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
17:15MEDICAL
MEDICAL Or do I need this tag for that one?
17:15DONE
DONE I visited my dentist
12:47CONVERT
CONVERT Converted Irravonia's ending scenario
12:24TECHNO
TECHNO These may not be the most wonderful way to transfer things, since Kthura can save a lot of memory where TeddyBear cannot in some ways, which is needed since Kthura is much heavier than TeddyBear to handle... But time will have to tell how things work out... The .NET framework did amaze me with how fast it can process tons of drawable objects, so no need to get into dispair.... yet!
12:23CONVERT
CONVERT I've converted several maps I didn't want to change to Kthura format with my old mac... I cannot yet tell if the conversions were successful.. These conversions are always nasty things to work out
11:23STATUS
STATUS Time to get my Mac out, I suppose
11:23FAILURE
FAILURE I don't even know why I tried that.... :-/
11:19KTHURA
KTHURA Unfortunately my Teddy2Kthura app is Mac only (as I feared)... I can try if NG accepts compilation (which I doubt), but I fear for the worst
11:17BUBBLE
BUBBLE No requirements to update the project file for that... good!
11:16TRANSFER
TRANSFER I made sure all textures for the city of Xenor are properly transferred
11:14SITE
SITE Added tag TRANSFER
11:08KTHURA
KTHURA Now I hope that my teddybear to kthura converter still works, as I need it bad now....
11:06TECHNO
TECHNO This will create the illusion that the screen is blank black... It's a bit of a clunky and ugly method, but it what works best with the boxtext routines
11:03MAP
MAP I've added a "DARKNESS" layer to the forest which contains nothing but a high dominance wall colored black, and an exit spot...
2:21STATUS
STATUS See ya later... I'm tired!
2:09CONFIRMED
CONFIRMED It all seems to work now... I guess
2:06TEST
TEST Take SIX!
2:06MYSTERY
MYSTERY ???
2:02TEST
TEST Rebecca Take FIVE!
2:02FIXED
FIXED Syntax Error
2:00TEST
TEST take FOUR
2:00STUPIDITY
STUPIDITY Yeah, I'm a moron!
2:00FIXED
FIXED Unfinished string
2:00TEST
TEST Take THREE
1:27DONE
DONE Another #accept
1:25TEST
TEST Take II
1:25FIXED
FIXED Missing "end"
1:23TEST
TEST Take I
1:15OFFTOPIC
OFFTOPIC I know, that was needlessly cryptic, but what I mean is that if the computer detects your defeat it will go to the defeated stage in combat.
1:14LINK
LINK Defeat linked to actual defeat
1:10NOTE
NOTE But yet only suitable for bound-to-lose fights... I do need to set up a good way to cover up normal wipe-outs later.
1:10SCRIPT
SCRIPT Defeat handler particually done
0:57LINK
LINK Defeat banner connected to loader
- = 13 Nov 2019 = -
22:58ART
ART "You have been defeated!"
22:46GENERATION
GENERATION Anyway generated
22:46NIL
NIL File for defeat created
22:39CONFIRMED
CONFIRMED Yup, everything works the way it was planned
22:35TEST
TEST Scyndi Take FIVE
22:35FIXED
FIXED There was no good AI link for the Big Mama Slime boss... This should with future foe records go automatically, but due this record being old, this could happen
22:23TEST
TEST Take Four
22:23FIXED
FIXED Parameter error
22:21TEST
TEST Take Three
22:21FIXED
FIXED Case error in combat start itself
22:21FIXED
FIXED Scyndi Wrong exit spot for Boss fight
22:15TEST
TEST Take TWO!
22:15FIXED
FIXED Okay, and extra #accept was needed (sigh)
22:11TEST
TEST I need to test this... I must note there is no script yet for lost battles, but that shouldn't be a real issue
22:06DONE
DONE I made it possible for IDDQD to work on enemies
21:27CONFIG
CONFIG I've set up the start up group to accept the parameters needed for Bound-to-lose fights
21:10PHANTASAR
PHANTASAR Wrote my new announcement... Busy busy busy
20:30DONE
DONE It appears the music packer is ready
19:24STATUS
STATUS Well my food has to wait a while and the project can't be tested while the music packer is still going on, so let's take on some daily challenges in Mah-Jong, Solitaire and Jigsaw
19:16CHECKED
CHECKED As far as I can check the combat linker seems at least fine with it, but I do not know about the full stuff
19:13LINK
LINK I've linked the boss config to the SASKIA script, however the combat config contains fields that may not be fully taken up well, so some workout is needed here
19:07CONFIG
CONFIG I've set up the base config for the fight against the Big Mama Slime, but I need to note that the fact that this is a bound to lose fight may not be taken up well yet.
