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froggy last won the day on January 23 2018

froggy had the most liked content!


About froggy

  • Birthday October 29

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  1. A great and fun addition to Intersect would definitely be a chance on hit function for weapons or armor. Where 'hit' could either be dealing a hit or receiving a hit. For example, a weapon has 0-100% to inflict (spell name). You can then for example, allow one specific piece of weapon (or all of a certain weapon type) inflict bleed, blind, poison, burn, stuns, knockback, snare, or just flat out additional damage in form of a spell. For armor, it could be used for things like AoE spells, "thorns" spells (dealing damage to the attacker), auto cast shield spells with the new shield spell type coming in B6, even just chance for a self heal etc. Of course, there are a few details that I think should be taken into consideration, like for single target spells, it would cast/affect the recipient of the attack. Or if the equipment is armor it would affect the attacker (snares, bleeds, etc) And for projectiles it would cast in the players direction. Stuff like that. Perhaps there could be an additional setting for how the spell in question is casted, e.g "targets player" "targets attacker" "self" etc. The possibilities with this are endless, it's something I think would further Intersect a lot
  2. froggy

    Experience per level

    Oh! Well.. Never mind then.
  3. froggy

    Experience per level

    Customization of exp required per level, either by formula or setting static amounts. I know this has been discussed before, but could we get some insight if this is a source change or if devs are planning on adding this to Intersect?
  4. froggy

    Nightmare Showcase

    Looking very good! Also gave me a chuckle, 'kuken' means cock in Swedish. The Daikocock Pyramid is looking real good! Looking forward to a final release
  5. froggy


    Shame the other tilesets didnt work out, really liked them! But good for you that you are able to work, best of luck to you!
  6. This is extremely needed. Monsters cancer currently aggro from across walls.
  7. Hello, I've been working on my project World of Adea for quite a while. While i originally only intended to only do mapping for fun whenever i felt like it, it ended up as something i wanted to finish/be playable, while there's quite a bit of content playable for Adea i felt there was something missing. Since i originally used it just for mapping since that's what i enjoy the most, i had zero plan or thought behind what i was creating. Intersect has also come a long way since i started doing anything with it, with those things combined, i felt Adea was rather lacking in player progression, balancing, zones, etc, just over all simply put. So a while back i started ripping some tiles from games that (there are rips by game rippers, but they're just raw sheets) and editing them myself to make them fit to a 32x32 grid. It has taken many many hours.. Not just to make them fit, but to edit pixels since they're not intended for a 32x32 system. From what i can tell, tidbits of graphics from these games have been used over the years, but not the parts i've customized myself. A part from this, i also dabble in pixel art, i've made a few of my own item paperdolls, and monster sprites. They can be found in my Adea thread. An important aspect that i will completely ignore for now, and possibly change in the future, is how i do paperdolls. I made them overly complicated, adding 'attack' animations with the movement frames. I will not do this now, and instead just use the movement frames for attacking. This will also allow me to use more sprites, change them easier (since i used a modified sprite as my base sprite), and also use bows/ranged attack weapons. With that said, I've decided to put Adea on the shelf and move on to a new and more well planned project. So before i delve into my plans for a game that i will spend most of my game creating time on, here are a few sample screenshots of the graphics mentioned above: https://imgur.com/a/fjQjy0q To start with, any projects i've made over all my years of game developing has just been raw mapping and some combat, never created a thought out story line. I intend to change this, by combining a base story, and then individual stories depending on the class you pick. Now, to be clear, there is a base story that everyone starts out with, but that quickly branches for each player. I've never been a fan of the 'great story line' where your path is laid out in front of you, with few deviations. What i've been thinking goes a long the lines of this: After character creation you discover you are part of your countries army, which is in the process of beginning an invasion of a neighboring continent. After you set sail, and i was thinking some type of short event movement controlled intro here, you land at an island a ways out in the ocean outside your target destination. This zone acts as the tutorial zone. You gain a few levels, during those levels you get to do a few simple tasks gathering provisions for the rest of the journey, to have the player acquaint themselves with the various schools of attack(melee, ranged, caster), and then set sail again for the mainland, however during the last stretch of ocean there's a massive storm, which sinks the entire fleet. You then wash ashore and start working your way inland, discovering a village (which is just outside Nusst, the capital of the continent). Nusst controls the entire region and most of the continent. There are outposts in every village/town to enforce rule, protect the citizens and collect taxes, etc. They also serve as quest hubs. Once there, the player decides it would be best to try to blend in, claim you are from a distant village looking for work, and thus you start your journey. Here is where it starts to branch off. I will include some elements from Adea, such as the class advancement system etc. Same with how i intended to create story lines. Each class will be given a quest chain that 'never ends'. It's purpose is to be able to further your class and have a type of goal, this quest chain is partially gated by content level, with dungeons and such being included in the quest objectives. This part includes whether you wish to work your way up the military ranks of the ruling nation or not, meaning you can freelance if you so desire. One of the things that will further your choices even more, and this part is not fully fleshed out (see below about organizations) is factions/reputation. Apart from your class quest chains i've put together a neat little idea, and that is organizations and factions. One thing i find is lacking in a lot of games is the villain groups. WoW does this excellently (or did, i haven't played the later expansions). So i've decided to take a page out of their book and implement that into my game. You can expect to have frequent encounters with: The Jade Alliance - These guys are a bit of a mix between all type of characters, bandits, outlaw mages, sellswords, and the likes, that banded together under one banner. They often raid supply houses and supply convoys. Western Trading Union - A group of excellent smugglers, thieves, and mercenaries united together to safely steal, ship, and sell various materials and resources. Excavators Company - The excavators company is a shady group of wealthy people who hire workers to excavate and plunder the land for resources. This group often works together with the Western Trading Union. The Southsea Raiders - A fearsome fleet of pirates who regularly attack and capture unprotected vessels out on the open sea. They also have a strong presence along coastlines and many harbors. Apart from the villainous type of groups, i've got plenty of good groups and organizations planned. While the groups mentioned above are mostly for player progression combat and quests, the good groups will serve as quest hubs etc. Features/ideas I intend to implement line by line: Fully open world Bounty System Encouraged World PvP Different Zone types with individual rules And all the usual jizzyjazz games nowadays has As you might be able to tell, i'm not much of a storyteller. Just not my strong suite, i'm rather unsure about the direction i'm headed with the game in general, but over all i'm quite satisfied and think it will be a lot of fun if executed properly. That is why i made this thread, since I work alone it is difficult to see if an idea is decent or not. So, based on the short idea and ideas i've posted, any thoughts? I'd love some feedback Worth noting, since i have a general outline of what i want to do, i've been developing and mapping for quite some time now, but i've halted enough so that i can still implement changes to the ideas above.
  8. froggy

