In this variation he’s been brought more in line, as well as the various usual touch-ups, though for the most part Shade’s very much same-old same-old. Oh well! Sometimes you can’t fix something that just ain’t very well broke.
With Shade we’ve updated the sheets of every Mega Man 7 Robot Master in the past year, but they’ll still be getting various flavor text updates courtesy of Tobyjoey. This week has brought new descriptions for Freeze Man, Junk Man and Burst Man; there’s tidbits on what Junk Man thinks of your recycling habits and how Burst Man’s attitude may be a greater weakness for him than any move Freeze or Turbo Man have, so there’s plenty of great world-building material to be found.
Pyre Fly pyre-fly

Py

Pyre Fly has also been updated with new poses as per Brash Buster’s submission, with alts handled by Beta Shadow. As per usual the poses are far more varied, but one thing I love about Brash’s work is the emotional dynamism on display in his work. His Pyre Fly for example is super-expressive for a creature who only has two big eyes, dare I say Pyre Fly looks downright adorable now. So adorable that you’ve got to question destroying it. So cute you wonder why you’re even fighting in the first place. Oh man, what am I fighting for... ?......
Telly telly

Te

We can’t possibly forget about our Mecha update! Submitted by Brash Buster, the lovable and always-annoying Telly has gotten an overhaul with poses that let him celebrate, contract, expand -- and most importantly do some cute spinning! This does great strides from keeping the Telly from being too static and pushes him into animated, and on the plus side he’ll look adorable doing it. Thank you, those of you who’ve sent in work, and thanks everyone for your time
Sniper Joe sniper-joe

SnJ

Skeleton Joe skeleton-joe

SkJ

Crystal Joe crystal-joe

CrJ


Another Mecha got their update this week as well! You know them well, you’ve destroyed tons of them over the years, they’ve always been a pain in the patootie, and yes, they’re all named Joe. Sniper Joe, to be exact! You can’t necessarily do much to make Sniper Joe look fancy, but these edits have incorporated a couple of the more modern elements and sprite work as opposed to the original MM1 art. Besides that though, many of the poses remain largely the same. Ol’ Joe doesn’t have a large role in Prototype yet, but at least he looks so awfully snug in his little database page
Lastly, there was a selection of Robot Master poses that went unused. Take a look here.

Unused
^ Top
 
Shattered Vanguard
18,049,922 BP
4 TP | 931 PP
Posted on June 9th, 2020 at 6:54pm
Posted 2020/06/09 at 6:54pm
#7
Don't know how to feel about the dab, but otherwise it looks great! Defiantly like the Crystal Joe, Pyre Fly, and Telly redesigns. It feels like it has personality in its animations, if that makes sense.

Also, I doubt that having Cloud Man's grounded sprite as the majority of its animations would be that bad. It's for the sake of immersion after all.
^ Top
 
TheHighTower
4,207,878 BP
5 TP | 3826 PP
Posted on June 9th, 2020 at 7:10pm Edited on 2020/06/17 at 3:12pm
Posted 2020/06/09 at 7:10pm Edited 2020/06/17 at 3:12pm
#8
*Sees slash man "dabbing"* Oh god please let that be a coincidence...
^ Top
 
Soren
2,202,706 BP
66 TP | 1701 PP
Posted on June 11th, 2020 at 1:47pm
Posted 2020/06/11 at 1:47pm
#9
@TheHighTower : Is it me or do you keep switching colours back and forth?
^ Top
 
super player
16,119,106 BP
0 TP | 21 PP
Posted on June 19th, 2020 at 11:42am
Posted 2020/06/19 at 11:42am
#10
Hooray I'm back!!!
^ Top
 
Soren
2,202,706 BP
66 TP | 1701 PP
Posted on June 19th, 2020 at 12:09pm
Posted 2020/06/19 at 12:09pm
#11
O k ? Wrong thread by the way
^ Top
 
RageSwitch
36,898,472 BP
44 TP | 1037 PP
Posted on June 21st, 2020 at 2:53am Edited on 2020/06/21 at 2:54am
Posted 2020/06/21 at 2:53am Edited 2020/06/21 at 2:54am
#12
At least he is back though (btw in the general section)
^ Top
 
