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
0:30BUBBLE
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
0:24NOTE
NOTE For the next session I fear I need to add a few more nasty things to the Kthura handler
- = 27 Feb 2020 = -
23:41TEST
TEST Let's go!
23:41STATUS
STATUS So We can start testing this....
23:41JUDGMENT
JUDGMENT And it looks good to me
23:40STATUS
STATUS Irravonia But we're there now
23:40NOTE
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.... :-/
23:39OPTIMIZATION
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....
23:38STATUS
STATUS AT LAST!
23:37FAILURE
FAILURE This very devlog is also slower as a result
23:36FAILURE
FAILURE Kthura is taking forever to load..... Maybe because the back-up tool is acting up here
23:31NOTE
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
23:30LINK
LINK I've linked the SASKIA script through to the point that you are in Rayal Palace.
23:19NOTE
NOTE Which I also need to bug fix on a few important things
23:19BACKUP
BACKUP In the mean time my backup utility is running
23:17SCENARIO
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
22:55JCR6
JCR6 Unfortunately this requires me to rebuild the Music Resource and that is time-consuming :(
22:55FIXED
FIXED A little bit of an error in the Music Resource
22:27STATUS
STATUS Outside: Wendicka Lovejoy 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.
22:26CONFIRMED
CONFIRMED Up to the transfer to Rayal Palace stuff works
22:23TEST
TEST Take IV
22:23FIXED
FIXED Definition error
22:18TEST
TEST Take III
22:18SASKIA
SASKIA Welcome
22:13TRANSFER
TRANSFER Rayal Palace
22:09TRANSFER
TRANSFER Scenario arrival Aeria
21:45FIXED
FIXED No SASKIA
21:35TEST
TEST Take II
21:35FIXED
FIXED Scope error in mapscript
21:31NOTE
NOTE A test is possible, although the game WILL crash!
21:21OFFTOPIC
OFFTOPIC Eric
20:54LINK
LINK I've written the link script to end up on the beach in Aeria
20:50MUSIC
MUSIC And "Chamber of Jewels" by Eric Matyas will play here
20:49WORLDMAP
WORLDMAP I've created a special worldmap to travel between Cat-Island, Aeria and Delisto
19:19JCR6
JCR6 And with that I'm gonna repack the music resource
19:18MUSIC
MUSIC Lastly Castle will be used for Rayal Palace
19:15MUSIC
MUSIC "Music/Original/Frozen Star.wav" will be used for Rayal Palace by night
19:12MUSIC
MUSIC "Divertimento K131" will just like in the original game, be used for rayal city
19:10MUSIC
MUSIC Area Beach confirned to the ocean waves (as far as you can speak of "music" here, but the music routine was used for this, so....)
19:05MAP
MAP Beach of Area has been developed
11:56STATUS
STATUS This also concludes chapter 3..... I got a bit of a nasty time table today, but I hope I can make a start to chapter 4 soon.... As it has loads of scenario at first, this will be a rather nasty and complex happening with most of all, loads of SASKIA sequences
11:45STATUS
STATUS Abyss concluded.... As I said the "True Abyss" is a later concern
10:33ACHIEVEMENT
ACHIEVEMENT PINK! It's my new obesssion! PINK! It's not even a question!
10:31JUDGMENT
JUDGMENT That will do
10:15TEST
TEST III
10:14NERF
NERF Less HP for boss... This would simply take TOO long
10:03FAILURE
FAILURE I hate Murphy's law!
10:03TEST
TEST Take II
10:03VOID
VOID Hopefully this helps
10:02FAILURE
FAILURE For some reason the game freezes
9:57TEST
TEST Take I (and only take I hope)
9:57STATUS
STATUS Although no trouble can be expected, a test is still in order! Let's go!
9:57FIXED
FIXED Boss Defeated not properly noted, to it would appear again, and a again, and again
9:56SASKIA
SASKIA Boss
9:55MAPSCRIPT
MAPSCRIPT Boss
9:53BOSS
BOSS Aziella SuperPink
9:49TRANSFER
TRANSFER Art SuperPink
0:29UPDATED
UPDATED Alpha
0:22UPDATED
UPDATED vUpdate
0:22STATUS
STATUS The boss itself will be done later!
0:22CONFIRMED
CONFIRMED Yes! It happens like that!
