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 |
14:55 | REMOVED |  And deleted the corrupted file |
14:55 | RECOVERED |  Placed the Dutch backup file on the spot where the builder should pick it up |
14:49 | RECOVERED |  Yes! I found a file without any issues in my backup.... I love my backups |
14:45 | 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 |
14:45 | 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.... |
14:37 | STATUS |  Thank goodness the English scenario is still there |
14:37 | 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 |
14:36 | TRANSFER |  Flame animation for flame spell |
- = 14 Dec 2019 = - |
21:24 | STATUS |  Since I cannot focus anymore I guess I need to put my mind on other things.... |
21:03 | SCRIPT |  Basis set up for Silence and Fear status changes |
20:46 | DATABASE |  I've added the fields that can block abilities when silenced or in fear |
20:43 | 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.... |
20:42 | BOSS |  Data for Jeracko put in |
20:35 | TRANSFER |  Jeracko boss art |
20:32 | JUDGMENT |  Shanda's attacking animation is satisfactory |
20:24 | TEST |  I do need to test this, so here goes.... |
20:12 | ART |  I've animated Shanda attacking |
19:32 | STATUS |  All "pre-boss" stuff appears to be in order now |
19:29 | TEST |  Well almost there (and then the boss fight still has to come... Oh my)! |
19:28 | FIXED |  SASKIA syntax error |
19:23 | FIXED |  Unwanted infinite loop |
19:18 | TEST |  And let's see how it looks now |
19:18 | COSMETIC |  And I sped the process up, as it took too long |
19:18 | FIXED |  I fixed that |
19:18 | BUG |  fixed negative scaling effect was not allowed here |
19:17 | BUG |  Things are still not right, but hey, improvement's been made, and that counts for something |
19:17 | FIXED |  Yup, that was the issue |
19:13 | TEST |  Hopefully this is one of my "brighter" moments! |
19:13 | SOLVED |  Wait a minute.... I THINK I know what's going on here |
19:09 | 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... |
19:03 | TEST |  Take ,.... how far are we? |
19:03 | BUG |  But now SASKIA is talking bullshit |
19:03 | FIXED |  Okay, somehow the fix is no longer ignored |
18:54 | TEST |  Take X (by now I think as I forgot to count some takes).... |
18:54 | FIXED |  Field link error |
18:46 | BUG |  The camera was unreliable and this way I can at least fix that |
18:46 | LINK |  Cam |
18:30 | FIXED |  Case Error |
18:19 | NALA |  Compiling again |
18:19 | FIXED |  Syntax error in Bubble link script |
18:05 | TEST |  Take IV |
18:05 | KTHURA |  The Bubble API didn't allow int changing, eh? |
17:52 | TEST |  Take III |
17:52 | LAZY |  Oh damn! |
17:52 | TEST |  Take II |
17:47 | EXPERIMENT |  Now? |
17:47 | HUH |  ???? |
17:34 | NOTE |  And wish me luck! |
17:34 | TEST |  Take I |
17:28 | GENERATION |  Before all that I do need an ANYWAY regeneration, so here goes! |
17:27 | 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 |
17:27 | SCRIPT |  And scripted the sound effect also |
17:25 | SCRIPT |  The "OnyxBang" graphical effect |
17:17 | SOLVED |  Ah, it's just the modify section where the bug lies.... The Kthura engine itself has full support... That's good to know! |
16:56 | KTHURA |  I had trouble with scaling before, but appears it DOES work.... Strange! |
16:52 | BRAINSTORM | I'm thinking what the best way would be for the "Bang" effect |
16:51 | MAP |  Jeracko and Blenchy put on their respective spots |
15:54 | TRANSFER |  Blenchy's art |
15:41 | SCENARIO |  A bit of polish |
14:35 | STATUS |  That all looks good to me! |
14:24 | CHEAT |  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! |
14:23 | MAP |  area 009 |
14:02 | TEST |  Again! |
14:02 | FIXED |  Blockmap issue |
13:57 | TEST |  Quick test |
13:57 | CONFIG |  area 008 and 009 will be free of encounters.... 008 is just a savespot room and 009 the boss room |
