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 |
17:09 | MUSIC |  I've configured the music for the 4 dragon caves, at least! |
17:03 | DONE |  "NEW!" should be removed upon entering a new location! |
17:01 | STATUS |  Very good... Now for entering the DragonCrack Forest! |
16:56 | TEST |  Take SEVENTEEN! |
16:55 | DONE |  Merchant will be removed if you revisit the crypt after completing chapter 1 |
16:46 | FIXED |  Blockmap issue crypt |
16:43 | FIXED |  Okay, an unwanted leading space was the evil here! (And it would also have caused trouble with the MapText routine, which has been fixed in the same time... GOOD!) |
16:36 | TEST |  Take SIXTEEN! |
16:36 | INVESTIGATION |  The log did tell me a few things I did not like, but perhaps it DOES shine a light on a few things |
16:30 | INVESTIGATION |  Just as I thought... saving in the broken dungeon and loading it "fixes" the issue.... However since loading savegames is the LEAST used method to load dungeons (only once per session after all), this is far from desirable... Now to find out WHAT THE FUCK IS HAPPENING!!! |
16:24 | TEST |  Take FIFTEEN! |
16:24 | FIXED |  , != . |
15:57 | TEST |  Take FOURTEEN |
15:56 | EXPERIMENT |  I do wanna try this, though |
15:56 | INVESTIGATION |  NOTHING has been found in the loader that could possibly do this.... Hmmm.... |
15:52 | FIXED |  Leaving me one issue less! |
15:52 | LINK |  Done now |
15:52 | STUPIDITY |  Forgot to link the leave zone to the Zone action activator though |
15:51 | FIXED |  At least I fixed the Mysterious Crypt from starting in the wrong area though |
15:50 | MYSTERY |  And why it doesn't happen when loading savegames |
15:50 | INVESTIGATION |  Well the mysterious crypt shows the same issue, showing that this is a structural issue in the map loader... I really wonder how this can happen, though.... |
15:36 | TEST |  Take THIRTEEN -- Let's see if this answers something |
15:35 | LINK |  I've linked the mysterious crypt to the worldmap.... It should however only work if you completed chapter 1... During Brendor's prologue it should therefore ignore you attempt |
15:32 | UPDATED |  At least I can check off Doubline in #107 |
15:31 | RESULT |  Astonishing.... When saving in Doubline and going back to prison, Blenchy is still there... At least that means that it has nothing to do with having been in the prison before in that go, or the prison being loaded before or not... But why is the swap script ignored??? |
15:23 | TEST |  Take TWELVE! |
15:23 | LINK |  I've linked Doubline to the worldmap, as I needed to do that to test something I wanna find out out! |
15:12 | INVESTIGATION |  Let's take a look under the hood of things, shall we... |
15:12 | COCKROACH |  Something REALLY goes wrong when chaining from the world map to the dungeon... Is this an issue within going back to dungeons you've been in before, or is this an error with the worldmap... Hard to tell! |
15:04 | TEST |  Take ELEVEN! |
15:04 | BUG |  Blenchy reappears in Zoraman even after defeating her... Odd, since that didn't happen when I loaded the savegame, only when I came back from the world map.... I wonder how THAT could happen.... |
15:03 | FIXED |  That was an easy fix |
15:03 | BUG |  Zoraman prison linked to the wrong room |
14:59 | TEST |  Take TEN! |
14:59 | STATUS |  Let's take a look if it all works as intended, eh? |
14:58 | LINK |  And that should link the worldmap to all the maps it contains, and when I add new locations (which will happen soo, doncha worry) they'll be automatically linked as well. |
14:57 | DONE |  Well that has been scripted |
