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 | ||
20:25 | TEST | And now to put things to the test |
20:25 | LINK | And linked all that |
20:25 | AUDIO | Set audio effects |
20:12 | NOTE | a few more things to do, though |
20:12 | LINK | Linked Multi-PowerStrike spellani to the actual abilities |
18:52 | COSMETIC | Shuriken Sound effect |
18:45 | COSMETIC | Now I must look one thing up, as I believe Widzy made me a sound effect for this |
18:45 | NOTE | I've set it that way that it'll work for ALL variants of the move in once |
18:44 | SPELLANI | Multi Power Strike |
16:07 | TEST | Hmmm? |
16:07 | FORCE | Let's see how this is handled (GRRR!) |
15:50 | TEST | Well? |
15:50 | COCKROACH | Why is the hotspot being ignored? |
15:35 | TEST | And let's continue testing |
15:34 | COSMETIC | Proper hotspot for the Blast item |
15:34 | JUDGMENT | Just a few more touches |
15:17 | TEST | Before I close #144, let's first test this |
15:17 | LINK | That should linke it all |
15:17 | DATABASE | Blast in IAA database |
15:00 | NOTE | Unfortunately no good audio effect was possible on me... But hey,if you have something cool here, lemme know |
15:00 | SPELLANI | Blast effect |
12:39 | STATUS | Up to completing the split part everything appears to look alright now! |
11:34 | TEST | Take IV |
11:34 | FUCKYOU | GRRR! |
11:25 | TEST | Take III (over something as trivial as this solely due to case sensitivity... Long live Neil for ignoring cases). |
11:24 | FIXED | I hope! |
11:24 | FUCKYOU | I HATE CASE SENSITIVE PROGRAMMING LANGUAGES! |
11:19 | TEST | Take II |
11:19 | FUCKYOU | Case error |
11:17 | TEST | Let's see and resume the testing at Frunadarmon's mansion |
11:16 | COSMETIC | As an experiment I did bring back the original background of the main menu... It looks better anyway, and perhaps the stretcher doesn't make it so ugly as I fear.... |
1:06 | TEST | resuming |
1:06 | POWERSHELL | rebuild |
1:01 | FIXED | Still an issue I had to fix here... Oh well |
0:49 | TEST | Resuming |
0:49 | NOTE | Yeah, even a debugger can get bugged.... It's terrible, yet the truth |
0:48 | FIXED | Debug issue fixed |
0:28 | TEST | Resuming |
0:28 | FIXED | Enemy tag error |
0:07 | TEST | Next stop Malabia's caves |
0:07 | CHEAT | I've put in the Hermione Granger cheat which will help me on debugging the hard mode... I've seen enough for how hard it is to get everything, and I am satisfied about that, however for debugging it's a straight disaster and since a Hard Mode specific crash was found already I am condemned to sit it all out! |
- = 29 Dec 2020 = - | ||
18:41 | FIXED | This should be fixed now |
18:04 | BUG | Good that I do these tests..... The random treasure routine crashes as soon as you enter Malabia's caves in the hard mode.... That's good to know |
10:58 | POWERSHELL | Running my build scripts again is in order, I think |
10:54 | FIXED | Dernor couldn't charm Salamanders |
10:52 | FIXED | Typo in ability "Sick Bite" |
- = 28 Dec 2020 = - | ||
23:41 | FAILURE | Blue Screen Of Death! |
23:06 | STATUS | That only leaves 2 issues to fix before the beta can open up.... Not bad |
23:05 | FIXED | |
23:03 | BUG | Gotcha.... An entry was missing in the Dutch translation of the love scene |
22:09 | NOTE | I must remember NOT to enter Independence right away so I can investigate #261 in the process |
22:08 | TEST | Now on to the independent forest |
22:08 | TEST | I did do a test for Sugarland.... Got myself killed there, but it works in the hard mode, and that's what matters |
20:57 | STATUS | Game tested up to the point that Gagolton is deserted |
- = 27 Dec 2020 = - | ||
19:15 | TECHNO | If this were possible the game could NEVER have worked in any single way, period! So whatever magic caused this to happen I don't know, but at least I voided it now! |
19:14 | VOID | Char = nil? |
18:29 | TEST | Anyway I'll resume with Dyrt, so I am in the correct DevLog now |
18:28 | STUPIDITY | Right... Wrong devlog... AGAIN! |
16:59 | CLOSED | |
16:59 | STATUS | THAT should do it! |
16:58 | FIXED | A few fine tunings though |
16:53 | FIXED | Abilities were ignored |
16:53 | GENERATION | New Foe Files generated |
16:53 | C# | Generator done |
12:54 | STATUS | Next stop: Black Dragon |
12:54 | CONFIRMED | Both dungeons function well |
- = 26 Dec 2020 = - | ||
23:20 | TEST | I'll test at least one of them... If I test the other depends on the time I need |
23:20 | STATUS | Next stop are the white and green dragon lairs.... |
23:20 | STARSTORY | Well Some work has been done here |
20:26 | CLOSED | |
20:26 | CONFIRMED | Good! |
19:31 | TEST | And now for real! ;) |
19:31 | STATUS | If this works I can close #118, but let's first put all this to da test, eh? |
19:31 | FIXED | Bad speed setting for that move also |
