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 | ||
17:46 | GITHUB | Not gonna push yet, though |
17:45 | UPDATED | Repository |
17:41 | REMOVED | False file that got in my way |
17:03 | NOTE | All that's there is a treasure chest.... This chest is handled differently from the normal treasure system.... Trying to open it now will lead to a game crash |
17:03 | MAP | Area 003 Red Temple |
17:01 | LINK | Linked the achievement to Game Jolt |
17:00 | ACHIEVEMENT | For the night is dark and full of terrors |
12:56 | FAILURE | It seems some odd stuff happened along the way... I wonder if some data received from Game Jolt was corrupted or not |
12:33 | TEST | Take V |
12:33 | FAILURE | And again |
12:33 | TEST | Take IV |
12:33 | FAILURE | Build failure |
12:27 | TEST | Take III |
12:27 | FIXED | Case error |
12:22 | TEST | Take II |
12:22 | FIXED | Forgotten declaration |
12:18 | TEST | Take I |
12:17 | MAP | Activated the secret passage and access to the GJ secret level |
9:40 | FIXED | I did see that back row characters could go beyond the level cap... that has been fixed |
9:40 | STATUS | Finally |
9:24 | TEST | Take IX |
9:23 | FUCKYOU | siiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiigh! |
9:23 | FIXED | Ability misnamed |
9:23 | TEST | Take VIII |
1:24 | FUCKYOU | Let's get to test things later.... I'm tired and this kind of crash over such a trivial thing was the last thing I could use to keep myself motivated for today! |
1:23 | FUCKYOU | Case Error |
1:09 | TEST | Take VII |
1:09 | FIXED | And a bug found in existing data |
1:09 | CHARACTER | Some extra skill up data |
0:58 | TEST | Take VI |
0:58 | FIXED | I think I fixed the Ultimate Soul Breaker cockroach |
0:54 | TEST | Take V |
0:54 | DEBUG | Extra debug added there as well |
0:54 | COCKROACH | It seems the targeting goes wrong with Ultimate Soul Breaker |
0:44 | TEST | Take IV |
0:44 | DEBUG | Also some extra debug data on why Ultimate Soul Breaker does nothing at all! |
0:42 | DEBUG | I've added extra information.... In case it happens again I may now know why |
0:42 | HUH | The most doubious error I ever got! |
0:24 | TEST | Take III |
0:24 | FIXED | Fighter reference (I think) |
0:24 | TEST | Take II |
0:17 | NOTE | I know it's only ONE fight, but still it is required |
0:17 | ARENA | Red Temple |
0:15 | STUPIDITY | I should first have set up the arena.... DORK! |
0:11 | TEST | Let's see if that all works! |
0:11 | LINK | And that links it all |
0:11 | SASKIA | Boss |
- = 3 Jun 2020 = - | ||
23:47 | MAPSCRIPT | Boss start config |
23:47 | BOSS | Doom Sweeper |
23:37 | ABILITY | Ultimate Soulbreaker |
23:25 | LINK | Linked to Game Jolt |
23:25 | ACHIEVEMENT | The Temple Of Doom |
22:51 | FIXED | Boss not defeated => Access denied! |
21:50 | MAP | Red Temple 002 |
20:36 | BACKUP | Running |
20:04 | STATUS | Time now for a break! |
20:03 | NOTE | Whenit comes to #5 - I scrapped the must be played at least once... thing.... Too much trouble to bother with, and I got more important stuff to worry about! |
20:02 | CLOSED | |
19:43 | STATUS | Jukebox completed.... (At least for now) |
19:39 | COSMETIC | Repositioning scroll arrows |
19:28 | FIXED | Tag error |
19:24 | FIXED | Wrong operators in boolean statements |
19:20 | FIXED | Wrong field |
19:16 | DONE | Scrolling in the jukebox |
18:56 | FIXED | Syntax error |
18:52 | DONE | I've set up the playing information of the track bing played in the Jukebox |
18:11 | FIXED | Artist and song were not correctly highlighted on the hover |
18:05 | FIXED | Case error |
