Author Archives: AdrianM

About AdrianM

My name is Adrian and I'm a 23 year old guy who lives in Toronto, ON and works as a Web Designer & Developer for a local web-design company. Other than the fact that one day I plan to take over the world, I'm your average guy. I like web-design and programming, artwork and cartooning, video games like Mega Man and Pokemon, and I have a knack for cooking. Like I said - your pretty average guy. :)

Mega Man RPG Prototype Update 2012/03/05 :
Menus, Battle Points, Bug Fixes, and Unlockables

Mega Man RPG Prototype Update 2012/03/05 : Menus, Battle Points, Bug Fixes

The Mega Man RPG Prototype has been updated again, and this time a lot has changed! The most obvious change to the game is that it’s an actual game now, meaning that there’s progression and goals and experience points and unlockable characters and abilities and more! You'll also notice that several robots, characters, and players are no longer available. This is due to the recent changes to the structure, which I'm going to tell you about now. :)

Previously, the prototype menu allowed you to select a player and a field and that was it. An eight versus eight battle with the opposite player would automatically start after your selection and that was the only option you really had. The battle itself lasted a long time, and when you completed it you were thrown back to the prototype menu with no feedback and no reward. All characters and abilities were “unlocked” from the beginning and, frankly, it was overwhelming to anyone who wasn't intimately familiar with the game (like me).

Thanks to my recent updates, however, the prototype menu is now like an actual game menu! You select your player, you select your mission, and you choose which robot(s) will fight for you in battle. Your player (Dr. Light) starts with one robot (Mega Man) and is tasked with stopping the eight rampaging robots (Bomb Man, Cut Man, Elec Man, Fire Man, Guts Man, Ice Man, Oil Man, and Time Man) and reprogramming them for good (again) so that they may fight for you rather than against you. When one of these eight robots has been defeated in battle, they will join your team and your player will be able to fight with them for the rest of the game, level-grinding with them and unlocking new abilities!

Once you've liberated your eight Robot Masters, you'll be challenged by a familiar face with questionable intentions. If you survive the encounter, the second phase of the game begins which is slightly harder and really requires you to know your type-matchups (hint: use scan often!) to win. I wont go into the details, but "beating" what exists of the main game will unlock a second mode – one where you play as someone else… (gee, I wonder who?).

In terms of new mechanics, battles now yield a reward in the form of "battle points" – the currency, score, and experience points of this game. Each battle has a preset amount of turns to defeat all of the target robots, and battle points are awarded based on how close you come to that amount. If you come under, you get bonus points, and if you go over you get a penalty. In addition to the player getting battle points (which will later be used as currency in the game), each robot who participated in the battle and is still not disabled receives an equal share of the player's point amount. For every 1000 points a robot collects, that robot will grow 1 "Level". When a robot gains a Level, its stats increase slightly and there's a possibility that the robot will learn a new ability.

In addition to the mechanics above, the menus in battle have also had facelift. The ability, scan, and switch menus have all had their buttons revised to show as much information as possible about the item in question. Abilities now show the type, power, accuracy, and effect – a much needed addition – and all switch/scan buttons now have the energy and stats of the applicable robot. These changes seem small, but they make the battle – and the game, really – much easier to navigate and understand. And remember, hovering your mouse over an ability in the menu will show a short description of its use (does not work on the iPad version)!

I've also gone through great lengths to maintain the weakness cycle from the original MegaMan games so that this game can be played like the classic, but I've also done a lot of work ensuring that these same robots could fit into the weakness cycle of the Mega Man 2 robot masters. I encourage you to use the scan option at the beginning of every battle and retreating if you feel you're at a disadvantage. In my testing I've found that starting with Oil Man is a pretty good start, but please experiment and have fun. :)

Lastly, there is now a "data" option on the main menu. This area contains detailed information robots including their weaknesses, base stats, abilities, and more. At first you have only Mega Man, but robots can be added to the database easily by scanning them in battle (even if you retreat immediately after), defeating them in battle, or by unlocking them as playable characters. This makes it significantly easier to play the game "in order" with the weakness cycles mentioned above.

Much more has changed that I cannot remember, but these are the most obvious additions. Oh, and I implemented a bit of a "autosave" feature (in case your session times out) based on IP address, but please do not rely on it – I update the source code almost daily and I have it coded to reset the game if the modification date has changed. :P It would obviously be better to have an account-based system with usernames and passwords, but this is a prototype and that requires too much commitment from users when frequent testing and feedback are required. It'll definitely come in the future, just not now. :)

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MegaMan RPG Prototype Update 2012/02/05 :
Player Sprites & Animated Backgrounds

MegaMan RPG Prototype 2012/02/05 : Player Sprites & Animated Backgrounds

I've just completed a fairly large update to the MegaMan RPG Prototype and I've finally added player sprites to the battle field (a-la Pokémon Trainer from Super Smash Bros. Brawl)! I also finally got around to making all the field backgrounds animated so that the environments don't feel so static. Feel free to check out Dr. Light and Dr. Wily's sprite sheets as well as the newly updated sheets for Base Field, Ice Field, Guts Field, and Elec Field. :D

In addition to the bigger updates mentioned above, I also fixed some smaller bugs regarding the ability Super Throw. The first bug would throw the target to the bench and automatically switch in a new robot without giving the player a chance to choose. The second bug was a bit more complicated and happened when a robot was thrown to the bench before they could use their ability – the queued up ability would then be used by the new robot (even if they did not know that ability) which caused some strange scenarios (Crash Man using Leaf Shield, for example). Both of these issues have been fixed, and the ability should function normally now. Another small update I made was to the prototype menu itself – I added a "back" button for the selection screens in case you make a mistake and need to re-select something from the previous step. Nothing special but it makes the menu feel a bit more polished, I think. :)

