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MegaMan RPG Prototype Update 2012/01/08 :
Time Stopper, Damage/Recovery Indicators

I've updated the MegaMan RPG Prototype with a few small changes that should add to the overall polish of the game, as well as a new ability and some long-overdue indicators for damage/recovery amounts on the canvas.

First and foremost, I've added numeric indicators above the robot's heads when they take damage or recovery to any of their stats, like most RPGs have on-screen (instead of just in text windows). I think that this addition is one of the most important (visually) that I've done in a while. I feel like it really makes the battles feel more finalized (even though they totally aren't). :P

Next, I've added a bit of a dark overlay to the canvas during abilities to fade out the background and non-active robots slightly. This helps to focus on the foreground-action better while making the abilities themselves “pop” a little more than they did before. I also had to add a bit of a pause between abilities so that the screen wouldn't be constantly dimmed, but given that the frames auto-scroll now it shouldn't be too bad.

Small tweaks include making the text in the console a little larger, as well as making the delay between frames a little longer (from 1000ms to 1500ms). This not only allows you to read the text in the console easier, it also gives the game more time to load assets. I plan to eventually add an option to auto-play or manually click-through each frame, but for now this should make the game easier to play.

Lastly, I've added a new ability to the mix for FlashMan – his signature Time Stopper ability (I've always wished it was called "Flash Stopper" instead rather than giving that ability name to FlashMan – they really goofed there in my opinion). The ability lowers the target's speed by 20% of their base, but has a lower accuracy than the typical “Speed Break” ability (80%). Additionally, if used on a robot that is typically weak to “Time” type abilities, they will also receive energy damage in the process, just like in the original games (kind of)!

That's all for today, hope you enjoy!

FlashMan vs MegaMan | GutsField | MegaMan RPG PrototypeBubbleMan vs MegaMan | Ice Field | MegaMan RPG Prototype

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MegaMan RPG Prototype

For the last several years I've been toying with the idea of creating a browser-based RPG using the mechanics of the Pokémon series and the characters of the classic MegaMan series. After years of simulators, tests, and design mockups, I'd like to show you what I have made so far – a prototype for a potential browser-based MegaMan RPG using turn-based battles, 8-bit sprites, in-depth mechanics. and it's completely written in PHP/HTML/CSS/JS. The prototype currently has 16 (2 x 8) playable characters, a full weakness/resistance/affinity/immunity system, complex stat-management, 17 different abilities, and 3 playing fields. I'm adding new content all the time, and this thing is far from being finished, but I wanted to at least post something for the new year and I've been working on this thing for so long in secrecy – so why not?

UPDATE 2012/01/02 : Revised post to make it shorter and to the point, moved the full-post with detailed mechanics to a separate page for those willing to deal with the text-wall. :P

MegaMan RPG Prototype
http://megamanpoweredup.net/rpg2k11/

MegaMan RPG Prototype

Overview

MegaMan RPG Prototype is a working prototype and early demo for a potential browser-based role-playing game using the characters from the MegaMan series and mechanics inspired by the Pokémon series. Choose your team of eight robots and defeat your opponent's in classic turn-based battles from your web-browser. As a prototype, this is an unfinished product, but updates are being made all the time and the project is constantly evolving.

You "win" by defeating all eight of your opponent's robots using your own. Robots are defeated when their Energy gauge reaches zero. In addition to Energy, each robot has an Attack, Defense, and Speed stat. Attack and Defense influence the amount of damage inflicted/received and the Speed stat influences turn-order and the accuracy of abilities. Each robot also has their own set of Weaknesses, Resistances, Affinities, and Immunities to specific types of attacks that affect the amount of damage/recovery received. Hover your mouse over abilities in the menu for more information, and use the “Scan” option in battle to see your opponent's stats and other information.

For more information and a detailed breakdown of the game's mechanics, please see the main MegaMan RPG Prototype development page.

