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 | ||
0:06 | TEST | Didn't count (as I would normally not need that).... |
0:06 | STUPIDITY | Just as stupid, I know |
0:06 | COCKROACH | And another |
- = 8 Jun 2020 = - | ||
23:58 | STUPIDITY | Aha! Forgotten underscore.... |
23:58 | COCKROACH | And why is this ignored? |
23:47 | BUBBLE | Alias for map where SASKIA is not needed |
23:35 | LINK | Worldmap entry for wasteland properly linked to the map |
23:26 | BITBUCKET | Up-to-date |
23:26 | GITHUB | Up-to-date |
23:06 | CLOSED | |
23:06 | CLOSED | |
23:05 | UPDATED | |
21:42 | OFFTOPIC | Let's face it peeps... This diagram is a fact |
19:29 | CONFIRMED | Stuff works |
19:23 | TEST | Take III :( |
19:23 | FAILURE | And again |
19:23 | FAILURE | Failed build |
19:15 | TEST | And now to put it all to the test |
19:15 | MAP | Needed entry points |
19:15 | MAPSCRIPT | Back To Deslito |
19:15 | SASKIA | Back to Delisto |
0:23 | STATUS | Calling it! |
0:22 | CONFIRMED | It's okay now |
0:17 | FIXED | World pointer |
0:12 | WORLDMAP | Wasteland |
0:11 | WORLDMAP | Beach |
0:10 | CLOSED | |
0:10 | REMINDER | |
0:08 | CONFIRMED | Syrena |
0:01 | TEST | Syrena |
0:01 | MAPSCRIPT | Syrena |
0:01 | MAP | Syrena |
- = 7 Jun 2020 = - | ||
23:35 | TRANSFER | Syrena |
23:26 | TEST | Take III |
23:26 | FIXED | Wrong group |
23:21 | TEST | Take II |
23:21 | FIXED | SASKIA Syntax Error |
23:10 | TEST | Take I |
23:10 | STATUS | This should cover the travel to Dyrt..... |
23:09 | SCENARIO | Welcome to Dyrt |
23:05 | MAP | Adeptions Beach |
22:36 | STATUS | I need a break now, plus I have to wait until the packer is done anyway, so let's combine the two things, shall we? |
22:35 | SASKIA | Beach basis script |
22:35 | JCR6 | Packing |
22:34 | MUSIC | The Complex (by Kevin McLeod) will be used for Dyrt Beach and Wasteland |
22:29 | TECHNO | The wasteland can take a lot of time, since that is a pretty big map, after all.... |
22:29 | GENERATION | Dominance Wasteland |
22:29 | GENERATION | Dominance Beach |
22:29 | TRANSFER | Map Wasteland |
22:27 | TRANSFER | Map Beach |
22:25 | TRANSFER | Texture transfer |
22:24 | TRANSFER | Scenario Dyrt Beach |
22:15 | NOTE | As soon as you should arrive to Dyrt, the game will crash, since the map you will start in has not yet be set up! |
22:15 | STATUS | Still a lot to do before we can transfer to Dyrt, though.... |
22:14 | SASKIA | Ariël |
22:14 | MAPSCRIPT | Go to Dyrt |
21:25 | STATUS | Ariel will be taken care of later.... |
21:25 | CONFIRMED | Fairy Nikki works the way she should |
21:20 | TODO | So let's do that AGAIN! |
21:20 | FAILURE | Build failure |
21:15 | TODO | Setting the game in the right position |
21:15 | MAP | NPC tagging |
21:09 | SCENARIO | Small file adaption for quicker use |
21:09 | FIXED | Tag fixing |
21:07 | TRANSFER | Mermaid Harbor map scenario |
19:34 | NOTE | The correct weapon was still given, though |
19:33 | FIXED | Wrong weapon announcement |
19:08 | TEST | Let's do take IV |
19:08 | STATUS | Well, starving or not... It'll take awhile for my dinner to get ready..... so |
19:06 | TODO | Making myself dinner... I'm starving |
19:06 | STATUS | I do need to run another test, but I needed a break also |
18:31 | ABILITY | Cure Silence |
18:12 | TEST | Take III |
18:12 | FIXED | SASKIA error |
18:11 | BOOST | More HP for the Shadow Rogue.... He went down waaay to easily |
18:06 | TEST | Take II |
18:06 | STUPIDITY | Forgot to save the SASKIA script |
18:02 | TEST | Take I |
18:02 | STATUS | Time to put everything to da test |
18:02 | ACHIEVEMENT | He has fallen into shadow |
17:43 | BOSS | Shadow Rogue |
17:38 | SCRIPT | Cancel |
