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 |
22:09 | VOID |  Ah, white line bug in my way.... If I could only get that fixed..... (GRRRR!) |
21:54 | FIXED |  Syntax error |
21:46 | CHARACTER |  I've configured Eric's fire spells, since the first dungeon will allow him to unlock those.... |
21:39 | STATUS |  Well, ready to go to the next stage |
21:22 | TEST |  Take IV |
21:22 | FIXED |  Flame Wand didn't work the way it should |
21:20 | CONFIRMED |  Rebecca's scare works |
21:09 | TEST |  Take III |
21:09 | FIXED |  Illegal class usage |
20:58 | TEST |  Take II |
20:58 | VOID |  Bug |
20:52 | TEST |  Well, as I go into testing area 003, I can test Rebecca's action in the process (I hope) |
20:42 | WIKI | |
20:24 | CHARACTER |  I've activated Rebecca's personal action |
20:12 | ART |  Rebecca's Personal action button |
20:08 | FIXED |  Sword tier 2 had issues |
19:15 | TEST |  Let's put things to the test.... (And this may take awhile due to an earlier mistake of mine... Nothing in the programming, rather a gameplay issue during the test play, hahaha!) |
19:13 | STATUS |  That will be the last "official" floor, as the "final" floor will only be a scenario hub to get you into the red dragon cave |
19:12 | MAP |  Area 003 Dragon Crack Forest |
18:42 | STATUS |  With this, I can move on to the next leg of the game's production |
18:34 | FIXED |  YUP! ALL IS WORKING NOW!!!! WHOOHOOO! |
18:23 | TEST |  Take X can now really begin! |
18:22 | STATUS |  So I'm ready now.... |
18:22 | DONE |  And I had my dinner... A delicious Asian spring roll |
18:21 | STATUS |  Okay, that was that |
17:56 | STATUS |  And engage into test X... well that is... if if wasn't around 6 and time for the news.... |
17:56 | NALA |  Recompiling NALA |
17:55 | FIXED |  I fixed that |
17:55 | SOLVED |  The evil lies in the way the data was generated by the underlying NALA API |
17:49 | TEST |  Take IX |
17:49 | DEBUG |  An extra line must tell me if the reset is completely ignored or not, as it seems very much like it! |
17:42 | TEST |  Take VIII |
17:42 | FIXED |  Wrong var |
17:29 | TEST |  Take VII |
17:29 | EXPERIMENT |  Let's see what happens if..... |
17:04 | STATUS |  If I can still get some around this time... :-/ (But I hate molded bread) |
17:04 | TODO |  Before I'm going to take a look why that is, I first need to refill my break stock |
17:03 | BUG |  The stat isn't properly reset |
17:02 | STATUS |  Almost there... No more crashes, but.... |
16:30 | TEST |  Take VI |
16:29 | FIXED |  Syntax error |
16:26 | TEST |  take V |
16:26 | FIXED |  Recalc definition error |
16:17 | TEST |  And into take IV |
16:17 | VOID |  I voided that |
16:11 | TEST |  And move on to test II |
16:11 | NALA |  So I gotta compile this shit all over again |
16:10 | NALA |  Yup, gotta compile the entire shit all over again as the linking script is embedded in the NALA engine (to save me time) |
16:10 | FIXED |  Code typo in the NIL link code |
16:05 | TEST |  Take I |
16:05 | STATUS |  I mean it! I'm gonna need it... I'm afraid! |
16:05 | STATUS |  Time to wish me luck |
16:03 | NOTE |  Older savegames will NOT take effect in this.... Too much trouble to get it right and only asking for bugs |
16:02 | SCRIPT |  This should recalculate all stats ever re-equipping |
15:55 | POWERSHELL |  So my script can run, as I won't get to full test work anyway |
15:54 | NALA |  must be recompiled as a result of course |
15:54 | LINK |  So that should link all together now |
15:54 | BUBBLE |  NIL link code |
15:48 | BUBBLE |  API for RPG read out now has a stat iterator for foreach kind of requests |
15:36 | FIXED |  Irravonia not noted as somebody who could equip the Flame Wand |
15:30 | FIXED |  Flame Wand is NOT a consumable, but a weapon! |
15:13 | DONE |  And I've replaced the light bulp in the hallway of my appartment... Was about time too |
15:13 | CONFIRMED |  It works |
13:50 | TEST |  And AGAAAAAAAAAAIN! |