Administrator
MegaBossMan
53,376,288 BP
55 TP | 1808 PP
Posted on June 24th, 2020 at 6:11pm Edited on 2020/06/24 at 7:48pm
Posted 2020/06/24 at 6:11pm Edited 2020/06/24 at 7:48pm
#13
Reposted from our #visual-development channel
Tengu Man tengu-man

Ten

He can often be found high in the sky, but he can always be immediately recognized through his long nose and his horrible voice acting; it’s Tengu Man! In the same fashion we handled Burner Man’s sheet, Tengu Man’s poses have remained largely the same (as all of them were pretty accurate), but I’ve revisited this sheet to help clean up some of FC’s original spritework and bring more immediate visual clarity to his sheet through the use of rounder outlines and stronger color work. As is very much the case with the Mega Man franchise outside of 8bit, the original designs may not always lend themselves well to NES spritework and thus much work must be carefully considered in translating, including what liberties you can take before the character becomes unrecognizable. I certainly don’t always hit the mark, but ultimately I feel satisfied in the final result. More than anything I’m glad I redid the original damage sprite; that was baaaaaad
Search Man search-man

Sear

He likes to hide, but with a new look he can’t afford to be hidden; we’re focusing on the Robot Master with two heads and one big gun, Search Man! This has been a given for most of the RockmanFC sheets I’ve taken a recent look on, but aspects of his design have been modernized; this includes a more DarkMan3-esque turret, as well as a distinctly more ‘box-like’ shape to his form. Along with this, there’s a number of new and more expressive poses that have followed suit; my personal favorite happens to be his new Victory sprite, not because spriting shrubbery was an interesting new challenge, but rather because Search Man shush is exactly my level of stupidly goofy. Shhhhh
Clown Man clown-man

Clown

And now to look at the electrical entertainer we see in our dreams… or maybe nightmares… Clown Man has gotten a few touch-ups. This is mainly a case of me knowing more now than I did before, so I went back and edited some of the aspects of Clown Man that I felt were off. The only noteworthy changes to poses for Clown is that the defeat sprite was edited to be a tad bit clearer, and his throw was entirely redone so that it wasn’t just an edit of the shoot sprite. It’s a minor update and really only a bit of a bonus, but Clown Man’s scary and creepy so it’s perhaps for the best we don’t linger on this conducting clown for too long
Nitron nitron

Nitron

Submitted by Brash Buster, the Flaming Geysers Mecha, Nitron, now has a variety of new actions incorporated alongside some color and design refining. The Nitron may not have limbs, but it’ll be an honor to engage in fisticuffs against this beautiful bombing bombardier. Of course, the Nitron’s elemental brethren have also been updated, but for the sake of brevity, you can check those out individually for yourself.
Skullmet skullmet

Skullmet

The Skullmet’s sporting a couple of new differences, most apparent in some of these new poses where he’ll stand, squint, and fire freaking jet engine fuel straight out of his backside. But now, you can also notice that he’s evolved in terms of his color scheme; instead of the skull palette from before, the Skullmet now uses a more orange tone that actually follows closer to his original artwork and sprite. That being said, we didn’t ditch the old color scheme entirely; the Skullmet’s alts have been rehauled to not only feature his older color scheme as a variant, but also a new ‘Crystal Skull’ themed coloring. This is a best of both worlds instance, and as an added benefit the Skullmet will now add some color variety to Skull Man’s very bright-white stage. Thank you Brash!
Along with this, Tobyjoey has also submitted a new bio focusing on Cloud Man and his history. Most of us know Cloud Man through how he really couldn’t care less to get off the ground in his boss fight, but after reading through his history, you’ll probably understand why. Thanks to Toby for his great character-filled writing, and to Brash for his visual work today as well. See you next week everyone!
And lastly, here’s some deleted sprites from the above sheets!
Deleted

(woops, good look Soren. Thanks for letting me know about the Telly mug)
^ Top
 
Soren
2,202,706 BP
66 TP | 1701 PP
Posted on June 24th, 2020 at 6:52pm
Posted 2020/06/24 at 6:52pm
#14
Hold on why is there a telly and not a nitron
^ Top
 
ShadowVictor75
67,268,356 BP
5 TP | 82 PP
Posted on June 27th, 2020 at 7:56am
Posted 2020/06/27 at 7:56am
#15
@MegaBossMan : Now you're focusing on MM8 Bosses,huh?

