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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 |
22:04 | TRANSFER |  Gunshot sound |
21:58 | FIXED |  Wrong debug data |
19:01 | CONFIRMED |  Fix |
18:55 | TEST |  Take IV |
18:55 | FIXED |  ? nil index? |
18:45 | TEST |  Take III |
18:45 | FIXED |  Another |
18:41 | TEST |  Take II |
18:41 | FIXED |  Unknown identifiers |
18:36 | TEST |  Let's put it all to the test, shall we? |
18:35 | NOTE |  This does NOT yet mean the guards will register Merya, as that part has not yet been done. I merely set up the data generation scripts needed to make this all possible, that's all! |
18:35 | CONFIG |  The Guard Auto-Configuration script has been written |
17:42 | MEDICAL |  Illness struck me today.... That is a major setback due to the complicated stuff I got to do today, but I guess that's Murphy's Law! |
- = 22 May 2020 = - |
23:46 | STATUS |  Laterz! |
23:46 | NOTE |  Wish me luck on that one |
23:46 | NOTE |  As the guards themselves can give me some complicated code, I'll leave that for tomorrow |
23:46 | CONFIRMED |  Except for the guard ignoring you for now, everything works..... |
23:41 | TEST |  Let's check it all out! |
23:41 | NOTE |  the guard's not yet been scripted so for now he'll ignore you, but I needed him here already so I can lateron write my initiation script |
23:40 | STATUS |  Ready for testing |
23:40 | LINK |  Everything's properly linked |
23:40 | MAPSCRIPT |  Put into the mapscripting |
23:40 | TUTORIAL |  Sneaking |
23:27 | TRANSFER |  Guards for the Black Prison |
21:46 | STATUS |  And that will do for the time being... see ya later! |
21:45 | GAMEJOLT |  Updated |
21:44 | STATUS |  I will have to sort out the stuff for the guard sneak game later.... |
21:43 | BITBUCKET |  Respository Updated |
21:43 | GITHUB |  Respository Updated |
21:42 | BACKUP |  Running |
21:29 | TEST |  Let's see now! |
21:29 | FIXED |  Blockmap was not yet entirely solid it seems |
21:24 | TEST |  And let's see how it all comes together now! |
21:24 | FIXED |  Leaving the exterior south made nothing happen at all |
21:24 | FIXED |  Blockmap issue on exterior part of the Black Prison |
21:23 | FIXED |  Spot error |
21:09 | TEST |  Why does this happen all the time? |
21:08 | FAILURE |  again? |
21:06 | TEST |  Let's do it again! |
21:06 | FAILURE |  Bad build |
21:03 | TEST |  Let's see what'll happen, eh? |
21:03 | LINK |  And That should link it all together |
21:03 | MAP |  MapTag set welll |
21:02 | MAPSCRIPT |  Ask to leave |
20:54 | SASKIA |  Dernor |
20:51 | DEBUG |  In concern of #153.... No alarming beeps were heard during a savegame. All this means though is that all entries are properly closed before disposal from the memory, so I cannot really draw conclusions as far as the bug itself is concerned. |
20:49 | CONFIRMED |  So far this all works |
20:41 | TEST |  Let's see if it works now |
20:40 | MAPSCRIPT |  And I made sure it doesn't appear again when you leave and come back before completing this place |
20:40 | LINK |  And the intro text will now also appear |
20:40 | FIXED |  Scyndi scenerion not properly tagged, so link didn't work |
18:59 | NOTE |  Except Dernor... speaking to him will (for now) crash the game |
18:58 | LINK |  All NPCs should be linked now |
18:58 | MAPSCRIPT |  Barrier to the dungeon itself should remove itself when you didn't do this mission before (this saves me the trouble of having to remove all guards later on... More trouble than it's worth, I tell ya!) |
18:56 | MAPSCRIPT |  Only Merya will remain as playable when you arrive here UNLESS you already did this place before |
18:54 | MAPSCRIPT |  Preparations to get some start things going |
18:48 | MAP |  Added all playable characters, except Merya (and Eric for obvious reasons) to the entrance of the prison |
