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 | ||
13:46 | TEST | Take IV |
12:27 | FIXED | Property declaration syntax error |
12:27 | TEST | Take III |
12:21 | FIXED | Case error |
12:21 | TEST | Take II |
12:10 | DEBUG | Credits quick start routine |
12:08 | FIXED | End too much |
11:56 | TEST | Take I |
11:56 | STATUS | Well, this can be a bothersome operation, so let's see if this all works, shall we? |
11:55 | LINK | Link back to field flow to show the last part of scenario before the game ends at last! |
11:28 | SCRIPT | Credit reel loader |
11:07 | LINK | Well I don't expect much trouble here! |
11:07 | SASKIA | Link to credits reel |
11:06 | NOTE | This is ONLY the basic reel routine.... It is not yet functional at all! |
11:04 | SCRIPT | Credits reel |
6:46 | NOTE | As this is solely data generation, not much I can do yet, but at least we got this data, so the actual work can begin.... Well, after I had a break.... Working with Go is quite a chore..... |
6:45 | COCKROACH | Along the way I did see that the Dutch scenario file for Frundarmon's mansion magically got back its old corrupted data, and I wonder how the fuck that could happen..... Did Voldemort break into the system? |
6:44 | GENERATION | Credits data |
6:40 | FIXED | Spells Dernor could learn in Botanica were not suffixed with .NIL, and that would have lead to a crash! |
6:40 | GO | Credits data generator |
- = 6 Jul 2020 = - | ||
23:46 | STATUS | And that's where it ends for today, as I really need my break now.... Tomorrow I'm gonna focus on the end credits.... |
23:46 | COSMETIC | Camera tweak |
23:45 | COSMETIC | Darkness effect should not be there in the epilogue hubs |
23:45 | CONFIRMED | FINALLY! |
23:37 | STATUS | And can it work this time.... PLEEEEEEAAAASE......? |
23:36 | TEST | Take VI |
23:36 | NOTE | I don't dare to guess if it's fixed this time.... Mostly likely over 20x Graham's number on excuses will be set in return to make this go wrong and me not allowing to take a break before I go to bed, or to go to bed at all the next 40 billion years. |
23:35 | COCKROACH | ..... |
23:26 | TEST | Take V |
23:26 | COSMETIC | I've sped up the fading process that comes later... It really took too long! |
23:26 | FIXED | Hopefully I got it tackled THIS time |
22:55 | FUCKYOU | This is getting really really annoying! |
22:49 | TEST | Take IV |
22:49 | FIXED | Will you listen now? |
22:48 | FUCKYOU | GRRRRR! |
22:47 | COCKROACH | Fix ignored! |
22:42 | TEST | Take III |
22:41 | FIXED | I think I fixed the "No Data" crash |
22:25 | TEST | Take II |
22:25 | STATUS | Oh, what else is new.... :-/ |
22:25 | FAILURE | Build failure |
22:23 | TEST | Take I |
22:23 | STATUS | Well, like I said, let's first test all that comes before that! |
22:23 | STATUS | The credits will be done later, though..... Let's first get to move onto testing all that comes before that, and the credits will be done, likely tomorrow... Also because this *is* gonna take some extra generating work before I can even get started on stuff.... Yeah, believe it folks, cause it's true... (Unfortunately) |
22:21 | STATUS | And from there, I think scripting the end credits will be most prudent, however that ain't so easy as it appears... |
22:20 | SASKIA | I've set up the event here.... This is where SASKIA can be a bit fragile though, but I hope this works the way it should.... |
21:56 | MAP | End hub 1 |
21:30 | OFFTOPIC | Rarely could a kid amaze me this much..... But Darci did amaze me..... REALLY! |
20:33 | KTHURA | What I'm about to do now is dirty development straight from the bog of eternal stench, but it's the most risk-free method to do this.... I'm gonna add the Map Hubs for the ending part to the Keep.... I hate doing it this way, but it's really the safest way to go... Honest! |
20:31 | SASKIA | Uh-oh! |
19:44 | STATUS | I'll get into what to do next later.... |
19:27 | CONFIRMED | Everything appears to be cool now! |
19:22 | TEST | TAKE III |
19:22 | FIXED | And a party pop is desirable for the final boss, eh... I mean... come on! |
19:21 | FIXED | A few mixed up functions called |
19:00 | TEST | TAKE II |
19:00 | FIXED | Well, that takes care of that |