NICE >:]
^ Top
 
Administrator
MegaBossMan
53,376,288 BP
55 TP | 1808 PP
Posted on July 7th, 2020 at 6:41pm
Posted 2020/07/07 at 6:41pm
#16
(Due to length, this news update will be posted in two installments. Please forgive the double-posting.)
Blade Man blade-man

Bla

Jumping from 8 to 10, we go to the sword sparring robot, Blade Man! In the same vein as Shade Man’s sheet, this is less a revamp and more a refining, addressing and adjusting issues of the prior sheets instead of a complete overhaul. Some poses have been reorganized to make Blade Man look sharper in motion, and some of the weird stuff from my first go-around were thrown out. Overall, the new look won’t blow your mind or anything, but these improvements will no doubt help this acute aristocrat animate well in battle. I guess that’s an issue that pops up when it comes to 9 and 10’s cast; Inti Creates did a really freaking good job with the spritework, so it’s harder to make improvements, haha….
Pump Man pump-man

Pump

That being said, while Inti’s spritework is always pretty pristine, mine is not always and that’s evident with some of the older poses with Pump Man. Pump Man’s wimpy static slide? Eugh? Pump Man losing his head in defeat? What was I on… But luckily, it’ll be easy to forget those with a nice clean sheet that’ll make even the germaphobic Pump Man proud. First off, his palette has been adjusted from the more-realistic blue tone to a brighter, more appealing and saturated blue. Most of the poses that came from 10 itself remain intact, but any custom sprites were redone entirely, specifically his defeat and slide. It’s a guilty pleasure but I love love love slide sprites where a Robot Master propels themselves through the inertia of their own weapons, and while it’s certainly impractical, it’s probably not too crazy for a Robot Master who uses water droplets as a shield!
Commando Man commando-man

Cmdo

Commando Man was, I believe… my second sheet that I had done for Prototype? And all in all I actually don’t think it aged all that poorly. Now, as opposed to Inti’s spritework, I actually incorporated the antenna that is seen in his art, though my first attempt went overboard with it and included radio signals in almost every pose. Now when you think Commando Man, you don’t think Wi-fi access… so Commando’s broadband connection is brought down this time. The Base2 with Commando flipping up his shoulderpads to reveal an arsenal storage was a failed idea from my first time, but with time and experience I was finally able to manage that. For my final thoughts… Even now, I feel that the white flag in his defeat sprite was such a stupidly clever aspect. You can’t imagine how proud I was to get to see that in-game for the first time. I really should’ve stepped my game up after that, haha
Sheep Man sheep-man
She


Starting off with the static electricity Robot Master, may I say that Sheep’s alts are so downright adorable. I freaking love how pleasant those other color combinations are. And the Weapon alt with that storm cloud appearance… pure visual bliss! Unfortunately, in comparison, the color scheme I chose for Sheep was mute, and when you have an electric cyberspace sheep, why should you not have crazy vibrant colors? So enough dull grey, let’s go full unabashed pink! The main pose difference is the swapping of the victory and defeat sprites; we found out with Flash Man that thought bubbles in idle animation were difficult to work with, so now Sheep dreams in his victory! Of course, whether you win or lose, Sheep falls asleep no matter what… I guess the difference is whether he has good or bad dreams instead? Can sheep androids dream of electric sheep too? Or do they just see Clown Man?
Chill Man chill-man

Chi

…. As a little bonus in my free time, I gave Chill Man *just a little* touch-up. Reviewing his artwork, I felt he was a little too ecstatic for his cold-nature, so he’s got some cooler and calmer expressions this time. I’ll admit the random flying camera in his victory felt odd too (as a result of the 40x40 size constraint I failed to consider no doubt), but now Chill’s gone back to an older model and bought himself a tripod. Where’s he keep it, you ask? I don’t know. I like to imagine where Dr. Light keeps his hundreds of Energy Pellets, Tanks, and Stars in battle.
^ Top
 
