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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158
14:55REMOVED
REMOVED And deleted the corrupted file
14:55RECOVERED
RECOVERED Placed the Dutch backup file on the spot where the builder should pick it up
14:49RECOVERED
RECOVERED Yes! I found a file without any issues in my backup.... I love my backups
14:45BACKUP
BACKUP Of course, this is what wise people make backups for, so let's see if I can recover a good scenario file from the backup
14:45TECHNO
TECHNO The corruption is mostly due to Windows updating automatically without my permission and not granting me the right to turn that off, and if the scenario editor was trying to save the Dutch data precisely at that moment, then well, this will happen....
14:37STATUS
STATUS Thank goodness the English scenario is still there
14:37FAILURE
FAILURE The Dutch scenario file got corrupted.... I do not know if I can recover it, but it will be really needed or I got one hell of an issue
14:36TRANSFER
TRANSFER Flame animation for flame spell
- = 14 Dec 2019 = -
21:24STATUS
STATUS Since I cannot focus anymore I guess I need to put my mind on other things....
21:03SCRIPT
SCRIPT Basis set up for Silence and Fear status changes
20:46DATABASE
DATABASE Aziella I've added the fields that can block abilities when silenced or in fear
20:43STATUS
STATUS The thing is that Jeracko Spin is now there... Since I did forget to take proper pre-cautions on confusion, it will now cause Exhaustion and Fear in stead, however both statusses do nothing yet (will very likely even cause an error), and SpellAni is now also becoming an essential thing....
20:42BOSS
BOSS Data for Jeracko put in
20:35TRANSFER
TRANSFER Jeracko boss art
20:32JUDGMENT
JUDGMENT Shanda's attacking animation is satisfactory
20:24TEST
TEST I do need to test this, so here goes....
20:12ART
ART I've animated Shanda attacking
19:32STATUS
STATUS All "pre-boss" stuff appears to be in order now
19:29TEST
TEST Well almost there (and then the boss fight still has to come... Oh my)!
19:28FIXED
FIXED SASKIA syntax error
19:23FIXED
FIXED Unwanted infinite loop
19:18TEST
TEST And let's see how it looks now
19:18COSMETIC
COSMETIC And I sped the process up, as it took too long
19:18FIXED
FIXED I fixed that
19:18BUG
BUG fixed negative scaling effect was not allowed here
19:17BUG
BUG Things are still not right, but hey, improvement's been made, and that counts for something
19:17FIXED
FIXED Yup, that was the issue
19:13TEST
TEST Hopefully this is one of my "brighter" moments!
19:13SOLVED
SOLVED Wait a minute.... I THINK I know what's going on here
19:09SASKIA
SASKIA SASKIA keeps talking bullshit.... The "nil" it claims to crash on cannot be 'nil' based on the code I have... I've set a few extra parameters and debug lines to find out why it keeps claiming to have a nil then...
19:03TEST
TEST Take ,.... how far are we?
19:03BUG
BUG But now SASKIA is talking bullshit
19:03FIXED
FIXED Okay, somehow the fix is no longer ignored
18:54TEST
TEST Take X (by now I think as I forgot to count some takes)....
18:54FIXED
FIXED Field link error
18:46BUG
BUG Merya The camera was unreliable and this way I can at least fix that
18:46LINK
LINK Cam
18:30FIXED
FIXED Case Error
18:19NALA
NALA Compiling again
18:19FIXED
FIXED Syntax error in Bubble link script
18:05TEST
TEST Take IV
18:05KTHURA
KTHURA The Bubble API didn't allow int changing, eh?
17:52TEST
TEST Take III
17:52LAZY
LAZY Oh damn!
17:52TEST
TEST Take II
17:47EXPERIMENT
EXPERIMENT Now?
17:47HUH
HUH ????
17:34NOTE
NOTE And wish me luck!
17:34TEST
TEST Take I
17:28GENERATION
GENERATION Before all that I do need an ANYWAY regeneration, so here goes!
17:27SASKIA
SASKIA Now this is gonna be interesting as the most proper way to do this is SASKIA is by using boolean checks and that part of SASKIA has never been tested before.... So let's hope this goes well
17:27SCRIPT
SCRIPT And scripted the sound effect also
17:25SCRIPT
SCRIPT Dernor The "OnyxBang" graphical effect
17:17SOLVED
SOLVED Ah, it's just the modify section where the bug lies.... The Kthura engine itself has full support... That's good to know!
16:56KTHURA
KTHURA I had trouble with scaling before, but appears it DOES work.... Strange!
16:52BRAINSTORM
I'm thinking what the best way would be for the "Bang" effect
16:51MAP
MAP Jeracko and Blenchy put on their respective spots
15:54TRANSFER
TRANSFER Blenchy's art
15:41SCENARIO
SCENARIO A bit of polish
14:35STATUS
STATUS That all looks good to me!
14:24CHEAT
CHEAT Dernor I've DELIBERATELY hidden the player so I can easily start the event that takes place here... Since this even ends the dungeon, and this being a one time dungeon also and therefore causing you to be unable to return for the remainder of the game, nobody will ever see this little cheating of mine in the development....

