Flag N Frag cover
Flag N Frag screenshot
Genre: Sport, Strategy, Indie

Flag N Frag

Update #8 - Patch 1.6. (Fog of War, Random Turn Order, Updated HUD, Random Map Select)










--- 1.6.2 CHANGES ---
* 10/07/2017

1) GFX: - Updated half time show. (final)

2) GFX: - Updated slime tile sprite to connect better to other slime tiles and now have a shimmer/glow.

3) GFX - Added some more overall polish & updated some gfx/particle effects.

4) MENUS - Last map played and day/night settings are now remembered for next game.

5) CODE - Better pre-loading of sprite assets (only one loading screen at startup now.)

6) CODE - Fixed various bugs and worked on various optimizations.


--- 1.6.1 CHANGES ---
* 07/05/2017

1) MAPS: - Changed Dark Match to just pick a random map, and instead made fog of war into a Day/Night switch; allows players to play any map in the dark instead of being exclusive to Dark Match.

2) MAPS: - Added Half Day/Night feature that will play the first three rounds in the day and the last three rounds in the dark. (Fog of War)

3) CONTROLS - Touched up the battle movement code for analog sticks. Movement is much smoother now and the deadzone for each gamepad can be adjusted.

4) MENUS - Added "Gamepad" to all Option menus; allows players to adjust the deadzone of their gamepad's analog stick.



--- 1.6 CHANGES ---

1) MAPS: - 1 NEW map/mode "Dark Match" - Selects a random map and adds a fog of war overtop that covers flags and units in darkness. Fans of Advance Wars will like that one!

2) Random Turn Order - The order will now be randomized from the start instead of always starting with player 1.

3) Updated HUD - Both the map and battle displays have received one final update. Battles now show both unit's names displayed at the bottom; while the map hud has been cleaned up yet again and is now cleaner, sharper, and easier to understand.

Update #7 - Patch 1.5 (New Maps, Price, Difficulty Setting & League Rules)



Happy (belated) 1yr anniversary to my first commercial game. :)

Here's a new patch to hopefully fix the problems people had when the game first came out. (Mostly about the twitchy combat speed and how unforgiving the AI was.)

I've been busy working on a racing game as my next project, but wanted to take time out to go back to FNF, take a look at the spaghetti mess of code I used to scribble, and try to learn from all the feedback I've received over the year.

It's been a crazy year for me, both good and bad; but I wanted to take this time to also thank everyone for their support on here and on Twitter.
I went into Flag N Frag with the mission of 1) Making the Ren & Stimpy/Blernsball of local-multiplayer indie games, and 2) Using Papa Vinny's Pizza Party as my main inspiration on what I thought friends sitting on a couch would play with a couple beers in hand. A true pizza party game, hence why The Food Fraggers have it for a heart.

If there is a demand, I will keep patching the game when I have the free time.
If you're an indie dev or just want to stop by and say hi - you can find me on Twitter @EDEVOXEL. :) Thanks again for all the support.

--- 1.5 CHANGES ---

1) MAPS:
a) 5 NEW maps: Half-Time Slime, Base Wars, Crossfire, Ghost House, and Slam! Stadium.

2) BATTLE / CPU AI / Game Options
a) NEW Difficulty setting - Alters the Bullet Ball speed and CPU AI. 7 settings ranging from EASY to TURBO.
b) Removed hidden TURBO league and replaced with difficulty settings described above. (Full stars for TURBO)
c) Improved AI. AI now has a chance to miss the ball and chase after it depending on the difficulty setting.
d) TURBO speed can now be played in Mutant league and the new mixed league: Team Defence.
e) New League -Team Defence- Is a way of playing a mix of Pro and Mutant - Battle mechanics will depend on the Defending Unit's home league.
f) NEW CPU vs CPU option - "Dice Roll" - Completely skip the computer-only battles by rolling random battle results. Greatly speeds up the game if playing solo.
g) Ill Curse now takes less shots to power up for a Screwshot. (Half of a normal unit)
h) All Leagues - Attacker can now cross center line to attack Defender's head. Backfliping when over the center line now hits the head forward instead of always backwards.
i) All Leagues - Ill Curse and TURBO speed allows players to strike the defender's head normally instead of being restricted only to backflips.
j) Units that are CURSED (green and sick) will now have their peg blocks destroyed in a single hit.
k) Ball ownership now displayed with a white outline around unit.

3) GFX / GUI / MISC
a) Revamped resolution handling/scaling code.
b) Cleaned up and simplified the MAP GUI (feels less cluttered now) and added detail to anything I thought needed touching up.
c) Redid the Half-Time screen.
d) Game Options now save to local file and are loaded on startup. (Previous versions would only save the Video and Audio options.)
e) Various bug fixes and optimizations





Update #6 - Patch 1.4 (New Selectable Maps)









1.4 Changes:

1) NEW - Map Selection screen created. Maps are now interchangeable between leagues and can be selected after choosing fireteams.

