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21:39 | STATUS | Okay, I can start testing now... I got the feeling a LOT of bugs will appear along the way, but we gotta see... :-/ |
21:36 | MAPSCRIPT | Start the battle against the Order of Onyx |
21:33 | NOTE | Hey, it may only be this boss battle, but it's still needed |
21:33 | ARENA | Dark Storage Main Section |
21:29 | BUBBLE | Alias for Arena purposes (easier this way) :P |
21:26 | SCRIPT | A few adaptions to Rondomo as well |
21:21 | ABILITY | Somebody set us up the bomb |
21:19 | SCRIPT | Kirana has been scripted to heal everybody as soon as one of her allies have been hurt, and to kill your entire party in one go as soon as one of them falls, in other words, take Kirana down first. Next I've set her to use Demon Soul Breaker in every 12 turns in the easy mode, 6 in the casual mode and 4 in the hard mode. |
21:12 | ABILITY | Special abilities for Kirana's alternate AI |
20:52 | NOTE | Not there yet.... FAR FROM IT! |
20:52 | BOSS | Rondomo |
20:51 | BOSS | Aldarus |
20:51 | BOSS | Jeracko |
20:51 | BOSS | Kirana |
20:19 | DATABASE | Some preparations done, but we're not there yet! |
16:49 | FAILURE | Something went wrong when linking that achievement to the Game Jolt trophy.... Let's try that again! |
16:48 | ACHIEVEMENT | The order of Onyx |
16:47 | NOTE | Once the boss fight starts, the game crashes.... I didn't yet create the bosses themselves yet! |
16:46 | LINK | The order of Onyx |
16:46 | MAPSCRIPT | The order of Onyx |
16:44 | SASKIA | The order of Onyx |
16:28 | COCKROACH | The complete re-backup didn't produce the results I wanted, and I wonder why... That or some things happened behind my back, so let's not be too quick to judge |
16:26 | STATUS | Well it appears to work again... I wonder what happened over there |
16:25 | FAILURE | Failures on pushing to bitbucket |
14:32 | STATUS | As soonas I took a break I take a look into the boss fight, which will be a hard one to set up properly |
14:30 | STATUS | For as far as I can currently test, things appear to work |
14:27 | TEST | Let's see if the alt goback works... at least for as long as stuff is set the way it is now |
14:26 | MAPSCRIPT | No go back until stuff is taken care of |
14:22 | NOTE | The member of the Order of Onyx will ignore you for now, and trying to speak to Kirana will (for now) even crash the game |
14:22 | MAP | Area 003 Dark Storage Main |
13:30 | SECRET | And Scyndi will even go so far to break the 4th wall! |
13:30 | NOTE | The text will differ depending on the character in the lead |
13:29 | SCENARIO | Don't go now |
10:32 | TEST | But a final test is still in order |
10:32 | STATUS | Well that should cover most of Mörker now |
10:32 | FIXED | And the pendant itself was also not removed from your inventory after you handed it in |
10:31 | FIXED | Kthura (the girl, not the map system) didn't register you had already handed in her pendant |
9:27 | TEST | Take I (And the only test, I hope) |
9:27 | STATUS | Lack of time and being tired didn't allow me to test that all yesterday, so let's do that now! |
- = 13 May 2020 = - | ||
23:16 | ACHIEVEMENT | It's a dark world, after all. |
22:00 | CONFIRMED | Thief - Post boss event works |
22:00 | STATUS | Thief - That should do it! |
21:37 | TEST | Thief - But I'll still go fo it, as otherwise this may take my entire evening! |
21:35 | UNDESIREABLE | At this moment my entire system is being slowed down by the backup tool, so I fear I may have to resume testing later! |
21:32 | BOOST | Shout has been made faster |
21:31 | STATUS | Yeah, the game crashed over that one.... (sigh!) |
21:31 | ABILITY | Enlighten |
20:33 | TEST | Thief - Take IV |
20:33 | FIXED | Thief - Break Stab not in working order? |
20:23 | TEST | Thief Take III |
20:23 | FIXED | Thief Picture reference |
20:18 | TEST | Thief - Take II |
20:18 | FIXED | Thief Typo |
20:13 | TEST | Thief |
20:13 | STATUS | Thief |
20:13 | MAPSCRIPT | Thief |
20:13 | SASKIA | Thief |
20:13 | SCENARIO | Thief Post |