13:50 | FIXED |  C-string-format error |
13:44 | TEST |  And Agaaaaaaaaaaain! (yawn) |
13:44 | FIXED |  Syntax errors bij de vleet |
13:33 | TEST |  And again! |
13:32 | FIXED |  Another syntax error |
13:23 | TEST |  Again! |
13:23 | FIXED |  Syntax error |
13:23 | DONE |  Taken a shower, prior to the test |
12:23 | TEST |  Let's first see if this works |
12:23 | NOTE |  The stats will NOT yet be recalculated, though.... That will be the next step! |
12:22 | DONE |  I've made it posible to change equipment now |
11:31 | CONFIRMED |  Yup! That does it! ;) |
11:26 | TEST |  And NOW I'll go into take III |
11:26 | FIXED |  Case Error! |
11:26 | SOLVED |  I found the issue |
11:26 | NOTE |  HOLD IT! HOLD THE SHOW!!!! |
11:21 | TEST |  Take III |
11:21 | DEBUG |  And I added an extra help line hoping it can tell me why |
11:21 | BUG |  Who can equip stuff is being ignored |
11:18 | FIXED |  Jewels not properly marked |
11:13 | TEST |  Take II (can you believe that?) |
11:13 | FIXED |  One comma.... ONE FUCKING COMMA! |
11:08 | TEST |  Let's put that to the test! |
11:07 | DONE |  I've made the autohelp tell you who can equip a certain item, and who cannot |
11:01 | NOTE |  Does nothing yet, only a few linkups that will allow me to make this possible |
11:01 | SKELETON |  Item usage in the field |
10:59 | FIXED |  Shanda's portrait fixed on the GJ Site |
1:33 | STATUS |  See ya, later! |
1:33 | GITHUB |  Updated |
1:33 | BITBUCKET |  Updated |
1:32 | TODO |  Well, the first thing on my agenda now is item usage outside of battle, and top priority on equipment.... |
1:31 | CONFIG |  Which I also needed to configure some more |
1:30 | BACKUP |  Running |
1:24 | CONFIRMED |  And the JCR6 savegame checkup (the savegames are just JCR6 files in which all files are packed together.... Saves me a lot of loose files for a savegame). |
1:22 | CONFIRMED |  That appears to confirm a few things.... |
1:22 | TEST |  Take K |
1:21 | TODO |  But I must check if the chest will disappear in my savegame |
1:21 | CONFIRMED |  Okay now the chest appears |
1:15 | TEST |  Take J |
1:15 | FIXED |  Case error? |
1:14 | COCKROACH |  Fix ignored????? |
1:08 | TEST |  Take I |
1:08 | FIXED |  And Fixed it |
1:08 | SOLVED |  But I can see how that lie came to be |
1:08 | BUG |  Well all crashes accounted for, but now it claims this does not fall under the casual difficulty setting and THAT is a lie |
1:03 | TEST |  Take H |
1:03 | FIXED |  Now? |
0:56 | TEST |  Take G |
0:56 | FIXED |  I think.... |
0:56 | FUCKYOU |  Crap! |
0:51 | TEST |  Take F |
0:51 | FIXED |  Texture Redefinition failure |
0:36 | TEST |  Take E |
0:36 | FIXED |  Is that all? |
0:30 | TEST |  Take D |
0:30 | FUCKYOU |  and antoher |
0:24 | TEST |  Take C |
0:24 | FIXED |  And more of that |
0:20 | TEST |  Take B |
0:20 | FIXED |  Variable trouble |
0:16 | TEST |  Take A |
0:15 | NOTE |  When saving your game, or when coming back to dungeons you've vistited before opened chests will be gone... This was to prevent needless bugs later.... |
0:15 | SCRIPT |  Treasure chests SHOULD work now |
- = 27 Dec 2019 = - |
23:53 | STATUS |  Now it comes to treasure chests..... |
23:52 | CONFIRMED |  Fix confirmed |
23:31 | TEST |  Take V |
23:31 | DEBUG |  Safety pre-caution against the oversoul counter.... This is not ideal, but it should fix a few things on the short term |
23:29 | FIXED |  Blue Slime can not longer go oversoul |
23:25 | BUG |  Just as I thought, and enemy who was NOT allowed to go oversoul, goes oversoul, for some reason.... |
23:08 | ABILITY |  Cure Disease |
23:06 | TEST |  Take IV |
23:06 | FIXED |  Broken Cash Tag |
22:49 | TEST |  Take III |
22:49 | FIXED |  Illegal class readout |
22:40 | HUH | #108 Impossible error... Yet it happens.... What makes the impossible possible? |
22:40 | DONE |  AP increase on getting hurt by attacks... Actual gain depends on how much HP damage you have, and the chosen difficulty setting... This feature was planned anyway prior to making AP loss on abilities actually work |
