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2:58 | CONFIRMED | Cat Beach |
1:16 | GAMEJOLT | Alpha Update |
- = 18 Dec 2020 = - | ||
23:10 | STATUS | All in all, so far, so good! |
23:10 | CONFIRMED | And the game switches over properly to Rebecca and her team |
23:10 | CONFIRMED | And so does Malabia's Temple |
23:09 | CONFIRMED | And so does Malabia's cave |
23:09 | CONFIRMED | And so does Rayal city |
23:09 | CONFIRMED | At least Fruskbrando works |
22:20 | DEBUG | Some extra debug lines will have to provide an answer I think |
22:18 | COCKROACH | DA FUUUUUUCK! |
22:14 | TEST | Well? |
22:14 | VOID | Extra safety pre-caution then? |
22:09 | MYSTERY | And I cannot explain why, but let's check a few things out here |
22:09 | HUH | It happened again! |
22:07 | TEST | Let's test again, and I really don't know if what just happened can happen again (this is really beyond strange) |
22:06 | C++ | Some work donehere |
21:12 | HUH | What happened now is beyond explanation |
21:05 | TEST | Let's see more then |
21:05 | CONFIRMED | Up to Rayal by night all is cool |
18:21 | CLOSED | |
18:21 | DONE | |
16:21 | ANNOUNCEMENT | I see Github.com now supports a DARK MODE, and all DECENT people now think FINALLY! (better late than never, eh?) |
16:11 | C++ | As this search may take forever... Or at least long enough NOT to wait for it, I might as well do some work on my C++ projects in the meantime |
16:10 | SEARCH | I'm doing a search for #139 |
15:35 | SCENARIO | As I thought the wrong image issue is most of all in the English version... This should mean that the English and Dutch versions of those scenarios are not completely in sync.... I will have to sort out later how to fix that, though |
1:14 | GAMEJOLT | Alpha Update |
- = 17 Dec 2020 = - | ||
21:38 | FIXED | I hope! |
21:38 | COCKROACH | The GameJolt Crash keeps there, eh? |
21:35 | CONFIRMED | Okay! NOW! it works! |
21:29 | FIXED | For real this time... I hope? |
21:25 | COCKROACH | Or so I thought |
21:20 | FIXED | Well, this is an important fix! The door to Juggernaut could be passed before opening it with the black Orbs |
2:35 | BACKUP | Backup Time |
2:33 | CONFIRMED | Fix confirmed |
1:26 | TEST | Let's see |
1:26 | FIXED | (I think) |
1:25 | INVESTIGATION | I guess I gotta find out how come! |
1:25 | BUG | Croc Bite Crashes the game? |
- = 16 Dec 2020 = - | ||
22:19 | ALPHA | Updating on Game Jolt... Hang on! |
21:02 | NOTE | And since the correct boss happens to be Juggernaut, it's quite important this achievement works the way it SHOULD work! |
21:02 | FIXED | "Bright Eyes" was awarded for the wrong boss |
18:58 | C++ | I am now doing some searching work for my C++ work.... Depending on the outcome will I resume testing here, or get to work there.... |
17:40 | CLOSED | |
17:40 | CONFIRMED | |
17:40 | VERIFIED | |
14:44 | CONFIRMED | As well as the Sheck-Lock boss fight |
14:44 | CONFIRMED | As well as the White Dragon Cave |
14:44 | CONFIRMED | As well as the Green Dragon Cave |
14:44 | CONFIRMED | As well as Frendor |
14:44 | CONFIRMED | As well as Iskarderiu |
14:43 | CONFIRMED | As well as Iskarderiu Forest |
14:43 | CONFIRMED | So far the Madhouse seems to work |
13:00 | CONFIRMED | And I could properly get into the madhouse and the Science Facility |
13:00 | CONFIRMED | Dragon Crack Forest appears to be in order |
12:59 | SCENARIO | Some English text from the Dutch translation has been removed |
- = 15 Dec 2020 = - | ||
22:47 | CONFIRMED | Chapter 1 is confirmed to be OK |
21:25 | TEST | Take III |
21:25 | FIXED | Code order error |
21:18 | TEST | Take II |
21:18 | VOID | The NIL declaration non-constant definition issue |
21:16 | FIXED | A few errors in the Dutch translation |
21:06 | NOTE | (If I get past Jeracko without him using his "Jeracko Spin" even once, I'll have to get back about confusion later). |
21:05 | TEST | Take I |
21:01 | TRANSFER | That required an icon transfer of course! |
21:01 | SCRIPT | Confusion icon |
20:56 | NOTE | No telling yet if it works the way it should, but we'll see |
20:56 | SCRIPT | Confusion |
18:32 | FIXED | |
