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12:20 | ITCH.IO | I've deactivated the auto-update... During the alpha this was handy, but now that the game is officially in the beta (and thus semi-stable, or at least, that's what it should be), that crapload of updates is no longer needed. |
12:18 | TECHNO | The reason I didn't want to do this in the previous run is simply because I didn't want my levels and powerups to influence the walkthrough levels and difficulty.... All that stuff was optional after all, and as a goldren rule (which also applies here) characters always get overpowered when you do all the optional stuff.... When you need to check a full balance, that's not the best way to go |
12:17 | STATUS | Today I will be playing the New Game+, and cover the sidequests and New Game+ Only missions that I come across.... In this run I will also cover the Game Jolt Exclusive dungeons |
- = 9 Jan 2021 = - | ||
19:16 | STATUS | Once the walkthrough is complete the checker flag will be waved.... We're really close now ;) |
19:16 | ANNOUNCEMENT | |
18:16 | WALKTHROUGH | The Grand Finale |
18:16 | WALKTHROUGH | Lord Dzgjymza's keep |
13:22 | WALKTHROUGH | The City of Umerington |
13:22 | WALKTHROUGH | Forest |
13:22 | WALKTHROUGH | Wastelands |
13:22 | WALKTHROUGH | Mermaid Harbor & Dyrt Beach |
0:44 | WALKTHROUGH | Zondra's Grave |
0:44 | WALKTHROUGH | Black Prison |
0:44 | WALKTHROUGH | Frendor Bushes |
- = 8 Jan 2021 = - | ||
21:06 | WALKTHROUGH | Dark Storage - Main section |
20:28 | WALKTHROUGH | Dark Storage - Rondomo section |
19:46 | WALKTHROUGH | Dark Storage - Kirana section |
17:52 | FIXED | A doorway back in the (halfway) boss room in Kirana's section didn't work at all |
17:52 | WALKTHROUGH | Dark Storage - Jeracko section |
17:51 | WALKTHROUGH | Dark Storage - Aldarus section |
2:17 | WALKTHROUGH | Dark Storage - General Overview |
2:17 | WALKTHROUGH | Jennifer's story |
1:58 | WALKTHROUGH | And a bit of "link-up" talk... I guess that was pretty vague, but I think you got... or at least, I hope so! |
1:57 | WALKTHROUGH | Frundarmon's mansion |
- = 7 Jan 2021 = - | ||
23:28 | WALKTHROUGH | Purple Forest |
23:28 | WALKTHROUGH | The Phelynx city of Felixium |
23:28 | WALKTHROUGH | That covers it all for Team Eric, so over to team Rebecca |
23:27 | WALKTHROUGH | Malabia's Temple |
23:27 | WALKTHROUGH | Malabia's Caves |
23:27 | WALKTHROUGH | The Lost City of Fruskbrando |
19:56 | WALKTHROUGH | Scharum |
19:56 | WALKTHROUGH | Rayal Palace |
19:56 | WALKTHROUGH | Meeting Aziëlla, daugther of the house of Gandron |
19:56 | WALKTHROUGH | The Marshes |
17:04 | WALKTHROUGH | The City of Independence (first visit) |
17:04 | WALKTHROUGH | Independence Bushes |
17:04 | FIXED | Forgot to make some aliases that could crash the game if you played the True Abyss in the Italian language... This has been fixed (and it won't matter that the Italian dialogue will be corrected later, the builder will all pick that up). |
12:00 | RECOVERED | Italan translation complete... at least the automated version that is... and I should have done it this way from the start, actually.... Would have saved me tons of (needless) work |
11:07 | WALKTHROUGH | Gagolton empty |
11:07 | WALKTHROUGH | The mines of Airom |
1:48 | WALKTHROUGH | Gagolton |
0:27 | RECOVERED | I found a better way to do the Italian translation.... It will soon be "back" and some things even better worked out.... YAY, I'm awesome (well, kind of). |
- = 6 Jan 2021 = - | ||
22:53 | WALKTHROUGH | Yasathar's Temple |
22:53 | EXPERIMENT | This looks hopeful.... I will get to this later..... |
22:04 | DONE | I've temporarily disabled the Italian language in the start settings, and I've copied the English language files as if they were Italian... This will at least prevent some issues for the short term |
