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 | ||
0:14 | SCRIPT | I have tried to set up a script that will adept Mort's statistics to Merya's |
- = 27 May 2020 = - | ||
20:39 | MEDICAL | Finally beginning to feel a little bit better, but it's not 100%, and another day wasted! |
19:31 | MEDICAL | Struck by migraine.... And still not better.... Oh well |
12:21 | STATUS | After I had a break I'll try to work things out here.... |
12:07 | NOTE | Some extra scripting is required though, as Mort will always be as strong as Merya is. |
12:07 | BOSS | Mort |
11:39 | CONFIRMED | That's okay! |
11:39 | SASKIA | Pre-Boss |
- = 26 May 2020 = - | ||
23:18 | MAPSCRIPT | Mort welcomes you |
23:18 | TRANSFER | Art Mort Field Sprite |
23:17 | STATUS | I did a bit calmer today.... I do need some rest, after all.... I DID do a few things though |
10:08 | CONFIRMED | Things appear to be in order now! |
9:19 | FIXED | One more |
9:08 | FIXED | A few hide/show issues |
9:00 | MAP | Area 007 |
1:40 | BACKUP | Restarted.... It will definitely rebuild the GINI source for the BlitzMax directory a lot faster now.... |
1:39 | VISUALSTUDIO | Let's recompile my backup tool, though |
1:38 | NOTE | Only programs which are fully recompiled after this moment will benefit from that though. |
1:38 | ENHANCEMENT | The GINI source generator has been sped up.... |
- = 25 May 2020 = - | ||
22:28 | BACKUP | Running -- This will be a totalredo backup, so it WILL take time |
21:46 | TEST | Take VI |
21:46 | FIXED | Missing tag |
21:43 | TEST | Take V |
21:43 | FIXED | Blockmap issue |
21:39 | TEST | Take IV |
21:37 | COSMETIC | Dominance issue fixed |
21:32 | TEST | Take III |
21:32 | FIXED | A glitch (in the true sense of the word) that allowed you to solve the puzzle quicker.... Nope! Not gonna do that! (this was not a bug, this was really a glitch) |
21:25 | TEST | Take II |
21:25 | FIXED | And that fixes another issue |
21:25 | MAPSCRIPT | Done |
21:24 | STUPIDITY | I forgot a few adaptions to the script are required.... Silly me! |
21:14 | TEST | Take I |
21:13 | MAP | Area 005 |
20:23 | NOTE | I should have done that sooner, though! |
20:23 | COSMETIC | And that goes for Frendor too |
20:21 | COSMETIC | Dominance issue on Xenor tackled |
20:21 | KTHURA | Recompiled Kthura |
20:17 | KTHURA | Well, I can worry about that one later.... The current fixes already came a little late (now most maps are already done) :P |
19:37 | KTHURA | There is still a bug with the choice for the Obstacles or TiledArea tab, but I cannot yet truly find out where the evil lies with that one |
18:02 | ENHANCEMENT | Quicker scroll in Kthura textures |
18:01 | ENHANCEMENT | A bit of an enhancement to the scroller so Used and All have their own setting here |
18:01 | FIXED | Some input issues in the textbox selector of Kthura |
0:00 | STATUS | And that's all for today |
0:00 | BACKUP | Running |
- = 24 May 2020 = - | ||
23:57 | NOTE | Does not warrant another test, though! |
23:57 | FIXED | A few puzzle fixes |
23:50 | TEST | Take I |
23:50 | MAP | Area 005 |
21:17 | CONFIRMED | All appears to be fine now |
21:16 | TEST | Take II |
21:16 | FIXED | Link to this room was not working properly |
21:04 | TEST | I still need to test if it works, though |
20:54 | NOTE | Nothing more but a save room |
20:53 | MAP | room 004 |
11:59 | CONFIRMED | Everything works the way it should work |
11:53 | TEST | And so we still need a take II (sigh) |
11:53 | FIXED | Script macro error |
11:49 | TEST | Take I (and only take I hope) |
11:49 | STATUS | Time to check this all out, eh? |
11:48 | COSMETIC | And Some decorations done |
11:45 | MAP | Area 003 - Black Prison |
10:25 | POWERSHELL | I've run my compilation script |
10:25 | NALA | I've put in a "NoCrash" mode, which should allow the game to continue of the Out Of Memory error occurs... that is, if the error doesn't happen during closure, as that is something I cannot yet properly tell. |
- = 23 May 2020 = - | ||
