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
21:56TEST
TEST Take XIII
21:56FIXED
FIXED Bad Operator
21:52TEST
TEST Take XII
21:52FIXED
FIXED Compilation failure for NALA (C# code typo)
21:51TEST
TEST Take XI
21:51FIXED
FIXED Irravonia Bad formula causes bad start position
21:47TEST
TEST Take X
21:47FIXED
FIXED Wrong field
21:34TEST
TEST Take IX
21:34FIXED
FIXED Start exit spot not tied to starting position of starting plate
21:29TEST
TEST Take VIII
21:28FIXED
FIXED Fixed that stupid issue
21:22BUG
BUG Haha, I forgot to set the texture for the plates..... What an idiot I am
21:17TEST
TEST Take VII NEXT!
21:17NOTE
NOTE Yeah, it was that trivial
21:17FIXED
FIXED Malformed C-string format query
21:17NOTE
NOTE Clearly the system not understand how to generate the layer tag
21:13FIXED
FIXED Forgot to update method to new situation
20:39TEST
TEST Take VI
20:38FIXED
FIXED Map Linkups
20:31TEST
TEST Take V
20:30FIXED
FIXED Illegal class call in field linker
20:23TEST
TEST Take IV
20:23TEST
TEST Fixed Tag errors in Kthura map itself
20:23STATUS
STATUS Outsider: Feenalaria, daughter of Vandar The game starts, but I'm NOT there yet
20:19TEST
TEST Take III
20:19FIXED
FIXED Linker code typos
20:15TEST
TEST Take II
20:15FIXED
FIXED And that is the first bug fixed
20:15LINK
LINK Did that now anyway
20:15STUPIDITY
STUPIDITY Eric Forgot to link the generator to the API list in NALA
20:10TEST
TEST Take I
20:10NALA
NALA It goes without saying that all tests coming now require a rebuild of NALA, so I won't note that all the time
20:04MAPSCRIPT
MAPSCRIPT Outsider: Feenalaria, daughter of Vandar Connected to Generator
20:04LINK
LINK LinkScript for MapScripts
19:58STATUS
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....
19:58LINK
LINK
19:58NIL
NIL Link code
19:50C#
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
16:25NOTE
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
16:25STATUS
STATUS I do require some rest before the actual generator will be made
16:25STATUS
STATUS With that the pre-work is most of all done....
16:19C#
Cleaner
16:19CONFIG
CONFIG Max sizes set
16:08LINK
LINK All VERRRRY important, you know
16:08NIL
NIL Link code also available
16:08C#
Size config possible now
15:52CONFIG
CONFIG Textures for top and bottom configured
15:40C#
Merya More config possible now
15:13NOTE
NOTE This is still only to make configuration possible
15:13C#
Part done for the Kthura Map Generator
13:45STATUS
STATUS And from here the actual work can start
13:43TECHNO
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
13:42ART
ART I had to "break" up the original Abyss platform texture....
13:18ENHANCEMENT
ENHANCEMENT The automated Plasma reconfiguration has been done
12:23LINK
LINK Aziella Music Link Up
11:11SASKIA
SASKIA Empty script... Will very likely remain that way until the boss has been implemented
10:55TEST
TEST Again!
10:55FIXED
FIXED Syntax error
10:19NOTE
NOTE Trying to enter the Abyss now WILL crash the game!
10:19TEST
TEST Small test
10:13LINK
LINK Linking everyhing together
10:12MAPSCRIPT
MAPSCRIPT Reading the notes should now unlock the Abyss
10:09WORLDMAP
WORLDMAP Hub to Abyss
10:05MAP
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)
10:05NOTE
NOTE Before I can truly start on the Abyss, I first need to work a small thing out in Gagolton
1:37STATUS
STATUS The rest will be done some other time!
