I saw some damage came up in the dungeon's metadata, so I had to fix that first!
14:50
NOTE
Don't tell me the game "Eternal Sonata" is about Chopin and not about Handel, because I already know that!
14:50
TEST
Eternal sonata
14:50
LINK
Eternal sonata
14:49
SASKIA
Eternal sonata
14:49
GAMEJOLT
Eternal sonata
14:30
ACHIEVEMENT
Eternal Sonata
14:28
MAP
Handel
14:26
SCENARIO
Re-read this.... I really had to make sure things were done right here
14:26
TRANSFER
Scenario
14:13
GITHUB
Updated
14:13
UPDATED
vUpdate
14:12
GENERATION
I also regenerated the monster list in order to make sure the enemies as they appear in the Hall Of Music will be viewable in the Hall of Heroes (if you found Diane Foxey)
14:11
GENERATION
Regenerated some important data for the True Abyss
14:10
LINK
That links it all together
14:10
DONE
Queen put in the True Abyss
14:10
DONE
Rammstein put in the True Abyss
14:09
DONE
Heaven 17 put in the True Abyss
14:09
DONE
Golden Earring put in the True Abyss
11:15
STATUS
But first a little break
11:14
STATUS
The next step will, of course, be to put in the representative of the Hall of Heroes
11:13
STATUS
AT LAST!
11:13
CONFIRMED
Pfwew... that works
11:00
TEST
Take III (This is beyond silly)
11:00
FIXED
Exit data swapped
10:59
HUH
DA FUUUUUUUUUCK!?
10:53
TEST
Take II (Who could have imagined?)
10:51
FIXED
Missing tag, causing a missing link to the next room from the boss room
10:50
STUPIDITY
Ah yeah, I forgot something VERRRRRY important!
10:42
TEST
No trouble should be expected, yet a test is still in order! So here goes!
10:39
MAP
Configured not to go for encounters in the final room
10:38
NOTE
The Hall of Heroes representative won't yet be present
10:38
STATUS
008 will be the final room
10:38
MAP
Area 008
10:37
MAP
Area 007
1:50
BITBUCKET
And I released the bitbucket version of the repository was falling a bit behind, so let' have that one updated as well....
1:48
GITHUB
Updated
1:42
UPDATED
Lic & Version information
1:42
CONFIRMED
Finally
1:11
TEST
Take VIII
1:11
FUCKYOU
All lame excuses accounted for?
1:10
FUCKYOU
Again
1:02
TEST
Take VII
1:02
FUCKYOU
Happy now, whiner?
1:01
INVESTIGATION
Why?
1:00
FUCKYOU
No reason to crash, and thus it crashes
0:52
TEST
Take VI
0:52
BACKUP
Running in the background, so lags can be expected
0:52
FIXED
I think
0:50
SOLVED
Found the issue
0:36
INVESTIGATION
And thus I need to find out why that is!
0:36
BUG
The move "Are you lonesome, tonight" did the opposite of what I had in mind
0:28
TEST
Take V
0:28
NOTE
You never know what to believe these days, after all
0:28
FIXED
???
0:25
HUH
0:17
TEST
Take IV
0:17
FIXED
Effect script referrence error
0:17
FIXED
Speed issue
- = 22 Oct 2020 = -
23:56
TEST
Take III
23:55
REMOVED
Removed faulty file
23:55
FIXED
File failure
23:51
FAILURE
System claims the label "Boss" doesn't exist in the SASKIA script.... fun fact... it DOES exist, so the computer is lying.... I need to find out how that is possible
23:43
TEST
Take II
23:43
FIXED
No encounter zone not properly recognized
23:30
NOTE
Based on all this, I hope we can start testing
23:29
FIXED
Map meta issue
23:29
KTHURA
Checkups
23:28
LINK
That should link it all together now
23:28
SASKIA
Boss script
23:25
STATUS
Now to link this all to the map so the boss fight can begin
23:24
LINK
You ain't nothing but a hound dog
23:24
GAMEJOLT
You ain't nothing but a hound dog
23:21
ACHIEVEMENT
You ain't nothing but a hound dog
23:19
BOSS
The King
22:56
ABILITY
Are you lonesome tonight
22:41
SCRIPT
Are you lonesome, tonight
22:32
ABILITY
Love me tender
22:30
ABILITY
You ain't nothing but a hound dog
22:25
GENERATION
No, they will NOT get me again! I'll first generate the new NEG pictures....