18:35 | TRANSFER |  Black Prison Scenario |
16:03 | DEBUG |  I've added a few extra debug lines in order to investigate #153 -- Please note I do not know if the evil of the error lies here, but at least this should rule it out AND even produce a warning! If beeps sound now during the savegame sequence, we can be pretty sure the evil lies here, or at least it means it cannot be ruled out! |
- = 21 May 2020 = - |
22:38 | CONFIRMED |  So far, everything works the way it should.... Good! |
22:30 | TEST |  So let's get to it... Take I |
22:29 | STATUS |  Now the dungeon will NOT function the way it should... as a matter of fact a barrier will even appear at the first floor, but at least I can test a few other things along the way |
22:29 | MUSIC |  Configured |
22:25 | SASKIA |  Basis map Script |
22:23 | MAP |  Area 001 Black Prison |
22:23 | MAP |  Entrance Area Black Prison |
14:51 | NOTE |  Please note! Just as in the original game, the Black Prison is different than other dungeons. Merya has to do this place all alone, and won't go into random encounters, but in stead she must sneak her way around the guards without being seen. Only the boss will be a fight here. |
14:49 | MAP |  Texture selection Black Prison |
- = 20 May 2020 = - |
21:14 | CONFIRMED |  Well, I'll be... for a change everything works the way it should in ONCE! |
21:14 | TEST |  Let's see |
21:04 | MAPSCRIPT |  Exit of this dungeon at the completion point done |
21:04 | ACHIEVEMENT |  Run (through the) Forest! Run! |
19:43 | WORLDMAP |  Black Prison |
18:37 | DONE |  But I could do a few preps for putting in the dungeon completion event |
18:37 | STATUS |  It's too hot to work today |
- = 18 May 2020 = - |
21:39 | BACKUP |  Running |
21:39 | STATUS |  See ya later |
21:39 | FUCKYOU |  But I'm done for today..... I need some rest now, and the game is quite certain not to allow me to take it, so I guess I'll have to go for this forcefully |
21:39 | FIXED |  Another one of this kind |
21:32 | TEST |  Take XII |
21:32 | FIXED |  Now then? |
21:31 | FUCKYOU |  fix ignored |
21:27 | TEST |  Take XI |
21:27 | FIXED | |
21:27 | FUCKYOU |  Illegal encounter definition |
21:21 | TEST |  Take X |
21:21 | FIXED |  Blockmap issues |
21:02 | TEST |  Take IX |
21:02 | NERF |  Random encounter settings |
21:01 | BUBBLE |  Project file set |
20:58 | ART |  Kirana attacking animation |
20:48 | CLOSED | |
20:48 | CLOSED | |
20:46 | ART |  Kirana death pose |
20:26 | STATUS |  Things are running smoothly, but a few more things really need to be done here.... |
20:19 | TEST |  Take VIII |
20:19 | FIXED |  Wrong math function for alt attack calculation |
20:08 | TEST |  Take VII |
20:08 | FOE |  Cheetah |
19:57 | TEST |  Take VI |
19:57 | FIXED |  AltAttack Code typo |
19:51 | TEST |  Take V |
19:51 | FIXED |  Case Error |
19:40 | TEST |  Take IV |
19:39 | CONFIRMED |  Stone Master Sheck-Lock works |
19:39 | FIXED |  Error in Dernor's ability list |
19:35 | TEST |  Take III |
19:34 | FIXED |  Defintion fault in Stone Master Sheck-Lock |
19:30 | TEST |  Take II |
19:30 | LINK |  So that has been done now |
19:30 | FIXED |  Forgot to link Sheck-Lock to the mapscript as stone master |
19:24 | TEST |  Take I |
19:22 | STATUS |  The "moment suprème" |
19:21 | MAP |  And a few more savespots placed |
19:20 | MAP |  Random treasure spots placed |
19:18 | STATUS |  And the map should work now except for the exit not yet being scripted... Trying to exit the dungeon through the official exit will do nothing at this point |
19:17 | MAPSCRIPT |  More config |
19:16 | FIXED |  Unreachable savespot |
19:16 | MAP |  Random encounters set |
19:13 | FOE |  Eagle |
19:12 | ITEM |  Rock |
18:49 | FOE |  Imp |
17:23 | ABILITY |  Dive |
17:21 | TRANSFER |  Imp art |
16:15 | TRANSFER |  Hawk art |
