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20:15 | TEST | Take II |
20:15 | FIXED | And that is the first bug fixed |
20:15 | LINK | Did that now anyway |
20:15 | STUPIDITY | Forgot to link the generator to the API list in NALA |
20:10 | TEST | Take I |
20:10 | NALA | It goes without saying that all tests coming now require a rebuild of NALA, so I won't note that all the time |
20:04 | MAPSCRIPT | Connected to Generator |
20:04 | LINK | LinkScript for MapScripts |
19:58 | STATUS | From this point there is no telling if it will work..... I do first need to link the map, though, so let's get onto that.... |
19:58 | LINK | |
19:58 | NIL | Link code |
19:50 | C# | Basis of the map generator has been set up... That is, all it does at the present time is generate the start plate.... Nothing more.... And some cosmetic things also need to be done there.... But at least I can now link this to NIL, giving me the possibility to make the first test runs |
16:25 | NOTE | And it goes without saying that once the gnerator is about to be put to the test, I will have to recompile NALA all the time |
16:25 | STATUS | I do require some rest before the actual generator will be made |
16:25 | STATUS | With that the pre-work is most of all done.... |
16:19 | C# | Cleaner |
16:19 | CONFIG | Max sizes set |
16:08 | LINK | All VERRRRY important, you know |
16:08 | NIL | Link code also available |
16:08 | C# | Size config possible now |
15:52 | CONFIG | Textures for top and bottom configured |
15:40 | C# | More config possible now |
15:13 | NOTE | This is still only to make configuration possible |
15:13 | C# | Part done for the Kthura Map Generator |
13:45 | STATUS | And from here the actual work can start |
13:43 | TECHNO | The original texture was designed for TeddyBear, and since TeddyBear is a tile based map engine, this was easy..... Kthura being an object based editor, didn't seem like a good idea to me, and hence the way it's been done now |
13:42 | ART | I had to "break" up the original Abyss platform texture.... |
13:18 | ENHANCEMENT | The automated Plasma reconfiguration has been done |
12:23 | LINK | Music Link Up |
11:11 | SASKIA | Empty script... Will very likely remain that way until the boss has been implemented |
10:55 | TEST | Again! |
10:55 | FIXED | Syntax error |
10:19 | NOTE | Trying to enter the Abyss now WILL crash the game! |
10:19 | TEST | Small test |
10:13 | LINK | Linking everyhing together |
10:12 | MAPSCRIPT | Reading the notes should now unlock the Abyss |
10:09 | WORLDMAP | Hub to Abyss |
10:05 | MAP | The note in which the Abyss is mentioned is put in the secret lab (which you can only enter after the city has been deserted) |
10:05 | NOTE | Before I can truly start on the Abyss, I first need to work a small thing out in Gagolton |
1:37 | STATUS | The rest will be done some other time! |
1:37 | MAP | I've Attached this to the starting ground of the Abyss (since that part never changes anyway) |
0:46 | GENERATION | And I need to generate a new plasma animation |
0:46 | FIXED | A black line I don't has been removed, though |
0:45 | CHECKED | A quick check turned out that the basic animation works.... As I expected this turned out too big, but that is another issue, and easy to optimize |
0:28 | NOTE | As this is memory and diskspace consuming, I may have to go for some data reduction.... This is a later concern though..... |
0:27 | GENERATION | Generating plasma animation... Or at least, that's my intention, as I am not 100% sure |
0:27 | VOID | Voiding (not fixing as the bug was never there) this issue.... |
0:26 | GENERATION | I've used pascal to create more efficient data |
0:23 | BUG | Invalid color? |
0:23 | GENERATION | let's do that again |
0:22 | OPTIMIZATION | Succesfulll |
0:17 | NOTE | A speedup is desireable or this is gonna take years |
0:16 | GENERATION | I am currently trying to generate the animation.... Looks like that is gonna be a time eater.... |
0:15 | GENERATION | Plasma generated with the good old Fractint |
0:15 | EXPERIMENT | I've been working on an experiment for the background plasma.... Wish me luck on that one.... Since the simple methods are no longer available in modern systems... I had to do this the hard way |
- = 24 Feb 2020 = - | ||