Yeah, it's cheating, but it saves me a lot of work, and also a lot of cockroaches!

14:23MAP
MAP area 009
14:02TEST
TEST Again!
14:02FIXED
FIXED Blockmap issue
13:57TEST
TEST Quick test
13:57CONFIG
CONFIG area 008 and 009 will be free of encounters.... 008 is just a savespot room and 009 the boss room
13:56MAP
MAP Area 008
12:58CONFIRMED
CONFIRMED Everything is cool now!
12:47TODO
TODO And feed my cat, while the computer is rebuilding
12:47TEST
TEST And let's go again
12:47FIXED
FIXED of course
12:45STUPIDITY
STUPIDITY I forgot the final fly zone.... What an idiot I am!
12:41NOTE
NOTE Yeah, even stuff without code can get bugged, folks!
12:41TEST
TEST And let's keep on testing
12:40FIXED
FIXED Cosmetic error
12:40FIXED
FIXED Forgotten Flyzone
12:21MAP
MAP Basis for area 007, but i forgot something very important
11:52GENERATION
GENERATION Fade effect for floor 007
11:23NOTE
NOTE I cannot prevent the GJ achievement to be listed under my name now, but that doesn't really matter in the way I set off my stuff
11:22FIXED
FIXED I fixed that
11:22BUG
BUG Rebecca Unrelated but the "May I crush your skull please" achievement went off without proper explanation... The requirement cannot be reached in the current state of the game
11:15TEST
TEST Let's do that again!
11:15FIXED
FIXED Missing link
11:15TEST
TEST
10:57PYTHON
PYTHON Yeah I used Python for that... This is what Python is for... It was never meant as a full scale programming language, what did you guys think?
10:57STUPIDITY
STUPIDITY Rebecca I see what I did wrong in my Python script, and that was very very stupid
10:55FAILURE
FAILURE Not only that but the backup got busted as well... I guess lha was not a very reliable tool
10:52FAILURE
FAILURE Good thing I backed stuff up, as it did go wrong permanently killing my map
10:51TEST
TEST Let's see what will happen if I open my map editor now
10:51KTHURA
KTHURA Saved
10:50BACKUP
BACKUP In order to make sure no damage is done, I did a little backup for my source folder, as this is potentially dangerous (the worst thing that can happen is that I have to redo Shanda's dungeon entire (only the map, not the code), but it's not something I wish to do when I do not need to)
10:48GENERATION
GENERATION I've generated the effect to do the finishing touch to that room.....
10:26MAP
MAP Set up a part of 006, however I need to use a little script to get the rest done, I'm afraid
0:57UPDATED
0:53TEST
TEST Well?
0:53BUG
BUG Something HAD to get bugged after all, eh?
0:53FIXED
FIXED Broken exit spot
0:51TEST
TEST Well "Test" is a big word, as it just a save spot room
0:50MAP
MAP Area 005
0:36TECHNO
TECHNO A case error... Shouldn't have lead to this, though!
0:35SOLVED
SOLVED Okay, that was indeed it!
0:32TEST
TEST .... ???? Please .... ???
0:32EXPERIMENT
EXPERIMENT But maybe.....
0:32NOTE
NOTE That told me NOTHING at all
0:30TEST
TEST Let's see
0:30BUG
BUG The API gives an error that I cannot properly explain... It is a .NET error, that's all I can tell, so I'll have to sync with the Visual Studio apps in order to sort this out (and I hate nothing more than doing that... I created this engine to prevent all that... oh crap!)
0:21TEST
TEST And Let's see what this does...
0:21MAPSCRIPT
MAPSCRIPT faked the traveler's emblem to get it done in accordance that it has to work in this particular case!
0:11STATUS
STATUS So far.... So good!
0:06TEST
TEST And let's do that again
0:06FIXED
FIXED Scyndi Fixing this issue
0:06MAP
MAP Put them in
0:05STUPIDITY
STUPIDITY Starting points forgotten
0:01TEST
TEST Test will likely be short, and the travel emblem must now be manually linked to stuff, but that can't be helped
0:00MAP
MAP Area 004
- = 13 Dec 2019 = -
22:57STATUS
STATUS Time for a break now.... I'll run the backup in the background
22:57STATUS
STATUS YAAAAAY! It all appears to be working now! (Call the paper)
22:52TEST
TEST And Take XII
22:51NALA
NALA Recompile
22:50KTHURA
KTHURA Let's see what happens if.....
22:49INVESTIGATION
INVESTIGATION Wait a minute... THe logs show something.... Yeah, the move request appears to be done.... I wonder
22:45TEST
TEST Take XI
22:45DEBUG
DEBUG Extra debug line which hopefully provides some answers
22:43BUG
BUG As a matter of fact nothing happens at all, only a debug message which at least confirms the request has been registered....
22:42STATUS
STATUS No more crashes at least... That least THAT is something
22:36TEST
TEST Take X
22:35FIXED
FIXED Syntax error?