22:59 | STATUS | Tomorrow is a busy day, so very likely not much time to work on the game.... However, setting the rest of the dungeon up is easy now, so doncha worry! |
22:57 | BACKUP | Running |
22:47 | EXPERIMENT | What will THIS do? |
22:46 | COCKROACH | GRRR! |
22:42 | TEST | Take VI |
22:41 | FIXED | Lack of "Self" |
22:38 | TEST | Take V |
22:38 | EXPERIMENT | Let's see if this fixes Merya not lying dead |
22:30 | TEST | Take VI |
22:30 | FIXED | I hope this fixes that! |
22:30 | BUG | But not quite |
22:30 | STATUS | Almost |
22:25 | TEST | Take V |
22:25 | FIXED | Illegal Method Call |
22:22 | TEST | Take IV |
22:22 | FIXED | That's now been fixed (of course) |
22:21 | FUCKYOU | Wrong constructor |
22:16 | TEST | Take III |
22:16 | FIXED | Field attached to wrong class |
22:12 | TEST | Take II |
22:12 | FIXED | And I did make a little error on the actor texturing |
22:08 | TEST | Of course, we only know for sure once we tested that, so here goes! |
22:08 | STATUS | Guards should now kill Merya when they see her |
22:08 | SASKIA | Guard check script |
22:07 | MAPSCRIPT | Guard check script |
22:04 | TRANSFER | Gunshot sound |
21:58 | FIXED | Wrong debug data |
19:01 | CONFIRMED | Fix |
18:55 | TEST | Take IV |
18:55 | FIXED | ? nil index? |
18:45 | TEST | Take III |
18:45 | FIXED | Another |
18:41 | TEST | Take II |
18:41 | FIXED | Unknown identifiers |
18:36 | TEST | Let's put it all to the test, shall we? |
18:35 | NOTE | This does NOT yet mean the guards will register Merya, as that part has not yet been done. I merely set up the data generation scripts needed to make this all possible, that's all! |
18:35 | CONFIG | The Guard Auto-Configuration script has been written |
17:42 | MEDICAL | Illness struck me today.... That is a major setback due to the complicated stuff I got to do today, but I guess that's Murphy's Law! |
- = 22 May 2020 = - | ||
23:46 | STATUS | Laterz! |
23:46 | NOTE | Wish me luck on that one |
23:46 | NOTE | As the guards themselves can give me some complicated code, I'll leave that for tomorrow |
23:46 | CONFIRMED | Except for the guard ignoring you for now, everything works..... |
23:41 | TEST | Let's check it all out! |
23:41 | NOTE | the guard's not yet been scripted so for now he'll ignore you, but I needed him here already so I can lateron write my initiation script |
23:40 | STATUS | Ready for testing |
23:40 | LINK | Everything's properly linked |
23:40 | MAPSCRIPT | Put into the mapscripting |
23:40 | TUTORIAL | Sneaking |
23:27 | TRANSFER | Guards for the Black Prison |
21:46 | STATUS | And that will do for the time being... see ya later! |
21:45 | GAMEJOLT | Updated |
21:44 | STATUS | I will have to sort out the stuff for the guard sneak game later.... |
21:43 | BITBUCKET | Respository Updated |
21:43 | GITHUB | Respository Updated |
21:42 | BACKUP | Running |
21:29 | TEST | Let's see now! |
21:29 | FIXED | Blockmap was not yet entirely solid it seems |
21:24 | TEST | And let's see how it all comes together now! |
21:24 | FIXED | Leaving the exterior south made nothing happen at all |
21:24 | FIXED | Blockmap issue on exterior part of the Black Prison |
21:23 | FIXED | Spot error |
21:09 | TEST | Why does this happen all the time? |
21:08 | FAILURE | again? |
21:06 | TEST | Let's do it again! |
21:06 | FAILURE | Bad build |
21:03 | TEST | Let's see what'll happen, eh? |
21:03 | LINK | And That should link it all together |
21:03 | MAP | MapTag set welll |
21:02 | MAPSCRIPT | Ask to leave |
20:54 | SASKIA | Dernor |
20:51 | DEBUG | In concern of #153.... No alarming beeps were heard during a savegame. All this means though is that all entries are properly closed before disposal from the memory, so I cannot really draw conclusions as far as the bug itself is concerned. |
20:49 | CONFIRMED | So far this all works |
20:41 | TEST | Let's see if it works now |
20:40 | MAPSCRIPT | And I made sure it doesn't appear again when you leave and come back before completing this place |
