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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 |
12:10 | JUDGMENT |  Quality has been approved |
12:10 | LUA |  Music pack script adapted |
12:09 | MUSIC |  Music imported and quality downgrade |
11:54 | JUDGMENT |  I see... what I wanted to see |
11:47 | TEST |  Still a little test |
11:46 | NOTE |  activating it will for now crash the game |
11:46 | MAP |  Boss placed in |
11:38 | TRANSFER |  Boss Art |
11:11 | FIXED |  A bug in my backup tool not handling deleted files well |
0:08 | NOTE |  But that's likely not for today anymore! |
0:08 | STATUS |  Things have been set for the boss fight |
0:01 | FIXED |  Frost wand was producing fire in stead of ice |
- = 23 Jan 2020 = - |
23:41 | TEST |  Take IX |
23:41 | NERF |  More chances to get out of paralysis |
23:23 | TEST |  Take VIII |
23:23 | FIXED |  Aurina |
23:04 | FOE |  Myr has been modified a bit, as it didn't work the way it was intended to work |
23:03 | FIXED |  Element fix on Freeze |
22:47 | TEST |  Take VII |
22:47 | FUCKYOU |  SIIIIIIGG! |
22:42 | TEST |  Take VI |
22:42 | FUCKYOU |  I guess I must FORCE this |
22:39 | TEST |  Take V |
22:39 | FIXED |  I think I fixed the flysky issue |
22:34 | TEST |  take IV |
22:34 | CHECKED |  Myr seemed to be only doing Ultra-Sonic, while it shouldn't |
22:29 | TEST |  Take III |
22:29 | HUH |  I dunno, but let's try this |
22:28 | HUH |  Enemy error |
22:25 | FIXED |  Arena reference |
22:21 | TEST |  So Take I again! |
22:21 | TEST |  Take I was cancelled as I discovered it before the take began |
22:21 | FIXED |  Item fixed |
22:17 | TEST |  Take I |
22:17 | STATUS |  And that should set things up.... Up to area 018 everything should be already.... On area 018 I've planned a boss fight |
22:16 | MAP |  Random treasures have been placed |
22:12 | CONFIG |  Random treasure |
22:12 | CONFIG |  Random encounters |
20:39 | FOE |  Myr |
20:39 | FOE |  Flysky |
20:12 | NOTE |  I goes without saying, but... These items can ONLY be obtained in the second part of the science facility.... I guess you already figured that out, eh? |
20:11 | ITEM |  Super Medikit |
20:09 | SCRIPT |  AP Full effect |
20:09 | ITEM |  Energy Drink |
20:01 | GAMEJOLT |  Well I was about to do it again anyway, and this version had no more value, but still.... |
20:01 | FAILURE |  Oh, my alpha update went wrong, eh? |
19:59 | GENERATION |  NEG |
19:59 | TRANSFER |  Myr |
19:59 | TRANSFER |  Flysky |
19:36 | MUSIC |  Quality DownGrade "Hall of the Mountain King" |
19:32 | MUSIC |  Quality downgrade "Chee zee Jungle" |
17:27 | TEST |  Take VIII |
17:27 | NOTE |  NONE of these fixes will affect the original Star Story game, as all fixes have been applied on a copy, and I already had done a few modifications, so.... |
17:26 | FIXED |  The texture used to be invisible but to cover up a cosmetic issue was never used in this game, so I had to pick another |
17:24 | FIXED |  Way back for 023 to 022 |
17:23 | FIXED |  Entrance doors 023 not operating at all |
17:23 | FIXED |  No way back from 22 to 21 |
17:22 | FIXED |  Doors on 020 only closing when you walk to them first |
17:21 | FIXED |  I think I fixed the sliding door issue |
17:11 | TEST |  Take VII |
17:11 | DEBUG |  Some debug lines must answer a few questions |
17:09 | MYSTERY |  Why the doors refuse to work is still beyond me, though.... |
17:09 | FIXED |  And a missing backchain to a room you were before has been fixed too |
17:09 | FIXED |  That crash is fixed |
17:05 | BUG |  And the doors do not respond properly when you approach them |
17:05 | BUG |  Crash halfway |
16:56 | TEST |  Take VI |
16:56 | FIXED |  PLEASE!!!! |
16:56 | FUCKYOU |  GRRRR! |