19:02LINK
LINK Once this operation is done the first part to link the general boss music (and the music of several other bosses as well) to the scripts that should activate bosses is done
19:01NOTE
NOTE As this is a very time consuming operation (since the music files are pretty big), I'll in the meantime cook my dinner
19:00JCR6
JCR6 And next I'll pack the music file again
18:59LUA
LUA I've adapted the Lua script I use to create the music files to make more alias, particularly of several boss fights
18:48DONE
DONE Sorted out music
18:31CONFIRMED
CONFIRMED Well... sort of... At least I've made sure that things work if you win the fight... If that also happens if you lose... I don't know
18:28FAILURE
FAILURE Lags
18:27UPDATED
UPDATED Loads of Github stuff updated
18:22SASKIA
SASKIA Based on this study I've set up the script to make a good linkthrough... It's hard to test this entirely well, as this checkup is only meant to make sure you won the battle before the boss appears....
17:59NOTE
NOTE Cut me some slack will ya, I never used this before, and it's been ages since I set up SASKIA, and if you realize all the work I've done since then, you'd understand :P
17:58STUDY
STUDY I needed to look up how SASKIA works on this department
17:55BACKUP
BACKUP Before I begin though, a little backup
17:54SASKIA
SASKIA Now the hard part.... SASKIA has not yet been put to the test when it comes to conditional workouts
17:54CONFIRMED
CONFIRMED Brendor So far I see exactly that what I hoped for... good!
17:51TEST
TEST Okay, let's do that AGAIN!
17:51STUPIDITY
STUPIDITY Imbecile
17:49TEST
TEST Let's go again!
17:49FIXED
FIXED Merya Mod import needed
17:46TEST
TEST And I need to see what will happen now!
17:46LINK
LINK I did link the SASKIA script to the combat engine in order to make Irravonia meet some slimes... The number of slimes depends on the chosen difficulty level
17:28TEST
TEST Let's try that AGAIN!
17:27FIXED
FIXED Fixed it
17:27STUPIDITY
STUPIDITY I feel I'm gonna do this wrong countless times
17:25TEST
TEST I need to check if that works, though
17:25LINK
LINK First part linked through SASKIA
17:13NOTE
NOTE I did make a few changes from the original here, this due to technical issues in how the game's written now, but also in the sense of some lore things I could now make a subtle hint to... I decided what Irravonia would do for a living after the events of this game, and she has become a professional sportswoman in light combat, which is a typical Fairy sport... The scenario now hints to this little fact....
17:10SCENARIO
SCENARIO I worked out the scenario for Irravonia's boss confrontation....
16:53CONFIRMED
CONFIRMED BEAUTIFUL! It works now!
16:47TEST
TEST Only one way to find out!
16:47EXPERIMENT
EXPERIMENT Will this work?
16:47DONE
DONE Tried it with a different approach
16:47COCKROACH
COCKROACH THAT wasn't very helpful
16:44TEST
TEST I need to test what this will do
16:44DONE
DONE Deactivated SASKA force crash in main script
16:36FIXED
FIXED No layer link on chainmap
16:28NOTE
NOTE (Which was only to be expected)
16:28TODO
TODO But it appears SASKIA has not yet been completely linked through
16:27FIXED
FIXED Well this does indeed fix the NIL
16:25TEST
TEST Irravonia And of course, now I gotta see what'll happen
16:20EXPERIMENT
EXPERIMENT So I tried this
16:19INVESTIGATION
INVESTIGATION I THINK I would out what went wrong here, although I do not have solid evidence yet
16:16DONE
DONE Added a quick note in the source code!
16:15INVESTIGATION
INVESTIGATION Elementary, my dear Watson!