20:40 | LINK | And the intro text will now also appear |
20:40 | FIXED | Scyndi scenerion not properly tagged, so link didn't work |
18:59 | NOTE | Except Dernor... speaking to him will (for now) crash the game |
18:58 | LINK | All NPCs should be linked now |
18:58 | MAPSCRIPT | Barrier to the dungeon itself should remove itself when you didn't do this mission before (this saves me the trouble of having to remove all guards later on... More trouble than it's worth, I tell ya!) |
18:56 | MAPSCRIPT | Only Merya will remain as playable when you arrive here UNLESS you already did this place before |
18:54 | MAPSCRIPT | Preparations to get some start things going |
18:48 | MAP | Added all playable characters, except Merya (and Eric for obvious reasons) to the entrance of the prison |
18:35 | TRANSFER | Black Prison Scenario |
16:03 | DEBUG | I've added a few extra debug lines in order to investigate #153 -- Please note I do not know if the evil of the error lies here, but at least this should rule it out AND even produce a warning! If beeps sound now during the savegame sequence, we can be pretty sure the evil lies here, or at least it means it cannot be ruled out! |
- = 21 May 2020 = - | ||
22:38 | CONFIRMED | So far, everything works the way it should.... Good! |
22:30 | TEST | So let's get to it... Take I |
22:29 | STATUS | Now the dungeon will NOT function the way it should... as a matter of fact a barrier will even appear at the first floor, but at least I can test a few other things along the way |
22:29 | MUSIC | Configured |
22:25 | SASKIA | Basis map Script |
22:23 | MAP | Area 001 Black Prison |
22:23 | MAP | Entrance Area Black Prison |
14:51 | NOTE | Please note! Just as in the original game, the Black Prison is different than other dungeons. Merya has to do this place all alone, and won't go into random encounters, but in stead she must sneak her way around the guards without being seen. Only the boss will be a fight here. |
14:49 | MAP | Texture selection Black Prison |
- = 20 May 2020 = - | ||
21:14 | CONFIRMED | Well, I'll be... for a change everything works the way it should in ONCE! |
21:14 | TEST | Let's see |
21:04 | MAPSCRIPT | Exit of this dungeon at the completion point done |
21:04 | ACHIEVEMENT | Run (through the) Forest! Run! |
19:43 | WORLDMAP | Black Prison |
18:37 | DONE | But I could do a few preps for putting in the dungeon completion event |
18:37 | STATUS | It's too hot to work today |
- = 18 May 2020 = - | ||
21:39 | BACKUP | Running |
21:39 | STATUS | See ya later |
21:39 | FUCKYOU | But I'm done for today..... I need some rest now, and the game is quite certain not to allow me to take it, so I guess I'll have to go for this forcefully |
21:39 | FIXED | Another one of this kind |
21:32 | TEST | Take XII |
21:32 | FIXED | Now then? |
21:31 | FUCKYOU | fix ignored |
21:27 | TEST | Take XI |
21:27 | FIXED | |
21:27 | FUCKYOU | Illegal encounter definition |
21:21 | TEST | Take X |
21:21 | FIXED | Blockmap issues |
21:02 | TEST | Take IX |
21:02 | NERF | Random encounter settings |
21:01 | BUBBLE | Project file set |
20:58 | ART | Kirana attacking animation |
20:48 | CLOSED | |
20:48 | CLOSED | |
20:46 | ART | Kirana death pose |
20:26 | STATUS | Things are running smoothly, but a few more things really need to be done here.... |
20:19 | TEST | Take VIII |
20:19 | FIXED | Wrong math function for alt attack calculation |
20:08 | TEST | Take VII |
20:08 | FOE | Cheetah |
19:57 | TEST | Take VI |
19:57 | FIXED | AltAttack Code typo |
19:51 | TEST | Take V |
19:51 | FIXED | Case Error |
19:40 | TEST | Take IV |
19:39 | CONFIRMED | Stone Master Sheck-Lock works |
19:39 | FIXED | Error in Dernor's ability list |
19:35 | TEST | Take III |
19:34 | FIXED | Defintion fault in Stone Master Sheck-Lock |
19:30 | TEST | Take II |
19:30 | LINK | So that has been done now |
19:30 | FIXED | Forgot to link Sheck-Lock to the mapscript as stone master |
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