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 |
15:16 | WIKI |  Documented Game Jotl API support |
15:16 | SITE |  Added tag WIKI |
14:55 | ACHIEVEMENT |  Feed Me, Seymour |
14:54 | STATUS |  Must of the work is done now, but I cannot go into testing just yet! |
14:44 | MAPSCRIPT |  I've done some checkups and responses to that.... But I think this can be done in a better way, but I'll leave it for now... |
14:34 | STATUS |  NOT there yet |
14:31 | SECURITY |  The secret code that will process the Game Jolt stuff has been written |
14:08 | LINK |  A few quick links for my own benefit |
14:04 | POWERSHELL |  Let's run my NALA build script, as it will take awhile anyway before I can run the next test |
14:04 | NALA |  The NALA side of this entire adventure has now been taken care of... |
13:25 | COSMETIC |  A little fix of something that was bothering me for quite awhile now |
13:23 | SECURITY |  A few system updates done |
13:18 | SECURITY |  Some extra data input to get things done in this department |
13:09 | CONFIG |  Secu update |
13:07 | STATUS |  Well, time has come to turn the engine upside down |
2:10 | STATUS |  See ya! |
2:01 | DATABASE |  Right, a database has been set up which helps me with generating the data I need |
1:41 | STATUS |  Well as much as I want to continue now... It's getting late |
1:39 | GITHUB |  Updated |
1:35 | ENHANCEMENT |  And so there's also a trophy fetcher on my GJ API |
1:35 | STUDY |  Complete, and with good results.... I guess the documentation was better than I thouht... Haha! |
0:13 | NOTE |  Still better than most syntax highlight documentation, though, and given the poor state of the GJ API documentation, THAT counts for something.... |
0:13 | STUDY |  What I need to do now will require a bit more study on the Game Jolt API, which won't be easy as the Game Jolt API documentation is horrible at best |
0:03 | STATUS |  The next issue for me to tackle will be to get the gate to Botanica open.... |
0:01 | CONFIRMED |  "Are you not entertained!" |
0:01 | CONFIRMED |  "Kill the hireling" |
0:00 | NOTE |  Although #103 is considered high priority, it's not the first thing to be taken care of.... That will come once the combats in Botanica are in order, as well as Scyndi's #102 issue..... |
0:00 | BUG | |
- = 23 Dec 2019 = - |
23:42 | TODO | |
23:42 | TEST |  Take VII |
23:42 | FIXED |  Floor and wall textures in area swapped |
23:39 | TEST |  Take VI |
23:39 | FIXED |  "end" too much |
23:37 | TEST |  Take V |
23:37 | SOLVED |  5 characters was the issue.... More than 4 was not allowed to be counted for the random encounter generator |
23:29 | TEST |  Take IV |
23:28 | FUCKYOU |  No way |
23:26 | TEST |  Take III |
23:25 | FIXED |  Encounters in area 999, where that was (due the the scenario hub status) not allowed (to prevent conflicts) |
23:18 | TEST |  Take II |
23:18 | DEBUG |  traceback added so I can see more |
23:15 | BUG |  Collections multi array has an out of bounds error, but refuses to give me more information than that, which... sucks! |
23:05 | TEST |  Take I |
23:05 | STATUS |  But I *can* test how things fare until that point has been reached, let's go! |
23:04 | NOTE |  I will NOT test the boss for now... This because the moment has come the first Game Jolt Only mission has been set up, and I'll be needed to set up some very important stuff then... After all, the full achievement check will then have to be done, and that will be quite a challenge.... |
23:02 | MAP |  Random encounters set up! |
22:58 | STATUS |  Well, with that all out of the way, I can configure the prison for enemies.... Hold, on! |
22:58 | GENERATION |  Hireling negged |
22:58 | TRANSFER |  Hireling art |
22:56 | STATUS |  Not there yet! |
22:56 | ARENA |  Zoraman Prison arena |
22:43 | UPDATED | |
22:41 | TECHNO |  Yes, this is needed.... Some significant tunings are there between prisons and other kinds of dungeons, making the two incompatible.... This is a bit of an issue in how the prison walls were drawn, and since my graphics designer is no longer available, no fix is possible for that.... |
22:40 | ARENA |  Template prison |
21:59 | FOE |  hireling |
21:34 | TEST |  Take XI |
21:34 | HUH |  Fix undone by the computer for some reason??? |
21:30 | TEST |  Take X |
21:29 | FIXED |  Cosmetic issues |
21:25 | TEST |  Take IX |