At least I can see that the SASKIA link routine is where the error is thrown, as that is where the nil is (falsely) received....

15:41INVESTIGATION
INVESTIGATION So let's find out what's going on here. Are you coming, my dear Watson?
15:40ANALYSIS
ANALYSIS So something must be wrong with the way the label is either formed or sent
15:40BUG
BUG Well it appears the system DID understand a SASKIA script had to be executed now, but the label code SASKIA received was 'nil', and that was NOT what should have happened
15:37TEST
TEST So let's test this all out!
15:37DEBUG
DEBUG A special error message that will pop up will confirm this is right... yeah this sounds odd, but sometimes oddities are the thing to aim for ;)
15:36NOTE
NOTE Since it's the first time a SASKIA script is used like this, bugs can be expected
15:36LINK
LINK I made a ZoneAction link to the SASKIA label from the map zone meant for this purpose
15:32CHECKED
CHECKED The SASKIA script appears to have a skeleton section for the boss fight already
15:31CHECKED
CHECKED A bit of stuff in the Xenor Bushes map file
15:30VISUALSTUDIO
VISUALSTUDIO A lot of work here is done now... Good.... Still loads to do
- = 12 Nov 2019 = -
1:14VISUALSTUDIO
VISUALSTUDIO Work work work!
- = 11 Nov 2019 = -
19:08BACKUP
BACKUP Running
- = 10 Nov 2019 = -
22:33CONFIRMED
CONFIRMED All I can confirm is that at least the AP builder works the way it should... Other than that no crashes, and full tests must be fulfilled once I really begin setting up work with a full party
22:24TEST
TEST Take V
22:24VOID
VOID Crash prevention
22:18TEST
TEST Take IV
22:18FIXED
FIXED I think I fixed it!
22:16TEST
TEST Take III
22:16DEBUG
DEBUG Errors pop up, and I hope these lines tell me why!
21:45TEST
TEST Take II
21:45FIXED
FIXED Eric Library error
21:44TEST
TEST Here goes... Take I
21:44STATUS
STATUS This has not yet been tested, so....
20:00SCRIPT
SCRIPT Exp and AP rewards for moves if applicable
13:39FIXED
FIXED I fixed the damage that caused
13:39FAILURE
FAILURE Data conflict
13:29DATABASE
DATABASE I've added the AP and skill experience gainer for items and moves
12:55STATUS
STATUS I already set up its stats and stuff, and balancing is not really needed since you are supposed to lose that fight anyway
12:54STATUS
STATUS Very well, now that this has all been done, it's time to make the first boss enemy enter the field....
12:10UPDATED
UPDATED vUpdate
12:08CONFIRMED
CONFIRMED Well at least there's SOMETHING that I can get on the roll in one go.... sheesh!
12:03TEST
TEST Take 1
12:03TECHNO
TECHNO Currently the time before the game moves on is 9 seconds. Due to the FPS of 32, you'll need 3 to 4 seconds to refill your HP if the entire VIT bar is being used, so that should work out just fine.

If you have a slow computere were FPS is an issue, this can conflict a little indeed.....

12:01DONE
DONE I've set up the system that will activate your vitality at the end of the battle
11:48CONFIRMED
CONFIRMED IT WORKS!
11:46TEST
TEST Take D
11:46FIXED
FIXED Enemies should not be able to target the back row
11:41FIXED
FIXED Foes have no player fields
11:39TEST
TEST Take C
11:39FIXED
FIXED Wrong variable used for max heroes
11:38BUG
BUG But now still a crash in the default AI script
11:37NOTE
NOTE (This was of course NOT what I was testing, but it did show now for the first time....)
11:37CONFIRMED
CONFIRMED I can finally confirm that the dupe enemy crash bug has indeed been fixed.... A bit late, but better late than never
11:33TEST
TEST Aziella Take B
11:33FIXED
FIXED Well fixed that
11:33STUPIDITY
STUPIDITY If somebody can screw something this easy, I can....