17:17 | ACHIEVEMENT | Time is money, friend! |
17:16 | TRANSFER | Art ShadowRogue |
17:15 | NOTE | Yup, the place where the next boss is gonna happen |
17:15 | SCREENSHOT | |
17:15 | GAMEJOLT | |
15:00 | ITEM | Violator |
15:00 | ITEM | Titanium Dagger |
- = 6 Jun 2020 = - | ||
23:49 | CONFIRMED | That crap all works... good! |
23:21 | TEST | Another take must tell me if these fixes did come through! |
23:21 | FIXED | Oathkeeper did not go for the supermove attached to it |
23:12 | FIXED | That has been fixed, of course! |
23:11 | STUPIDITY | I forgot to save the "Cleave" ability in Rebecca's ability list.... |
22:50 | FAILURE | I guess my internet is on protest |
22:48 | TEST | Take I |
22:48 | NOTE | Only one way to find out! |
22:48 | STATUS | This should make this boss work.... right? |
22:47 | BOSS | Hobgoblin |
22:35 | ACHIEVEMENT | Gigantic |
22:31 | NOTE | As I still need to set up the boss itself, the game will still crash if you activate the red seal the boss is in |
22:31 | SASKIA | Boss start up script |
22:30 | CHARACTER | Rebecca will learn this move at level 20 in the easy mode, level 23 in the casual mode and level 28 in the hard mode |
22:28 | ABILITY | Cleave |
22:12 | ITEM | Oathkeeper |
22:09 | ITEM | Legendary Blade |
21:18 | TRANSFER | HobGoblin |
19:53 | FIXED | Take III |
19:53 | FIXED | Abilities thought by sealed bosses did cause the learn sequence over and over regardless if the move was learned or not.... |
19:38 | TEST | Take II |
19:38 | NOTE | Older savegames will suffer permanently... But as I did not yet push any alpha releases since this boss was put in, no damaged savegame files should exist except for my own ;) |
19:32 | FIXED | That has been fixed |
19:32 | BUG | So it seems Whizzy's MegaHeal will not unlock when it should |
19:23 | TEST | Let's put on a little test |
19:20 | ABILITY | Whizzy's Megaheal |
18:43 | FIXED | Coloring issue |
18:43 | FIXED | Item name typo |
18:35 | TEST | Take II |
18:34 | FIXED | ? |
18:34 | HUH | |
17:47 | TEST | Let's rock and roll -- Take I |
17:44 | ITEM | Fort Harrison |
17:44 | LINK | That should link everything together.... Well I think |
17:43 | SASKIA | Boss script |
17:43 | BOSS | GigaLich |
16:38 | ITEM | Dragon Whip |
- = 5 Jun 2020 = - | ||
22:46 | UPDATED | Repositories... They'll all be pushed soon! |
22:46 | BACKUP | Running |
22:46 | STATUS | But that is for later... There's a time for work and a time for relaxation! |
22:46 | STATUS | Ready to put in Sealed Boss II |
22:35 | FIXED | Target Error |
22:29 | FIXED | Another Syntax Error fixed |
22:20 | TODO | Prepare my own save in order to get the second sealed boss in order |
22:06 | ABILITY | Cursed Arrow |
22:01 | DONE | Ability teach based on defeating sealed bosses |
21:50 | ABILITY | Magic Strike |
21:00 | FIXED | Weapon name typo |
19:43 | COSMETIC | A little fix on announcement |
19:24 | NOTE | Stuff APPEARS to be working now |
18:54 | TEST | Take IX |
18:54 | VOID | So I wrote a little void routine.... This will at least make the crash impossible.... Of course, a true cockroach is not voided so easily, as computers have done things beyond any possible thing.... I guess they were developed by Adam Savage.... Rejecting any form of reality and substitute their own! |
18:52 | STATUS | No bug also means no fix possibilities |
18:52 | HUH | What happened now is in all ways impossible... Why? The system could not work at all if the computer spoke the truth.... |
18:41 | TEST | Take VIII |
18:41 | FUCKYOU | Oh, crap! |
18:34 | TEST | Take VII |
18:34 | FIXED | SASKIA Syntax error in post-boss script |
18:33 | FUCKYOU | I thought I was there |