    A cluster of questions:

    1. Yes and no..? You can give an enemy more than one 'spell', though i doubt this is the feature you are looking for. 2. Yes. 3. I guess, yeah. You can connect an event/spell to a weapon. 4. Possible, yeah probably. Current feature? No 5. Don't know, i'll let one of the developers answer :p
  9. froggy


    Hey dxx, How come you stopped using the other tilesets?
  10. /////////////////////////////////////////////////// Error Description /////////////////////////////////////////////////// Exiting and re-entering a map with 0 player light size causes equipped item with light animation connected to it to not show /////////////////////////////////////////////////// Replication Steps /////////////////////////////////////////////////// Create animation with a light to it, connect that animation to a piece of equipment, equip said piece, set a maps player light size to 0, equip the item to see that it works, exit and re enter the map and the light does not show until you eq-equip and equip the light(torch) item again. /////////////////////////////////////////////////// Attach Screenshots/Other media //////////////////////////////////////////////////// /////////////////////////////////////////////////// Attach Error Logs //////////////////////////////////////////////////// If you are using Intersect, please find and attach BOTH your Client/Resources/Logs folder and Server/Resources/Logs folder to help us debug your problem. Without these logs we often cannot fix bugs in the engine.
  11. froggy

    Add item to list server freeze/delay

    I also have this issue.
  12. froggy

    AGD Interviews, part one: Dashplant

    what the fuck
  13. froggy

    Darkest Dawn Online MMORPG

    I don't mean to discourage you, but unless you work on your developing you won't have any players interested in playing your game more than once. To put it into perspective, I started on my project with Intersect in 2016, and i have had one testing phase so far, but to be fair, I don't have a lot of leisure time to do what i want, so my progress has been slow Should you release your project to the public in two weeks time, don't be discouraged if you don't have a lot of recurring players. Keep working and improving and you'll get there if game developing is something you're interested in. Anyhow, good luck with the release!
  14. froggy

    Darkest Dawn Online MMORPG

    Look at other projects, find a map you like, try to recreate it from memory. Then look at the difference. Draw inspiration from other mappers. I get compliments on my mapping, Nightmare also has good maps. Another tip is to try out different tilesets. I for example dont like rmxp tiles that you use. It takes a long time to become a great mapper, have patience and dont give up. Shortly put, look at other mappers work, and look at what they do that you dont.
  15. froggy

    Simple Fish Animation

    @Justn What graphics are those?