Administrator
MegaBossMan
53,376,288 BP
55 TP | 1808 PP
Posted on July 7th, 2020 at 6:42pm Edited on 2020/07/08 at 2:46am
Posted 2020/07/07 at 6:42pm Edited 2020/07/08 at 2:46am
#17
(Part 2/2)
Bulb Blaster bulb-blaster

Bul

Lastly, the Bulb Blaster has received an updated sheet as well, the only mecha that’s so light that he can’t help but fly all the time. I can’t resist saying that this cute little guy’s gotten a glow-up, as he has new light-up poses and some essential new action poses! Thanks Brash for your work yet again, it’s always great to see your new work in!
Petit Snakey petit-snakey

Pet

As the last visual bonus, it’s for Pete’s Snake… ah, excuse me, the Petit Snakey! They’re french, for some reason, which is probably why they’re shaped like baguettes! Interestingly, Petit Snakey’s now our first mecha to take up an 80x80 sheet, and I certainly hope that doesn’t end up breaking anything! Now, the size no doubt is due to the stronger emphasis on the Petit Snakey’s coils, as many more are featured and used to great length; no kidding, take a look at his victory and slide! If this is how big a Petit Snakey can get, I’m glad we didn’t include le Grande Snakey…
Lastly, it’s a double feature as *three* new bios will be included in this week’s update. Many players may not know much behind the Robot Masters, but many of them all have their stories and background; do you know Turbo Man first started life as one of Wily’s first cars? Or what happens to a sore loser like Tengu Man when he got bested by the Blue Bomber not once, but twice? That Slash uses dinosaur yolk for his goop? Get the whole scoop on the site database!
That about wraps this whole thing up! Instead of doing my usual scheduled bragging, I’d like to take some time to thank those for who much of this wouldn’t have been possible. Starting off, a special thanks to Ageman for his dedicated work to the Admin Panel and the massive effort he put into refining many aspects of it, all so that things could be a little more automated on my end. And of course, thank you for entrusting me with the responsibility and judgement to handle many visual aspects of the game. I should also thank Beta Shadow for his involved work, who played a massive role in organizing and supporting me without fail week-after-week when it came to uploading the many many alts in Prototype. And we can’t forget Brash Buster who did what I couldn’t and brought new life and variety into a plethora of our mecha sheets, touching up a cast of characters who are underrepresented in the mythos but equally an important part of the world. Let’s thank Tobyjoey, who saw the mountain of writing that needed life and still took up the pen; he’s helped an incalculable number of times when it’s come to bios and I’m glad he’s here helping us now.
And lastly, of course, I’d like to thank you too! Yes, you, yourself. You’re the reason I did this every week. Your thoughts, your reaction, your discussion, all of it helps me understand why taking dots and turning these building blocks into real characters… Well, why I love doing it so much. I guess in that regard, I’m kinda selfish, huh? For now, this marks the end of these weekly updates to prior sheets. It was fun to get to handle updating many of our time-honored Robot Masters, and I can't wait to continue to provide new sheets again someday in the future!
^ Top
 
Soren
2,202,706 BP
66 TP | 1701 PP
Posted on July 7th, 2020 at 8:15pm Edited on 2020/07/07 at 8:16pm
Posted 2020/07/07 at 8:15pm Edited 2020/07/07 at 8:16pm
#18
Hold up... Mega Man 11 Next? But who’s getting a Revise?
^ Top
 
TheHighTower
4,207,878 BP
5 TP | 3826 PP
Posted on July 7th, 2020 at 9:08pm
Posted 2020/07/07 at 9:08pm
#19
Well, think about it. Who has the closest sprite set to a bad one.
^ Top
 
RageSwitch
36,898,472 BP
44 TP | 1037 PP
Posted on July 8th, 2020 at 1:25am
Posted 2020/07/08 at 1:25am
#20
I’m still waiting for Strike Man
I kinda like the Chill Man Resprite MegaBossMan.
^ Top

- login to comment -

« Back to Home | Mega Man and all related names and characters are © Capcom 1986 - 2024. | Contact & Feedback | Data API
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. :)