14:56 | STATUS |  And now what will happen, when the player CLICKS a location, eh? |
14:55 | STATUS |  So far, so good! |
14:51 | TEST |  Take NINE! |
14:51 | FIXED |  Syntax error |
14:44 | TEST |  Take EIGHT! |
14:44 | NOTE |  I'll be counting on in my tests |
14:44 | DONE |  Hover detection |
14:30 | STATUS |  Next step is the hover detection! Very important as that is what allows the player to actually pick a location... Without this, you can click what you want, but you won't get the computer to understand what it has to do.... |
14:29 | CONFIRMED |  And the "new" button also appears were it should |
14:29 | STATUS |  Perfect! Now it does what it has to do! |
14:18 | TEST |  Take SEVEN! |
14:18 | HUH |  Fix ignored, or did I not rebuild properly? |
14:15 | FIXED |  That has been fixed! |
14:15 | SITE |  Did the checklist not have an icon here on this devlog? Oh, my? |
14:13 | TEST |  Take SIX! |
14:13 | FIXED |  Case error |
14:05 | TEST |  Take FIVE! |
14:05 | FIXED |  Wrong object |
14:00 | TEST |  Take FOUR! |
13:59 | NOTE |  Well, I mean, what works that works, right... At least I hope so! |
13:58 | FIXED |  Brute force then???? |
13:57 | COCKROACH |  Fix ignored |
13:54 | TEST |  Take THREE! |
13:54 | FIXED |  Case error |
13:48 | TEST |  Take TWO! |
13:48 | FIXED |  No return value allowed in a "newindex", idiot (since quickmeta declares them as "void" functions). |
13:43 | TEST |  Time to put everything to the test.... Wish me luck Take ONE! |
13:40 | CHECKLIST |  I've set up checklist #107 for that! |
13:37 | NOTE |  for the Chapter 1 maps this will never work (except for the prison), but I will have to take care of that later, since except for the mysterious crypt and Doubline, none of them are accessible yet |
13:32 | LINK |  I've set an autolink to the four continents planned in the game now.... If a zone is marked for that worldmap, it will always go there.... |
13:30 | MAP |  I've set the map zones ready |
13:28 | STATUS |  Now let's link the exit of the prison to the world map |
13:27 | DONE |  New locations will be marked as such |
13:17 | NOTE |  I will use that to indicate which world map locations just appeared.... (I guess that was obvious). |
13:17 | ART |  "New!" |
12:01 | SCRIPT |  I've set up the basis for the World Map Screen |
1:04 | STATUS |  See ya later, folks! ;) |
1:04 | BITBUCKET |  Up to date |
1:04 | GITHUB |  Up to date! |
1:01 | STATUS |  Ah, it's done.... Let's commit my stuff further then.... |
0:59 | SOLVED |  Oh wait, it's just the auto-repack.... Always have to happen when I'm about to call it, but I guess it will have to be done, right? |
0:58 | FAILURE |  Git is acting up on me... Or so it seems |
0:58 | STATUS |  the preparations are done, but there is still a lot to be done.... It's gotta wait though, but I got a good workout spot for now, right? |
0:56 | MUSIC |  I've set all the music for all the continents the player will pass through.... Saves me some worries later! |
0:50 | LINK |  Expanded the link code |
0:50 | LINK |  Oh wait I already had some link code at the ready... Oh my! |
0:15 | GENERATION |  Anyway regerated |
0:15 | LINK |  And an empty link script |
0:15 | NIL |  Starting up World Map stuff |
0:03 | POWERSHELL |  I've set up a quick script to access the worldmap database... Saves me a lot of trouble later |
- = 26 Dec 2019 = - |
23:49 | WORLDMAP |  Dragon Crack Forest |
23:49 | WORLDMAP |  Mysterious Crypt |
23:49 | WORLDMAP |  Doubline |
23:48 | WORLDMAP |  Zoraman Prison |
23:48 | SITE |  Added tag WORLDMAP |
23:48 | DATABASE |  Basis World Map Database has been set up! |
23:34 | TODO |  Before I can work on that I first need to set up the database |
