1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 |
11:27 | BUG | |
0:57 | TEST |  Take X |
0:57 | FIXED |  No spellani on bandage |
0:57 | BOOST |  and shooting has become faster |
0:57 | BOOST |  Faster shooting by gunners, as that also took too long |
0:56 | NERF |  Less HP for medics... This just took TOO long |
0:44 | TEST |  Take IX |
0:44 | BOOST |  A few enemies have become a leetlebit stronger, as this was too easy (especially considering the EXP given for this place). |
0:29 | TEST |  Take VIII |
0:28 | NOTE |  Aurinas are now just inventory items and there are no traders, but you'll be able to sell them to any merchant.... Of course this also means the limitations of the difficulty settings automatically apply. None of the enemies in the facility drops shilders, since the place is on the planet of Ysperon and not on Phantasar.... |
0:28 | FIXED |  Crash on Aurinas |
0:20 | TEST |  Take VII |
0:16 | BITBUCKET |  will be pushed soon |
0:16 | GITHUB |  Will be pushed soon |
0:16 | UPDATED |  Repositories |
0:13 | TEST |  Fixed More items with the same issues |
0:13 | TEST |  Take VI |
0:06 | FIXED |  Target instruction not understood |
- = 9 Jan 2020 = - |
23:57 | TEST |  Take V |
23:57 | FIXED |  Dirty fix on mistagged ememy |
23:50 | TEST |  And to move on to take IV |
23:50 | GENERATION |  Requires me to put on a new NEG, though |
23:50 | FIXED |  Ah, so that is why |
23:49 | BUG |  But now it claims it cannot find the Astrilopup graphic, and that is odd |
23:49 | CONFIRMED |  The music issue appears fixed indeed |
23:36 | TEST |  Take III |
23:36 | FIXED |  That has been fixed |
23:36 | SOLVED |  When an encounter tune was set, the system left the combat link field blank end didn't put in data at all.... |
23:32 | INVESTIGATION |  The log shows the music is being pushed, and that an empty string is done for music request. Both actions should NOT have been taken, so I wonder where this went wrong.... |
23:29 | BUG |  Hmmm..... This is odd! No audio request was allowed, and yet one crashes the game |
22:15 | TEST |  Take II |
22:15 | DONE |  Some Real Life Stuff |
21:18 | FIXED |  #accept issue |
21:12 | TEST |  Take I now comes for real! |
21:11 | DONE |  Set the no music change script right |
21:06 | STATUS |  HOLD THE SHOW!!!! I realize now that I forgot something very very extremely vital! |
20:57 | TEST |  Take I |
20:57 | STATUS |  Anyway, the time to put this dungeon on the test for real (at least up to floor 006) has now come.... Wish me luck! |
20:51 | OFFTOPIC |  Oh, how nice... somebody asks me how I got into game development.... Haha.... That was in 1983 that I coded my first program.... Dang.... Am I really beginning to become an old man? |
20:46 | ARENA |  Facility |
20:41 | STATUS |  However I'm not there, yet! |
20:41 | CONFIG |  Map configured for random encounters |
20:38 | FOE |  Astrilopup |
20:38 | FOE |  Cyborg Captain |
20:38 | FOE |  Cyborg Gunner |
20:26 | ABILITY |  Shoot |
20:26 | FOE |  Cyborg Medic |
20:26 | TODO | |
19:36 | TRANSFER |  Art Astrilopup |
19:28 | TRANSFER |  Cyborg foe images |
16:35 | STATUS |  But first a break |
16:35 | STATUS |  Now to prepare for the encounters.... |
16:35 | CONFIRMED |  Stuff works now.... |
16:18 | TEST |  Take V |
16:18 | SCENARIO |  Redone (urgh!) |
16:15 | FAILURE |  This is what I miss my mac for, as that could not happen there, but I guess this is one of the WOES of Windows |
16:15 | FAILURE |  All Data Destroyed as a result, so I can do that part over |
16:15 | FAILURE |  Scenario editor session conflict |
16:04 | TEST |  Take IV |
16:04 | MAPSCRIPT |  With the required scripting of course |
16:03 | LINK |  Linked Scenario to start of Dungeon |
16:01 | FIXED |  Mistagged item |
16:01 | SCENARIO |  Welcome |
15:25 | SCENARIO |  Let's set up a little intro speech, in which I must take in mind that the three girls, Irravonia, Scyndi and Rebecca are the only three of which I can be 100% they are in the group when you enter the place, since Eric and Brendor can be kidnapped by Rondomo when you enter, and you can reach the place prior to Merya, Dernor and Aziëlla joining the party. |
15:24 | REMOVED |  In this case I had to remove some objects that only had value in the Star Story scenario |
15:23 | KTHURA |  I've enhanced Kthura with the possibility to mark objects with untransferred textures, so they'll become easier for me to either fix or remove |
14:49 | TEST |  Take III |
14:49 | FIXED |  Some general issues |