16:54 | TEST |  And Take V is now the game itself.... |
16:54 | CONFIRMED |  Which should look OK now |
16:54 | TEST |  Take IV is just checking the data the builder shows me |
16:54 | FIXED |  I hope? |
16:54 | INVESTIGATION |  WTF is going on here? |
16:53 | COCKROACH |  WTF????? |
16:49 | TEST |  Take III |
16:49 | FIXED |  Bad Alias request |
16:41 | TEST |  Take II |
16:41 | LINK |  Done |
16:41 | STUPIDITY |  Forgot to link the event with Zone Action, doh! |
16:38 | TEST |  Let's put everything to the test .... |
16:36 | CONFIG |  Meta config part 2 |
16:35 | NOTE |  Contrary to the original game, once moved on to floor 013 you cannot go back to floor 999 anymore.... |
16:22 | SCRIPT |  Aliassing.... Keeps the facility a bit more as one dungeon.... |
16:19 | MUSIC |  Quality downgrade "Black Vortex" |
16:16 | LAZY |  I know that's lay, but I have choices to make, mind you! |
16:16 | BUG |  But the layer remover appears defect in the current version of Kthura, so I cannot remove it, but all it does is taking up a bit of RAM, and it's the smallest layer in the entire dungeon, so I'll have to keep that the way it is, and it's not that important |
16:15 | KTHURA |  I've checked the second part of the facility, and all appears well, except for the room of "the mole", but since that room will not be out of reach in this game (as the secret door giving access to it will not open in this game), there is not much point in fixing that.... |
16:07 | TEST |  Let's make sure though! |
16:07 | FIXED |  So it should be fixed now |
16:07 | SOLVED |  THANK GOODNESS! It was just a code typo and not a busted swap file |
16:04 | BUG |  They should NOT have closed again.... |
16:04 | BUG |  Error on the barriers to the facility |
15:55 | TEST |  Take V |
15:55 | CONFIG |  I've altered a few settings and hopefully this will grant me my cigar (although I don't smoke, but you get the picture) :P |
15:54 | JUDGMENT |  Close! But no cigar! |
15:45 | TEST |  Let's first test Tsunami -- Take IV |
15:44 | STATUS |  Music resource update can wait |
15:44 | MUSIC |  Quality Downgrade "Water Prelude" |
15:37 | FIXED |  I THINK I fixed that |
15:37 | COCKROACH |  No more crashes, but what I see now is beyond terrible anyway, so I need to sort this out! |
15:35 | FIXED |  Wrong skill group experience on Poison Cloud |
15:32 | TEST |  Take III |
15:32 | FIXED |  Wrong class called |
15:28 | TEST |  Take II |
15:28 | DONE |  A few distractions taken care of |
14:33 | FIXED |  Declaration error |
14:29 | TEST |  Time for the test |
14:28 | LINK |  Linked spellani to the ability itself |
14:28 | FIXED |  Wrong skill EXP on tsunami |
14:27 | SPELLANI |  Tsunami |
14:04 | TRANSFER |  Water |
1:08 | STATUS |  And that's all for not... The black dragon comes later |
1:07 | FIXED |  Sheck-Lock should disappear on blinking |
0:57 | TEST |  Take VII |
0:57 | FIXED |  Text tag error |
0:51 | TEST |  Take VI |
0:51 | FIXED |  Target error |
0:34 | TEST |  And when that's done test V should automatically start.... |
0:33 | JCR6 |  Unfortunately this forces me to rebuild the music resource |
0:33 | FIXED |  Bad alias request in music build script |
0:32 | CONFIRMED |  That appears to fix things ideed |
0:17 | TEST |  Take IV |
0:17 | EXPERIMENT |  Let's check it out! |
0:17 | INVESTIGATION |  I did find a double Zone Action definition... Is that the source of evil? |
0:15 | JCR6 |  Repack |
0:14 | OPTIMIZATION |  I'm sorry, but it is required to keep the size managable :( |
0:14 | MUSIC |  Several tracks downgraded in quality |
0:10 | TEST |  Take III |
0:10 | DEBUG |  Extra debug lines must help me here |
0:10 | MYSTERY |  The error cannot be, and yet it happens, so I wonder what is going on |