20:13 | SCENARIO | Thief |
20:13 | BOSS | Thief |
19:34 | CHECKED | All pre-boss-event linkups appear to be working |
19:28 | ABILITY | BreakStab |
18:58 | ACHIEVEMENT | The Spiderman Is Having You For Dinner Tonight! |
18:51 | GENERATION | Negative |
18:51 | ART | Arachnita thief |
17:53 | MAP | Final Area Mörker |
17:37 | FIXED | Bug that caused Merya to be able to "multi-steal" which was not allowed to happen |
17:33 | BACKUP | This will cause my backup to take longer than usual, but hey, we can deal with such things, eh? |
17:31 | BACKUP | Running new backup.... Hopefully this will rid me of stuff in the future, although it was never clear to me if the bug itself was fixed or not |
17:28 | BACKUP | I've set a "TotalRedo" feature, in order to clean an issue that has been messing up my backup for months now, and the mess is too big to fix normally |
15:24 | FIXED | Savespot Morker unreachable |
14:22 | MAP | Area 005 |
- = 12 May 2020 = - | ||
21:52 | TEST | Take VII |
21:52 | FIXED | Case error |
21:45 | TEST | Take VI |
21:45 | FOE | I even forgot to mention here I created that creature |
21:45 | STUPIDITY | Amber slime didn't give EXP |
21:45 | CONFIRMED | That appears to be doing it |
21:39 | TEST | Take V |
21:39 | INVESTIGATION | I do not know why, but I've tried something! |
21:39 | MYSTERY | For some reasons the negatives are no longer correctly generated! |
21:31 | TEST | Take V |
21:31 | VOID | " issue? |
21:27 | TEST | Take IV |
21:27 | FUCKYOU | GRRR! |
21:24 | TEST | Take III |
21:23 | FIXED | Code issue (unrelatated) |
21:22 | CONFIRMED | Well the issue seems "fixed"... At leat encounters do work now, so that counts for "fixed" ??????? |
21:18 | EXPERIMENT | Does this help? |
21:18 | HUH | No encounters |
21:12 | TEST | Take I |
21:12 | ARENA | Mörker |
20:47 | CONFIG | Encounter config for Morker |
17:45 | FOE | Moo-Moo-Ant |
11:13 | TEST | Let's see what happens |
11:13 | EXPERIMENT | trying to get the fader text for Mörker in order |
11:13 | MAP | Area 003 and Area 004 |
- = 11 May 2020 = - | ||
22:03 | NOTE | He can only use this move when you are logged in on Game Jolt |
22:03 | CHARACTER | Dernor can now learn it when charming a Moo-Moo-Ant |
22:01 | ABILITY | Moo |
21:57 | ART | Moo-moo-ant |
19:23 | STATUS | Yeah, it drives me tired |
19:23 | FIXED | Another |
19:23 | FIXED | Spot error |
16:47 | MAP | Mörker area 002 |
16:15 | STATUS | First Area is in order now..... |
15:55 | FIXED | Blockmap issues |
15:51 | MAP | First room will have to do |
12:18 | STATUS | More work to be done, though |
12:18 | FONT | The Coolvetica fonts can now do ö |
11:41 | STATUS | NOT there yet, though! |
11:41 | MAP | Placed them in the first room of Mörker |
11:37 | ART | M&oul;rker tree |
11:14 | STATUS | It works.... at last |
11:11 | TEST | Take III |
11:11 | FIXED | Exit Tag Error |
11:11 | TEST | Take II |
11:11 | FIXED | Syntax error in mapscript |
10:59 | TEST | Let's see if this works! |
10:59 | SCENARIO | Girl at the start |
9:41 | TRANSFER | Art for our guest character |
3:00 | MUSIC | For Mörker forest the tune "The Island of Dr. Sinister" by Eric Matyas will be used |
2:19 | ACHIEVEMENT | The achievements for the mid-bosses in the Dark Storage |
2:05 | SECURITY | I've set a few security configurations things straight |
1:46 | TEST | Let's see if this is all properly awarded |
1:43 | ACHIEVEMENT | Set the achievements for defeating the order of Onyx in their sections of the Dark Storage |
- = 10 May 2020 = - | ||
22:23 | CHECKED | everything that should be hidden due to GJ's barrier appears to be in order |
22:20 | TEST | Take II |
22:20 | FIXED | But some paths were barred :( |
22:19 | CONFIRMED | THAT works |
22:09 | TEST | Let's see if that works.... properly! |
22:09 | SCRIPT | cutscene |
13:27 | NERF | Another nerf was still in order, though! |
13:27 | FIXED | But fortunately I could get it done, and a bug encountered along the way, has now been fixed.... pfwew |
13:26 | FUCKYOU | This test took incredibly long as Rondomo constantly weaseled his way around my cancel grip |