21:20 | NOTE | I had a quick and handy way to generate a plasma in BlitzMax, however, that method is beyond me now, for two reasons... The BlitzMax compiler is busted, and second the way XNA has been setup (which is crappy) will also not be very friendly on me, so either way I'm screwed, yet I do have a few ideas |
21:18 | MAP | Area 000 of the Abyss has been set up, but I am not done yet |
20:58 | NOTE | Also note that completing the Abyss is also what unlocks "The True Abyss", although a few things will have to be taken in order, as I do want to prevent a few spoilers that the True Abyss my cause.... |
20:56 | TECHNO | In the Abyss though, all floors except for floor #000, #005 and #010 will be randomly generated. In order to keep the map generator stable I will code this in pure C# code in stead of using NIL. From VisualStudio debugging is easier, and therefore I can make a more clear view on how the generation process goes.... It will also be faster.... This is indeed contrary to the original game in which I wrote the generator in Lua, however the difference between then and now is that I have to deal with Kthura, and Kthura is by far more delicate... I also have a few ideas in mind of this generator, however, I am not fully sure if they are doable... Before all that to be taken place, I will need to write a base level in which at least the floors that never change have been defined properly..... |
20:51 | STATUS | And now the time has come for me to start the works on the Abyss |
20:40 | JUDGMENT | BETTER! |
20:34 | ENHANCEMENT | This code adaption should speed things up a little |
20:32 | UNDESIREABLE | The only downside is that it might be too slow |
20:32 | CONFIRMED | The basics work now at least |
20:26 | TEST | Take IV |
20:26 | FIXED | Wrongly placed ) |
20:21 | VOID | But I think I voided that |
20:21 | FUCKYOU | Whining interpreter about situations that did not happen |
20:16 | TEST | Take III |
20:16 | FIXED | Fuck you! |
20:12 | NOTE | This is why I hate case sensitive languages.... Trivial errors like these without a true purpose |
20:11 | FIXED | Case error |
20:04 | TEST | Take II |
20:04 | FIXED | Lack of self |
20:00 | TEST | Let's see if it works properly |
20:00 | LINK | Linked to her shooting ability |
19:58 | SCRIPT | Aziella's crossbow bolt will fly |
18:51 | CONFIRMED | Works! |
18:44 | TEST | |
18:44 | FIXED | Aziëlla didn't take her attacking pose |
18:18 | CONFIRMED | Aziëlla will shoot in stead of attack |
17:53 | TEST | ANother test is in order |
17:52 | FIXED | Aziëella skill ref error |
17:37 | COCKROACH | |
17:36 | CONFIRMED | Mental Gymnastics works |
17:26 | NOTE | And the independent forest seems the perfect place for that test! |
17:26 | STATUS | Right, before I more on to the next section, I first wanna see if Scyndi learns Mental Gymnastics and if Azië can shoot properly |
11:34 | STATUS | But that has to wait.... First breakfast and then some real life business to take care of! |
11:34 | NOTE | And Rebecca's War Shout also has this issue... for now... Will all be "fixed" in once |
11:33 | NOTE | Same notice as for Mental Gymnastic applies here |
11:33 | ABILITY | Barrier |
11:19 | NOTE | This is a buff move and buffing/debuffing, does NOT yet work! |
11:19 | ABILITY | Mental Gymnastics for Scyndi |
11:14 | ART | Aziëlla's attacking pose |
1:49 | STATUS | And after that I will, before I start on chapter 4, first take care of The Abyss |
1:49 | STATUS | Those two things will (for now) be my main target point |
1:48 | TODO | |
1:46 | TODO | |
1:27 | TEST | Again! |
1:27 | FIXED | Achievement didn't get awarded |
1:27 | FIXED | Formula misplaced |
1:26 | COCKROACH | Not quite |
1:14 | TEST | Let's see |
1:14 | FIXED | I hope? |
1:12 | BUG | Before I can continue though.... I need to find out why Aziella's Befindo Enchants are not turned on |
1:06 | NOTE | This time I don't need to recompile NALA, so that saves time! |
1:06 | TEST | Take SIX! |
1:06 | FONT | ë in 20 pixel height version of Coolvetica |
1:03 | CONFIRMED | Works.... (at last) |
0:56 | TEST | Take FIVE! |
0:56 | FIXED | moved it up a little, and yet that fixes the issue |
0:56 | STUPIDITY | Declaration error causes the fix to be ignored |
0:48 | TEST | Take FOUR! |
0:48 | FIXED | I hope I fixed that |
0:48 | BUG | New letter is added, but not substituted.... |
0:38 | TEST | Take THREE! |
0:38 | FIXED | I think I could fix the reason why |
0:36 | BUG | Text doesn't appear at all anymore |
0:33 | TEST | Take TWO! |
0:33 | FIXED | C# code |
0:32 | FAILURE | Compile failed |