18:12 | CONFIRMED | Door to the Lost Ark is indeed closed during the normal Game (where it's confirmed to be open during the New Game +) |
17:53 | FIXED | Translation error |
17:32 | TEST | And the session to test the Easy mode has begun! |
17:29 | STATUS | And now the test for the EASY mode will begine.... Some issues still in the issue tracker will (hopefully) fixed while on the road |
17:28 | SYSTEM | Archived the savegames of the New Game+ test |
17:20 | NERF | A bit less increasings on the skill level ups.... |
- = 14 Dec 2020 = - | ||
23:51 | CONFIRMED | AT LAST! |
23:42 | NOTE | (This is frustrating, but does at least guarantee that all faulty tags in the maps are fixed, and that is worth a lot) |
23:42 | TEST | Take XVI |
23:42 | FIXED | Another one |
23:31 | TEST | Take XV |
23:31 | FIXED | Another item reference |
23:13 | GENERATION | Ah yes, I must regenerated this crap first |
23:08 | TEST | Take XIV |
23:08 | TEST | Take XIII delivered that one |
23:07 | FIXED | Bad item tag in the Death Caves |
22:57 | TEST | Take XII |
22:56 | COCKROACH | Fix ignored |
22:55 | COCKROACH | WTF? |
22:51 | TEST | Take XI first! |
22:51 | NOTE | This forces me to make sure the alpha on Game Jolt is up to date, today! |
22:50 | TECHNO | It was just a matter of luck non of those led to crashes.... Or bad luck as I would have discovered this earlier if it did lead to crashes! |
22:49 | FIXED | Fixed Item Tag Error in Xenor Bushes North |
22:49 | FIXED | Item tag error in Xenor Bushes |
22:41 | TEST | And Take X |
22:41 | GENERATION | I did need to regenerate the registry though |
22:40 | FIXED | A few fixups in the generator causing the code tag of the items to appear in stead of the name |
22:37 | STATUS | Almost there! |
22:32 | TEST | Take IX |
22:32 | FIXED | Field error |
22:26 | TEST | Take VIII |
22:26 | FIXED | Code order issue??? |
22:21 | TEST | Take VII |
22:21 | FIXED | Declaration error! |
22:14 | TEST | Take VI |
22:14 | FIXED | comment error |
22:14 | TEST | Take V |
22:09 | VOID | Let's try this then? |
22:09 | FAILURE | WTF? |
22:06 | ANNOUNCEMENT | At least I do have something far more good to announce here. It's only a bit overshadowed by idiocy from the government! |
22:04 | TEST | Take IV |
22:04 | FIXED | Reference error |
22:00 | TEST | Take III |
21:59 | FIXED | Case error |
21:52 | TEST | Take II |
21:51 | FIXED | A few issues with Rubines script |
21:51 | FAILURE | My trust in the Dutch government is definitely gone now, and the only way they can restore it is by an immediately dissolution of De Staten Generaal. And banning ALL its current members (no exceptions) life long from every saying ANYTHING at all about politics and most of all about medical issues. Two things are inifinite: The universe and human stupidity, and I'm not so sure about the universe! The problem is that the people Einstein are talking about are the people who are now in charge of acting RESPONSIBLY in these times of crisis.... I hope when the next pandemic comes we have at least COMPETENT politicians... But I guess that's just wishful thinking! |
21:37 | TECHNO | |
21:26 | TEST | Rubine |
21:25 | SCENARIO | Rubine |
21:09 | MAPSCRIPT | Rubine |
20:50 | NOTE | Unlike the other members of the Hall of Heroes, Rubine will not get her own subscreen, but merely tell you about an item and how much % chance you have to find it in a certain dungeon |
20:35 | GENERATION | Rubine's data |
20:34 | C# | All done |
20:02 | STATUS | This will take awhile |
20:02 | C# | The basis of the generator has been set up, however I now need to make sure all data is properly saved |
14:20 | TECHNO | Most of my generator programs were coded in Go, but Go is a crap language, and the code I need to write now too complex to handle in Go, so C# will have to do... The project wise way C# has been set up is not exactly handy, but hey, it will have to do... Right? |
14:18 | STATUS | Before I am going to fully test the easy mode of the game,I do need to get the stuff for Rubine in order, as my first tests will be in the normal New Game, I cannot test if she works during that test..... |
11:36 | CONFIRMED | It works now! |
11:17 | TEST | Take III |