22:29 | TEST |  Take II |
22:29 | FIXED |  Blockmap issue |
22:23 | TEST |  A little test |
22:12 | MAP |  Area 002 of Dragon Crack Forest |
21:42 | ITEM |  Sledge |
21:42 | ITEM |  Slashing Whip |
21:37 | FIXED |  Brimstone was shown as "Fire Wand" |
21:36 | NOTE |  Some treasures are just special and you do not want them to be random... So.... |
21:36 | KTHURA |  Treasure Chest added to Kthura config list |
21:34 | KTHURA |  Scripted Treasure chest |
21:13 | ART |  I've cut it into two separate textures... The way Kthura currently works that is the safer way to go when it comes to bug prevention |
21:11 | TRANSFER |  Treasure chest art |
21:11 | TRANSFER |  Non-burning candle art |
20:44 | NERF |  Highwayman's HP halved |
20:43 | FIXED |  Too many magic stones dropped |
20:30 | FIXED |  Target issues |
19:51 | FAILURE |  Git acted up on me.... But I guess I could undo all that.... Pfweew! |
19:44 | TEST |  Take 2 |
19:44 | FIXED |  Code Typo |
19:42 | TEST |  A little test is in order now |
19:42 | MAP |  Encounters configured for Dragon Crack Forest |
19:40 | NOTE |  The reason why I picked these trees, was because there had to be more variation in trees in the forests, and I still had these trees, so.... |
19:39 | ARENA |  Forest with these trees |
19:38 | FOE |  Highwayman |
19:34 | GENERATION |  Neg |
19:33 | TRANSFER |  Art Highwayman |
19:31 | FIXED |  A few dominance issues.... No further testing needed |
19:24 | TEST |  Take VIII |
19:24 | HUH |  WTF was I doing? |
19:20 | TEST |  Take VII |
19:20 | MAPSCRIPT |  Secret passage auto-hide/show |
19:10 | TEST |  Take VI |
19:10 | FIXED | |
19:10 | SOLVED |  Ah, now I see what this happens |
19:02 | TEST |  Take V |
19:02 | FUCKYOU |  But sometimes a copy and paste command can rule out this crap for sure! |
19:02 | FUCKYOU |  That claim is not right, and the JCR lists confirm that... (image non-existent... That is a lie, no matter how you put that). |
18:55 | TEST |  Take IV |
18:55 | FIXED |  MapText misreferrence |
18:49 | TEST |  Take III |
18:49 | FIXED |  Issue fixed |
18:49 | SOLVED |  Aha! Now I understand! |
18:37 | TEST |  Take II |
18:37 | DEBUG |  Let's put in some extra debug code to get more information |
18:36 | HUH |  I don't understand what the computer is babbling about now.... |
18:27 | TEST |  Take I (And wish me luck) |
18:27 | SASKIA |  Start Script |
18:18 | SCENARIO |  The Start Scenario look okay with me |
18:17 | FIXED |  Autofixes |
17:56 | STATUS |  It's 6 o' clock and time for the news.... I'll be back soon! |
17:52 | NOTE |  I see that I will have to cheat again on the maptext, as I see the same trick used before which doesn't work in the new engine was used, and I fear I may be suffering more here, although, there are not that much dungeons chaining with each other like that anymore, so maybe.... |
17:51 | TRANSFER |  Dragon Crack Forest Scenario text |
17:43 | NOTE |  And from this moment on, the game will also mention them on the field |
17:41 | SECRET |  Unless you played the original game, that is! Their function will be quite similar! |
17:41 | NOTE |  You will find out later what these stones are good for! |
17:41 | BOOST |  Once you enter Dragon Crack Forest every 5 kills in easy mode, every 25 kills in casual mode and every 125 kills in hard mode, a magic stone will drop. As I just used modulos to calculate this, some earlier kills can influence this outcome already.... |
17:34 | DONE |  As soon as you enter the Dragon Crack Forest, the Magic Stone collector will be activated. |
17:31 | JCR6 |  Unfortunately this bug required me to build the music resource again... Oh well.... Better in C# than in Go |
17:30 | FIXED |  NJCR bug with aliases |
17:25 | MAP |  First Area of the Dragon Crack Forest has been done |
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