23:33 | STATUS |  with all that crap out of the way, I can get to the matters at hand... The world map... |
23:29 | GO |  No more need to work with that slow Go application then... GO you can Go away! |
23:29 | JUDGMENT |  It appears that NJCR can handle it just fine!.... Good! |
23:26 | TODO | |
23:20 | TEST |  Well, good test also... Go and C# running the same script... C# began later and has more files done than Go by now... That proves that C# is the faster option now... |
23:00 | TEST |  And let's test it.... I've set things to work in a different file anyway |
22:59 | VISUALSTUDIO |  While I was at it, I also added alias support! |
22:59 | TODO |  Add NIL support to NJCR |
22:59 | VISUALSTUDIO |  I got NJCR working on scripts... Limited support |
22:47 | NOTE |  And while that is running I'm working on NJCR |
22:47 | MUSIC |  With the old method I am now doing the alias for the world map music |
20:28 | CONFIRMED |  All bugs accounted for... Well, in this part, that is.... |
20:06 | TEST |  Take IV |
20:06 | FIXED |  I also think I fixed the security bug in the GJ secret dungeon checker |
20:04 | FIXED |  Code order not well! |
20:04 | FIXED | |
20:04 | SOLVED |  Ah, so that's why |
20:03 | BUG |  I wonder why removing Blenchy crashed the game |
19:55 | BOSS |  And altered data, as I forgot the NEGGER did not account for this stunt I pulled.... Dang! |
19:55 | GENERATION |  NEG |
19:53 | STUPIDITY |  Hahahaha, how could I forget about that, eh? |
19:44 | TEST |  Take III |
19:44 | NOTE |  I still have my doubts about the values generated by the GJ checker.... Some values I see simply cannot be right! |
19:44 | TEST |  Take II |
19:43 | FIXED |  Issue has been fixed |
19:43 | SOLVED |  Ah, that explains |
19:41 | HUH | |
19:26 | TEST |  Take I |
19:26 | TEST |  And So I can FINALLY get to test the boss fight between the party and Blenchy |
19:26 | JCR6 |  Well, by now the new music resource has been rebuilt |
19:06 | EXPERIMENT |  I already suspected it, but now it's confirmed... The C# JCR packager is not a little bit faster, but it did in 5 minutes what the Go packager took more than an hour... It will therefore be really fruitful if I get the NJCR scripter to work a.s.a.p. So as soon as Blenchy has been properly taken care of, and the first chapter be done, I think it'll save me tons of time in the future to get that done first.... |
18:18 | TODO |  So let's put my potato crockets into the oven (you ever heard of those?) |
18:18 | FIXED |  I fixed it, but I cannot yet check if the fix is done as the JCR6 music rebuild is still running |
18:17 | BUG |  I did see a bug in how the score for opening GJ exclusive dungeons are opened... |
18:00 | STATUS |  Well it's time for the news anyway, and after that for dinner, so maybe I can go for that first while the computer is rebuilding |
17:59 | JCR6 |  As repacking the music resource is a time consuming operation |
17:59 | MUSIC |  I've set up the boss music for Blenchy and I really hate myself for not doing that before |
17:49 | LINK |  Which is now also linked to Irravonia |
17:49 | ABILITY |  Splash |
17:45 | SECRET |  SPOILER!!!! It's Blenchy! |
17:45 | BOSS |  The Dark Servant |
17:40 | TODO |  As I still need to configure the boss, and the entire setting around her |
17:40 | SASKIA |  The pre-boss SASKIA script has been set up, but I'm not there yet |
17:09 | ACHIEVEMENT |  The Dark Servants |
17:00 | CHECKED |  Scenario looks ok |
16:57 | TRANSFER |  Pre-Boss and Post-Boss Scenario |
15:06 | STATUS |  Be back soon! |
15:06 | CONFIRMED |  That works |
15:03 | TEST |  They should be hidden, but I gotta test if this is actually the case |