18:59 | STUPIDITY | SASKIA != NIL |
18:54 | TEST | And nobody knows if this will work... so TAKE I! |
18:54 | SASKIA | More script code about this |
18:54 | MAPSCRIPT | Fade effect |
18:00 | MAP | Big Hall Adapted for end story |
15:26 | SASKIA | Direct post-boss scenario |
12:57 | STATUS | I need a break now, but I'll soon be "back for more!" |
12:56 | CONFIRMED | So far everthing is right in order! |
12:46 | TEST | And now a little test is in order! |
12:42 | STATUS | Goes without saying but the post-boss stuff comes later! |
12:42 | LINK | Link to the not yet-existing fight #2 made... For now this too is nothing more but a little pop-up |
12:42 | LINK | And linked together |
12:38 | MAPSCRIPT | Mover of the bang location scripted |
12:28 | SASKIA | Intermezzo |
12:20 | CONFIRMED | All is cool.... Well... for now! |
12:17 | TEST | Quick verification of things |
12:15 | MAP | Added some stuff I need for the scenario between the two fights |
11:40 | CONFIRMED | This all works! |
11:17 | LINK | And that links fight #1 to the event... even though that "fight" is now only a pop-up |
11:16 | SASKIA | Script up to fight round #1! |
10:57 | MAPSCRIPT | I've set up to combat set up functions.... Both would cause an error now if the boss fights were turned on.... Since this is not the case they should now only cause me a small popup so I can see the fight is being skipped. |
10:54 | TECHNO | Since a lot of scripting will be involved in this matter, I think it will be more prudent to make it possible to skip fighting when I'm about to test the script around the boss fight. The boss fight itself is on the development side less important when it comes to the story scripting as it's merely one of the events taking place, and making sure those fights work as they should is more of an issue when the story scripts around them actually work. If I can just manage to get that done by simply turning a macro on or off, this would help me greatly! |
10:50 | DONE | I've set up a SKIP_DZGJYMZA macro..... |
- = 5 Jul 2020 = - | ||
22:19 | VERIFIED | Okay, all clear.... it seems |
22:13 | TEST | let's see what happens now |
22:13 | FAILURE | Windows has been a bit bugging on a few things... Didn't hurt now, but can be bothersome in the future |
22:02 | CONFIRMED | That all works |
21:52 | TEST | Take II |
21:51 | FIXED | SASKIA Syntax error |
21:48 | TEST | Let's see |
21:38 | LINK | Link up script |
21:38 | SASKIA | Pre-round 1 |
9:38 | NOTE | Savegames in which the green dragon has already been defeated will be fixed automatically |
9:37 | FIXED | I forgot the achievement for the green dragon |
2:27 | GAMEJOLT | Updated Alpha upload |
2:26 | BUG | Aziëlla's bug issued as #192 |
2:22 | CLOSED | |
2:21 | UPDATED | MKL data |
2:21 | BACKUP | Running |
2:20 | STATUS | AT LAST! |
1:53 | TEST | Take XXVIII |
1:52 | NOTE | If you didn't have it yet, the game will award it anyway if the King Slime is dead |
1:52 | FIXED | King Slime achievement not awarded |
1:51 | FIXED | Bitter tears achievements were triggered wrongly |
1:48 | STATUS | That's not something I should concern myself about now! |
1:48 | HUH | Aziella's shooting has become bugged |
1:31 | STATUS | Only if you played the original you know what I mean, and if you didn't play the original, then you gotta wait a little longer! |
1:30 | VOID | Eric's special status would cause a crash.... That has been voided.... |
1:27 | BOOST | Elemental weaknesses boss |
1:14 | TEST | Take XXVII |
1:14 | FIXED | Leftover old time conflict |
1:09 | TEST | Take XXVI |
1:09 | FIXED | Syntax error |
0:46 | TEST | Take XXV |
0:46 | FIXED | Code typo |
0:39 | TEST | Take XXIV |
0:39 | INVESTIGATION | Expanded the logging features so I can get more clarity on matters.... Are the abilities the boss searches for properly mastered? |
0:37 | INVESTIGATION | The log confirmed now that it's indeed 0 abilities that are copied.... Now to find out why that is |
0:32 | TEST | Take XXIII |
0:32 | VOID | ..... |
0:32 | COCKROACH | ..... |
0:27 | TEST | Take XXII |
0:27 | VOID | nil end bug in NIL |
0:22 | TEST | Take XXI |
0:21 | DEBUG | I've added an extra line which can provide me a few answers... maybe? |
