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 | ||
18:58 | FIXED | THIS should get them all (unless Geany is bugged) |
18:58 | FRUSTRATION | AAAAARGH! |
18:57 | COCKROACH | AAAAARGH! |
18:54 | TEST | Take VI |
18:54 | FIXED | SIIIIIGH! |
18:53 | COCKROACH | Nope! |
18:50 | TEST | Take V |
18:50 | FIXED | Did I get them all now? Please? |
18:50 | COCKROACH | ...... |
18:44 | TEST | take IV |
18:44 | FIXED | Ah, that's why! |
18:43 | COCKROACH | fix ignored |
18:40 | TEST | Take III |
18:40 | FIXED | Some code in the AltAttack function |
18:40 | CONFIRMED | Yes |
18:40 | TEST | #1 -- Correct link? |
18:40 | RECOVERED | I hope I recovered that |
18:39 | FAILURE | Something went wrong in this very devlog |
18:35 | TEST | Take II |
18:35 | FIXED | Versioning conflict in code |
17:46 | TEST | Take I |
17:46 | STATUS | Now we are ready to get this show on the road.... I hope! |
17:44 | LINK | Which should link everything together |
17:44 | MAPSCRIPT | Scripted out the boss start up |
17:43 | STATUS | Not there yet! |
17:43 | BOSS | Giant Squid |
17:33 | NOTE | I will need to create the boss first before I can test this though |
17:22 | SCRIPT | I've worekd out the script that should make Kyokudo no tsunami possible |
17:03 | NOTE | some extra work-out is needed to make this spell work though |
17:03 | ABILITY | Kyokudo no tsunami |
16:51 | NOTE | Yes, this will cause a lot of records with crappy extra data in the future |
16:50 | DATABASE | I've adapted the IAA database to make more kinds of attacks possible |
15:31 | TRANSFER | art Giant Squid |
15:15 | FIXED | Smite showed the name "Shine" |
15:14 | BUG | One thing has been found, which does not require any testing once fixed |
15:14 | STATUS | That will do for now |
15:05 | TEST | Take XI |
15:05 | FIXED | VERY trivial and unrelated, but it DID crash the game... An error in Aziella's ability learning script fixed |
15:02 | STATUS | ALMOST there... No more crashes, but I do have a few cosmetic issues |
14:58 | TEST | Take X |
14:58 | FIXED | Case error |
14:54 | TEST | Take IX |
14:54 | FIXED | C format string error |
14:54 | CONFIRMED | Indeed Lua gave me the wrong information! |
14:51 | TEST | Take VIII |
14:50 | VOID | I think I found the issue! |
14:46 | TEST | Take VII |
14:46 | DEBUG | let's see if I can find out where it goes wrong, and find out why the impossible happens |
14:38 | TEST | Take VI |
14:38 | FUCKYOU | and some rubbish gone |
13:55 | HUH | So number 1 is a bad parameter for math.random? How well did the Lua guys code their random routine? |
13:50 | TEST | Take V |
13:50 | FIXED | Blockmap issues |
13:49 | FIXED | code typo |
13:44 | TEST | Take IV |
13:44 | FIXED | Case error |
13:41 | FIXED | Syntax error |
13:26 | TEST | Take II |
13:26 | FIXED | self |
13:10 | TEST | Let's throw everything to da test! |
13:09 | DONE | Fed my cat... She was getting hungry, and it was about feeding time... |
13:08 | MAP | Encounters have been configured |
13:06 | NOTE | With every wing (except the main part) a new enemy will be added, and they can be very very nasty! |
13:06 | FOE | Hoodlum |
12:58 | STATUS | before anything let's check out some statistics |
12:57 | TRANSFER | Art Hoodlum |
12:55 | NOTE | It's important to note that none of these have been tested yet.... Simply not possible at this point. I need to create encounters first |
12:54 | ARENA | Rondomo |
12:54 | ARENA | Kirana |
12:53 | ARENA | Jeracko |
12:53 | ARENA | Aldarus |
12:53 | ARENA | I've set up the template which can be used for the arenas in the Dark Storage |
0:19 | BACKUP | Running! |
0:18 | STATUS | Although this comes later... I'm getting tired.... |
0:07 | STATUS | Before I get onto the boss fights, I first need to work out the random encounters here... This way I can also make sure the arena works.... The rest of this place ain't complicated enough to have a full need to have them off anyway |
0:06 | CONFIRMED | And now stuff works |
