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22:43 | MAP | Bank |
22:41 | SASKIA | Bank |
19:33 | UPDATED | |
19:31 | MEDICAL | As I was a bit close to exhausting myself, I also limited my work today |
19:29 | BUG | |
19:29 | C# | Work on Wendicka done |
- = 6 Mar 2020 = - | ||
23:44 | MAP | Zyona |
23:10 | MAP | Tamara |
22:11 | MAP | Gnook |
22:11 | STATUS | It's cool now! |
21:58 | TEST | Take B |
21:58 | FIXED | Ah! |
21:58 | BUG | For some odd reason, all my work is igored |
21:30 | TEST | Take A |
21:30 | LINK | And linked everything together |
21:30 | DONE | I've set the no-go zones for Rayal City |
21:08 | TRANSFER | Scenario for Rayal City |
17:34 | C# | I did complete the Wendicka parser (not half as hard as the Scyndi parser which comes later). |
14:11 | NOTE | Exhaustion is kicking in, so I must force myself a rest every now and then.... Also note that I am experimenting on my new version of the Wendicka scripting system, which *may* even be used on my next proejcts (for this game that's too late). |
0:44 | TEST | And I guess my repo is also right again, but this will now be tested in the process |
0:44 | TEST | Let's see if it work snow |
0:43 | JCR6 | Let's pack that again |
0:30 | FAILURE | Just what I needed! A music package failure on a moment like this! |
0:26 | FAILURE | There some issues with the devlog repository... I hope I can fix those soon.... (If you see this message, it's likely fixed, though) |
0:10 | TEST | Let's check it out! |
- = 5 Mar 2020 = - | ||
23:56 | JCR6 | Repacking :( |
23:56 | MUSIC | "Divertimento K131" linked to Rayal city |
23:53 | LINK | City linked properly to world map |
23:35 | SASKIA | Template |
20:02 | CHEAT | But I could easily cheat my way around that with the way I placed guards here |
20:01 | FAILURE | Some textures were missing |
20:01 | TRANSFER | Map Rayal City Square |
- = 4 Mar 2020 = - | ||
21:56 | TEST | Herondo |
21:56 | LINK | Herondo |
21:56 | SASKIA | Herondo |
21:56 | STONEMASTER | Herondo |
20:57 | STATUS | So far stuff works |
20:52 | TEST | And let's do this AGAIN! |
20:52 | FIXED | Party reform ignored |
20:51 | FIXED | Worldmap tag errors |
20:46 | TEST | Let's try this again! |
20:46 | FIXED | Code typos |
20:42 | TEST | Let's see if this works |
20:41 | LINK | That links the map to the split-up part |
20:41 | SASKIA | Go back to bed |
20:40 | TUTORIAL | Split |
20:16 | LINK | Linked it to the map |
20:16 | MAPSCRIPT | Eric start config |
20:13 | WORLDMAP | I've (ab)used the worldmap database in order to make the choice between Eric or Rebecca's scenario |
20:08 | WORLDMAP | Fruuskbrando -- That is the first of the two missions for Eric after all |
20:06 | MUSIC | When you can pick what you want to do first... Eric's or Rebecca's mission I've set Rebecca's theme by Widzy as background music |
19:58 | MAP | Placed a "Start_Split" exit in order to start Eric's part first |
9:08 | OFFTOPIC | TRUTH! |
0:11 | STATUS | I'll skip the last part for now, as from here the party will split in two for awhile, and that will need extra coding, and it's late! |
0:00 | MAPSCRIPT | Made all ways back possible |
- = 3 Mar 2020 = - | ||
23:42 | HUH | The game is doing things that should NOT be possible in any kind of scenario, and yet, they happen |
23:20 | ACHIEVEMENT | What has been said is for you alone |
22:22 | TEST | Take II |
22:22 | FIXED | Several cosmetic bugs |
22:15 | TEST | Oracle |
22:15 | MAPSCRIPT | Oracle |
21:21 | TRANSFER | Sprite Oracle |
19:42 | TEST | |
19:42 | MAPSCRIPT | Crack can be passed now |
18:27 | MAPSCRIPT | Automated dominance correction |
17:46 | MAPSCRIPT | Now the places will only show when the time is right |
16:22 | TEST | Take II |
16:21 | FIXED | Syntax Error |
16:18 | TEST | Let's see! |
16:18 | DONE | I've blocked both exits in the "night" scene... This because it's only there for show.... There had to be an exit somewhere |
- = 2 Mar 2020 = - | ||
12:36 | FIXED | Exit tag typo |
12:32 | SECRET | It is NOT a bug that Eric walks VERY far when encountering Merya's room.... Her sexual attitude scares him, and thus going as far away as possible |
