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18:56 | FOE | Ghoul |
18:56 | SITE | A few more fixees |
18:31 | SITE | Devlog Config fixes |
18:27 | ABILITY | Hades Strike |
18:27 | TRANSFER | Art Ghoul |
18:23 | TRANSFER | Art Raven |
18:23 | FOE | White Slime |
17:48 | C# | Stach Update |
15:37 | NOTE | I do need a break now, though, so I'll get back to this later |
15:22 | CONFIG | Well the meta data of the temple has been set now anyway, though |
15:21 | STUPIDITY | Of course, I did forget we also need encounters in Malabia's cave, so perhaps it's prudent to focus on that first.... |
15:20 | SASKIA | Basis script set up which will allow the scripting of the Gordo and also other scenario stuff here, as this will be a very important hub later in the game. |
15:18 | JCR6 | This is gonna take some time |
15:17 | JCR6 | And running |
15:17 | JCR6 | Script adepted |
15:17 | MUSIC | Just like in the original game "Angevin" by Kevin McLeod will be the background music |
15:15 | MAP | Entrance area Malabia's Temple |
15:14 | PHANTASAR | Another chapter |
- = 26 Mar 2020 = - | ||
20:47 | UPDATED | |
20:47 | STATUS | Malabia's Cave complete |
20:05 | SCREENSHOT | |
20:00 | FIXED | Database error |
19:55 | LINK | Script linked |
19:55 | MAPSCRIPT | Unlock the temple |
19:53 | LINK | At least I could link something to the worldmap now |
19:53 | MAP | Empty map for the temple... I'll do the map later |
19:52 | WORLDMAP | Malabia's Temple |
19:27 | FIXED | Blockmap issues due to "rotten objects" |
19:23 | MAP | Area 009 |
19:06 | CONFIRMED | And the linked Game Jolt trophy also kicks in |
19:06 | CONFIRMED | And so does the achievement, or at least in-game |
19:06 | CONFIRMED | The room 008 puzzle works |
18:59 | TEST | Take V |
18:59 | FIXED | Tag issue |
18:55 | TEST | Take IV |
18:55 | FIXED | Another |
18:52 | TEST | Take III |
18:52 | FIXED | Illegal Static Function Call |
18:50 | TEST | Take II |
18:50 | FIXED | Corrupted file |
18:11 | TEST | Take I |
18:11 | STATUS | Now THIS is gonna require me to do some testing! |
18:11 | MAPSCRIPT | Button links |
18:11 | MAP | Area 008 |
11:03 | TEST | Let's see if this works properly |
11:03 | MAP | Area 007 |
- = 25 Mar 2020 = - | ||
12:59 | TEST | Take IV |
12:59 | FIXED | Dominance issue |
10:50 | TEST | Take III |
10:50 | FIXED | Code Typo |
10:46 | TEST | Take II |
10:46 | FIXED | Link 004 => 005 was not working |
10:37 | TEST | Let's see |
10:37 | MAPSCRIPT | A bit of extra scripting was required here to make the "level-effect" possible |
10:36 | MAP | Area 005 |
- = 24 Mar 2020 = - | ||
19:28 | MAP | Area 004 |
19:27 | VOID | Correction due to a cap bug on the latter "J" in XNA |
18:27 | TEST | Area 003 |
18:26 | MAP | Area 003 |
17:57 | CONFIRMED | And everything is now cooooool! |
17:53 | TEST | take XVII (all should work now... at least in room 002) |
17:53 | FIXED | Barrier did not open |
17:52 | CONFIRMED | All bugs in the linked button script accounted for... Only one more thing, left for me to do! |
17:49 | TEST | Take XVI |
17:49 | FIXED | Illegal method call |
17:47 | TEST | XV |
17:46 | FIXED | Illegal function call |
17:43 | TEST | Take XIV |
17:43 | EXPERIMENT | Did I fix this, yes or no? |
17:42 | SOLVED | I think I found out what I can do about this, but let's see |
17:31 | TEST | Take XIII |
17:31 | DONE | SOme shit beyond any right person's understanding |
17:29 | NOTE | I realized that can NEVER work |