0:21CONFIRMED
CONFIRMED That seems to be happening
0:18TEST
TEST Take IX
0:18SCRIPT
SCRIPT I've set "The True Abyss" to unlock in the manu menu if the Abyss has been completed
0:15STATUS
STATUS Of course, now to find out if stuff actually works
0:14CONFIRMED
CONFIRMED At least I see the data I wanted to see stored at the respective spot
0:00TEST
TEST Take VIII
0:00FIXED
FIXED Illegal API call
- = 26 Feb 2020 = -
23:56TEST
TEST Take VII
23:56NOTE
NOTE Of course, it could be something else, but let's see
23:56FIXED
FIXED Like ALWAYS it's likely the .NET error was not an issue in the .NET part of the code.... I forgot a return command in the NIL code
23:51TEST
TEST Take VI
23:51DEBUG
DEBUG MOAR debug crap to sort out
23:42CONFIRMED
CONFIRMED Shanda Yup the bug is in the unlocker, but that was to be expected
23:38TEST
TEST Take V
23:38DEBUG
DEBUG Debugging impossible, but let's at least put on some markers which hopefully tell me more
23:38BUG
BUG Aziella Irravonia .NET error
23:34TEST
TEST Take IV
23:33FIXED
FIXED Forgotten link
23:29TEST
TEST Merya Take III
23:29FAILURE
FAILURE Merya Build Failure
23:27TEST
TEST Take II
23:27FIXED
FIXED Dernor Definition errors
23:21TEST
TEST And That's what I'm gonna test first right now!
23:20NOTE
NOTE Important note!

The boss fight is skipped for now, as I do first want to test if the True Abyss is actually being unlocked or not

23:20SASKIA
SASKIA Rebecca Basis Boss Script
23:12ACHIEVEMENT
ACHIEVEMENT Beyond Infinity
23:01NOTE
NOTE I will NOT start with the True Abyss right away.... That is really something for later!
23:01TUTORIAL
TUTORIAL Scyndi The True Abyss
22:52LINK
LINK up module
22:30LUA
LUA A Lua Script (written as a string in the core of BUBBLE) has been adapted to be able to contact this crap
22:30C#
Brendor I've done a few adaptions to the core of bubble for configuration purposes...
22:06STATUS
STATUS All is fine now.... But now I need to find a good way to get "The True Abyss" unlocked, and that ain't gonna be easy
20:46TEST
TEST Take VIII
20:46FIXED
FIXED Irravonia Curse error
20:46TODO
20:46ABILITY
ABILITY Blast
20:34TEST
TEST Eric Take VII
20:34FIXED
FIXED Loading error
20:31TEST
TEST Take VI
20:31FIXED
FIXED ANother... GRRR!
20:27TEST
TEST Take V
20:27NOTE
NOTE Time for the next take, but the news comes soon.... Oh crap!
20:27DONE
DONE Woof.... I'm full!
20:03STATUS
STATUS Before I continue.... first my dinner
20:03FIXED
FIXED Dernor Another Arena Syntax Error
20:00TEST
TEST Take IV
20:00FIXED
FIXED Dir error
19:56TEST
TEST Take III
19:56FIXED
FIXED Arena Syntax Error
19:53TEST
TEST Take II
19:52FIXED
FIXED Missing Arena Link in Map
19:48TEST
TEST Take I
19:48BUBBLE
BUBBLE Project update due to new graphic contributor
19:41NOTE
NOTE The boss is not yet there.... This comes later if all else works the way it should....
19:41ARENA
ARENA Abyss
19:31CONFIG
CONFIG Enemies for Abyss set
19:31FOE
FOE Alien
19:26FOE
FOE U.F.O.
18:04FOE
FOE Pinky
17:38TRANSFER
TRANSFER Art Pinky
17:38TRANSFER
TRANSFER Art Alien
17:38TRANSFER
TRANSFER Art UFO
17:25CONFIRMED
CONFIRMED All as well for now....
12:33TEST
TEST Take XXXIII should confirm this
12:33STATUS
STATUS With that everything should be in order for the next stage of this place.... Random treasures
12:33FIXED
FIXED Exit floor 10 not working
12:32FIXED
FIXED Dominance conflict
12:22TEST
TEST All I can do is run a test, and if I can make it to level 10, I must assume all is fine
12:21NOTE
NOTE This is the kind of bug though of which you never know it's fixed, unless the evidence is shown that it's not
11:56EXPERIMENT
EXPERIMENT Rebecca I hope this will prevent the no-exit bug
9:50TEST
TEST Take XXXII
9:49DEBUG
DEBUG Extra data
9:49BUG
BUG For some reason it appears possible a level is generated without an exit
9:30TEST
TEST Take XXXI
9:30FIXED
FIXED Untagged plasmas
9:17TEST
TEST Take XXX
9:17FIXED
FIXED Script Error
9:13TEST
TEST Take XXIX
9:13FIXED
FIXED I think?????