13:10 | TEST | Take I |
13:10 | SCRIPT | Rondomo's reaction to canceling |
13:05 | NERF | Nerfed Rondomo -- He was not supposed to kill Scyndi instantly.... Especially with this counter reaction he should not be too strong! |
13:04 | STATUS | Now I have to script Rondomo's reaction |
13:04 | STATUS | FINALLY the main link-ups work..... |
12:59 | TEST | Take VII |
12:59 | EXPERIMENT | Is it a case issue? |
12:59 | SOLVED | Wait a minute, I think I found the "evil" |
12:58 | DEBUG | This cannot be happening so a few extra tags are in order! |
12:58 | HUH | Nothing happens???? |
12:50 | TEST | Take VI |
12:50 | FIXED | Fixing another issue |
12:50 | GENERATION | So let's do that anyway |
12:50 | STUPIDITY | Forgot to regenerate "Anyway" |
12:37 | FIXED | Devlog database error |
12:35 | TEST | Take V (Take VI wasn't announced due to a datapush before) |
12:35 | FIXED | Code typo |
12:35 | STUPIDITY | I don't know either what "Intant" means |
12:29 | FIXED | Better? |
12:25 | TEST | Take III |
12:25 | FIXED | Illegal Metatable Call |
12:20 | TEST | Take II |
12:20 | FIXED | Illegal Function Calls |
12:13 | DONE | Done ;) |
12:11 | TODO | Feeding my cat, Kitty ;) |
12:11 | STATUS | Well, one more thing to do before I start testing |
12:11 | FIXED | Case error |
12:09 | BOSS | Rondomo |
12:08 | STATUS | It's not over, yet! |
12:08 | NIL | I've adapted the combat engine to make instants possible |
11:17 | GENERATION | And Generated a script, but I must see if the generation was succesful or not first |
11:17 | C# | Foe generator adapted |
11:12 | NIL | Added table to the Foe class for this data... Not the cleanest and safest way to go, but at least the easiest and quickest |
11:10 | STATUS | And now the Foe compiler needs to take this into account |
11:09 | FIXED | XAML link error |
10:59 | NOTE | And this is also the move Rondomo counters with if you manage to cancel him. |
10:58 | NOTE | The move was named after the atomic bomb |
10:58 | ABILITY | Little Boy |
10:49 | SCENARIO | And I've added some scenario for Rondomo to make clear on you your cancel attempt was not a good idea |
10:49 | STATUS | stuff is not right yet, though |
10:48 | LINK | Linked that to the database |
10:41 | C# | I've added a tab to my monster editor for instant enemy responses.... (It's way too easy to cancel bosses, and that has to stop!) :-P |
- = 9 May 2020 = - | ||
21:43 | GAMEJOLT | Alpha version update |
21:42 | BACKUP | Running! |
21:40 | STATUS | And this is planned for later, as I'm gonna take a break now! |
21:39 | NOTE | The game will (for now) crash when the fight itself starts, though, this is because the boss fight itself has not yet been configured, and due to Rondomo being the first time you see him a bound-2-lose fight, I'll have to set up things different than before, so some proper workout is needed here. |
21:38 | STATUS | and the pre-boss scenario works |
21:38 | LINK | All links set up |
21:38 | MAP | Final room Rondomo |
19:50 | TEST | Let's go... Take IV (which is likley the last one here) |
19:50 | FIXED | Cleanup didn't take place |
19:49 | FIXED | Dominance issues |
19:37 | UNDESIREABLE | There are still some unwanted things to cope with |
19:37 | STATUS | In general terms stuff works, but |
19:31 | TEST | Take III |
19:31 | MAP | Placed extra spots |
19:30 | UNDESIREABLE | Blockmap issues.... Nothing I can't fix |
19:19 | TEST | Take II |
19:19 | FIXED | Fixed all that |
19:19 | STUPIDITY | URGH! |
19:18 | BUG | An area was not properly tagged |
19:18 | STATUS | At least no parse errors in all the scripts, but..... |
19:15 | TEST | Take I |
19:15 | NOTE | Well at least THAT cannot go wrong, there are plenty of other things that can, though |
19:14 | LINK | Set up the link up code to link the puzzle to the code that allows you to solve it (it's present as a kind of dependency, but hey since all nil dependencies are present in the JCR6 file this can't go wrong. |
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