13:56 | MAP |  Area 008 |
12:58 | CONFIRMED |  Everything is cool now! |
12:47 | TODO |  And feed my cat, while the computer is rebuilding |
12:47 | TEST |  And let's go again |
12:47 | FIXED |  of course |
12:45 | STUPIDITY |  I forgot the final fly zone.... What an idiot I am! |
12:41 | NOTE |  Yeah, even stuff without code can get bugged, folks! |
12:41 | TEST |  And let's keep on testing |
12:40 | FIXED |  Cosmetic error |
12:40 | FIXED |  Forgotten Flyzone |
12:21 | MAP |  Basis for area 007, but i forgot something very important |
11:52 | GENERATION |  Fade effect for floor 007 |
11:23 | 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 |
11:22 | FIXED |  I fixed that |
11:22 | BUG |  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 |
11:15 | TEST |  Let's do that again! |
11:15 | FIXED |  Missing link |
11:15 | TEST | |
10:57 | 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? |
10:57 | STUPIDITY |  I see what I did wrong in my Python script, and that was very very stupid |
10:55 | FAILURE |  Not only that but the backup got busted as well... I guess lha was not a very reliable tool |
10:52 | FAILURE |  Good thing I backed stuff up, as it did go wrong permanently killing my map |
10:51 | TEST |  Let's see what will happen if I open my map editor now |
10:51 | KTHURA |  Saved |
10:50 | 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) |
10:48 | GENERATION |  I've generated the effect to do the finishing touch to that room..... |
10:26 | MAP |  Set up a part of 006, however I need to use a little script to get the rest done, I'm afraid |
0:57 | UPDATED | |
0:53 | TEST |  Well? |
0:53 | BUG |  Something HAD to get bugged after all, eh? |
0:53 | FIXED |  Broken exit spot |
0:51 | TEST |  Well "Test" is a big word, as it just a save spot room |
0:50 | MAP |  Area 005 |
0:36 | TECHNO |  A case error... Shouldn't have lead to this, though! |
0:35 | SOLVED |  Okay, that was indeed it! |
0:32 | TEST |  .... ???? Please .... ??? |
0:32 | EXPERIMENT |  But maybe..... |
0:32 | NOTE |  That told me NOTHING at all |
0:30 | TEST |  Let's see |
0:30 | 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!) |
0:21 | TEST |  And Let's see what this does... |
0:21 | MAPSCRIPT |  faked the traveler's emblem to get it done in accordance that it has to work in this particular case! |
0:11 | STATUS |  So far.... So good! |
0:06 | TEST |  And let's do that again |
0:06 | FIXED |  Fixing this issue |
0:06 | MAP |  Put them in |
0:05 | STUPIDITY |  Starting points forgotten |
0:01 | TEST |  Test will likely be short, and the travel emblem must now be manually linked to stuff, but that can't be helped |
0:00 | MAP |  Area 004 |
- = 13 Dec 2019 = - |
22:57 | STATUS |  Time for a break now.... I'll run the backup in the background |
22:57 | STATUS |  YAAAAAY! It all appears to be working now! (Call the paper) |
22:52 | TEST |  And Take XII |
22:51 | NALA |  Recompile |
22:50 | KTHURA |  Let's see what happens if..... |
22:49 | INVESTIGATION |  Wait a minute... THe logs show something.... Yeah, the move request appears to be done.... I wonder |
22:45 | TEST |  Take XI |
22:45 | DEBUG |  Extra debug line which hopefully provides some answers |
22:43 | BUG |  As a matter of fact nothing happens at all, only a debug message which at least confirms the request has been registered.... |
22:42 | STATUS |  No more crashes at least... That least THAT is something |
22:36 | TEST |  Take X |
22:35 | FIXED |  Syntax error? |
22:29 | TEST |  And now into take IX for real (no I didn't count IX double.... Take IX just never took place) |
22:28 | NALA |  compiling AGAIN |
22:28 | FIXED |  Ah, an adaption error |
22:28 | FAILURE |  Compilation failed |
22:27 | TEST |  Take IX |
22:23 | POWERSHELL |  Yup, I gotta recompile NALA... I was hoping I'd be rid of that by now.... Poep gebeurt! |
22:22 | LINK |  That should link it all together, but who knows? |