15:03 | MAP |  Heroes placed in the confrontation with the Dark Servant |
14:42 | STATUS |  I need a break now... I'll be back later get the stuff done regarding the boss in the prison |
14:21 | BUG |  I've issued this as #106 |
13:41 | BUG |  Scyndi's whip won't show |
13:41 | STATUS |  Crossing works, but |
13:32 | TEST |  Take XI |
13:32 | FIXED |  Syntax error |
13:32 | TEST |  Take X |
13:24 | FIXED |  Correction didn't work due to issues within the Bubble API for Kthura |
13:23 | SOLVED |  At least the no-scan issue appears to be solved... I must make sure all modulos with 32 in Scyndi bars are 0 (same goes for Irravonia bars, though).... |
13:16 | TEST |  Take IX |
13:15 | EXPERIMENT |  Let's see.... |
13:01 | TEST |  Take VIII |
13:01 | SOLVED |  I think I found the issue.... And interesting this can be also |
12:46 | TEST |  Take VII |
12:46 | DEBUG |  More debug is still needed, though |
12:46 | INVESTIGATION |  Elementary, my dear Watson.... It is at least proven the ScyndiHook_ prefix has been seen |
12:41 | TEST |  Take VI |
12:41 | FIXED |  Debug Illegal function call |
12:37 | TEST |  Take V |
12:37 | DEBUG |  MOAR debug lines |
12:30 | TEST |  Take VI |
12:30 | EXPERIMENT |  I do need to try this though |
12:30 | MYSTERY |  stuff is still very very vague |
12:16 | TEST |  Take V |
12:15 | DEBUG |  Why? |
12:15 | BUG |  Nothing happens... at all |
12:11 | TEST |  Take IV |
12:11 | FIXED | |
12:11 | SOLVED |  Ah, wrong function type |
12:04 | TEST |  Take III |
12:04 | FIXED |  Well I saved... Let's see if that fixes stuff |
12:03 | HUH |  Is the fact that I forgot to save before building the issue? |
12:03 | HUH |  WTF? |
11:59 | TEST |  Take II |
11:59 | FIXED |  Lack of "self" |
11:21 | TEST |  Take I |
11:21 | NOTE |  WISH ME LUCK! |
11:21 | LINK |  Now I've linked the calculator to the hook buttons... The stage is now set for testing |
11:19 | SCRIPT |  Completed the first prototype of Scyndi's hook on calculator... It's not yet tested, and I cannot even test it yet, as I am not completely done... yet.... |
11:15 | NALA |  As a result I must recompile NALA, but that's no real bother since I'm not done with Scyndi yet, so the compiler can run while I work that part out! ;) |
11:15 | KTHURA |  A small enhancement to the bubble engine so actors can be easily teleported, or in Scyndi's case have a little correction |
1:26 | STATUS |  So far, for today.... I am getting tired... Tomorrow I'll script out the actual whip throw hooking on routine.... At least, that's the plan.... |
1:20 | TEST |  Oh well.... |
1:20 | STUPIDITY |  Congratulations, Jeroen... You placed the draw command in the wrong callback method |
1:13 | OFFTOPIC |  FYI ... In the Netherlands it's Christmas for 2 days, meaning that December 26th, still counts as Christmas here... And I will still work on... At least SOMEBODY is using his time ina USEFUL way these days! :-P |
1:12 | TEST |  Another go then? |
1:12 | FIXED |  Missing declarations |
1:05 | TEST |  A little test is in order |
1:05 | SCRIPT |  The button can be loaded and be shown, however clicking the button will NOT yet work (odd, eh?) |
1:02 | ART |  Scyndi's personal action button |
0:58 | MAP |  Scyndi's Hook Spot placed, however since Scyndi's ability has not yet been scripted, she cannot hook on yet |
0:46 | TRANSFER |  Scyndi's hook spot |
0:42 | STATUS |  That is all cool now.... Now to make sure Scyndi can use the shorcut I had in mind |
0:35 | DONE |  A few more fixups |
0:33 | OPTIMIZATION |  Better! |
0:32 | FIXED |  Code typo |
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