11:30TEST
TEST Take A
11:30STATUS
STATUS So here goes
11:30NOTE
NOTE This has not yet been tested though
11:30DONE
DONE The "flicker" effect to indicate which enemy is attacking you should work now... Not only that, it should also transfer into the SpellAni stage
11:23C#
I've Altered the Foe Compiler to load the negative versions of enemies as well
0:04STATUS
STATUS The AI works, however as the FOE stance animator doesn't yet work, this is where it ends... for now....
- = 9 Nov 2019 = -
23:47FIXED
FIXED Stupidity killed the cat

Or was that saying different?

23:44FIXED
FIXED Code typo
23:43LINK
LINK And the AI is now linked to the time gauge.... This means that enemies now should respond to the timer gauge and therefore attack you accordingly
23:34STATUS
STATUS The next portion is to make sure the enemy can do its action.... Since these enemies are pretty weak, this could be hard to test, but there are always ways to do that
23:33STATUS
STATUS FINALLY!
23:10TEST
TEST Take FIVE
23:10FIXED
FIXED DOH!
23:07TEST
TEST Take FOUR
23:06FIXED
FIXED Kan ik dan ook NIKS?
23:04FIXED
FIXED Illegal function call formulation
23:02TEST
TEST Take THREE!
23:02FIXED
FIXED Bullshit
23:01BUG
BUG Bullshit!
23:00TEST
TEST Take TWO!
23:00FIXED
FIXED Code Typo (GoedGekeurd became Afgekeurd) :P
22:51TEST
TEST Take ONE (or am I really too pessimistic now?)
22:50TECHNO
TECHNO All I can test is if there are no parse errors while loading, so that's what I'll do
22:49STATUS
STATUS Merya There is no telling if it all works the way it should though!
22:49LINK
LINK Link with the AI module has been established
22:34SCRIPT
SCRIPT Declared the AI_Data field in the Foe class.... The entire AI script will be put in there, which is thanks to pointers and stuff quite easy
21:40SCRIPT
SCRIPT And I've scripted the Default AI script, however it cannot yet be tested
21:39WALKTHROUGH
WALKTHROUGH Wrote the walkthrough for King's Quest IV... A walkthough, about, say 30 years or so overdue...
1:10NOTE
NOTE And the rest comes later
1:09SKELETON
SKELETON An empty void function
1:09SKELETON
SKELETON AI Default module
- = 8 Nov 2019 = -
1:08STATUS
STATUS And now it will come down to making the enemy AI work, so I can work on the boss Young Irravonia must face to complete her prologue. Time will tell if this will be easy or not, but once this works, some of the most important obtacles are out of the way
- = 7 Nov 2019 = -
23:45TEST
TEST Well, gotta see how this will look in-game, don't I?
23:45FIXED
FIXED Level Up Flash taking forever should henceforth be fixed
23:44JUDGMENT
JUDGMENT That will have to do
23:43GENERATION
GENERATION So let's generate this again!
23:42JUDGMENT
JUDGMENT That is still too high, but looks better already
23:41JCR6
JCR6 I only need GJCR to check how the new numbers will be
23:41GENERATION
GENERATION Made a new calculation with new numbers
23:39INVESTIGATION
INVESTIGATION The latter appears to be the result of very extreme calculation results
23:37BUG
BUG And the experience from level II to III is waaaaay too much, folks
23:37BUG
BUG The flickering after a level up appears to last forever
23:33COCKROACH
COCKROACH Oh Crap!
23:31TEST
TEST I didn't count the takes this time, but I suppose I should have
23:30FIXED
FIXED ???
23:30COCKROACH
COCKROACH And since things going well is a mortal sin, another crash pops up
23:28FIXED
FIXED I should have fixed that now, though
23:27BUG
BUG Level up will crash the game
23:25FIXED
FIXED I may have fixed #76, but I need luck to see if that's true or not
23:16COCKROACH
COCKROACH Dernor Something I get so tired due to this
23:16FIXED
FIXED Syntax error
23:15NOTE
NOTE I'll only know if two of the same enemies appear without crashing the game...
23:14EXPERIMENT
EXPERIMENT I've set some things up and hopefully that will fix things up at last....
22:55SOLVED
SOLVED the mystery behind the crashes when compiling foes has been solved... Now I need a proper solution... :-/
22:51FIXED
FIXED Illegal function call
22:44NOTE
NOTE And at this point it's pretty hard to test
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