12:31 | DONE | Eric's refusal to enter other people's rooms |
1:19 | MYSTERY | I may some other time try to figure out why the scenario editor acts so oddly after moving stuff.... |
1:18 | NOTE | And that will have to do, I suppose |
1:18 | FIXED | Missing portrait |
1:18 | FIXED | Wrong scenario text (as left over from old game) |
1:05 | TEST | OP HOOP VAN ZEGEN! |
1:04 | NOTE | For now I did some stuff manually, but why it worked before on much more complex text, and now not on simple text is COMPLETELY beyond me.... (not a single line of code was altered, so....) |
0:57 | NOTE | I am also forced to redo the transfer |
0:54 | NOTE | This may take time though |
0:54 | BACKUP | Before I continue I'll be running a mini-backup, to ensure that if this damage happens again, I can recover it more quickly |
0:51 | MYSTERY | How the damage could be is beyond me, though |
0:51 | FIXED | And some damage caused fixed |
0:51 | RECOVERED | All data recovered |
0:19 | STATUS | I really hope I can recover stuff.... Good thing I ran the backup tool this morning |
0:18 | FAILURE | Scenario file damage |
0:17 | TEST | Let's see if it works |
0:17 | LINK | Link script |
0:12 | SCENARIO | Auto-corrections |
0:11 | NOTE | A few data settings put out right |
0:10 | TRANSFER | Scenario transfer |
0:09 | SASKIA | Temp script copied, as I need it later! |
0:09 | LINK | Link to Rayal castle by night |
- = 29 Feb 2020 = - | ||
16:56 | NOTE | A side project of mine has seen some work today.... As NIL is far from ideal, I am experimenting with my own scripting engine.... |
11:58 | NOTE | Nor is the link script to this map and the required SASKIA script etc. etc. etc.... |
11:57 | MAP | Night Map prepared for the meeting with the Oracle.... Although the Oracle herself is not yet there |
1:09 | FIXED | Some blockmap issues |
0:54 | FIXED | Mistagging |
0:35 | SASKIA | King Herondo first time |
0:35 | MAPSCRIPT | King Herondo first time |
0:10 | TEST | Again! |
0:10 | FIXED | Code typo (sigh) |
0:04 | FIXED | False Katha display |
0:04 | FIXED | False party pop |
- = 28 Feb 2020 = - | ||
23:59 | TEST | |
23:59 | VOID | Lack of space issue entrance guards |
23:58 | MAP | Guard Wessel |
23:58 | MAP | King placed.... Speaking to him will crash the game for now, though! |
23:50 | CHECKED | Scenario |
23:37 | TRANSFER | Art Katha |
23:37 | TRANSFER | Art King Herondo |
22:16 | COSMETIC | Hmmmm..... Not that it matters, but it's not cool.... :-/ |
22:12 | TEST | Let's see if that works! |
22:12 | MAP | Tagged that guards |
22:11 | MAPSCRIPT | Guards at the entrance |
21:50 | CONFIRMED | All is fine concering Scharum.... for now |
21:37 | TEST | Test Scharum Take VIII |
21:37 | STATUS | I do need to test though, if the others get their moves, and only if Scharum is defeated.... Let's do a quick check |
21:37 | CONFIRMED | At least I can be sure Eric appears to learn his Scharum ability.... |
21:30 | TEST | Scharum Take VIII |
21:29 | FIXED | Eric ability error |
21:29 | SASKIA | Chapter announcement |
20:30 | TEST | Scharum Take VII |
20:30 | FIXED | Reference error |
20:22 | TEST | Scharum Take VI |
20:22 | LINK | Scharum fights linked to combat engine in order to unlock the moves Scharum can teach you! |
20:04 | TEST | Scharum Take V |
20:04 | FIXED | Alias error |
19:54 | TEST | Scharum Take IV |
19:54 | VOID | Did I get around that? |
19:53 | FUCKYOU | crashing for the sake of crashing.... |
19:45 | TEST | Scharum Take III |
19:45 | FIXED | Missing SASKIA Label |
19:41 | TEST | Scharum Take II |
19:41 | FIXED | Code Typo |
19:38 | TEST | Scharum |
19:38 | BOSS | Scharum |
19:37 | LINK | Scharum |
19:37 | SASKIA | Scharum |
19:25 | MAPSCRIPT | Scharum can be fought.... *IF* I actually linked him to the map and *IF* his combat data was actually set..... |
17:54 | BUBBLE | Alias for Scharum |
15:18 | MAP | Scharum is also in place, but trying to talk to him now will crash the game |
15:17 | MAP | A few guards put in |
12:42 | NOTE | Although the data has been written succesfully by it, oddly enough |