- = 4 Jul 2020 = - | ||
22:43 | TECHNO | I KNEW this wouldn't be easy! |
22:42 | INVESTIGATION | I need a break now, but investigating this matter will now be my priority |
22:42 | BUG | All the boss will do is "Study" so something is NOT right here.... |
22:35 | TEST | Take XX |
22:35 | FIXED | Mathematical fault of a very severe kind in the stat copy routine of studying |
22:34 | FIXED | Case error in Eric's ability list script |
22:29 | TEST | Take XIX |
22:28 | FIXED | #pure error |
22:23 | TEST | Take XVIII |
22:22 | STATUS | The animation does now work as it should, although a bit of fine tuning *can* be in order due to the flip, but I hope not |
22:22 | ART | The think art has been flipped as this will work out better in the total animation |
22:20 | FIXED | SIGH! |
22:14 | FIXED | Missing local declaration (which is required in NIL) |
22:08 | TEST | Take XVII |
22:08 | VOID | Old code conflicting with the new situation |
22:07 | NOTE | Not there, yet! |
22:07 | COSMETIC | Coordniate fine tuning |
22:02 | TEST | Take XVI |
22:02 | FIXED | alpha addition check fault |
22:02 | COSMETIC | coordinate fine-tuning |
22:00 | VOID | Referrence issue |
21:55 | TEST | Take XV |
21:55 | FIXED | Thanks to the previous fix I could see it was a case error |
21:49 | TEST | Take XIV |
21:49 | POWERSHELL | Running compile scripe |
21:49 | NALA | Nala must be rebuild |
21:49 | FIXED | My Blue Screen of Death was not set up well for alternate alpha setups..... This has been properly set up now.... Downside is..... |
21:45 | BUG | Okay, now this is beyond strange.... All I see is a black screen |
21:41 | TEST | Take XIII |
21:38 | DEBUG | Some markers which should make it easier to trace errors, as things are not clear due to Lua's Directory shortening method, which is in this case catastrophical |
21:38 | FIXED | Index error |
21:30 | TEST | Take XII |
21:30 | FAILURE | Build failure |
21:30 | TEST | Take XI |
21:26 | FIXED | Leftover code from old time causing conflicts now! |
21:19 | TEST | Take XI |
21:17 | NOTE | Not that I expected that at this point, but okay.... |
21:17 | POWERSHELL | I must rerun my nala compile script though |
21:17 | NALA | More precise hotspotting |
21:05 | TEST | Take X |
21:05 | STATUS | This should mean that the AI is at least able to set the "Study" well... But let's not cry victory too soon! |
21:04 | FIXED | Missing "end" |
20:59 | TEST | Take IX |
20:59 | STATUS | Time to resume the work! |
20:58 | DONE | I ate my dinner |
20:29 | FIXED | Cancel the boss when about to study can crash the AI in the next turn |
20:23 | TEST | Take VIII |
20:23 | VOID | Okay.... |
20:23 | HUH | |
20:16 | TEST | Take VII |
20:16 | FIXED | Missing parameter error |
20:16 | STUPIDITY | Jeroen! Je bent een eikel! |
20:11 | TEST | Take VI |
20:11 | STATUS | Now I can resumt the action until the oven is ready |
20:11 | DONE | Got it! |
20:10 | DONE | Okay, that's done... I do need a little snack in the meantime, though |
20:04 | TODO | Before I get on to take VI... I'm getting hungry, so I'm gonna put some food in the oven.... |
20:04 | FIXED | Lack of "self" |
19:59 | TEST | Take V |
19:59 | FIXED | Conflicts |
19:53 | TEST | Take IV |
19:53 | FIXED | Keyword case error |
19:49 | TEST | Take III |
19:49 | FIXED | Study Target error |
19:44 | TEST | Take II |
19:44 | FIXED | Missing initiation in AI |
19:38 | TEST | Take I (out of MMMMMMMMMM, I think?) |
19:37 | STATUS | And now the moment suprème has come.... The time this can be put to the test..... Wish me luck! |
19:36 | SASKIA | Post boss |
19:36 | SASKIA | Boss start up |
19:24 | VERIFIED | Music file |
19:07 | GAMEJOLT | Linking them now to their Game Jolt counter parts! |
19:07 | ACHIEVEMENT | More Bitter Tears! |
19:03 | ACHIEVEMENT | No mercy for the soldiers! No mercy for the king! |
19:00 | STATUS | Well, that ends the basis, but I'm not there yet.... After all, the script that starts this battle has not yet been written, so that will be the next step |
19:00 | ABILITY | Study |
18:58 | SPELLANI | Study |
17:54 | TRANSFER | Think icon for the Study ability spellani |
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