21:25 | FIXED |  GRRR! |
21:20 | TEST |  And now to test things out |
21:20 | LINK |  Linked the travel zones to the hide and show |
21:20 | DONE |  I also had a short break |
20:17 | TODO |  But first I'm gonna put my chicken into the grill, as I'm getting hungry 
|
20:16 | STATUS |  Before I'm gonna add the enemies for the encounters, I first must take care of the "secret" passage to ward the travel emblem |
20:16 | CONFIRMED |  All errors so far accounted for.... |
20:09 | TEST |  Take VII |
20:08 | TEST |  And let's go again.... |
20:08 | FIXED |  Missing exit spots 001 |
20:08 | FIXED |  Link 002 => 001 |
20:08 | FIXED |  Link 002 => 003 |
20:02 | TEST |  Take VI |
20:02 | FIXED |  Link Area 006 => 005 |
19:47 | CONFIRMED |  Fix confirmed |
19:25 | TEST |  Take V |
19:25 | FIXED |  And I hope I fixed this |
19:25 | INVESTIGATION |  My suspicion has been confirmed |
19:18 | TEST |  Take IV |
19:18 | FIXED |  Debug Syntax Error |
19:03 | TEST |  Take III to see what I can do now |
19:03 | DEBUG |  Clickable list |
18:58 | RESULT |  The coordinates the player is being sent to are rubbish! Possibly because there are multiple switches on multiple floors, and thus there may be a little bit of a conflict |
18:51 | INVESTIGATION |  Let's start on that! |
18:51 | COCKROACH |  Switch still ignored for no reason at all.... This really requires some further investigation! |
18:47 | TEST |  Take II will show me if they work, as they didn't crash teh game... They were completely ignored even, and I wonder why.... |
18:47 | MAPSCRIPT |  All switches have been scripted |
18:47 | CONFIRMED |  that works |
18:39 | TEST |  I can only test if the link between the cell and the dungeon itself works, as I didn't yet script the switches... Trying to throw them will therefore crash the game... for now Take I |
18:10 | LINK |  Linked area 006 with area 999 (area 999 is the cell where you start the game... I put this in a seperate area, due the the important part it plays in the start of the story line).... |
18:09 | MAP |  Area 006 |
18:09 | MAP |  Area 005 |
17:00 | MEDICAL |  And a headache |
16:59 | DONE |  Real-life business |
1:38 | STATUS |  And that sums it up, I think.... See ya! |
1:38 | BITBUCKET |  Updated |
1:38 | GITHUB |  Updated |
1:37 | CONFIG |  Backup configuration updated |
1:35 | BACKUP |  Go! |
1:35 | GENERATION |  BlitzPlus could help me to generate the teleporter for the secret GameJolt only dungeons... I'm not entirely happy though, so perhaps I need to give this more thought, but for now this will do, and the effect already works meshmerizing |
1:34 | TECHNO |  It's hard for me to think backwards, but fortunately, it's only for one dungeon... at least for now... XD |
1:33 | MAP |  Area 004 |
1:33 | MAP |  Area 003 |
1:33 | MAP |  Area 002 |
0:22 | NOTE |  Now I need to note that this dungeon will work backward... So the highest number area comes first and 000 is the exit... This has a bit to do with the fact that 000 will also be the starting room from the world map... |
0:21 | MAP |  Area 000 and 001 of Prison done |
- = 22 Dec 2019 = - |
23:13 | TEST |  III |
23:13 | LINK |  Link code written |
23:03 | NOTE |  This will not fully work yet, as some additional linking is required |
23:02 | DONE |  Switching itself |
21:44 | NOTE |  But as my screen is big enough, it's for me just guessing work if this works the way it was intended, but I don't know why it shouldn't.... |
21:43 | DONE |  I've set up some catch up for when people play with smaller screens... |
21:31 | TEST |  II |
21:31 | FIXED |  Coloring issue |
21:25 | TEST |  I |
21:25 | FIXED |  Nil |
21:19 | TEST |  Let's see what'll happen |
21:15 | SCRIPT |  Base setup switching characters |
20:58 | CHECKED |  Switch icon there.... It was just not yet activated |
20:29 | STATUS |  The most logical thing to implement now would likely be... The switch function |
20:27 | JUDGMENT |  Bon! |
20:11 | TEST |  Take F |
20:11 | DONE |  Alpha-flash |
20:09 | CONFIRMED |  That works |
20:04 | TEST |  Take E |
20:04 | SCRIPT |  Hover detection |
20:02 | JUDGMENT |  It'll have to do.... for now |
19:51 | TEST |  Take D |
19:51 | COSMETIC |  Coordinate wriggling |
19:51 | COSMETIC |  White == White != Grey |
19:47 | TEST |  Take C |
19:47 | LAZY |  Voide case issue in Box class |