22:25
TRANSFER
The king
22:08
STATUS
Up to the moment you'll meet the boss everything works
21:58
TEST
Take I
21:58
MAP
Savespot at the entrance (needed anyway)
21:58
LINK
Links it all
21:58
MAP
Tied to the map
21:57
FOE
Rammstein
21:03
STATUS
That will do
21:03
ABILITY
Engel
21:02
ABILITY
Ich tue dir Weh
20:53
ABILITY
Asche zu Assche
20:34
STATUS
Given that Queen does not have anything new, let's move on to Rammstein
20:28
FOE
Queen
20:28
ABILITY
Breakthrough
20:19
ABILITY
Miracle
19:11
ABILITY
Who wants to live forever?
19:10
ABILITY
Radio Ga-Ga
19:09
ABILITY
I want it all, and I want it now!
18:40
ABILITY
I'm going slightly mad
18:37
ABILITY
I want to break free
18:18
STATUS
Next patient: Queen
18:17
TECHNO
No real technical issues expected here so no test required yet
18:16
FOE
Heaven 17
18:16
ABILITY
Temptation
18:06
STATUS
From here I can more easily set up Heaven 17
18:02
TECHNO
Last note was actually a techno note, but it contains a spoiler.....
18:02
SECRET
What is important to note is that I did take Shanda and Kirana in this.... Both are women... For Shanda it should not be possible to meet Heaven 17... For Kirana it is possible.... I only included Shanda for security reasons, and since it was very easy to do, no trouble....
18:00
SCRIPT
Now that I had the charm script for the men,it was easy to make a similar script that only works for the women
17:06
STATUS
Next patient: Heaven17
17:05
CONFIRMED
That works
16:57
TEST
Take II
16:57
FIXED
Code typo?
16:46
TEST
Take I
16:46
DEBUG
I've set the enemies in the hall of music for now to Golden Earring only so I can test this enemy out, as the charm men ability is new, and I need to test it out
16:45
FOE
Golden Earring
16:42
SCRIPT
Charm the boys
12:37
STATUS
I need to script that one out though
12:37
ABILITY
When the lady smiles
12:15
ABILITY
Twilight Zone
11:51
STATUS
Well Let's first get some base data in order!
11:49
TECHNO
As the move "When the lady smiles" will only affect the men, I need to work things out properly....
11:48
STATUS
The next enemy on my list is Golden Earring
2:21
STATUS
As I'm through my time for today, I will do the others very likely tomorrow....
2:18
CONFIRMED
Abba works
2:04
TEST
Take VI
2:04
FIXED
Macro error
1:54
TEST
Take V
1:54
NOTE
I and I hope I can get the neg effect done in C++ for Star Story... That will save me a lot of trouble I tell ya!
1:54
NOTE
Since I already transferred all enemies (except for the boss), I won't have this trouble until the boss comes in (which is fortunate if you ask me).
1:53
GENERATION
So let's do it
1:53
STUPIDITY
I forgot to 'neg'
1:50
TEST
Take IV
1:50
VISUALSTUDIO
To the debug environment then
1:48
COCKROACH
It keeps insisting on this non-existent error, but the error message immediately gets away from my screen so I can't read it.....
1:41
TEST
Take III
1:40
FUCKYOU
Copy and paste must ensure this can't happen AGAIN!
1:38
COCKROACH
WTF?
1:27
TEST
Take II
1:27
FIXED
?
1:26
BUG
Crash
1:13
TEST
Take I
1:13
LINK
Abba has been linked to the dungeon.... I must note that for now I am merely testing stuff, so I will unlink Abba in later tests in order to do the other enemies.... These enemies have some rather tricky moves I must take into account
- = 21 Oct 2020 = -
23:51
LINK
Abba has been linked to the True Abyss....