0:01 | TEST | Take III |
0:01 | FIXED | blockmap issue |
- = 1 May 2020 = - | ||
23:56 | TEST | Take II |
23:55 | FIXED | Scope error |
23:47 | TEST | And with that all being said... Let's test this all out! |
23:45 | NOTE | The boss fight itself won't activate, but I can at least see if all pre-boss stuff works.... |
23:45 | LINK | Linked to map |
23:42 | SASKIA | Pre-boss scenario |
23:39 | MAPSCRIPT | Temporary crash when the boss fight should start |
23:36 | NOTE | Which will of course not happen yet! |
23:36 | NOTE | This will also be where the monster boss will come |
23:35 | MAP | Aldarus 103 |
22:45 | NOTE | The general setup will be in all wings of this dungeon... A few rooms with a puzzle like setup... A monstrous boss... a few more of these rooms, and then the meeting with the Order of Onyx member. It's essential that I can check the original scenarios in order not to mess things up.... |
22:42 | FIXED | A few mistaggings |
22:41 | TRANSFER | Dark Storage Scenario Rondomo |
22:41 | TRANSFER | Dark Storage Scenario Kirana |
22:40 | TRANSFER | Dark Storage Scenario Jeracko |
22:40 | TRANSFER | Dark Storage Scenario Aldarus |
22:40 | TRANSFER | Dark Storage Scenario Main Section |
21:30 | MAPSCRIPT | Autohide system |
21:30 | MAP | Aldarus 102 |
21:30 | MAP | Aldarus 101 |
21:30 | MAP | Aldarus 100 |
17:59 | ABILITY | Blessed Arrow |
- = 30 Apr 2020 = - | ||
21:47 | SASKIA | Set up empty script, but I'll need it later (and the game crashes anyway without it). |
21:43 | MAP | First floor of Aldarus' section |
19:41 | CONFIRMED | As far as I can check, things appear to be working |
19:37 | TEST | Take II |
19:37 | DONE | Re-entered it |
19:37 | MYSTERY | Out of the blue the meta data has disappeared |
19:20 | TEST | But I can at least do the first test |
19:20 | STATUS | My rice is in the rice boiler now, and when it's done I can do the rest of my food, and I'm hungry |
19:00 | NOTE | It goes without saying, but those links now lead to nothing as I must still design these sub-dungeons, so an error will occur |
19:00 | LINK | Link code for the sub-dungeons |
18:09 | SASKIA | Base script for the ground floor |
17:47 | JCR6 | That is once I ran that script in order to do the rebuilding... that is now happening.... |
17:46 | LUA | Configured the music build script for the Dark Storage... All 4 sub parts plus the main part should now be covered |
17:46 | TRANSFER | I've transferred the required textures |
17:35 | STATUS | When you played the first game, you'll know that the Dark Storage is actually not one dungeon, but four dungeons tied together by a central map. That will be no different in this game (easier to work out, and saves a lot of needless RAM usage too), and it's easy to fool things around. The central level will also be the gate the Game Jolt only bonus level. and this time I will take you to the world of Kthura. The world of Mörker, which so far never was fully created. I hope that Kthura won't be my Asagi, though...... The access to this dungeon will however only be there once you took on all the four sub-dungeons, so that is not a first concern yet..... |
17:19 | TEST | Let's put all this to da test! |
17:19 | NOTE | But it's not yet properly linked |
17:19 | WORLDMAP | Dark Storage |
17:15 | MAPSCRIPT | Set up the script to open the Dark Storage |
16:32 | OFFTOPIC | Me playing the old classic Wolfenstein 3D |
0:44 | STATUS | I've set the game so I can script Jennifer's story about the Lord Dzgjymza history |
0:27 | STATUS | PLEASE? |
0:27 | FIXED | Of course there had to be an error in the world map data.... DOH! |
0:21 | STATUS | is everything OK now... at last.... please? |
0:21 | FIXED | MOAR of that? |
0:17 | FIXED | No encounters allowed in area 010 |
0:17 | FIXED | Treasure error |
0:11 | LINK | Some linkage script |
0:07 | MAP | Area 010 |
0:01 | ITEM | Garnet |
- = 29 Apr 2020 = - | ||
23:48 | CONFIRMED | AT LAST!!!!! |