19:30 | LINK | Linked to the ability |
19:29 | SPELLANI | Shuriken |
19:29 | STATUS | Oh wait... Hold the show... I forgot something important! |
19:03 | TEST | So on to Iskarderiu forest |
19:03 | STATUS | I just finished Dragon Crack and the Red Dragon cave in hard mode |
19:02 | STATUS | But my work here has NOT yet ended, so let's get more stuff to move, eh? |
19:02 | STARSTORY | Star Story is taking shape, good! |
14:42 | STATUS | It REALLY appears that it may be more and more plausible the release is closing in.... I don't think I'll still be able to do it this year (bad joke), but things are DEFINITELY on the road! ;) |
14:41 | CONFIRMED | Cross roads to Xenor OK! |
14:41 | CONFIRMED | And in the Red Dragon's Cave |
14:41 | CONFIRMED | Well, stuff is alright in the Dragon Crack Forest |
13:51 | TEST | Let's continue |
13:51 | FIXED | |
12:41 | TEST | So I'm now gonna test Dragon-Crack Forest and the Red Dragon's lair |
12:40 | STATUS | As far as I can test everything up to the end of Chapter 1 is in order! |
- = 25 Dec 2020 = - | ||
22:58 | FIXED | Scenario reference error |
22:54 | NOTE | The tutorial will only pop up the first time you enter Botanica.... I won't put the same tutorial in the other GJ exclusive dungeons |
22:54 | LINK | That links it all together |
22:54 | MAPSCRIPT | Game Jolt Exclusive Tutorial |
22:52 | TUTORIAL | Game Jolt Exclusive dungeons |
16:08 | FOE | And it's possible the hirelings use it to "heal" themselves.... with a price, if they are unlucky :-P |
16:08 | MAP | Can now be in bags in Zoraman Prison |
16:08 | ITEM | Bad potion |
13:22 | FIXED | Respawn wouldn't reset on prison (this due to the fact you always get here during the prologue stories).... Now it WILL reset once you leave your cell, that is if you never left it before, as when you come back here this won't happen. Since you can only engage in combat once you leave your cell this should be perfectly safe |
0:21 | NOTE | (I will stop nerfing as soon as chapter 2 begins, as from that moment you have all freedom, so mathematical impossibilities are then no longer an excuse). |
0:21 | NERF | Nerfing of the stuff you meet in Weniaria's temple as it's mathematically impossible for Scyndi and Dernor to stand up against THIS |
- = 24 Dec 2020 = - | ||
20:13 | STUPIDITY | Wrong devlog |
20:13 | FIXED | Code Typo |
20:12 | STUPIDITY | I don't wanna talk about it! |
20:10 | DEBUG | One more debug attempt to see if stuff is running the way it should |
20:06 | AI | And an AI altering |
20:06 | NERF | More nerf |
19:14 | NERF | another round |
18:26 | NOTE | Hard and mathematically impossible are two different things.... |
18:25 | NERF | I've lowered a few statistics of the scorpion foe... |
12:09 | VOID | I VOIDED that bug that was NOT of my MAKING! This was after all NOT an error on MY side! |
12:09 | FAILURE | Copy-and-paste is bugged.... No other explanation why outdated data can be pasted all the time |
11:58 | NERF | Orcs became a TINY bit weaker |
11:57 | STATUS | wrong icon confusion |
11:57 | FIXED | another crash in confusion fixed |
1:48 | STATUS | And that's it for today! |
1:48 | FIXED | A crash which could happen when confused |
0:07 | TEST | Am I right? |
0:06 | FIXED | I think I got it.... The hard mode was not properly configured for the number of enemies when you have a party of three |
0:06 | BUG | Nope |
0:02 | TEST | I dunno how this could happen |
0:02 | VOID | Randomizer issue? |
- = 23 Dec 2020 = - | ||
21:26 | FIXED | Syntax error |
21:20 | FIXED | This time then? |
21:19 | COCKROACH | GRRR! |
21:14 | TECHNO | I guess I am really getting tired of this project |
21:13 | FIXED | Scope syntax error |
21:00 | TEST | Well? |
21:00 | FIXED | Took in mind there are different kinds of healing items around there |
20:58 | DONE | Consumable items are now usable in the field menu (in the Hard mode you will likely need this, in the other modes it may not be needed, but you never know) |
20:43 | RESOLVED | Taken care of that! |
20:41 | UNDESIREABLE | Next, doing one step getting your next encounter is NOT what I had in mind for "hard"... That is only frustrating and not challenging... So a bit of a nerf is required... Never thought I'd do this in the hard mode, but Hard!=Frustrating PERIOD! |
20:38 | FIXED | First of all, after the fight you will ALWAYS have at least 1 HP, regardless of your VIT. Yes even in the hard mode... This to prevent story wise issues when party changes and you therefore having an entirely dead party starting a fight with none but dead characters... Ain't gonna work. |
20:35 | NOTE | A few things I now need to take in order, as "Hard" is not the same as "Frustrating" |