0:32 | TEST | Take ONE! |
0:31 | C# | As I adapted the C# TQMG module |
0:31 | NALA | And recompiling NALA is required |
0:31 | TEST | I need to test out how that looks |
0:31 | FONT | Coolvetica.35 now has the ë character..... For the English version all I need for sure, as the name Aziëlla is spelled like that... In Dutch ë is the most likely letter you'll encounter, but I cannot rule out more letters like that may come |
0:07 | STATUS | Very well, now to break open some stuff in TQMG |
0:01 | FIXED | Aziëlla's level is not what it should be |
0:01 | TEST | Take IX |
- = 23 Feb 2020 = - | ||
23:56 | ITEM | Toga |
23:49 | ITEM | Bolt |
23:47 | NOTE | This ability will automatically be used by Aziëlla whenever she performs a normal attack |
23:46 | ABILITY | Shoot |
23:39 | TEST | Take VIII |
23:39 | FIXED | Another spot error |
23:35 | TEST | Take VII |
23:35 | FIXED | Spot error |
23:23 | TEST | Take VI |
23:23 | FIXED | Fixed it |
23:23 | STUPIDITY | Wrong script checked.... But confusion was only obvious here |
23:20 | TEST | Take V |
23:20 | TEST | Retry |
23:19 | COCKROACH | Fix ignored |
23:14 | TEST | Take IV |
23:14 | FIXED | Illegal class call |
23:09 | TEST | Take II |
23:09 | FIXED | Declaration fault |
23:05 | NOTE | Some strange things may be seen in Aziella's name, but that is a later concern as I will need to modify TQMG (and thus recompile NALA) to take care of that! |
23:04 | TEST | Take I |
23:02 | SASKIA | Aziella's intro script |
22:35 | LINK | Game Jolt |
22:35 | ACHIEVEMENT | People long forgotten |
22:23 | SCENARIO | Adeptions to make sure Aziella's portrait appears from the start |
22:12 | CHECKED | Ability Script present, although it must be worked out, but at least it should NOT cause crashes |
22:11 | CHARACTER | Quick setup creation script Aziella |
22:09 | NOTE | And this also prevents 0 levels which can cause the game to crash |
22:08 | CHARACTER | In the Easy mode Aziëlla will NEVER start lower than level 30, regardless of the levels of the rest of the party. In the casual mode that minimum is 15 and in the hard mode 10. |
22:07 | CHARACTER | Azieëlla will start on the level that is average of your party, although a small bonus is there in the easy mode and a malus on the hard mode |
20:40 | MAPSCRIPT | Set to appear during the Aziella intro part, but not if Aziella's intro part is not playing for any reason... |
20:40 | MAP | heros on beach |
20:28 | NOTE | Trying to speak to him will (for now) crash the game! |
20:28 | MAP | Aziella's guard will now appear on the beach of Independence if appliccable.... |
20:28 | TRANSFER | Befindo basis NPC characters |
14:15 | STATUS | As a matter of fact... He just arrived! |
14:15 | STATUS | I am expecting a friend of mine to arrive any minute, so that's where it ends now |
14:15 | CONFIRMED | Works now! |
13:58 | TEST | Let's see |
13:58 | FIXED | Link back did indeed not work, but now it should |
13:34 | TEST | So.... |
13:34 | LINK | Back also, although, I wonder |
13:34 | LINK | Town to beach should work now |
11:03 | ACHIEVEMENT | Bunda! Identify yourselves |
- = 22 Feb 2020 = - | ||
22:18 | TEST | Let's test if Trixia says what she has to say |
22:17 | NOTE | I did not yet create the beach, so you cannot yet get there |
22:17 | LINK | Scenario linked to the map |
22:16 | CONFIRMED | I get the error I wanted to see |
22:14 | TEST | Does that happen? |
22:14 | NOTE | It will cause the game to check if Aziëlla is present though |
22:13 | MAPSCRIPT | Independence will now check for Aziëlla having arrived or not |
22:09 | PLAN | |
22:08 | PLAN | |
22:03 | TEST | Take V |
22:02 | FAILURE | Bad build |
22:01 | TEST | Take IV |
22:01 | FIXED | Non-working party pop |
21:32 | TEST | Take III |
21:32 | FIXED | |
20:30 | STATUS | I'll fix that later after "Wie is de Mol?" |
20:30 | BUG | Leaving temple will change music, but will not change rooms |
20:20 | TEST | Take II |
20:20 | FAILURE | Failed build |
20:19 | TEST | And now to find out if it actually works, at all! |
20:07 | MAPSCRIPT | Entering and leaving the temple should change the music |
19:59 | CHARACTER | Scyndi's skill with Hando Stillor will unlock |
19:51 | SASKIA | Hando Stillor |
18:05 | TEST | |
18:04 | MAP | Area 005 |
15:36 | TEST | Take II |
15:36 | BOOST | And for help Merya can mark the spot |
15:36 | FIXED | Missing Hookspot tag |
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