17:29 | NOTE | HOLD THE SHOW! |
17:28 | TEST | Take XII |
17:28 | COCKROACH | I think I need to use some brute force... especially since the better method failed already it no longer matters |
17:25 | TEST | Take XI |
17:24 | EXPERIMENT | I think I found a fix for that, or at least a way to crash out when it still happens |
17:24 | NOTE | It's clear that some buttons have many dupe definitions, leading to one definition neutralizing the other |
17:07 | TEST | Take X |
17:06 | FIXED | At least that issue's been fixed... Next issue |
17:06 | SOLVED | Multiple ZA_Enter causes some issues, eh? |
17:03 | DEBUG | And some extra debug to provide some anwers, as this is getting beyond me |
17:03 | FIXED | Tiny fix |
17:03 | COCKROACH | still no good |
16:22 | TEST | Take IX |
16:22 | EXPERIMENT | so I'll go for the manual approach.... |
16:21 | COCKROACH | the auto-approach doesn't appear to work well |
16:06 | TEST | Resuming Take VIII (which I was still running) |
16:06 | NOTE | Distrubed by another important phone call |
15:36 | TEST | Take VIII |
15:36 | FIXED | Main table not updated |
15:25 | TEST | Take VII |
15:25 | STUPIDITY | Timeout declaration error |
15:22 | TEST | Take VI |
15:21 | FIXED | Backlink not established |
15:13 | TEST | Take V |
15:13 | DEBUG | And an debug timeout enforcer has been put in place also |
15:12 | EXPERIMENT | I hope I tackled that |
15:09 | BUG | Apparently an infinite loop is taking place |
15:07 | TEST | Take IV |
15:07 | FIXED | Hopefully |
15:07 | SCRIPT | New Setup |
15:07 | DUMMIED | False setup |
15:02 | TEST | Take III |
15:02 | FIXED | Code Typo |
14:57 | FIXED | Illegal function calls |
14:50 | TEST | Take II |
14:50 | NOTE | I HATE case sensitivity..... (It's for a reason I'm experimenting with my own engine (and if unsuccesful I'm gonna make an improved version of Scyndi in order to replace NIL) |
14:50 | FIXED | Case Error |
14:46 | TEST | Take I |
14:46 | NOTE | It's for a reason I'll save the encounters for this dungeon for the very last moment |
14:45 | STATUS | And now it's time to get the test running... Which me luck as this ain't gonna be easy.... |
14:45 | MAP | Area 002 |
14:44 | DONE | Answered a long but important phone call |
12:58 | LINK | Achievement linking to mapscript and game jolt |
12:52 | ACHIEVEMENT | Sanity is not required for the job! You're not mad enough to be rejected! |
12:49 | MAPSCRIPT | I've set up system which will check the button puzzles.... No idea if it works though |
- = 23 Mar 2020 = - | ||
14:58 | CLOSED | |
14:58 | CONFIRMED | It works |
10:59 | DONE | #149 Although before I close that issue, I first wanna do a quick test. |
10:36 | CONFIRMED | Not only that, but the permanencer on the bridge works too.... |
10:36 | CONFIRMED | The bridge works |
10:31 | TEST | Take IV |
10:31 | FIXED | Bridge didn't appear (although the game did not crash) |
10:26 | TEST | Take III |
10:26 | FIXED | Another |
10:23 | TEST | Take II |
10:23 | FIXED | State error |
10:18 | TEST | Gotta test it, though |
10:18 | NOTE | And the crash is "fixed" in the process.... |
10:18 | MAPSCRIPT | The bridge should now appear |
10:14 | FIXED | Door room 001 didn't open |
10:14 | FIXED | Way back didn't work |
10:03 | NOTE | Target on the right will for now crash the game, as I didn't yet write the mapscript for that |
10:02 | MAP | Area 001 |
- = 22 Mar 2020 = - | ||
21:48 | NOTE | The current events will not get me to remove Eric's super file spell "Corona", though |