Game Screenshots

GutsMan vs QuickMan | Base Field | MegaMan RPG PrototypeIceMan vs MetalMan | Base Field | MegaMan RPG Prototype

AirMan vs MegaMan | Ice Field | MegaMan RPG PrototypeHeatMan vs CutMan | Ice Field | MegaMan RPG Prototype

MegaMan vs BubbleMan | Guts Field | MegaMan RPG PrototypeProtoMan vs BubbleMan | Guts Field | MegaMan RPG Prototype

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Pansage Battle Sprite

Pansage Battle Sprite

For this piece I imported an image of the Pansage’s battle sprite from Pokémon Black and/or White, and then traced over it, gave it a colouring job, and painted on a background. This piece, like the last two iPad-based drawings, its primary purpose was to experiment with the software and refresh my artistic capabilities (I’ve been out of commission for a while). I really do like how the piece turned out, and I think the character itself is adorable – definitely my favourite of the three elemental monkey Pokémon. :P

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DJ Portait

DJ Portrait

Created during the same sitting as the “Bubble Elephant” piece, I decided to take an old photograph of my partner DJ and re-draw it, updating the clothing, hair, and applying my style. I don’t think the likeness is there, unfortunately, but I’m really impressed with the quality of the artwork’s lineart and colours given how easy it was to throw together.

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MegaMan Legends 3 Cancelled

MegaMan Legends 3 Cancelled

This is some of the most disappointing news I’ve heard in a while – first Universe, now Legends 3. The MegaMan series is basically dead now, and that’s really sad. I’ve grown up with the blue bomber and followed him through all of his many adventures for so many years, and it’s depressing to see such an iconic character be snuffed out so abruptly and without any real reason. This whole situation feels similar to Nintendo’s treatment of the Mother/Earthbound franchise, and as a big fan of that too, it really stings to see two of my favourite franchises simply vanish because the IP holders no longer wish to support them but legally hold the only rights to use the characters, story, or universe.

The press release doesn’t shed any light on the actual reasons and points to the FAQ for more information, but then the FAQ’s answer to the question of “why” is “it’s in the press release” creating an endless loop of WTF. Does Capcom not realize how much bad PR this is going to create? After SO MUCH involvement from the community and all the contests and promotions and time spent designing characters and assets by the development team, it just seems insane to pull the plug without even letting the demo out. I feel so betrayed as a customer of Capcom, as a long-time supporter of the series even when it was at it’s lowest, and as someone who bought a 3DS full-well expecting to get my MegaMan Legends 3 on after 10 years of waiting for a sequel. It seems like such a ridiculously stupid move. And this is the second time they burned the same group of fans in one year – both times coddling and lying to us for months rather than just letting us know it was doomed.

Or maybe… it wasn’t a stupid move after all? Maybe MegaMan isn’t nearly as popular as the internet would have be believe and Capcom is simply making a defensive financial decision based on current 3DS sales and the vast amount of other 3DS projects getting cancelled lately. It really hurts to think that could be the reality, but it would make sense. The internet has a habit of making us feel bigger than we really are. On the net, an enthusiastic group of 100 fans seems gigantic and influential, but in reality those 100 fans are spread across several continents and in the grand scheme of the world gaming market, 100 isn’t a very large number. Maybe that’s what’s really going on here? Maybe I’ve just been living in a rose-coloured bubble for the last 20 years? Maybe MegaMan really doesn’t matter anymore…

I’d always felt that MegaMan was on of the most amazing franchises in gaming – not necessarily because every game was of the highest quality, but because the characters, universe and lore of the series was so interesting, unique, and so BIG that it was the perfect playground for fun and creative ideas. But I guess the possibilities that I envisioned for the series and what Capcom has actually made the MegaMan brand into in the last 10 years are two very different things. I realize that this specific cancellation might have been a result of Keiji Inafune leaving (despite their protests) but I feel like the franchise’s death was several years in the making – even while Inafune was around.

Who knows? Maybe someday a better company will buy MegaMan off their hands (crossing fingers) or maybe this’ll be the last time he’s ever mentioned again… I just know it’s a very sad day and I feel like crying a bit. :’(

R.I.P. MegaMan, You Will Be Missed

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