12:42 | FAILURE | It appears that the SQL dump of TBBS was too much for Geany to handle, so it froze |
11:21 | STATUS | Cool! |
11:17 | FIXED | Secret Zoning Error |
11:05 | TEST | |
11:05 | COSMETIC | Player Dominance auto-correct |
11:04 | JUDGMENT | Cool! |
11:04 | FIXED | Take V |
10:26 | FIXED | Issues with the garden |
10:25 | FIXED | Listed the secret Passage |
10:23 | STATUS | The base code works... Now I need to get it to work with the Kthura Objects of which a few coordinates must be changed to get this to work completely |
10:19 | TEST | Take IV |
10:18 | FIXED | MOAR |
10:15 | TEST | Take III |
10:15 | FIXED | ZA_Action illegal function calls |
10:06 | TEST | Take II |
10:06 | NALA | Recompiling |
10:06 | FIXED | Bad fuction definition in Kthura link script |
1:41 | TEST | Another (and last one, I hope) |
1:40 | FIXED | C# Syntax errors |
1:36 | FIXED | Link error |
1:16 | TEST | Let's throw this to da test |
1:15 | TODO | |
1:14 | MAPSCRIPT | And scripted when to appear disappear |
1:13 | MAP | Zones marked that should only be seen when asked for |
0:51 | NOTE | A few edit conflicts may have taken place here, so I need to sort this out..... As it has affected the palace map |
0:45 | LINK | Linkup code to make sure all maps have access to this |
0:40 | NOTE | It WILL (of course) be needed to recompile NALA as a result |
0:35 | LINK | Link code in NIL... Due to the delicacy I'll limit myself to the base function.... It won't be needed anyway to get this any more attention that that, as this should not be used too often in good Kthura design... Or well, maybe not |
0:30 | BUBBLE | I've added a function which shows only stuff within a zone, or only stuff outside of it.... This is delecate, I tell ya |
0:24 | NOTE | For the next session I fear I need to add a few more nasty things to the Kthura handler |
- = 27 Feb 2020 = - | ||
23:41 | TEST | Let's go! |
23:41 | STATUS | So We can start testing this.... |
23:41 | JUDGMENT | And it looks good to me |
23:40 | STATUS | But we're there now |
23:40 | NOTE | This is always a slow process when using a map converted from TeddyBear (this map is rather big for a TeddyBear map that's only a hub), but now it took even longer.... :-/ |
23:39 | OPTIMIZATION | In TeddyBear it didn't matter, but in Kthura you can save loads of memory on the Blockmap by staying as close to the origin as possible. In order to make that easier I created a special feature to help you on this, and I used this.... |
23:38 | STATUS | AT LAST! |
23:37 | FAILURE | This very devlog is also slower as a result |
23:36 | FAILURE | Kthura is taking forever to load..... Maybe because the back-up tool is acting up here |
23:31 | NOTE | All that is there now is a savespot... None of the NPCs are there yet, and areas do also not yet hide and show respectively |
23:30 | LINK | I've linked the SASKIA script through to the point that you are in Rayal Palace. |
23:19 | NOTE | Which I also need to bug fix on a few important things |
23:19 | BACKUP | In the mean time my backup utility is running |
23:17 | SCENARIO | For some reason the scenario transfer feature has disappeared.... I guess I need to recheck that source code someday.... Anyway, for the short term, the text has been transferred manually, and that was in this case the shortest way to go |
22:55 | JCR6 | Unfortunately this requires me to rebuild the Music Resource and that is time-consuming :( |
22:55 | FIXED | A little bit of an error in the Music Resource |
22:27 | STATUS | I need to note that Rayal Palace will get me quite some work... This is also where Scharum resides who can teach you some interesting moves, providing you can defeat him in combat. |
22:26 | CONFIRMED | Up to the transfer to Rayal Palace stuff works |
22:23 | TEST | Take IV |
22:23 | FIXED | Definition error |
22:18 | TEST | Take III |
22:18 | SASKIA | Welcome |
22:13 | TRANSFER | Rayal Palace |
22:09 | TRANSFER | Scenario arrival Aeria |
21:45 | FIXED | No SASKIA |
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