0:05 | GAMEJOLT |  Alphapush |
0:03 | TEST |  Take II |
0:03 | VOID |  Attempt to void that |
0:02 | HUH |  WTF |
- = 22 Jan 2020 = - |
23:59 | TEST |  Take I |
23:59 | TEST |  so here goes |
23:59 | STATUS |  It SHOULD work now, but nothing has been tested yet |
23:58 | SASKIA |  Post-boss script |
23:48 | JCR6 |  Repacked music resource |
23:48 | JCR6 |  Music alias for Sheck Lock |
23:47 | NOTE |  No way to unlock it yet, and even if you could, going there now will crash the game until the work on the cave has actually begun |
23:47 | WORLDMAP |  Black Dragon's cave |
23:46 | BOSS |  Sheck-Lock |
23:33 | NOTE |  This ability has many effects, and the kinds of effects it can cause will increase each battle... In other words, we'll see that one some more times |
23:33 | ABILITY |  Crystal Blade |
23:26 | REMOVED |  Invalid file |
23:23 | LINK |  All complete |
23:23 | GAMEJOLT |  Link up |
23:21 | NOTE |  Not all data accounted for yet, so still a lot to do! |
23:21 | CONFIG |  Boss fight configured |
23:21 | SASKIA |  Shecklock pre-boss |
23:21 | MUSIC |  Quality Downgrade "Tempting secrets" |
23:20 | ACHIEVEMENT |  Who gives a damn about you? Your new name is "Mid-Boss"! |
23:11 | MAPSCRIPT |  SheckLock should now appear if both dragons have been defeated |
23:03 | TRANSFER |  Art Shecklock |
22:48 | TEST |  Take IV |
22:47 | FIXED | |
22:46 | BUG |  Oh, missing assets, eh? |
22:32 | TEST |  Take III |
22:31 | STATUS |  Oh, no matter..... |
22:31 | CHECKED |  Hmmm, hard to check, but seeing that she fled when she saw me does indicate a bad concience |
22:30 | TODO |  Checking out what the cat is doing as I hear suspicious noises |
22:30 | CONFIRMED |  they are ok |
22:30 | CHECKED |  SASKIA script settings |
22:30 | STUPIDITY |  I forgot to regulate the showing of the heroes |
22:25 | TEST |  Take II |
22:25 | FIXED |  Linking issue |
22:13 | NOTE |  Takes longer, as I included a little update on this devlog gitpusher, and it does some housekeeping now...... |
22:11 | TEST |  Let's see if this all works |
22:08 | BOSS |  Green Dragon |
20:36 | STATUS |  But first a break! |
20:36 | STATUS |  Well the answer is NO, because I did not yet set the data for the dragon fight itself |
20:36 | STATUS |  The question is.... Does it work |
20:35 | LINK |  Map linked |
20:35 | MAPSCRIPT |  All set |
20:25 | CHARACTER |  Activator Eric's Green Dragon skill line |
20:20 | SASKIA |  Dragon script |
19:25 | STATUS |  Stuff works |
19:11 | TEST |  No trouble expected, but since you never know.... |
19:09 | MAP |  area 004 |
19:08 | MAP |  Area 003 |
18:43 | CONFIRMED |  Stuff seems to be in order now |
18:31 | TEST |  That was during Take III, so now I'm in Take IV |
18:31 | FIXED |  Typo in Irravonia's ability list causing the game to crash when you learn "Fireblast" |
18:25 | FIXED |  Added "__white" after the fighter draw, which should prevent turning everything green when character # 4 is poisoned |
18:23 | FIXED |  Bad SASKIA instruction |
18:03 | STATUS |  But first I'll be watching the news... brb |
18:03 | TEST |  Take II |
18:03 | NERF |  Nerfed a few stats, as this would otherwise take too long |
17:54 | TEST |  Take I |
17:54 | STATUS |  I do not have all the time in the world to test, but I can make a start to it! |
17:54 | BOSS |  Green Guardian |
17:45 | MAP |  Area 002 |
17:25 | SCRIPT |  Start Script Green Guardian |
17:24 | TRANSFER |  Art Green Guardian |
14:16 | TODO |  Real-life business |
13:03 | STATUS |  Time of a little break! |
13:03 | FIXED |  A few data specifications set right |
13:02 | BUBBLE |  Alias command for JCR6 in project |
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