2) MAPS - Map 'Pro League' renamed to 'Default' and added to map selection screen.
MAPS - Map 'Mutant League' renamed to 'Flagmania' and added to map selection screen.
MAPS - NEW Map 'Rumble Ring' created and added to map selection screen.

3) GFX - Minor graphic adjustments to menus and fireteam's taunt/victory/defeat head animations.

4) BAT - Pausing - Fixed bug where player 1 couldn't pause a battle between two CPUs.

5) MENU - Fireteam Selection Screen - Fixed bug where player 1 couldn't back out to title screen when waiting for another controller's input.

6) LOADING - Improved loading at the 'Presents' screen.

7) BUG FIXES - Fixed some minor MAP & BAT bugs.

Update #5 - Patch 1.3 (Mutant League Upgrade)


Note: A lot of things have been changed for the Mutant League. I felt the way it was in its current state didn't feel like the "bizzaro" version of Pro League I always wanted it to be. I think it now plays and flows a lot better while bringing a whole new level of chaos with the new Mutant League map.


1.3 Changes:

1) MAP - Mutant League - Reconstructed entire map. Map now forces players into 1vs1 battles for 2 rounds, then turns into a battle royale. The 'Silver Wall' will jump from flag to flag on each new round.

2) BAT - Mutant League - Rebalanced combat flow. Ball starts at same speed as Pro League, but no longer increases speed by destroying peg blocks. Ball now increases speed with each strike/backflip and resets back to default speed after destroying a peg block. Players can still cross the center line and grab the ball.

3) BAT - CPU - AI improved to react faster in Mutant League and can now back off when in close proxy to another CPU.

4) MAP - GUI/Effects - Changed the player flag counter icon to match their player colours.

5) MAP - GUI/Effects - Placing the cursor over an enemy captured flag will now highlight those enemy units on the map.

6) MAP - GUI/Effects - Improved depth order to make flags stand out when highlighted by the cursor. This allows players to see flags obscured by other units or by walls when highlighted.

7) LOADING - Smoothed out initial gameplay stuttering by adding a 5 second loading screen before gameplay begins. Stuttering was caused by loading graphics in the background during play. The extra loading just does this before the game starts instead of during.

Update #4 - Patch 1.2

Changes:

1) Loading - Improved overall game loading and removed loading splash screen from startup. Game now has an initial 10 second load, then everything else is loaded on demand while playing.

2) Battle - Hitboxes - Improved the hitboxes a little bit more. They are now finalized unless the majority of players are having problems making contact with the ball.

3) Battle - ill Curse - Fixed a bug where ill Curse couldn't cross the center line after the defender was destroyed.

4) Map - Targeting - Improved visibility of selectable adjacent targets.


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edit: Updated to 1.2.1

1.2.1 Changes:

1) Re-added splash screen on startup for players on older computers where there might be a pre-loading wait before the loading screen appears.

2) Fixed bug with the Map's new targeting code. Unit's depth is now adjusted based on if they are being targeted, overlapping each other, and being highlighted by the cursor. This should now make it much clearer on available target to attack.

Update #3 - Patch 1.1 (Better Hitboxes and More Gamepad Buttons)

Changes:

1) Battle - Attack Hitboxes - Increased how long the hitbox stays on screen. (on button press)

2) Battle - Gamepad Controls - Players can now Backflip using B, LB or LT.

3) Battle - Gamepad Controls - Players can now Screwshot using X+A, Y, RB or
RT.

4) Battle - Keyboard Controls - Players can now Screwshot using C+X, J+K or Spacebar. Will add more if suggested.

5) Battle - Gamepad Controls - Mutant League - Players can now grab the Bullet Ball by holding X+A, RB, or RT while neither the player nor the ball is charged/powered up.

6) Battle - ill Curse - ill Curse no longer respects the center line, regardless of league.

Cheers,
EDE

Update #2 - Patch 1.0.3

Changes:

- Keyboard (Battle) - Spacebar now executes a Screwshot . Players can still hit Strike up & down at the same time to execute a Screwshot.

- Gamepad (Battle) - Y button now executes a Screwshot. Players can still hit Strike up & down at the same time to execute a Screwshot. Y button no longer performs a backflip.

- Gamepad (Map) - Y button now taunts. Y button can no longer be used to buy Cheats. B button no longer taunts.

-Hitbox Show/Hide setting- Finalized this "mode". Battle arena darkens so hitboxes are more visible. Walls removed. Bullet Ball hitbox visuals changed to be more visible.
I created this to help players practice FNF and test both the hitboxes and their own reflexes.

Update #1 - Patch 1.0.2

Changes:

- Tweaked the hitboxes when in battle.
- Can now show/hide hitboxes when in battle from the Graphics menu. Good for practicing as this game requires quick reflexes.

EDE

Update #1 - Patch 1.0.2

Changes:

- Tweaked the hitboxes when in battle.
- Can now show/hide hitboxes when in battle from the Graphics menu. Good for practicing as this game requires quick reflexes.

EDE

FNF Steam Trading Cards

Card drops have been added! There are 8 cards in total; one for each Fireteam.

Cheers,
EDE