14:49 | STATUS |  Some real life stuff got in the way, so I had to take care of that first |
11:47 | TEST |  Take II |
11:47 | FIXED |  Typo in item referrence |
11:42 | TEST |  Take I |
11:42 | STATUS |  That comes later... First I'll have to test if the random treasures and the treasure chests work the way they were intended |
11:42 | BUG |  Area 999 very likely contains stuff that spooks up Kthura... very likely a texture not well referred to or something.... I'll have to investigate that later |
11:28 | MAP |  Configured to feature these items |
11:26 | ITEM |  Configured stuff for Merya (for once she's joined the group that is) |
11:25 | ITEM |  Nuke |
11:25 | ITEM |  Medikit |
11:25 | ITEM |  Bandage |
11:16 | NOTE |  Yeah, this is a cameo to Star Story after all! |
11:16 | ITEM |  Aurina |
0:57 | SECRET |  Yup, the same enemies and treasure as you'd meet in Star Story, the cameo will be complete after all... Only unlike Star Story no monsters roaming the field this time... This is too hard to script for a cameo... The way back around was easier, and that's why I did that back then.... |
0:56 | NOTE |  I will need to get the door on floor 012 to work, but that is a later concern, the main stuff works, and I can start working on the encounters and the treasures now |
0:55 | CONFIRMED |  FINALLY! |
0:45 | NOTE |  (last one I hope!) |
0:45 | TEST |  Take XXI |
0:45 | FIXED |  Config error |
0:41 | TEST |  Take XX |
0:41 | FIXED |  Yup, new rooms must be scanned on the spot... I forgot about that |
0:37 | BACKUP |  Running in the background |
0:37 | TEST |  Take XIX |
0:36 | VOID |  Let's try this then |
0:36 | HUH |  ??? |
0:31 | TEST |  Take XVIII |
0:30 | FIXED |  Syntax error |
0:30 | COCKROACH |  It would be a disaster if the project lets me sleep tonight, eh? |
0:21 | TEST |  Take XVII then? |
0:21 | TEST |  Keyword typo |
0:21 | COCKROACH |  Nope! Not allowed! |
0:17 | TEST |  Take XVI has to confirm this |
0:16 | STATUS |  Everything should work accordingly now |
0:16 | LINK |  Established |
0:12 | STATUS |  Now I must re-establish the auto Next/Prev links... I made them alternate in order to set the doors in order whenever you arrive in a new room |
0:12 | FIXED |  IT WORKS! YAY! |
0:06 | TEST |  Let's verify in take XV if I'm right |
0:00 | SOLVED |  I think I solved the mystery, though |
0:00 | DEBUG |  Deactivated that debug line |
- = 8 Jan 2020 = - |
23:59 | CHECKED |  The callback cycle routine works, so that is not the issue |
23:47 | TEST |  Take XIV |
23:47 | CONFIRMED |  At least I know the zones triggering the doors are triggered.... Now I must find out why the doors do not respond |
23:47 | DEBUG |  MOAR debug lines required |
23:43 | TEST |  Take XIII |
23:42 | DEBUG |  I've added an extra debug line that should enlight me on a few things here |
23:38 | INVESTIGATION | |
23:38 | BUG |  Nothing happens |
23:30 | FIXED |  Conservatism bug |
23:24 | TEST |  Take XII |
23:24 | FIXED |  Wrong class |
23:21 | TEST |  Take XI |
23:21 | FIXED |  I hate "==" |
23:07 | TEST |  Take X |
23:07 | SCRIPT |  That has been done now |
22:58 | NOTE |  Although I must note nothing will happen on the short term as there is no code yet acting upon the instruction.... The code will (once written) just respond to the change of a few configuration settings, and they are set and unset now properly (if my calculations were correct). |
22:45 | LINK |  I've linked all the doors to the respective trigger areas that should open and close them! |
22:22 | CONFIRMED |  Yup! The alternate way is now used.... Good! |
22:20 | TEST |  Take IX |
22:20 | LINK |  Let's see if this linkthrough works the way it should |
20:18 | CONFIRMED |  Right the logs now confirmed that the doors are properly registered |
19:16 | TEST |  Take VIII |
19:16 | FIXED |  Lack of "self" |
19:12 | TEST |  Take VII |
19:12 | FIXED |  Moar of those..... DOH! |
19:07 | TEST |  Take VI |
19:07 | FIXED |  property name typo |
19:03 | TEST |  Take V (IV was not announced... silly me) |
19:03 | FIXED |  And I think I fixed this now |
19:02 | SOLVED |  I I think I found out why |
19:01 | CONFIRMED |  Indeed.... The sliding doors are not recognized, that much the log now officially confirmed |
18:25 | DEBUG |  So I've added extra debug lines |
18:24 | INVESTIGATION |  I cannot see clear tracks of proper initiation |
17:41 | NOTE |  that that should solve that BSOD |
17:41 | FIXED |  Illegal class call |
17:39 | BUG | |
16:20 | FIXED |  Case error |
16:18 | TEST |  Test III |
16:17 | FIXED |  missing links to Kthura |
