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15:28 | TEST | Take I |
15:25 | MAP | Area 004 |
11:14 | TEST | Take V (likely final as I don't have to fight the boss for this anymore) |
11:14 | FIXED | And the bug itself has also been fixed |
11:14 | MAPSCRIPT | Autofixer will cover that damage up |
11:13 | CONFIRMED | Boss works, but a clean up bug still causes permanent damage |
11:13 | TEST | Take IV |
10:59 | FIXED | Oh, daaaaaaaaaaaaaaaaaaaaamn! |
10:45 | TEST | Take III |
10:45 | FIXED | NIL != Python (AND THAT IS A GOOD THING!) |
10:42 | TEST | Take II (Unfortunately) |
10:42 | FIXED | And that fixes a crash coming after you defeat the boss |
10:41 | MAPSCRIPT | Re-config Dernor swamp objects |
10:31 | TEST | Take I |
10:31 | STATUS | Time to put all this to the test |
10:30 | FIXED | SASKIA error |
10:18 | FIXED | Some boss achievements that wouldn't award even when you rightfully got them |
10:15 | BOSS | Big Salamander |
0:25 | NOTE | I'll get to the boss itself tomorrow, as it's late now! |
0:24 | CONFIRMED | All good! |
0:24 | TEST | |
0:16 | MAPSCRIPT | Boss fight SHOULD start when you put Dernor in front... well that is, if the boss fight was set up already, so for now Dernor will only say a few words and the game will after that (for now) crash! |
0:08 | TEST | And Let's see |
0:08 | LINK | All linked |
0:08 | MAPSCRIPT | Responds |
0:08 | SCENARIO | No boss |
- = 21 Feb 2020 = - | ||
22:41 | FIXED | Blockmap |
22:37 | TEST | Let's do it! |
22:37 | NOTE | Not yet scripted,but at least some tests can be done |
22:36 | MAP | Boss map area done.... |
22:26 | MEDICAL | RSI in my right thumb is holding me down, a bit |
13:46 | DONE | Kitty has already been fed, but now it's time to feed my own body :P |
13:46 | TODO | Fry some eggs and feed myself |
13:28 | NOTE | Please note that on some slower computers a bit of a slowdown can still be expected, but overall, the speed should do pretty fine |
13:24 | RESOLVED | Well THAT should do it! |
13:23 | SITE | Added tag RESOLVED |
13:20 | TEST | Take VI |
13:19 | FIXED | I think I fixed it! |
13:12 | TEST | Take V |
13:12 | EXPERIMENT | Does this fix this? |
13:10 | STATUS | Progress.... Part is fixed... but not yet all somehow |
13:05 | TEST | Take IV |
13:05 | FIXED | Which has been fixed now though |
13:05 | NOTE | Something must have gone wrong in building.... I got an error now that could never have taken place in the old settings, so ..... |
13:04 | TEST | Take III |
13:01 | DEBUG | Let's check this out! |
13:01 | COCKROACH | Apparently not! |
13:01 | TEST | Take II |
12:10 | EXPERIMENT | Did I fix that now? |
12:10 | BUG | But the Show/Hide check is not correct so it hides in steads of showing always regardless of the setting |
12:06 | JUDGMENT | It's a lot faster.... Not yet fast enough I think, but a lot faster already |
11:53 | TEST | Take I |
11:53 | OPTIMIZATION | I've done a little experiment on making Dernor's nature vision faster.... I hope it'll work, but I don't know yet! I do have a few more tricks upon my sleeve, but I hope they are not needed |
0:33 | TEST | Take V |
0:33 | FIXED | Crash on burping |
0:26 | TEST | Take IV |
0:26 | FIXED | Illegal Item tag in Foe record |
0:22 | TEST | Take III |
0:22 | NOTE | Issued it as #138 |
0:06 | TECHNO | I think I know what I can do about that, but I need more time to code that all well, so for now this will have to be what it is |