11:29 | SASKIA |  Stone master Sheck-Lock |
11:28 | STONEMASTER | Sheck-Lock |
0:19 | STATUS |  Next stop: Stone Master Sheck-Lock |
0:19 | CONFIRMED |  It works |
0:02 | TEST |  Take.... how many are we? |
0:02 | FIXED |  AI issues |
- = 17 May 2020 = - |
23:48 | TEST |  Take II |
23:48 | FIXED |  A few more setups errors |
23:48 | FIXED |  Arena |
23:37 | LINK |  Linked to the script |
23:14 | BOSS |  Sheck-Lock incarnation 3 |
23:06 | ABILITY |  The third version of Sheck-Lock will feature a few more nasty effects on your 3rd encounter with this guy |
12:16 | STATUS |  The Pre-Boss stuff WORKS (wooohooooo) |
12:12 | TEST |  Take III |
12:11 | FIXED |  Forgotten return command |
12:08 | TEST |  Take II |
12:08 | FIXED |  Illegal meta use |
12:05 | MAPSCRIPT |  Pre boss Sheck-Lock III |
0:19 | FIXED |  An error that I came past |
0:19 | UPDATED |  Copyright data |
0:16 | MAP |  SheckLock has been put onto the map |
0:06 | NOTE |  I'll have to see later if Kirana's switch icon is properly disabled |
0:06 | CONFIRMED |  That works |
0:02 | TEST |  Take I |
0:02 | DONE |  I've blocked Kirana from being switched in the field menu |
- = 16 May 2020 = - |
23:09 | CONFIRMED |  The map appears to be working! Good |
22:54 | TEST |  Take I |
22:53 | NOTE |  The map is far fromdone, but at least we can test a few things out now.... |
22:28 | UPDATED | |
22:28 | CHECKED | |
22:28 | NOTE |  I wonder what those idiots outside my window are yelling about.... |
22:26 | SASKIA |  Set up a temporary map script |
22:24 | KTHURA |  Recompiling |
22:24 | FIXED |  Grammar error.... Not that important, but it looks so stupid |
22:23 | REMOVED |  All impurities should be out there now |
22:15 | MUSIC |  In the meantime I've configured the Music Build script to use Pippin the Hunchback as background music for Frendor Bushes |
22:11 | KTHURA |  trying again |
22:11 | VOID |  Another problem voided |
22:11 | DONE |  No problem just added that |
22:11 | FAILURE |  Ah.... I guess a certain library is mantadory now |
22:08 | KTHURA |  Recompiling Kthura Map Editor |
22:06 | C# | I've set this up now |
22:02 | KTHURA |  And I'll need to make some adaptions to the Kthura Map Editor to properly fix those |
22:02 | MAP |  Some adaptions done, but some things went wrong |
15:13 | NOTE |  This can take awhile, as the Frendor Bushes is a typical TeddyBear map converted to Kthura, and thus having needlessly much objects |
15:12 | GENERATION |  New Dominance data |
15:11 | TRANSFER |  Map Data frendor Bushes |
12:59 | STATUS |  Now stuff works |
12:54 | TEST |  Take II |
12:54 | FIXED |  Case error |
12:50 | TEST |  And let's see what Kirana's spell list brings us |
12:49 | NOTE |  A few resets werein order |
12:49 | FIXED |  Some issues that came with these modifications |
12:46 | SITE |  I've made some config changes to this devlog (but I don't think you'll notice them right away) :P |
12:39 | CHARACTER |  I've configured Kirana's spells |
- = 15 May 2020 = - |
22:11 | STATUS |  Catch y'all later! |
22:11 | TODO |  Set the abilities for Kirana (and that WILL be some work) |
22:11 | BACKUP |  Running |
22:10 | STATUS | |
22:06 | TEST |  Take VII |
22:06 | FIXED |  Kirana image for savegame menu |
22:03 | FUCKYOU |  DANG! |
22:00 | TEST |  Take VI |
22:00 | FIXED |  Worldmap item didn't appear |
21:55 | TEST |  Take V |
21:53 | FIXED |  Forgotten tag |
21:53 | FIXED |  Blockmap issue |
21:53 | SASKIA |  Unlock |
21:53 | NOTE |  Trying to enter that place now will crash the game, as there's no map yet linked to it |
21:52 | WORLDMAP |  Frendor Bushes - South |
21:47 | TEST |  Take IV |
21:47 | FIXED |  I fixed that mistake |
21:46 | STUPIDITY |  Almost there.... I forgot to lift the blockout |
21:42 | TEST |  Take III |
21:42 | FIXED |  Case error |
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 |