16:16 | BUG |  The alt script itself is (as expected) bugged |
16:16 | CONFIRMED |  the link itself worked, but |
16:14 | TEST |  And again |
16:14 | FIXED |  Missing slash, and in coding work, that makes a lot of difference in a computer program, I tell ya! |
16:11 | TEST |  You never know this without a test... of course |
16:10 | TECHNO |  As a result, the chains between the floors should not be working now in the Facility, but they still should in all other dungeons |
16:09 | LINK |  And the mapscript now also links to this |
15:57 | LINK |  Link function so I can do AltNext from all other states (most particularly the MapScript state).... |
13:34 | JUDGMENT |  That looks good... but let's see |
13:31 | TEST |  Let's do that again! |
13:31 | FIXED |  Yeah, believe it or not, but this little shitty code already needed a fix, and the big code was not yet even linked to... Cool, huh? |
13:28 | STATUS |  STuff is not yet complete or linked but I do want to run a little test to see if the few changes didn't cause too much trouble |
- = 7 Jan 2020 = - |
20:02 | SKELETON |  Basis setup for the sliding doors |
19:16 | BRAINSTORM | I did need some rest, and I also did some brainstorming.... I think I got some ideas for the sliding doors, as they have some important scriptig requirements.... |
12:07 | UPDATED | |
11:57 | CONFIRMED |  The stuff that had to work now, works.... Some additional coding will now be required to get this all to work fully |
11:51 | FIXED |  a few fixes on textures that do not exist in this game, and which i don't need anyway, so no need to import them either! |
11:07 | TEST |  Yet I can test if the entrance works, and that I will do! |
11:07 | NOTE |  I should note that the dungeon is not yet completely operational and that the doors will also not move yet! |
11:06 | LINK |  Entrance to the facility should work now |
10:19 | NOTE |  Which really goes more than 10x faster now that I can use my C# version of JCR6 (even though it's not yet fully done). |
10:18 | JCR6 |  And repacking my music resource now |
10:18 | CONVERT |  Converted to WAV as XNA has no OGG support on its own, and I do not wish to rely on dependencies not can I unpack to make those dependencies make the work... With SSD based harddrives that is not wise to do (makes their lifespan shorter), plus not all music licenses allow me this road.... |
10:17 | TRANSFER |  So it's been transferred |
10:17 | MUSIC |  Just like in Star Story "Ghosts of Disease" by Knight of Fire will be used in the facility |
10:01 | TECHNO |  There are a few things in this map that have not been configured in this project, but that's no real bummer, as they are not really needed here anyway |
10:00 | MAP |  A few slight modifications done to make it fully compatible with the new script setting |
9:58 | TRANSFER |  Map Eugorvnia Facility |
0:32 | CHECKED |  Well the original Kthura map looks fine to me, so transferring should not be a serious issue... |
0:15 | FIXED |  NIL != Python (fortunately NOT) |
0:13 | NOTE |  It was either that or a useless call to SASKIA |
0:13 | CHEAT |  I've cheated stuff in a little |
0:00 | NOTE |  And I noted all planned TL levels |
0:00 | UPDATED | |
- = 6 Jan 2020 = - |
23:50 | SECRET |  Yes, another secret Game Jolt exclusive dungeon will be found here. Cool,huh? |
23:50 | GAMEJOLT |  Linked to the checkout that should open the barrier |
23:48 | MAPSCRIPT |  Written some code to start the madhouse |
23:46 | MAP |  Areas 000 and 001 of the Mad House |
23:13 | TEST |  Well, let's see what happens |
23:12 | TECHNO |  This is a feature first brought in to Star Story and very specifically set up to work on Kthura, so maybe that explains why it wasn't supported in the original game |
23:12 | SCENARIO |  Tag change tomake the auto-link possible |
23:11 | MAP |  Sign with auto-link |
23:06 | SCENARIO |  Auto-correct |
23:03 | TRANSFER |  scenario transfer |
22:57 | TEST |  Does it all work now? |
22:57 | FIXED |  .... |
22:54 | FIXED |  Madhouse misreferrence |
22:46 | TEST |  Well.... Does everything work now? |
22:46 | LAZY |  and made the GOTOLAYER case insensitive... Kthura takes only uppercase anyway |
22:46 | LINK |  exit Eric's house |
22:13 | LINK |  Link to the Mad House set up |
21:48 | JCR6 |  So I've set the aliases right and rebuilt the music resource... |
21:47 | MUSIC |  "Fun in a bottle" is the background music for the madhouse (just like in the original game) |
21:43 | MAP |  Exterior Mad House |
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