11:17 | FIXED | Trophy for New Game + not working? |
0:18 | TEST | Take II |
0:18 | FIXED | Trouble with the achievements |
0:18 | FIXED | The prize Juggernaut dropped could not be equipped, while it was supposed to be an equippable item |
0:06 | TEST | Of course, I need to test this! |
0:00 | SCRIPT | Achievement should now be awarded when you defeat the final boss in New Game + form |
- = 13 Dec 2020 = - | ||
23:56 | RECOVERED | I put it back in |
23:56 | HUH | For some mysterous reasons The "Bright Eyes" achievement vanished |
23:49 | LINK | Linking |
23:49 | GAMEJOLT | Game Jolt Trophy equivalent |
23:49 | ACHIEVEMENT | Why code in C when there's C++? |
23:41 | LINK | Linking |
23:41 | GAMEJOLT | Game Jolt Trophy Equivalent |
23:40 | ACHIEVEMENT | Bright Eyes |
22:24 | STATUS | That closes this session, but I do have some things to keep in order |
22:22 | TEST | I've tested the fight against the final boss and everything looks to be in order |
- = 12 Dec 2020 = - | ||
23:31 | STATUS | And with that I'll call it a day, as I got an early start tomorrow and heavy day in which I'll have no time at all to work on any project... Well, not until the night that is... |
23:29 | GAMEJOLT | Updating Alpha! |
23:28 | CLOSED | |
23:28 | UPDATED | Version information |
23:27 | NOTE | It's too early to wave the checker flag yet, but at least we're getting somewhere |
23:27 | STATUS | All Done! |
23:12 | TEST | Take VII |
23:12 | FIXED | Ability Reference error |
23:07 | STATUS | So far so good, but a few more tests are required here! |
22:52 | BACKUP | Running in the background |
22:51 | TEST | Take VI |
22:51 | FIXED | And I hope the bug is fixed |
22:47 | STATUS | But they both seem to be willing to listen to me again... (I hope) |
22:47 | FAILURE | BIG TROUBLE! My mouse and my storage device went both on a rampage |
22:37 | TEST | Take V |
22:37 | FIXED | Syntax Error |
22:32 | TEST | Take IV |
22:31 | VOID | I always forget NIL doesn't understand declare + function outcome in one go |
22:10 | TEST | And Take III |
22:10 | GENERATION | This does require me to neg one more time... oh well |
22:10 | FIXED | Transparency issue Juggernaut picture |
22:07 | FIXED | AI issue Juggernaut |
22:07 | FIXED | Crash when Juggernaut is defeated |
21:47 | TEST | Take II |
21:46 | ARENA | "Black" |
21:45 | STUPIDITY | I forgot something important |
21:34 | TEST | Take I |
21:34 | NOTE | I am not crazy enough to work out if I'm strong enough... Juggernaut is MEANT to be impossible to beat |
21:34 | STATUS | And this SHOULD mean that everything works... but does it? |
21:34 | LINK | Linked to Juggernaut |
21:32 | ITEM | Lord Dgjymza's Medallion |
21:14 | FIXED | A small needed fix |
21:13 | ABILITY | Juggernaut's abilities |
20:43 | STATUS | But there's still a lot to be done here! |
20:43 | LINK | Juggernault |
20:43 | SASKIA | Juggernaut |
20:43 | MAPSCRIPT | Juggernault |
19:25 | STATUS | It's most likele the last time I need to completely rebuild the music resource file so let's not complain, eh? |
19:24 | JCR6 | So I need to run the build script to make stuff happen here, oh well.... |
19:23 | LUA | Script to make this alias like I did with all the other stuff |
19:23 | CHECKED | File is present and working in the music list |
19:23 | MUSIC | Just as in the original game the track "Wicked" will be used as background music for Juggernaut |
19:20 | BOSS | Basis set for Juggernaut |
19:18 | OFFTOPIC | |
19:08 | STATUS | This should make alle enemies properly "negged" now as this is the last enemy to be added |
19:07 | GENERATION | Neg Juggernaut |
19:05 | TRANSFER | Juggernaut art |
18:03 | CONFIRMED | It works |
17:44 | TEST | Let's see if this works! (NOTE! If the door opens, you cannot yet challenge Juggernaut. Nothing will happen when you enter) |
17:42 | MAPSCRIPT | Open Sesame |
16:32 | NOTE | The door doesn't open yet! That's planned, but you should know as when you save now the door will NEVER open |
16:32 | CONFIRMED | Fixes |
16:18 | TEST | Take III |
16:18 | FIXED | I hope |
16:18 | BUG | NOPE NOPE DEFINITELY NOT! |
16:13 | TEST | Take II |
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