18:04 | DONE | Jukebox entry hover |
16:57 | SOLVED | Ah! |
16:49 | HUH | How come a complete script disappeared.... At least according to the packer, since reality is that the script exists! |
16:44 | NOTE | Ah, so that lib had to be used explicitly... Oh well |
16:40 | DONE | First Listout of songs in Jukebox |
16:22 | FIXED | To fix or not to fix? That's the question! |
15:54 | FAILURE | Build failure (if you thought you've had it all) |
15:51 | FIXED | I don't wanna talk about it! |
15:49 | SCRIPT | A few more things done |
15:29 | STATUS | So far.... So good! |
15:26 | TEST | Take II |
15:26 | NOTE | I knew that when I set up classes in NIL that the "self" issue would get me a lot... It was the easiest way to go, but I now blame myself for that one BIG time! |
15:25 | FIXED | Lack of "self" |
15:20 | TEST | So let's do it! |
15:19 | NOTE | All this does now is show a black blank screen, but at least I can check if all linkages work |
15:19 | LINK | Linked to the main menu |
15:16 | SCRIPT | A basis has been set up from which the Jukebox can be set up |
14:44 | GENERATION | New jukebox data generated |
14:44 | MYSTERY | It's strange why the data in the config file kept disappearing, but well I guess all is fine now... At least I hope so! |
14:44 | FIXED | Countless of more fixes |
14:33 | FIXED | Asking for specific title must ONLY go for songs |
14:32 | FIXED | Variable issue |
14:31 | FIXED | And a missing return that would also get the better of things in a DECENT language |
14:30 | FIXED | Of course, since Go is a bit of an awful beast, this comes with tons of issues! |
14:28 | GO | I've done some extra work out for the JukeBox data generator.... This will help a lot in getting things in order better.... Or at least... I hope so ;) |
13:53 | TEST | Take IV |
13:53 | STATUS | But there's still work to be done! |
13:53 | STATUS | At least all compilation errors appear to be accounted for |
13:52 | VOID | Did I just void an issue? |
13:33 | TEST | Take III |
13:33 | FIXED | No music linked |
13:22 | TEST | Take II |
13:22 | FIXED | That |
13:22 | FUCKYOU | Forgot "self" |
13:13 | TEST | And let's start on the test Take I |
13:13 | STATUS | And that brings us, up to date, I think |
13:13 | C# | And I need to note I made a few changes to Stach |
13:12 | FIXED | A bug in my Kitty Code Viewer |
13:12 | STATUS | Well, I suppose from here the testing can begin, but before that.... |
13:12 | LINK | Linked it all! |
13:02 | MAPSCRIPT | Open Sesame |
12:59 | MAPSCRIPT | Created |
12:58 | MAP | Tag to be able to open the door placed |
12:57 | LINK | Red temple has now been properly linked to the world map! |
12:56 | STATUS | NOT there yet, though... the door won't yet open, and you cannot even yet reach this place |
12:55 | SASKIA | And Merya should steal the red key from them, but ONLY if she hasn't already done so before |
12:55 | SASKIA | Monks should now respond when you speak to them |
12:54 | ITEM | Red Key |
12:50 | TRANSFER | Scenario text |
12:37 | FIXED | A little tag correction |
12:24 | SASKIA | Base script |
12:23 | MAP | First floor of the Red Temple |
0:44 | STATUS | I'll get into the temple itself later... Once I've rested! |
0:35 | TRANSFER | Texture Transfer Red Temple |
0:02 | TEST | Take II |
0:02 | FIXED | Temple unlocking by cat didn't work |
- = 2 Jun 2020 = - | ||
23:55 | TEST | And NOW to put this to the test -- Take I |
23:55 | MAPSCRIPT | Cat |
23:51 | NOTE | (as always, this link does NOT yet work!) |
23:51 | WORLDMAP | Red Temple |