21:48 | CONFIRMED | Oh yeah.... achievement 180 worls |
21:46 | SYSTEM | Defragmentation of my portable devices was way too long ago, so let's do that.... This will mostly likely take very extremely long (those are MAGNETIC devices, so I still have to do this). |
21:44 | STATUS | For now this will do.... On Sundays I'm always short on time |
21:44 | CONFIRMED | Alright |
21:44 | TEST | Let's see |
20:49 | FIXED | Not quite, but I got on the right trail... Now it must be fixed for real! (I hope) |
20:46 | TEST | Another take must confirm that |
20:45 | FIXED | I think I fixed that |
20:43 | BUG | for some reason leaving and re-entering crashes the game.... |
20:43 | CONFIRMED | The bolt appears to work, BUT..... |
20:28 | NOTE | And about time too |
20:28 | UPDATED | vUpdate |
20:10 | SECURITY | Shootings will be terminated immediately if something disappears while the bolt still flies |
20:09 | STATUS | still slower, but already a bit quicker than it was... This WILL have to do for now, I'm afraid |
20:08 | TEST | Let's see |
20:07 | NOTE | This is not entirely safe.... No objects may be removed as long as the bolt is running, and if that still has to happen, a new table must be created... I hope this will work out, though |
20:06 | EXPERIMENT | I've done a little bit of experimenting to see about #151 |
- = 21 Mar 2020 = - | ||
22:05 | NOTE | Setting up that mapscript is NOT for today, though |
22:05 | STATUS | Right... Stuff works now....At least the crash I now got is the crash for the non-existent mapscript method, and that crash could only occur when all other bugs are fixed.... |
22:01 | NOTE | Final take I hope! |
22:01 | TEST | Take XIX |
22:01 | FIXED | Syntax error |
21:58 | TEST | Take XVIII |
21:58 | GITHUB | |
21:58 | TEST | reminder #150 |
21:39 | NOTE | (And I'm hope I'm there now, as this is taking its toll on me now) |
21:38 | TEST | Take XVII |
21:38 | FIXED | Tex reference incorrect |
21:30 | TEST | Take XVI |
21:30 | FIXED | Loop kill crash |
21:22 | TEST | Take XV |
21:22 | FIXED | |
21:22 | SOLVED | Misformed function call |
21:13 | TEST | Take XIV |
21:13 | DEBUG | I need to know more now |
21:13 | NOTE | The outcome is astounding |
21:09 | TEST | Take XIII |
21:09 | DEBUG | Still no good on the targets though, so this debug line must get me some answers |
20:59 | TEST | Take XII |
20:58 | STATUS | closing in |
20:49 | TEST | Take XI |
20:49 | FIXED | Kthura issue? |
20:49 | CONFIRMED | Right, that appears to be working... Well for a part |
20:45 | TEST | Take X |
20:45 | EXPERIMENT | I see... let's see what happens if I ..... |
20:31 | TEST | Take IX |
20:31 | DEBUG | Added an extra line that should provide some answers |
20:28 | COCKROACH | Still "no" eh? |
20:25 | TEST | Take VIII |
20:25 | EXPERIMENT | Another attempt |
20:20 | COCKROACH | Didn't work |
20:15 | TEST | Take VII |
20:15 | FIXED | Syntax Error |
20:11 | TEST | Take VI |
20:11 | COSMETIC | And the bolt should move faster now |
20:11 | FIXED | A different approach to fix this? |
20:08 | BUG | No more crashes on shooting itself, but the barriers it should cross are not crossed, and I think I know why |
20:03 | TEST | Take V |
20:03 | VOID | WTF? |
20:00 | TEST | Take IV |
20:00 | FIXED | Illegal Method Call |
19:56 | TEST | Take III |
19:56 | STUPIDITY | Not really a bug, rather stupidity |
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