1:37MAP
MAP I've Attached this to the starting ground of the Abyss (since that part never changes anyway)
0:46GENERATION
GENERATION And I need to generate a new plasma animation
0:46FIXED
FIXED A black line I don't has been removed, though
0:45CHECKED
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
0:28NOTE
NOTE As this is memory and diskspace consuming, I may have to go for some data reduction.... This is a later concern though.....
0:27GENERATION
GENERATION Generating plasma animation... Or at least, that's my intention, as I am not 100% sure
0:27VOID
VOID Voiding (not fixing as the bug was never there) this issue....
0:26GENERATION
GENERATION I've used pascal to create more efficient data
0:23BUG
BUG Invalid color?
0:23GENERATION
GENERATION let's do that again
0:22OPTIMIZATION
OPTIMIZATION Succesfulll
0:17NOTE
NOTE A speedup is desireable or this is gonna take years
0:16GENERATION
GENERATION I am currently trying to generate the animation.... Looks like that is gonna be a time eater....
0:15GENERATION
GENERATION Merya Plasma generated with the good old Fractint
0:15EXPERIMENT
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 = -
21:20NOTE
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
21:18MAP
MAP Area 000 of the Abyss has been set up, but I am not done yet
20:58NOTE
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....
20:56TECHNO
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.....
20:51STATUS
STATUS And now the time has come for me to start the works on the Abyss
20:40JUDGMENT
JUDGMENT BETTER!
20:34ENHANCEMENT
ENHANCEMENT This code adaption should speed things up a little
20:32UNDESIREABLE
UNDESIREABLE The only downside is that it might be too slow
20:32CONFIRMED
CONFIRMED The basics work now at least
20:26TEST
TEST Take IV
20:26FIXED
FIXED Wrongly placed )
20:21VOID
VOID But I think I voided that
20:21FUCKYOU
FUCKYOU Whining interpreter about situations that did not happen
20:16TEST
TEST Take III
20:16FIXED
FIXED Fuck you!
20:12NOTE
NOTE This is why I hate case sensitive languages.... Trivial errors like these without a true purpose
20:11FIXED
FIXED Case error
20:04TEST
TEST Take II
20:04FIXED
FIXED Lack of self
20:00TEST
TEST Let's see if it works properly
20:00LINK
LINK Linked to her shooting ability
19:58SCRIPT
SCRIPT Aziella's crossbow bolt will fly
18:51CONFIRMED
CONFIRMED Works!
18:44TEST
TEST Dernor
18:44FIXED
FIXED Aziëlla didn't take her attacking pose
18:18CONFIRMED
CONFIRMED Aziëlla will shoot in stead of attack
17:53TEST
TEST ANother test is in order
17:52FIXED
FIXED Aziëella skill ref error
17:37COCKROACH
17:36CONFIRMED
CONFIRMED Mental Gymnastics works
17:26NOTE
NOTE And the independent forest seems the perfect place for that test!
17:26STATUS
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
11:34STATUS
STATUS But that has to wait.... First breakfast and then some real life business to take care of!
11:34NOTE
NOTE And Rebecca's War Shout also has this issue... for now... Will all be "fixed" in once
11:33NOTE
NOTE Same notice as for Mental Gymnastic applies here
11:33ABILITY
ABILITY Barrier
11:19NOTE
NOTE This is a buff move and buffing/debuffing, does NOT yet work!
11:19ABILITY
ABILITY Mental Gymnastics for Scyndi
11:14ART
ART Aziëlla's attacking pose
1:49STATUS
STATUS And after that I will, before I start on chapter 4, first take care of The Abyss
1:49STATUS
STATUS Those two things will (for now) be my main target point
1:48TODO
1:46TODO
1:27TEST
TEST Again!
1:27FIXED
FIXED Achievement didn't get awarded
1:27FIXED
FIXED Formula misplaced
1:26COCKROACH
COCKROACH Not quite
1:14TEST
TEST Let's see
1:14FIXED
FIXED Rebecca I hope?
1:12BUG
BUG Before I can continue though.... I need to find out why Aziella's Befindo Enchants are not turned on
1:06NOTE
NOTE This time I don't need to recompile NALA, so that saves time!