22:01 | FAILURE | And as my backup program has failed me many times (out of memory for some odd unexplainable reason), I cannot recover the translation I already had, but maybe it's better this way, the new way I got in mind will (I hope) handle accent marks a lot better (I hope) |
22:00 | BRAINSTORM | I will think of a quicker way to get the Italian translation done, however, I need a bit of time to properly prepare for that as I do need a bit of coding work |
21:59 | FAILURE | BIG DISASTER.... And the Italian translation went lost in the process |
15:37 | WALKTHROUGH | Azquakunda Prison |
15:37 | WALKTHROUGH | Grass Plains |
0:57 | WALKTHROUGH | Naked Rocks - jennifer's house |
0:57 | WALKTHROUGH | Naked Rocks - Caves |
- = 5 Jan 2021 = - | ||
23:15 | WALKTHROUGH | Naked Rocks - Outside |
21:46 | WALKTHROUGH | The Rondomo Encounter |
20:16 | WALKTHROUGH | Black Dragon's Lair |
20:16 | WALKTHROUGH | The Sheck-Lock encounter |
15:31 | WALKTHROUGH | Green Dragon's Cave |
2:04 | WALKTHROUGH | White Dragon's Lair |
2:04 | WALKTHROUGH | Imperial Castle |
- = 4 Jan 2021 = - | ||
23:53 | WALKTHROUGH | Iskarderiu Forest |
22:54 | NOTE | And that took some effort due to some balancing issues |
22:54 | WALKTHROUGH | Red Dragon's Lair |
17:03 | NERF | The Red Dragon REALLY made me have it.... So a little nerf was in order |
15:58 | WALKTHROUGH | Dragon Crack Forest |
14:36 | FIXED | Part of the scenario was missing in Dutch |
14:17 | FONT | ù |
12:42 | WALKTHROUGH | Zoraman Prison |
0:45 | WALKTHROUGH | Weniaria's Temple |
- = 3 Jan 2021 = - | ||
23:01 | WALKTHROUGH | Mysterious Crypt |
21:39 | WALKTHROUGH | Queen Shanda's dungeon |
21:39 | WALKTHROUGH | Doubline |
17:30 | WALKTHROUGH | Xenor Bushes - North |
17:01 | CONFIG | Ah yeah, that was a global config thing... That should be taken care of now |
17:01 | REMOVED | Syslog was still created |
16:59 | ART | That was only saving as PNG but still |
16:59 | FIXED | Another picture of Dernor not in order |
16:56 | WALKTHROUGH | Exams Ruins |
16:56 | POWERSHELL | But I'm running my build script to make sure |
16:56 | FIXED | I think I fixed the 'Alias' issue |
16:11 | NOTE | I hope this didn't cause any damage to the game, but we'll have to see, I'm afraid |
16:11 | RECOVERED | SWAPKILL data was gone |
16:09 | FIXED | Alias issue Dernor |
15:35 | POWERSHELL | My building scripts will now also update on itch.io |
15:33 | WALKTHROUGH | Xenor Bushes - West |
15:33 | FONT | Accent grave on the o for basic BoxText Font |
15:08 | ITCH.IO | On Itch.io the first public alphas will be released... Also note, that on Game Jolt this will only follow once the alphas are stable.... Butler has always been far superior over gjpush, and as such updates can happen faster anyway. Since Butler also supports binary diffing, it's only the first that'll take time here |
14:48 | NOTE | As this was a very extremely critical issue, I'll also update the GJ Alpha |
14:48 | STATUS | And onto the next round |
14:48 | FIXED | Well, it goes without saying I fixed that now |
14:14 | STUPIDITY | I forgot the MOST IMPORTANT INSTRUCTION IN THIS FIX! Yes, I know I'm a moron! |
14:05 | STATUS | And let's resume the action, shall we? |
14:01 | REMOVED | Old syslog - I also need to check if this is no longer automatically being done, however that can also be a project or config setting so,that comes later |
13:57 | NOTE | And that makes it a good thing I didn't yet release the beta |
13:56 | COCKROACH | |
13:40 | SCENARIO | In the meantime I will also make updates to the Italian "translation" but I will not keep on making notes about that! |
13:39 | WALKTHROUGH | Covered: Xenor Bushes |
13:39 | WALKTHROUGH | Introduction |
3:01 | CONFIRMED | THAT should do it.... |
2:57 | TEST | One more uploade |
