Tag Archives: prototype

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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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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