23:50
STATUS
Unfortunately this is only the beginning
23:49
FOE
Abba
23:45
SCRIPT
"The winner takes it all" will allow Abba to steal all your money
23:42
NOTE
In the hard mode cash that is stolen is lost forever, regardless if you can kill the enemy before it runs off.... In the other difficulty modes, you can recover your cash
23:41
SCRIPT
Stolen cash recovery when killing an enemy
23:39
SCRIPT
Foe class adapted for stealing cash
23:33
STATUS
I do need to do some extra scripting for the last ability, though
23:31
SECRET
Of course the names of these abilities are not a coincidence
23:31
ABILITY
The winner takes it all
23:29
ABILITY
Dancing Queen
23:25
ABILITY
Move on
23:24
DATABASE
That takes care of that!
23:23
DATABASE
Structure adaption
23:22
NOTE
Although I do need to do some extra work here
23:22
ABILITY
S.O.S.
23:18
STUDY
This ain't gonna be easy, as the foes are written in the QD format (QD standing for Quick Data), a database system predating MyData, and I must note, I don't have a working copy of that program anymore... Doesn't matter as the HEX view already tells me a lot, although it's not the easiest way to go....
21:09
STUDY
I need to study the original enemy records for all this
21:07
STATUS
Before I can implement the enemies I need to put in the abilities, and they are all unique per enemy, so this will get me a lot work.....
21:06
GAMEJOLT
I've set up the announcement for the alpha... Also to put some pressure on myself.... To work a bit harder on this....
20:43
DONE
Dinner.... Eating is an important part of of game development too, you know!
20:25
STATUS
This covers all enemies except for the boss
20:21
NOTE
These are all enemy pictures.... The names of these enemies are chosen due to the theme the dungeon was set into in general
20:20
TRANSFER
Rammstein Art
20:19
TRANSFER
Queen Art
20:18
TRANSFER
Golden Earring Art
20:18
TRANSFER
Abba art
20:03
STATUS
My plan is to make sure that the Hall of Music is finished first, and after that I will be allowing a select number of people into the alpha version.... I hope that many things I need to know prior to the beta release will come to light this way....
- = 20 Oct 2020 = -
20:56
OFFTOPIC
I love this
- = 18 Oct 2020 = -
11:36
NOTE
But that's for another time!
11:36
STATUS
Next step will be to get the random encounters in order
11:36
NOTE
So far so good!
11:26
TEST
Let's have a little test, though
11:26
NOTE
This is the boss area, but the boss won't appear for now, as I'll get to the boss later
11:25
MAP
Area 006
2:28
NOTE
Not gonna wait for that though, the computer will get the task done without me...
2:28
GAMEJOLT
Alpha Update
2:25
STATUS
See ya, next time!
2:24
JUDGMENT
I guess I should make too big rooms in this place... I did suffer a lag, but that is understandable... Not gonna "fix" that though... It's fine the way it is... This is not to be a very big dungeon anyway
2:17
TEST
Take IV
2:17
KTHURA
Done
2:14
NOTE
Before I call it a day, I first wanna add the "disco ball" effect
2:14
CONFIRMED
That should do it
2:06
TEST
Take III
2:06
KTHURA
Cleaning the map
2:05
DEBUG
A quick debug view indicates some "rotten objects" could be to blame though
2:04
COCKROACH
Nope!
1:56
TEST
Take II
1:56
FIXED
?
1:55
BUG
Hmmm... A blockmap issue, eh?
1:47
TEST
Let's see
1:47
FIXED
Fixed that
1:46
BUG
Only the chain to the previous room doesn't work... But that's an easy fix
1:45
JUDGMENT
Not bad... Not bad at all
1:30
TEST
Well, let's see how it goes then....
1:29
NOTE
I've not yet added the disco ball effect... This is because I need to make sure the rest of this room works, and since this room has a puzzle with Scyndi's whip effect, things are always a bit delicate