23:44 | TEST | Take IV |
23:44 | FIXED | Recall error |
23:44 | TEST | Take III |
23:38 | FUCKYOU | I guess I really need to get rid of case sensitive languages (I got a case INSENSITIVE one in the planning). |
23:38 | FIXED | case error |
23:36 | TEST | And so we still need a Take II for something as simple as the, eh? |
23:35 | FIXED | Code Typo |
23:29 | TEST | Let's see if stuff works! |
23:29 | MAPSCRIPT | And give the achievement, plus all characters level up as bonus (providing the travel level allows it). |
23:28 | MAPSCRIPT | Open door to the bonus room |
23:28 | ACHIEVEMENT | Tales from the Basement |
22:45 | FIXED | Linkup fixes |
22:10 | TEST | Let's see if this works! |
22:10 | LINK | 000 => 009 |
22:08 | LINK | 009 => 000 |
20:39 | PASCAL | Well, I've for now put the finishing touches on my Pascal project.... I may have to do a bit more work to polish it up even more, though |
20:37 | HUH | Well And suddenly as a stroke of magic, the internet works again..... Odd! |
10:02 | FAILURE | For some reason all my internet has gone down! (You can see this message because this devlog does not update instantly, but is updated every once in awhile, and can queue messages up). |
- = 27 Apr 2020 = - | ||
15:34 | PASCAL | More work done, but not there yet! |
- = 26 Apr 2020 = - | ||
18:44 | PASCAL | In the meantime I am doing a little side project |
18:44 | SITE | Added tag PASCAL |
18:44 | NOTE | I need to take a rest from this project so I'm putting it on hold for now |
- = 24 Apr 2020 = - | ||
23:38 | STATUS | I'll be back after I had a little break to make the link up..... With that I'm not completely done, though...... |
23:37 | CONFIRMED | So far everything works |
23:10 | TEST | Still I can test all that comes before that now, so let's go for that! |
23:09 | NOTE | Area 009 will connect to area 001 in the place where you could not get before, in order to gain access to the room where you can get your prizes.... This is not yet put in..... |
23:08 | MAP | Area 009 |
23:08 | MAP | Area 008 |
18:12 | TEST | Lich King -- Take III |
18:03 | BUG | |
18:00 | VERIFIED | You cannot enter the next room without beating this guy... good |
18:00 | CHECKED | the AI... as all it tried to do was cast the spell "Death" |
18:00 | FIXED | SASKIA Syntax Error |
17:51 | TEST | Lich King -- Take II |
17:51 | LINK | Lich King |
17:51 | STUPIDITY | I forgot the linkage code |
17:47 | TEST | Lich King |
17:47 | SASKIA | Lich King |
17:16 | BOSS | Lich King |
16:44 | MAP | All done to the moment the boss fight can start |
16:44 | DONE | some "real life" stuff |
12:16 | TRANSFER | Lich King art |
1:59 | STATUS | see ya later, alligator! |
1:59 | BACKUP | a few mini backups |
1:59 | MYSTERY | not anymore, and it's anybody's gess why this happened at all... Oh well.... |
1:58 | FAILURE | builder was acting up on me |
1:48 | STATUS | Anyway, that is a later concern.... it's time to hit the hay! |
1:47 | OPTIMIZATION | I've moved some code and I hope this prevented some slowdown I was suffering |
1:47 | FIXED | Anti-foe revivial |
1:24 | TEST | Take .... Didn't count! |
1:24 | FIXED | "self" |
1:20 | TEST | ... |
1:20 | MAP | Area ... lost track of counting... but well part of the basement |
0:57 | FIXED | I've done a few fixes regarding the "Fallen" status.... |
0:45 | FIXED | A few fixes for the undead hound |
0:43 | ABILITY | Raise Dead |
0:29 | TEST | Another go, then |
0:29 | FIXED | Small code issue |
0:23 | FOE | Undead Hound |
- = 23 Apr 2020 = - | ||
19:21 | PLAN | |
18:04 | STATUS | Well, things are getting the right way... I think :) |
16:28 | FIXED | Coordinate errors Shine |
16:08 | FIXED | Missing darkness effect Basemet |
16:08 | FIXED | Heaven's Light Target error |
16:07 | FIXED | Mixed Spell Data |
15:59 | FIXED | Alpha recover forgotten |
15:59 | FIXED | Code Typo |
15:52 | FIXED | Code Typo |
15:48 | TEST | And again! |
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 |