19:34 | FIXED |  LAck of self |
19:30 | TEST |  Take B |
19:30 | FIXED |  Case error |
19:26 | TEST |  Take A |
19:26 | DONE |  This should make the backrow characters visible by mini icon... Clicking won't work yet! |
18:46 | STATUS |  The game holds out fine.... However... Rebecca is not yet shown in the character bar as 5th character, but that is solely because the back row has not yet been fully scripted out... That will be taken care of soon enough, after I had my dinner |
18:42 | TEST |  Take IV |
18:42 | FUCKYOU |  Are you fucking me? |
18:39 | TEST |  Take III |
18:39 | FIXED |  Fixed that |
18:39 | SOLVED |  Ah... that was the bugger... Wrong function call |
18:38 | EXPERIMENT |  Does the boxtext loader work now... Hey... how could it have worked before in the first place? |
18:34 | TEST |  Take II |
18:33 | FIXED |  SASKIA syntax error |
18:33 | FIXED |  Priest was not allowed to appear .... yet! |
18:29 | TEST |  Take I |
18:28 | STATUS |  Dinner is on the cooker, but I gotta wait till it's ready, so in the meantime..... |
18:18 | TODO |  Before all that though, let's check my fridge, as I do need to eat something, don't I? |
18:17 | NOTE |  This will resume the game in prison, with all playable characters (except Shanda since she was only a guest character), in the party, making a party of 5.... You may only have 4 characters up front and switching is not yet supported... As a matter of fact, there no telling if the game will hold up at all at this point, but that will be clear once the test starts.... right? |
18:15 | SASKIA |  End of Scyndi's prologue and link to prison |
17:44 | TEST |  Take II |
17:43 | FIXED |  Map area links |
17:34 | TEST |  Time to put it all to the test! |
17:34 | NOTE |  The stairs back will work when the boss is still up... When the boss is down, the game will for now crash for security reasons... That will stop of course once I had the time to fully script things out! |
17:33 | SCRIPT |  Back from boss |
17:31 | SASKIA |  Boss Script written |
17:29 | CONFIG |  Boss start up config |
17:21 | MAP |  Area 007 -- That is where the boss is located |
17:08 | BOSS |  Shadow Sweeper |
17:03 | GENERATION |  NEG |
17:03 | TRANSFER |  Shadow Sweeper |
16:49 | FIXED |  And Charge should not have a spellani |
16:49 | CONFIRMED |  Negative healing for undead operative |
16:43 | TEST |  But take IV will need to confirm that |
16:43 | FIXED |  And I think I fixed it |
16:43 | SOLVED |  I think I found the reason of the bug |
16:37 | TEST |  Take III |
16:37 | FIXED |  Code typo |
16:20 | HUH |  NU BREEKT ME DE KLOMP! |
16:13 | TEST |  Take II |
16:13 | DEBUG |  Some extra log features |
16:13 | BUG |  This setup is ignored.... Why? |
16:10 | TEST |  Let's do it again! |
16:10 | FIXED |  Missing area links in map |
16:07 | TEST |  I gotta test this before I close #100 |
16:06 | SCRIPT |  I've been setting that undead enemies will get hurt in stead of healed when using healing on them.... (This does not affect absorbed elements). |
16:03 | MAP |  Area 006 |
15:43 | STATUS |  That all looked good, but that was to be expected! |
15:33 | TEST |  Let's see |
15:32 | NOTE |  And that is why it took so long ;) |
15:32 | MAP |  Area 005 -- And here I damned all the rules Kthura allowed me to damn..... |
11:44 | MAP |  Area 004 |
11:23 | CLOSED | #101 (You won't see that now, as the commit in which I put my closure request has not yet been pushed) |
11:21 | STATUS |  FINALLY! |
11:15 | EXPERIMENT |  Will THIS fix the issue? |
11:08 | FIXED |  All errors accounted for now??????? |
11:04 | FIXED |  DOES IT WORK NOW????? (SHEESH!) |
10:59 | TEST |  Again! |
10:59 | FUCKYOU |  THIS WAY THEN? |
10:59 | FUCKYOU |  GRRRR! |
10:56 | DEBUG |  More console debug possibilities and an existance checker implemented |
10:45 | INVESTIGATION |  The log confirms the attachment of the "Undead" status.... Now what next? |
10:40 | TEST |  Let's see what rolls out! |
10:40 | DEBUG |  I still wonder why the "Undead" status is not being attached so.... A little debug line must gimme an answer.... At least I hope so |
10:37 | FIXED |  The game would have crash on curing statuses |
1:04 | STATUS |  See ya! |
1:04 | STATUS |  Calling it |
1:02 | BUG | #101 -- It's late, so I'll schedule that one in tomorrow... I hope |
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 |