0:06 | FAILURE | FUCK! This is REALLY slow! |
0:03 | TEST | Take II |
0:02 | FIXED | Well, that fixes an issue I had in this room, okay... this is quicker than having to retag approx 60 obstacles |
0:02 | LAZY | Added an extra nature detector routine |
- = 20 Feb 2020 = - | ||
23:57 | TEST | Take I |
23:57 | STATUS | Ready to test? |
23:57 | MAP | Random Treasures configured |
23:51 | MAP | Encounters configured |
23:51 | FOE | Salamander |
23:51 | FOE | Toad |
23:28 | STATUS | Of course, I need to create the data for them, so let's go! |
23:28 | CHARACTER | Dernor has been scripted to learn the moves, when the correct foes have been charmed |
23:12 | STATUS | Part of the job done |
23:12 | ABILITY | Sick Bite |
23:09 | SCRIPT | Burp |
22:50 | BUBBLE | Project file adapted |
22:49 | CONFIRMED | Sounds good to me |
22:46 | CONVERT | Burp |
22:41 | TRANSFER | Burp sound, however that sound will require me to extra conversions since XNA only supports WAV |
22:33 | ABILITY | Burp |
22:33 | ART | Those were art transfers |
22:29 | TRANSFER | Toad |
22:29 | TRANSFER | Salamandar |
22:28 | CONFIRMED | As far as I can tell, it appears to be working |
22:27 | C# | I've added entry extraction to Stach.... Which had to be done anyway.... Stach can become a very important tool in the future, you know.... |
17:46 | TEST | Take II |
17:46 | SECRET | Black Orb placed! |
17:46 | FIXED | ??? Scyndi way back ??? (Will need to be tested) |
17:46 | FIXED | Objects not responding to Dernor |
17:45 | FIXED | Dominance issue |
17:35 | TEST | Take I |
17:35 | MAP | Area 002 |
- = 19 Feb 2020 = - | ||
23:18 | TEST | Take MCMLXXXII |
23:18 | FIXED | Wrong object |
23:01 | TEST | Take MCMLXXXI |
23:00 | FIXED | Reversed effect if Dernor is not in the lead |
22:56 | TEST | Take MCMLXXX |
22:55 | SCRIPT | Next step.... DERNOR ONLY! |
22:40 | CONFIRMED | That's more like it! |
22:35 | TEST | Take MCMLXXIX |
22:35 | EXPERIMENT | Let's change a few parameters |
22:31 | TEST | Take MCMLXXVIII |
22:31 | FIXED | C string format error |
22:27 | TEST | Take MCMLXXVII |
22:26 | DEBUG | The outcome is not right, and the skill hides everthing, even when it shouldn't... This time eating debug line must explain way |
22:26 | NOTE | Deliberate bug... The alphas do not yet react to Dernor alone, but they will.... |
22:25 | FIXED | No hide during tutorial |
22:09 | TEST | Take MCMLXXVI |
22:09 | NALA | must be rebuilt as a result |
22:09 | FIXED | No Alpha field in API |
22:08 | C# | Adeption to API needed |
22:04 | TEST | Take MCMLXXV |
22:04 | TEST | Took many takes |
22:03 | FIXED | Many fixes |
21:36 | TEST | Take I (wish me luck) |
21:36 | LINK | Linking it all together |
21:36 | MAPSCRIPT | Referred to all this |
21:36 | SCRIPT | The actual alpha calculations have been scripted |
20:48 | SCRIPT | A module base has been set up for Dernor's nature scanning |
19:39 | ACHIEVEMENT | I've added some on the Game Jolt page... They've not all be put in the game yet though, but that will likely happen soon.... |
17:42 | NOTE | Will have no effect now, as I didn't yet script this effect |
17:42 | TUTORIAL | Brendor's nature vision |
17:41 | MAP | Area 001 |
0:55 | STATUS | Sheck-Lock concluded... for now! |
0:55 | CONFIRMED | Sheck-Lock |
0:25 | FIXED | Sheck-Lock Related bugs |
- = 18 Feb 2020 = - | ||
22:30 | WORLDMAP | Sheck-Lock Preparation |
21:50 | BOSS | Sheck-Lock |
