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froggy last won the day on January 27

froggy had the most liked content!


About froggy

  • Birthday October 29

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  1. froggy

    Nation At War

    Hello everybody! I have barely had time to work on my project for a while. Progress has been slow due to a combination of work and IRL events. I have not abandoned anything, but the date for an alpha test will have to be pushed back. I will post more details as soon as I can.
  2. froggy

    Sprite and Code

    Forgot there are other engines on the forums, my bad
  3. froggy

    Sprite and Code

    This is not possible until source is released. And when it is, either pay someone to program it for you, or learn how to program yourself, as to what parts needs to be edited, I do not know.
  4. froggy

    Nation At War

    In the next few weeks I intend to post a more thorough list regarding features and such, but until then, please enjoy a very short and simple trailer showcasing a few maps, which might be more interesting than a few still screenshots. Embedded Video Link
  5. I don't know, but check the json files in the resources folder client side, might be able to.
  6. This is a bug. I believe part of this is fixed with the next patch.
  7. froggy

    Nation At War

    Hello everybody, short update today. Simply wanted to let you all know development has been going really great, made good progress since my last update. And that I want it to be as polished as possible for the first phase, so I will do my best to have something ready in march. Hopefully the next update post will be about a release date for the alpha test. And as always, I won't post an update without a map teaser:
  8. Yeah, 'Has item' works like that. Say you use a pickaxe to .. do whatever. using conditional branch 'has item' means as long as the item is in your inventory you can harvest that resource. There is also 'Equipped item is..'. I don't see the problem? If you absolutely want to have 1 type of resource be able to be harvested by more than 1 type of tool you can do more than one row of conditions. Or am I misunderstanding this?
  9. Hello, This is already possible. See 'Harvesting Requirements' in the resource editor.
  10. I suggest adding what direction a Dash takes place. Backwards, left, right, forward.
  11. I suggest that you be able to set an NPCs movement when you place them in the NPC part of the map editor. It would be a good function to have when designing, that you can decide whether that particular NPC will move randomly or stand still, without having to create an additional identical NPC, if you have to create an additional NPC you can't use them for kill quests either.
  12. How do i change the other parts like you did? Like weaponry, tactical etc
  13. I suggest NPC's that flee should not flee indefinitely, but rather be on a timer for how long they should run before they revert to aggressive towards the player
  14. I suggest an interrupt function for casts. Two parts to this suggestion. 1. Interrupt cast either by moving your character or pressing a button to stop casting. 2. Add 'Interrupt cast?' as a spell mechanic, e.g a melee class interrupting the cast of a spellcaster
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