2:54 | FIXED | Debug console was still accessible... shouldn't be! |
2:50 | STATUS | I will now start a new game in the casual mode, however I will turn off the development mode... I will also start the game in the Italian mode... Not that I understand Italtian, but I know teh story through and through by now, so this allows me to test things out in this version... I will also write the walkthrough during this process |
2:49 | STATUS | All done |
- = 2 Jan 2021 = - | ||
23:46 | FIXED | Syntax error |
22:56 | FIXED | The AI of the dark servant boss in the keep would crash the game if a cancel was performed before the first study |
22:15 | FAILURE | it seems things got a bit on the rampage here.... A total system restart is required |
18:54 | VOID | let's try it again then shall we? |
18:54 | FUCKYOU | Oh wait, I see it now.... .NET was in need of a fuckup |
18:54 | DONE | But I saved again, just to be sure |
18:54 | FUCKYOU | AND THE FILE WAS SAVED! THE INDICATOR OF MY EDITOR MADE THAT ONE CLEAR! |
18:53 | CONFIRMED | I even copied the line into pure Lua (as this is part of the few lines that was in pure lua so no translation issues are possible), and Lua accepted the line in question |
18:53 | COCKROACH | Fix ignored |
18:43 | FIXED | Another bug that produced in the process |
18:43 | FIXED | Scyndi could not learn "Smite" in the hard mode |
18:14 | SCENARIO | More done |
17:01 | FAILURE | Something really went wrong on the fonts.. or so it seems |
16:10 | FONT | é and è added to the font, as I see the Italian language needs those A LOT! |
15:55 | SCENARIO | Large part done... I'm NOT gonna complete this before I resume my tests, however I will do a bit more before I resume my tests later |
13:13 | SCENARIO | I am doing now a translation in Italian by request, however this is an automated translation (I don't speak Italian, at all, you know). |
2:35 | FIXED | Brendor's ultimate weapon did not have its special effect |
- = 1 Jan 2021 = - | ||
23:24 | NOTE | Well, the Squid had to be charmable by Dernor, doncha agree? |
23:23 | CHARACTER | And I linked this to his character |
23:23 | ABILITY | Tsunami for Dernor |
23:19 | FIXED | I think I fixed an issue with the Cleave spellani |
19:11 | FIXED | Merya should get AP (and more than normally) for attacking enemies when the violator was equipped. This will happen now. |
17:22 | STATUS | This means all pre-beta issues have now been closed... It *is* however too early to release the beta now. After the hard mode has been confirmed to work from start to finish, there will be one final test, but then when the development console disabled This would of course also force me to play the game competely fairly and that way some final balancing things can be taken in order. During this test I will likely also write the walkthrough, however the walkthrough will not be released right away but come later. |
17:19 | CLOSED | |
17:04 | BUBBLE | and a bit of project scripting |
17:02 | GENERATION | before I can get this to work I first need to generate a few things out, as I am not fully ready yet, but the artwork itself is done |
17:01 | ART | And lastly the only missing art when it came to heroes in combat, Dernor's attacking pose |
12:57 | FIXED | A little fix was in order as the check to disable bars was based on EXP and not on LVL... That has been fixed now! |
12:49 | STATUS | Fear and Silence are considered implemented, however for the time being I cannot tell if all possible bugs in ir are really fixed or not |
12:49 | COSMETIC | System will no longer show actual bars filling up when maximum skill level has been reached. |
11:36 | TEST | Take II |
11:36 | FIXED | Bad property |
11:23 | TEST | One way to find out! |
11:23 | NOTE | No telling (of course) if this will actually work or not! |