21:38 | STATUS | Sheck-Lock too fast! |
21:38 | STUPIDITY | Sheck-Lock |
21:36 | GAMEJOLT | Sheck-Lock |
21:25 | TEST | Sheck-Lock |
21:25 | ARENA | Sheck-Lock (and the rest of the Marshes) |
21:14 | MAPSCRIPT | Sheck-Lock |
21:11 | ACHIEVEMENT | Sheck-Lock |
21:10 | SASKIA | Sheck-Lock |
19:03 | MAP | Sheck-Lock |
17:04 | MAP | Area 000 |
13:08 | TRANSFER | Marsh textures |
11:53 | TECHNO | The marshes was one of the dungeons in which my artist took most effort in the texturing of the floor textures, and that also makes using them in any map editor a bit harder in order not to leave their effect.... Also I got the feeling that (thanks to Kthura) it will also be easier to work out Dernor's nature illusion effect (in original game was terribly slowed down by it, but I think that doesn't have to happen thanks to the magic Kthura gives me). |
9:41 | STATUS | And with that I am set for now to leave Independence for what it is, and to move on to the Marshes |
9:35 | TEST | Yavero Take II |
9:35 | FIXED | Yavero |
9:31 | TEST | Yavero |
9:31 | SCENARIO | Yavero |
9:31 | MAP | Yavero |
0:42 | STATUS | And that's enough.... for now! |
0:40 | CONFIRMED | Good! |
0:33 | TEST | One more checkup |
0:33 | FIXED | Wrong item type for two dresses for Irravonia |
0:29 | TEST | Sylia Take II |
0:29 | FIXED | SASKIA code typo |
0:26 | TEST | Sylia |
0:26 | MAP | Sylia |
0:24 | SASKIA | Sylia |
0:23 | STORE | Added those to Syllia's stock |
0:22 | STATUS | And that should be the tier 6 armors |
0:22 | ITEM | Scarlet dress |
0:18 | ITEM | Cardinal's robe |
0:08 | ITEM | Thief's Cloak |
0:05 | ITEM | Real Leather Armor |
0:04 | STORE | First part of Sylia's stock |
- = 17 Feb 2020 = - | ||
23:47 | STATUS | and that makes the tier 6 weapons |
23:46 | ITEM | Backstabber |
23:42 | ITEM | Strike |
23:37 | ITEM | Megawhip |
23:35 | ITEM | Ultra Wrecker |
23:33 | ITEM | Great Sword |
23:23 | CONFIRMED | Flora! |
23:20 | TEST | Flora Take II |
23:19 | FIXED | Flora Stonemaster stuff |
23:15 | TEST | Flora |
23:14 | SASKIA | Flora |
23:09 | STONEMASTER | Flora |
23:05 | MAP | Flora |
23:04 | TRANSFER | Flora Art |
21:38 | TEST | Rosetta take III |
21:37 | FIXED | Rosetta Player not re-appearing |
21:32 | TEST | Test Rosetta Take II |
21:32 | FIXED | Rosetta Brendor not present |
21:26 | TEST | Rosetta |
21:25 | LINK | Rosetta |
21:25 | SASKIA | Rosetta |
21:25 | SCENARIO | Rosetta CHECKED! |
21:25 | MAP | Rosetta |
20:17 | DONE | NPC Groevor (who is actually part of the Phantasar lore) |
12:32 | DONE | NPC Paroza |
11:04 | MAPSCRIPT | Trixia |
1:43 | TEST | Take numero weet-ik-veul! |
1:43 | FIXED | Scrolling issue... I think? |
1:43 | FIXED | Illegal method name call |
1:35 | BACKUP | Runs in the background while I'm on this! |
1:34 | TEST | And (hopefully) the final test for this session |
1:34 | MAP | Savespot added to Independence |
1:32 | CONFIRMED | Scyndi's name does however change accordingly |
1:32 | FIXED | A few SASKIA scripting issues |
1:32 | FIXED | Forgot to save the updated scenario file? |
1:23 | TEST | Take XV oris it XVI already? |
1:22 | WORLDMAP | Problem solved, however trying to go to the marshes will crash the game, and that's not for today to take care of! |
1:22 | FIXED | And I remembered I forgot to unlock the marshes, however as that worldmap record has not yet been created no visual effect |
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