20:09 | NOTE | I'll be cheating my way through this... My most important concern is that it works... I don't expect to be able to get through this myself and even if I am, I may make the hard mode even harder at some points anyway :P |
20:09 | STATUS | Now with the easy mode fully tested now comes the terrible part... Testing the hard mode |
16:19 | CONFIRMED | Yup! |
15:39 | TEST | Take V |
15:39 | FIXED | I hope |
15:38 | BUG | Good thing I still tested that |
13:56 | TEST | Take IV |
13:56 | COSMETIC | Fine tuning |
13:38 | TEST | Take III |
13:38 | FIXED | WERK CONSEQUENT, JEROEN! |
13:30 | TEST | Take II |
13:30 | FIXED | Syntax error |
13:07 | TEST | And now to see if it actually works, or not! |
13:07 | LINK | And that should link it all together |
13:07 | ABILITY | Adapted |
13:03 | SPELLANI | Holy Shit |
- = 22 Dec 2020 = - | ||
23:18 | AUDIO | Anyway the choir is needed for the "Holy Shit" animation |
23:17 | STUPIDITY | Did stuff once again end up in the wrong log... Oh why do I even still care? |
23:17 | TRANSFER | Choir sound |
22:46 | C++ | Removing all object files anyway.... This makes 100% sure EVERYTHING, including Kthura is rebuilt |
22:45 | DEBUG | The quest is now for how the lower case records still came to be.... I may need to delete all object files to be sure Kthura is entirely rebuild (so I can be sure it's the famous Visual Studio bug of not re-compiling when it should happen). |
22:43 | NOTE | Lower and upper case still seem to conflict regardless of the impossibilities here.... I do not know if this is a Kthura issue or a link up issue |
22:31 | DEBUG | More debug crap! |
22:20 | DEBUG | Well, so more debugging, I suppose... This is really getting depressing |
21:46 | DEBUG | More crap to see what is going on.... There is nothing that can allow this to happen! |
21:21 | TEST | And let's see what results pop up this time! |
21:21 | C++ | And I added an extra debug line which must shine a light on matters |
21:20 | C++ | In order to prevent conflicts I've set a few functions into statics |
21:20 | NOTE | So far my search makes even less sense |
20:47 | UPDATED | Project file |
20:47 | BOB | Quickest way to do that is by just running the building script |
20:46 | NALA | Update to project file required |
20:44 | NOTE | Take that literally |
20:44 | TRANSFER | Shit |
20:37 | FAILURE | Astonishing.... LoadTex has received a NULL pointer for a map.... The question is how THAT could happen... That will be very extremely hard (next to impossible) to pinpoint! |
20:35 | NOTE | Now things are getting odd... LoadTex didn't receive a Kthura Map.... Whatever that means... I really need to sort it out! |
20:35 | FIXED | More stuff fixed |
20:23 | STATUS | Next stop, the HARD mode! |
20:23 | CONFIRMED | Okay, and everything in Dyrt works |
16:23 | STUPIDITY | (All this ended up in the wrong devlog, so I hope I got it all covered) |
16:23 | STATUS | Up-to-date |
16:22 | DONE | |
16:22 | FIXED | And "My Bonnie is over the Ocean" wasn't counted as a New Game+ achievement |
16:22 | FIXED | |
16:22 | FIXED | |
16:22 | CONFIRMED | The Wastelands work though |
- = 21 Dec 2020 = - | ||
22:09 | BUG | VERY important bug found.... Requires immediate attention! |
17:32 | TEST | Well I guess I gotta resume the tests ;) |
17:29 | CONFIRMED | And I made sure the girls only appear in Xenor Forest once you've done at Zondra's Grave you have to do |
17:29 | CONFIRMED | I can at least say that Zondra's Grave works |
17:23 | NOTE | Of course, given the nature of confusion loads of bugs can still happen, so you never know for sure! |
17:22 | FIXED | I think I fixed it... It was actually more trivial than I could ever imagine |
17:19 | NOTE | This was expected to happen, or at least that it wouldn't go without issues in one go.... oh well... |
17:18 | BUG | |
16:54 | TEST | Let's move! |
16:53 | STATUS | I guess I should start now on Zondra's Grave... or somewhere there, I believe... Oh well, let's see... |
16:53 | STATUS | Let's resume the action |
- = 20 Dec 2020 = - | ||
23:19 | CONFIRMED | Black Prison Works! |
20:31 | STATUS | I plan to do the test for Frendor Bushes, and the Black Prison... Perhaps Zondra's prison too, but I'll have to see |
- = 19 Dec 2020 = - | ||
21:17 | CONFIRMED | Talk with Jennifer works |
21:16 | CONFIRMED | Frundarmon's basement works the way it should |
20:35 | STATUS | I'll resume with the Frundarmon Basement sidequest, and I will stop at the entrance of the Dark Storage... At least for this session, as I may run some more |
2:59 | STATUS | And that's where it ends... FIne! |
2:59 | CONFIRMED | Rejoining of the party |
2:58 | CONFIRMED | Frundarmon's mansion |
2:58 | CONFIRMED | Purple Forest |
2:58 | CONFIRMED | Felixium |
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