11:22 | DONE | Silence and Fear should now actively block moves and spells |
2:08 | STATUS | See ya later! |
2:08 | BACKUP | Running |
0:52 | FIXED | Audio loaded in the wrong function! |
- = 31 Dec 2020 = - | ||
23:17 | GAMEJOLT | For the time being the alpha and the release will remain here, but the future is far from certain at THIS point! |
23:07 | FUCKYOU | Errorfix |
21:12 | STATUS | So far.... so good! |
19:21 | TEST | Take III |
19:21 | FIXED | Crash upon reaching max skill level |
19:21 | BUG | Good thing I tested this, as it WAS bugged..... |
19:10 | TEST | Take II |
19:10 | FIXED | Syntax error |
19:01 | NOTE | Since the first fight in the next dungeon is a boss fight, I'll first mess around in older dungeons to make sure Rebecca's advancement to the max fighter level does award the achievement accordingly |
19:01 | FIXED | Well, I put those in.... Fwew! |
18:37 | STATUS | WTF? More than half the skill cap achievements are on Game Jolt, but NOT in game? |
18:37 | FIXED | An issue that would pop up if Eric would reach the max skills during the final chapter |
18:02 | STATUS | The test is up to the point that I completed the Dark Storage in Hard Mode.... I will have to make sure if the achievements tied to meeting the skill level cap are properly rewarded... This will be the next step in testing |
15:41 | VOID | Another impossibility voided |
13:09 | TEST | IV |
13:09 | FIXED | ... |
13:09 | FUCKYOU | Bad for line |
13:00 | TEST | Take III |
13:00 | FIXED | Scope error |
12:50 | TEST | Take II |
12:50 | FIXED | Declariation and usage issue |
12:36 | TEST | Let's get ready to rumble |
12:35 | STATUS | Next stop Kirana section |
12:35 | STATUS | In my dungeon test I complete the Dark Storage, Aldarus and Jeracko sections |
12:35 | TEST | And I'll move on with testing and hopefully this works.... |
12:35 | LINK | linking it all together |
12:35 | ABILITY | Put that into the cleave ability |
12:34 | SPELLANI | Cleave |
3:08 | FIXED | Jeracko Spin sound loads, but doesn't play |
3:02 | COSMETIC | Sound effect for Jeracko Spin |
1:19 | COSMETIC | Icicle set to the correct battle pose when using |
0:45 | STATUS | Of course, once this is done, I will first finish this test as a whole, after that I'll lock the development console screen, and that should also keep the game from writing system log files... |
0:43 | STATUS | That sets me up for the last issue on my issue tracker which is #250 - Now that is for most part done, only Dernor does not yet have an attack pose.... That should be easy to deal with |
0:33 | COSMETIC | Sound effect didn't play... It does now.... No more testing required though.... |
- = 30 Dec 2020 = - | ||
23:52 | TEST | Take XII |
23:52 | FIXED | Code typo |
23:34 | TEST | Take XI |
23:34 | FIXED | Audio crash |
23:28 | TEST | Take X |
23:28 | FUCKYOU | Enemy killed me |
23:28 | TEST | Take IX |
23:15 | FIXED | Should be fixed now |
23:14 | BUG | And somehow the "bang" doesn't appear, and the game keeps "frozen" in this stage.... However "frozen" is a big word, as the event handler and flower still work, allowing me to call the debug console to force quit the game |
23:14 | BUG | For starters Rebecca is standing in the casting stand in stead of the attacking stand |
23:13 | BUG | Multiple things are wrong |
23:08 | TEST | Take VIII |
23:08 | FIXED | I think all NIL parse errors must now be accounted for |
22:48 | TEST | Take VII |
22:48 | VOID | "self" |
22:44 | TEST | Take VI |
22:44 | HUH | WTF? |
22:32 | TEST | Take V |
22:32 | VOID | GRRR! |
22:27 | TEST | Take IV |
22:27 | FIXED | FUCK YOU! |
22:11 | TEST | Take III |
22:11 | VOID | MOAR of that |
22:03 | TEST | Take II |
22:03 | VOID | NIL issue |
22:03 | FUCKYOU | These are the last lines of code you'll write in NIL, Jeroen... Hang on! |
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