1:06TEST
TEST Take SIX!
1:06FONT
FONT ë in 20 pixel height version of Coolvetica
1:03CONFIRMED
CONFIRMED Works.... (at last)
0:56TEST
TEST Take FIVE!
0:56FIXED
FIXED moved it up a little, and yet that fixes the issue
0:56STUPIDITY
STUPIDITY Declaration error causes the fix to be ignored
0:48TEST
TEST Take FOUR!
0:48FIXED
FIXED I hope I fixed that
0:48BUG
BUG New letter is added, but not substituted....
0:38TEST
TEST Take THREE!
0:38FIXED
FIXED I think I could fix the reason why
0:36BUG
BUG Text doesn't appear at all anymore
0:33TEST
TEST Take TWO!
0:33FIXED
FIXED C# code
0:32FAILURE
FAILURE Compile failed
0:32TEST
TEST Take ONE!
0:31C#
As I adapted the C# TQMG module
0:31NALA
NALA And recompiling NALA is required
0:31TEST
TEST I need to test out how that looks
0:31FONT
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
0:07STATUS
STATUS Very well, now to break open some stuff in TQMG
0:01FIXED
FIXED Aziëlla's level is not what it should be
0:01TEST
TEST Scyndi Take IX
- = 23 Feb 2020 = -
23:56ITEM
ITEM Toga
23:49ITEM
ITEM Bolt
23:47NOTE
NOTE This ability will automatically be used by Aziëlla whenever she performs a normal attack
23:46ABILITY
ABILITY Shoot
23:39TEST
TEST Take VIII
23:39FIXED
FIXED Another spot error
23:35TEST
TEST Take VII
23:35FIXED
FIXED Spot error
23:23TEST
TEST Take VI
23:23FIXED
FIXED Fixed it
23:23STUPIDITY
STUPIDITY Wrong script checked.... But confusion was only obvious here
23:20TEST
TEST Take V
23:20TEST
TEST Retry
23:19COCKROACH
COCKROACH Fix ignored
23:14TEST
TEST Take IV
23:14FIXED
FIXED Illegal class call
23:09TEST
TEST Take II
23:09FIXED
FIXED Declaration fault
23:05NOTE
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!
23:04TEST
TEST Take I
23:02SASKIA
SASKIA Aziella's intro script
22:35LINK
LINK Game Jolt
22:35ACHIEVEMENT
ACHIEVEMENT People long forgotten
22:23SCENARIO
SCENARIO Adeptions to make sure Aziella's portrait appears from the start
22:12CHECKED
CHECKED Brendor Ability Script present, although it must be worked out, but at least it should NOT cause crashes
22:11CHARACTER
CHARACTER Quick setup creation script Aziella
22:09NOTE
NOTE And this also prevents 0 levels which can cause the game to crash
22:08CHARACTER
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.
22:07CHARACTER
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
20:40MAPSCRIPT
MAPSCRIPT Set to appear during the Aziella intro part, but not if Aziella's intro part is not playing for any reason...
20:40MAP
MAP heros on beach
20:28NOTE
NOTE Trying to speak to him will (for now) crash the game!
20:28MAP
MAP Aziella's guard will now appear on the beach of Independence if appliccable....
20:28TRANSFER
TRANSFER Befindo basis NPC characters
14:15STATUS
STATUS As a matter of fact... He just arrived!
14:15STATUS
STATUS I am expecting a friend of mine to arrive any minute, so that's where it ends now
14:15CONFIRMED
CONFIRMED Works now!
13:58TEST
TEST Let's see
13:58FIXED
FIXED Link back did indeed not work, but now it should
13:34TEST
TEST So....
13:34LINK
LINK Back also, although, I wonder
13:34LINK
LINK Town to beach should work now
11:03ACHIEVEMENT
ACHIEVEMENT Bunda! Identify yourselves
- = 22 Feb 2020 = -
22:18TEST
TEST Let's test if Trixia says what she has to say
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