9:11DEBUG
DEBUG The long shows MINUS widths and heights..... Kthura can't understand such things (for obvious reasons)
9:02TEST
TEST Take XXVIII
9:02FIXED
FIXED Compile error in NALA discovered and fixed
9:01TEST
TEST Take XXVII
9:01FIXED
FIXED Script error
8:58TEST
TEST Take XXVI
8:58DONE
DONE Operation Tiled Zone
8:58STATUS
STATUS Awake now
1:23STATUS
STATUS And I gotta find some sleep as I am dead tired now
1:23NOTE
NOTE Exits can better be replaced with TiledAreas so I can ZA_Enter them
1:12TEST
TEST Take XXV
1:12DEBUG
DEBUG More detail on debug, so hopefully I can see a few things can may be able to go wrong
1:08BUG
BUG However the loose platform bug is as horrible as I feared as it can (and did) cause unreachable exits
1:08CONFIRMED
CONFIRMED That takes care of a few dupe issues
1:03TEST
TEST Take XXIV
1:03FIXED
FIXED Scyndi Duped
1:03DONE
DONE BREAK!
1:00TEST
TEST Take XXIII
1:00VOID
VOID False generations will not lead to extra bottom textures
0:59NOTE
NOTE And a little order movement... perhaps that helps
0:58EXPERIMENT
EXPERIMENT Forcing tagmap rebuild and let's see if that does add the exit, which didn't pop up in the tag list (for some silly reason).
0:57COSMETIC
COSMETIC Exit coordinates not right
0:56BUG
BUG There are still some issues though... BIG issues
0:55CONFIRMED
CONFIRMED That seemed to be it... indeed
0:51TEST
TEST Take XXII
0:51NOTE
NOTE I do not know if that was the main issue, but it's fixed now, anyway (which had to happen anyway)
0:50FIXED
FIXED
0:50STUPIDITY
STUPIDITY No ref to the file yet made
0:45TEST
TEST Take XXI
0:45DEBUG
DEBUG Hopefully this makes a bit clearer, or at least as clear as they can be in this bizarre situation
0:45ENHANCEMENT
ENHANCEMENT Spawn error chatcher expanded
0:45HUH
HUH And now the log doesn't make sense
0:38TEST
TEST Take XX
0:38DEBUG
DEBUG A debug line must gimme a bit of clarity on a few matteres
0:38BUG
BUG The error thrown by .NET is useless as it doesn't give me the right pinpoin data... At least I do know it goes wrong in .NET and thus inside the generator itself (but that was given the situation also not otherwise possible)
0:31TEST
TEST Take XIX
0:31NALA
NALA Compile and
0:31LINK
LINK Linked that to the generator internally
0:31LINK
LINK That Also links this to game itself in the process
0:30NIL
NIL part done
0:30C#
Brendor C# part done
0:28STUPIDITY
STUPIDITY Right!!!! The exit texture had to be configurable
0:25TEST
TEST Let's see!
0:25C#
The generator itself has been done.... Well sort of as I have NO IDEA AT ALL if it works.....
0:01STATUS
STATUS The harder part is now to arrive.... The actual generation
- = 25 Feb 2020 = -
22:35STATUS
STATUS Cool! Still a lot to do, but now the stage has been set to actually get into the creation of the generator itself (which will already be pretty hard.... I think)
22:30TEST
TEST Take XVII
22:30FIXED
FIXED Forgot the texture attachment
22:25TEST
TEST Take XVI
22:25C#
I've added the routine that will add the bottom parts of the platforms.... Since the start plate will be added along with the other plates the generator will add, this should be perfectly safe for the start plate and also later the finish plate
22:17STATUS
STATUS Not there yet.... FAR from it!
22:16CONFIRMED
CONFIRMED An NOW stuff works the way it should in this stage of the project
22:10TEST
TEST Take XV
22:10EXPERIMENT
EXPERIMENT Let's see if Alpha is the evil here
22:07TEST
TEST Take XIV
22:07INVESTIGATION
INVESTIGATION NOTHING in the code justifies what I see, so I need an extra debug line to get more clarity
22:03NOTE
NOTE This was however not the issue, as I could only check layer 001 in game (002 came up when checking in Kthura)....
22:02FIXED
FIXED Bad dominance in layer 002
22:01RESULT
RESULT The blockmap output confirms everything to be right, however I do not see the starting platforms... This could be a visibility error (which I doubt, as I explicity set it) or a dominance issue with the background plasma... The latter is not unlikely
21:57NOTE
NOTE If it goes wrong now.... Extra debug code could be required, I think
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