22:29TEST
TEST And now into take IX for real (no I didn't count IX double.... Take IX just never took place)
22:28NALA
NALA compiling AGAIN
22:28FIXED
FIXED Ah, an adaption error
22:28FAILURE
FAILURE Compilation failed
22:27TEST
TEST Take IX
22:23POWERSHELL
POWERSHELL Yup, I gotta recompile NALA... I was hoping I'd be rid of that by now.... Poep gebeurt!
22:22LINK
LINK That should link it all together, but who knows?
22:22NIL
NIL Not to mention the NIL code
22:22BUBBLE
BUBBLE Brendor And the API had to be set up for this
22:22KTHURA
KTHURA I really had to break open Kthura, as there was no "MoveTo" ????
22:02TEST
TEST Take VIII
22:02NALA
NALA Since that's in the link code, I'll need to recompile NALA
22:02FIXED
FIXED Case error
21:59TEST
TEST Take VII
21:59FIXED
FIXED math errors
21:52TEST
TEST Take VI will then have to tell more as the code doesn't show me anything odd
21:52NALA
NALA Let's recompile NALA to make sure there isn't any binary conflict or anything
21:49HUH
HUH I guess something didn't go well between the NIL linker and the underlying Kthura API in NALA
21:47STATUS
STATUS At least I got a save in the test room now, so that makes things easier on me
21:47TEST
TEST Take V
21:47FUCKYOU
FUCKYOU DANG!
21:39TEST
TEST Take IV
21:39NOTE
NOTE About time!
21:39FIXED
FIXED Well, this syntax error in Irravonia's fly script was at least a RELATED bug!
21:39TEST
TEST Take III
21:20FIXED
FIXED Unrelated bug, but there was a crash in Rebecca's skill up script
21:16STATUS
STATUS And a lot of time wasted!
21:16TEST
TEST Take II
21:16HUH
HUH Or so I thought?
21:15HUH
HUH Error on AltExperience???? It's been scripted to ignore it when it's nil
21:10TEST
TEST Take I
21:09DONE
DONE This SHOULD do the trick, but this is a toughy... Not much code, but that doesn't make it easier....
20:57NALA
NALA Yeah, I went too fast, so I have to compile all this crap again.... figures....
20:57KTHURA
KTHURA Irravonia InObj check
20:34SECURITY
SECURITY made sure that if the spot where Irravonia has to end up has been blocked, the fly routine will ignore the rest of its code
20:32NALA
NALA Must be recompiled as a result, though
20:31KTHURA
KTHURA API supports block checking now
20:12LINK
LINK I've the clickable areas of Irravonia's button to the (for now) empty function which will make things actually happen
17:55MEDICAL
MEDICAL I'm not feeling well, so I have to call it for now... Especially since the detection of Irravonia to fly or not is a bit ... shall we say... terrible to check out well...
17:18TEST
TEST Another Take
17:18FIXED
FIXED Case Error
17:17TEST
TEST All I can test now is if the walk instruction is ignored when the button is clicked
17:15LINK
LINK Linked the clicking process to the pesonal actions, but I need to note, no visual effect will happen... yet!
17:02CONFIRMED
CONFIRMED Well... I'll be!
16:53TEST
TEST And now to find out if this works at all!
16:53LINK
LINK Draw call back linked
16:19GITHUB
GITHUB Up-to-date
16:14GENERATION
GENERATION Generated a new "ANYWAY" script
16:12LINK
LINK A quick meta table has been written that links to all personal action scripts.... This link needs to be linked to as well, but that's a different story, eh?
16:11CHARACTER
CHARACTER Irravonia's draw action for personal action... All it does it putting the button on screen... That is, once it's being linked to, which has not yet been done
15:42ART
ART Irravonia's personal action button
15:41SCRIPT
SCRIPT Skeletons for the personal action scripts
15:33ENHANCEMENT
ENHANCEMENT I made my auto-version-lic-updater stop adding needing whitelines... At least... I hope so!
13:36ART
ART I've set up a model for using in game when personal actions are required
1:31GAMEJOLT
GAMEJOLT Linking them all to Game Jolt now
1:31ACHIEVEMENT
ACHIEVEMENT Well created a lot dedicated to oversoul
1:16NOTE
NOTE This is merely needed to attach some achievements on
1:15DONE
DONE Added a counter for oversoul kills
1:11FIXED
FIXED Eric Fixed that!
1:11COSMETIC
COSMETIC Oversoul coloring appeared to affect other things...
1:10STATUS
STATUS That appears to cover things right
1:04TEST
TEST Take XXVI
1:04FIXED
FIXED Now fixed for real (I hope)
1:04STUPIDITY
STUPIDITY STOOOOOOOOOOOOOOOOOOPID!
1:02TEST
TEST Take XXV
1:02FIXED
FIXED SHOULD be fixed now
1:00BUG
BUG However now an oversoul enemy will keep on going oversoul which is also not good
1:00STATUS
STATUS The most important obstacles are out of the way now
0:56TEST
TEST Take XXIV
0:55FIXED
FIXED Fixed that
0:55STUPIDITY
STUPIDITY My fix was done too fast, so I forgot a proper "end" keyword
0:47TEST
TEST Take XXIII
0:47FIXED
FIXED Illegal function return
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