The last major update I made was to the end-game scenario when you or your opponent have run out of usable robots. Before, it simply said a quick win/loose message and that was it, but now I actually have the players say their little victory/defeat quotes and a theoretical "battle point" bonus is calculated and awarded to both players based on how they did. The mechanics are not hard-coded and will likely change, but at the moment each player gets 10 points per turn they lasted on the field, plus the sum of all remaining active robot's stat points (energy, attack, defense, speed). I want to make sure both players get rewards for fighting, even if they didn’t win. This is mostly because I plan to have a kind of "passive" multiplayer aspect to the game at some point, but I"ll get more into that at a later date. ^_^

Hope you're enjoying the game and if you have any bug reports, questions, concerns, or (even better) ideas for the game, please contact me and I'll be sure to get back to you. :)

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MegaMan RPG Prototype Update 2012/02/02 :
Air Shooter Animation Tweaks

MegaMan RPG Prototype 2012/02/02

It's nothing huge, but the MegaMan RPG Prototype has been updated and the Air Shooter ability now has a slightly different animation. Using the new attachment functionality, I was able to have all three whirlwinds fire separately rather than having all three pan across the target statically. As I said, it's nothing huge but I really think the ability needed the makeover as Air Shooter was one of the stranger looking animations. :P

I really want to add more abilities to AirMan that make use of his fan and "blowing" characteristics, but that'll have to come later. I know for sure I want to have a similar ability to Super Throw where the target is blown to the bench, but there's definitely room for others. So yeah, check out the new Air Shooter animation!

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MegaMan RPG Prototype Update 2012/01/29 :
Menu Tweaks, New Abilities, New Mechanics

MegaMan RPG Prototype 2012/01/29

After nearly three weeks of no posts, you'd think I had forgotten about the game. Not true! I just finished a very large update to the MegaMan RPG Prototype that I had been working on for the last few weekends. The update includes plenty of visual tweaks to the menu systems and battle graphics, unique abilities for all sixteen robot masters(!), and a tons of new mechanics to make the game more fun. :D

The prototype menu itself has been updated to include randomized banners for each of the robot masters. At the moment there are only six (AirMan, CutMan, GutsMan, WoodMan, IceMan, and BubbleMan) but I plan to add more as time goes on (they're not that difficult to create). I've also updated the overall engine to dynamically adjust to the browser window size, including a "landscape" mode for wider browsers. The iPad version of the prototype still works in both landscape and portrait, though some positioning tweaks have been made to keep robot placement consistent.

In terms of new mechanics, I've added functionality for (what I call) "attachments". This way, I can attach persistent objects to the robots to allow for a greater sense of realism when using abilities (within 8-bit, browser-based limits of course). For example, the Leaf Shield now stays active after use and continues rotating in the background until thrown at the enemy. Atomic Fire creates a sort of blazing halo effect behind the user while charging to show the building power of the attack. Even BombMan has a Hyper Bomb persistently attached to him until thrown at the enemy. I'm absolutely going to add more abilities that make use of this new feature, and it's very exciting to play with. Because these abilities can be copied by MegaMan or ProtoMan with the Copy Shot, some pretty awesome combinations are possible. At one point I had ProtoMan with a raised Leaf Shield and a charging Atomic Fire simultaneously and it looks pretty cool with the Game Speed turned up. Oh, and that's another thing. If your browser can handle it (or you're using an iPad), you can go into the Options and turn the "Game Speed" up or down to your liking. Having it up really high makes the game pretty fast, and having it low gives it an almost storybook quality. The last new mechanic I can think of would be the change to the "Scan" option. Before, scanning the target required a whole turn, leaving your robot open to attack. Now, scanning can be done as many times as you want without sacrificing a turn and to anyone on the field. Simply tap any sprite on the field during a scan (even your own!) and you can see their entire breakdown – stats, weaknesses, resistances, everything.

In terms of new abilities, I've added Copy Shot (copies target's last used ability), Crash Bomber (higher accuracy, explodes on contact), Hyper Bomb (higher damage, explodes on contact), Leaf Shield (raises shield first use, throws shield the next), Quick Boomerang (always strikes first), Super Arm (changes based on battle field), and Super Throw (throws target to bench, forcing switch).

There are tons more tweaks under the hood that I'm not thinking of, but I invite you to take a look and test the engine out. And if you're still unsure (it's not like you have to sign in or anything…) you can take a look at some screenshots from the game that I took today. Thanks for reading, and take care! :)

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MegaMan RPG Prototype Update 2012/01/08 :
Prototype Menu, New Abilities, More Tweaks

I've updated the MegaMan RPG Prototype's main menu to be a little more user-friendly (though you still have the same options as before) and added a bit of a title/splash screen to make it look a bit more interesting.

Additionally, I've revised the way stat damage/recovery animation is handled. Previously, the +/- background images during stat modifications were part of the abilities causing them. This meant that certain graphics were repeated over and over in different files and caused a lot of unnecessary file size. As a result, some of the attacks look a bit cooler as they have multiple layers of graphics happening at once.

Lastly, I fixed a bug in the "Mega Buster" move, lowered the accuracy of the “Rolling Cutter” move, and created three new moves – "Proto Buster", "Buster Shot", and "Metal Blade". The two buster moves are exact clones of the Mega Buster but with different colours, and the "Metal Blade" move is MetalMan's ability from MegaMan 2.

And…that's it. I think. :P Have a good night!

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