ADRIAN EDIT : As far as that screenshot goes, yes - I am trying to add the shop in this update. Or at least something resembling one. I'd like to keep the exact mechanics a secret right now while I finalize details, but I think it will add a very fun layer to the game and make much use of all those extra Energy Pellets and Weapon Pellets you have laying around in your inventory. :P Oh, and before you get too excited the star-shaped item is just a Field Star (which are items as far as the programming is concerned).
Spring Update Preview : Mega Man Goes Shopping Posted by MegaBossMan on March 26th, 2014 at 9:50pm Viewed 8936 Times
Posted on June 6th, 2014 at 1:16amEdited on 2014/06/06 at 1:34am
Posted 2014/06/06 at 1:16amEdited 2014/06/06 at 1:34am
#1
" Do you hate how much I email you? I'm sorry but I'm just excited to share what I've been working on. :P
In this screenshot you can see how the MM3 fields can be integrated into the game just like any other base field. New fusion stars can be created using the fields, of course, bring the total number of possible stars to... 992? I think that's right. Make note of the specific fusion fields that appear in my save file, specifically the Power Collider field.
In this screenshot we see the new player battles missions but under someone else's username - Trouble Bruin. As you can see, my player data appears on the Power Collider field from the screenshot above. This is because the fusion field your player data appears on is now directly controlled by which fusion fields you have for that player in your save file (one of the four, randomly). You can also see that I have a +590% starforce boost that will work exactly as you'd expect in battle (making my player data rather difficult). Also make note of who is on my team. I'm no Megabossman, but I do have several Level 100 robots... so why would a new, level 10 Gemini Man appear first in my party?
Robots can now be marked as "favourites" simply by clicking the heart icon under their mugshot in the robot editor. This status can be toggled on and off easily, and has relatively little effect in-game, but favourites benefit from other perks. On the robot select screen, favourite robots always appear first, and the same is true for player battles. Robots that you have marked as favourite will take precedence over all other robots, and "then" level is considered afterward. Also note that you can now sort robots in the editor by level"and" number. :) Lastly, your starforce panel will now show your total boost percent in the header, which is the same value that appears on the player mission as you've seen above. With these extra control options, it should make player battles "much" more challenging and worthy of the battle points they yield. Hopefully you all agree when the update is released. ^_^ Well, goodnight. Gotta work tomorrow.... but it's Friday! :D
Looking really nice, even though yeah I'm quite thrown out of the loop.
Not to be pushy, but did anyone happen to notice that I said I would make some adjustments to the stats? Unless they are considered unnecessary of course...
Posted on June 6th, 2014 at 3:45pmEdited on 2014/06/06 at 3:50pm
Posted 2014/06/06 at 3:45pmEdited 2014/06/06 at 3:50pm
#5
So we can actually choose the fields that the robots defending the players are played on, our Starforce data can be applied, and even increase the likeihood of our favorite robots appearing in Player Battles? I think my work grinding those long hours to produce max stat robots will finally make me the hardest player to beat in the Player Battles. :P
EDIT: I need this boost, since I have the most losses of any player now...
I didn't think that it was going to come out that soon at least. I'm expecting more around the time of my surgery, which is on Tuesday. I think Adrian had a little too much on his plate to finish that soon. Didn't he say he needed to take the game offline first for some final testing?
He's just human and he has to do other stuff than work on the game too (believe it or not). Give him his time to finish the update in peace, iron out the bugs and polish up all the content.
Posted on June 8th, 2014 at 11:52pmEdited on 2014/06/08 at 11:56pm
Posted 2014/06/08 at 11:52pmEdited 2014/06/08 at 11:56pm
#12
Email time. This is from Adrian, not me. So it's real.
"The weekend has come and gone and as you might have guessed I am still not done. >_>
I DID finish the sprites for all 24 (8 x 3) field mechas, and I finished 1 of their abilities, so I'm very close.
I hope I can have it ready by the end of Monday or Tuesday but I can't be sure. I absolutely will try though!
Sorry to everyone for the long wait and multiple delays - I just want it to be perfect!"
- Adrian
As you can see by the first sentence, it DID sound like he was planning to release this weekend. So, I was justified in my answer. Also, I can wait however long Adrian needs to finish the update as long as the goodies we've heard about are really coming. That's even how I end my emails!
Needle Harry Magfly Nitron (this was the hardest one for me to figure out, but then I remembered what the enemy looked like) Returning Monking Komasaburo Petit Snakey Elec'n Peterchy
With the names, it should be easy to tell which mecha is with which Robot Master.
I finished all the ability animations for mechas last night, so all I need to do now is program the actual frames/actions into the abilities themselves (shouldn't take too long) and then I can take the site down and start updating! Still deciding if I should save it for Friday as I don't want there to be lots of bugs on a weekday when I can't fix them... We'll see.
Either way, he's another in-progress screenshot. Note that the Petit Snakey's in the background are just randomly placed and that will NOT be their positioning when the update is released - I just haven't gotten around to that part yet. :P
And this one isn't so much a preview as it's a window into my workspace for those interested:
:P" -Adrian
And another Email.....
"Same deal with these two - they're in-progress:
That Monking R in the background does not have 4 arms, lol. There's just two sprites there overlapping each other that haven't been properly placed yet. :P"
June 10th FaceBook Post-"In progress screenshots of the new update - still need to update the placement of enemies in the background and flesh out their abilities, but otherwise we're almost done!" Really the photo's are just the ones already seen here so nothing new...
However, did you notice some things in the Workshop picture?
Posted on June 12th, 2014 at 5:02pmEdited on 2014/06/12 at 5:02pm
Posted 2014/06/12 at 5:02pmEdited 2014/06/12 at 5:02pm
#20
Woah, SpinStrike, hold your horses. We don't know for sure. Now it's most likely tommorow, but don't get your hopes up just yet. But Adrian did tell me he just has to tweak a few things and it'll be done. So likely, but maybe, ya know?
Also, that picture is adorable, so props for that.
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