22:22 | NIL |  Not to mention the NIL code |
22:22 | BUBBLE |  And the API had to be set up for this |
22:22 | KTHURA |  I really had to break open Kthura, as there was no "MoveTo" ???? |
22:02 | TEST |  Take VIII |
22:02 | NALA |  Since that's in the link code, I'll need to recompile NALA |
22:02 | FIXED |  Case error |
21:59 | TEST |  Take VII |
21:59 | FIXED |  math errors |
21:52 | TEST |  Take VI will then have to tell more as the code doesn't show me anything odd |
21:52 | NALA |  Let's recompile NALA to make sure there isn't any binary conflict or anything |
21:49 | HUH |  I guess something didn't go well between the NIL linker and the underlying Kthura API in NALA |
21:47 | STATUS |  At least I got a save in the test room now, so that makes things easier on me |
21:47 | TEST |  Take V |
21:47 | FUCKYOU |  DANG! |
21:39 | TEST |  Take IV |
21:39 | NOTE |  About time! |
21:39 | FIXED |  Well, this syntax error in Irravonia's fly script was at least a RELATED bug! |
21:39 | TEST |  Take III |
21:20 | FIXED |  Unrelated bug, but there was a crash in Rebecca's skill up script |
21:16 | STATUS |  And a lot of time wasted! |
21:16 | TEST |  Take II |
21:16 | HUH |  Or so I thought? |
21:15 | HUH |  Error on AltExperience???? It's been scripted to ignore it when it's nil |
21:10 | TEST |  Take I |
21:09 | DONE |  This SHOULD do the trick, but this is a toughy... Not much code, but that doesn't make it easier.... |
20:57 | NALA |  Yeah, I went too fast, so I have to compile all this crap again.... figures.... |
20:57 | KTHURA |  InObj check |
20:34 | 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 |
20:32 | NALA |  Must be recompiled as a result, though |
20:31 | KTHURA |  API supports block checking now |
20:12 | LINK |  I've the clickable areas of Irravonia's button to the (for now) empty function which will make things actually happen |
17:55 | 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... |
17:18 | TEST |  Another Take |
17:18 | FIXED |  Case Error |
17:17 | TEST |  All I can test now is if the walk instruction is ignored when the button is clicked |
17:15 | LINK |  Linked the clicking process to the pesonal actions, but I need to note, no visual effect will happen... yet! |
17:02 | CONFIRMED |  Well... I'll be! |
16:53 | TEST |  And now to find out if this works at all! |
16:53 | LINK |  Draw call back linked |
16:19 | GITHUB |  Up-to-date |
16:14 | GENERATION |  Generated a new "ANYWAY" script |
16:12 | 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? |
16:11 | 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 |
15:42 | ART |  Irravonia's personal action button |
15:41 | SCRIPT |  Skeletons for the personal action scripts |
15:33 | ENHANCEMENT |  I made my auto-version-lic-updater stop adding needing whitelines... At least... I hope so! |
13:36 | ART |  I've set up a model for using in game when personal actions are required |
1:31 | GAMEJOLT |  Linking them all to Game Jolt now |
1:31 | ACHIEVEMENT |  Well created a lot dedicated to oversoul |
1:16 | NOTE |  This is merely needed to attach some achievements on |
1:15 | DONE |  Added a counter for oversoul kills |
1:11 | FIXED |  Fixed that! |
1:11 | COSMETIC |  Oversoul coloring appeared to affect other things... |
1:10 | STATUS |  That appears to cover things right |
1:04 | TEST |  Take XXVI |
1:04 | FIXED |  Now fixed for real (I hope) |
1:04 | STUPIDITY |  STOOOOOOOOOOOOOOOOOOPID! |
1:02 | TEST |  Take XXV |
1:02 | FIXED |  SHOULD be fixed now |
1:00 | BUG |  However now an oversoul enemy will keep on going oversoul which is also not good |
1:00 | STATUS |  The most important obstacles are out of the way now |
0:56 | TEST |  Take XXIV |
0:55 | FIXED |  Fixed that |
0:55 | STUPIDITY |  My fix was done too fast, so I forgot a proper "end" keyword |
0:47 | TEST |  Take XXIII |
0:47 | FIXED |  Illegal function return |
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