18:24 | CONFIRMED | The seal itself DOES open and present the boss, so that's a good thing, eh? |
18:23 | FIXED | SASKIA Syntax error |
18:23 | FIXED | AI mistake |
18:17 | TEST | Take VI |
18:17 | FIXED | Minor issue |
18:13 | TEST | Take V |
18:13 | FIXED | Foe compiler refused to work |
17:53 | TEST | Take IV |
17:53 | VOID | Accept issues (this is where NIL sucks sometimes, and something I hope to "fix" with my newer language I have in preparation) |
17:49 | TEST | Take III |
17:49 | FAILURE | Build failure (I wonder what goes wrong there, but then again, I also had these issues with other building tools analysing source codes... It's becoming quite annoying actually) |
17:46 | TEST | Take II |
17:46 | FIXED | Syntax error |
17:41 | TEST | Time to find out if that is true.... Take I |
17:41 | STATUS | Technically the boss should work now |
17:41 | SASKIA | Boss configured |
17:39 | BOSS | Sealed |
17:35 | CHECKED | It appears to be working |
17:33 | GENERATION | In order to link a few things together I had to rebuild the game, so I also regenerated the Jukebox data |
17:32 | AI | Alternate AI for Ghoul King |
17:29 | ACHIEVEMENT | Return of the Ghoul King |
17:14 | NOTE | The boss itself has not yet been set, to opening this seal will STILL crash the game.... The error message will only look a bit different, that's all |
17:13 | SASKIA | Set the script for the sealed boss in Fruskbrando |
17:07 | CONFIG | Quick way to check if sealed boss is defeated (needed for learning later) |
16:39 | REMINDER | I must not forget to regenerate the JukeBox data, however this can only be done after a complete game rebuild, so this will have to wait until later.... |
16:39 | JCR6 | Rebuilding music resource |
16:38 | NOTE | That is (of course) with the notable exception of the Mountain Emperor who will have "Hall of the Mountain King", the performance set up by Kevin McLeod... This due to the kind of pun this tune was taken for in the first place. |
16:36 | MUSIC | Contrary to the original game, the sealed bosses will have their own music. That will be "Ancient Troops Ammasing" by Eric Matyas |
16:01 | DONE | Directory preparations for sealed bosses |
15:08 | ITEM | Boltimate |
15:08 | ITEM | Titanium bolt |
14:47 | CONFIRMED | The detection of the red seal works the way it was intended.... GOOD! |
14:42 | TEST | Nethertheless a little test *is* in order! |
13:19 | NOTE | Please note, that since NONE of the Red Seals have been configured yet, the game will (for now) crash |
13:19 | SCRIPT | Looking for trouble should now activate the Red Seal script... that is, if a red seal is in a range of 96 pixels near Eric |
13:05 | C# | I was a bit lousy on placing the red seals, so I had to set up a quick tool to localize them all, and make sure their tags are properly set |
- = 4 Jun 2020 = - | ||
22:06 | FIXED | Doom Sweeper achievement didn't work |
22:05 | FIXED | Show issue in the GJ_SECRET zone |
21:58 | FAILURE | Build failure |
21:49 | FIXED | Case error |
21:27 | FIXED | Object tag error |
21:23 | FIXED | Skip it! |
21:18 | SCRIPT | Basis for Eric's personal action |
21:07 | ART | Personal action icon for Eric |
18:45 | NOTE | Eric will not yet be able to use "Looking for trouble", simply because it has not yet been scripted.... Rome wasn't built in one day either, you know.... |
18:45 | STATUS | Everything APPEARS to be working now! |
18:35 | FIXED | Tag Case Error |
18:34 | DEBUG | Debug issue gave wrong info.... That has been fixed.... |
18:20 | FIXED | Typo in code |
18:16 | TEST | Take I |
18:16 | STATUS | Well time to put it all to the test |
18:14 | MAPSCRIPT | The Red Staff Script has been written |
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 |