23:48 | STATUS | Not quite there YET! |
23:48 | MAPSCRIPT | Cat should appear in Indpendence *IF* you've been on the Mermaid Harbor before |
23:45 | MAP | Cat in Independence |
23:42 | TRANSFER | Cat Art |
23:41 | FIXED | Directory error |
23:40 | UPDATED | |
23:38 | FIXED | A little cosmetic actor error on the beach of independence should now be fixed |
17:30 | STATUS | All issues accounted for |
17:22 | TEST | Take V |
17:22 | FIXED | Syntax error |
17:17 | TEST | Take IV (So we gotta go again) |
17:17 | FAILURE | Failed build |
17:14 | TEST | Take III |
17:14 | FIXED | Tag issue |
17:10 | TEST | So NOW I can do Take II |
17:10 | STATUS | Some important real-life business put things on hold |
14:57 | FIXED | I guess that had to be done differently |
14:46 | DONE | Work-out on "Yasathar's Blessing" |
- = 1 Jun 2020 = - | ||
23:38 | TEST | Take III |
23:38 | COSMETIC | Sped it up |
23:30 | FIXED | Code Typo |
23:18 | TEST | Take II |
23:18 | FIXED | File not found |
23:17 | FIXED | Attack with Blue Moon was too slow |
23:10 | TEST | Take I |
22:56 | STATUS | Does it work or doesn't it work? |
22:56 | SPELLANI | Blue Moon |
22:05 | ART | Blue Moon |
21:20 | UPDATED | Paint.NET to newest version |
21:17 | FIXED | Blue moon now linked to its own actual attack |
13:22 | CONFIRMED | AP reset works, but there's still work to be done. |
13:08 | TEST | Take II |
13:08 | DONE | Made myself some coffee.... also very important! |
13:07 | LINK | Exit to World Map |
12:48 | STUPIDITY | I forgot something |
12:44 | TEST | I need to test this |
12:44 | DONE | AP Reset for secret things |
0:06 | MAP | Config for the Mermaid Harbor set |
- = 31 May 2020 = - | ||
23:58 | NOTE | Now some further workout is required... I made my Stach tool able to view text files, however when binary files come into play Stach will (for now) fail miserably. But Rome wasn't build in one day either, and I could make Stach cooperate quite nicely with Kitty, so all's fine, eh? |
23:44 | C# | Worked out some things about the Stach tool.... We're not there yet, though |
12:00 | COSMETIC | And a few cosmetic issues fixed |
12:00 | MAP | Some needed adaptions |
11:55 | TRANSFER | Map transfer |
11:29 | TRANSFER | Art Mermaid carriage |
11:18 | FIXED | Dominance issue on Zondra's grave |
- = 30 May 2020 = - | ||
20:23 | TEST | Take X |
20:23 | FIXED | One last bug, as after the even you had to end up on the world map and that didn't happen |
20:22 | FIXED | It's fixed! |
20:22 | COCKROACH | AT LAST! |
20:19 | TEST | Take IX |
20:18 | FUCKYOU | This cockroach is really getting on my nerves |
20:16 | TEST | Take VIII |
20:16 | FUCKYOU | AGAIN! |
20:08 | TEST | Take VII |
20:08 | FUCKYOU | GRRR! |
20:03 | TEST | Take VI |
20:03 | FIXED | Another Syntax error in SASKIA scripting fixed |
19:58 | TEST | Take V |
19:58 | FIXED | Or this syntax error could never have been noticed |
19:58 | CONFIRMED | Okay, this error appears to confirm the script is called now |
19:52 | TEST | Take Take IV |
19:52 | STATUS | Well, I can go on now, although I'm still hungry, so I will fix a few sandwitches on the way |
19:43 | STATUS | First a dinner break |
19:43 | FIXED | SASKIA Syntax Error |
19:40 | TEST | Take III |
19:40 | FIXED | I think! |
19:39 | BUG | The rejoining with girls event is ignored..... WHY? |
19:36 | TEST | Take II |
19:36 | FIXED | Forward issue |
19:33 | TEST | Let's see if this works properly! |
19:32 | WORLDMAP | Mermaid Harbor |
19:32 | LINK | Linked to MapScript |
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 |