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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 |
17:01 | CONFIG |  Ah yeah, that was a global config thing... That should be taken care of now |
17:01 | REMOVED |  Syslog was still created |
16:59 | ART |  That was only saving as PNG but still |
16:59 | FIXED |  Another picture of Dernor not in order |
16:56 | WALKTHROUGH |  Exams Ruins |
16:56 | POWERSHELL |  But I'm running my build script to make sure |
16:56 | FIXED |  I think I fixed the 'Alias' issue |
16:11 | NOTE |  I hope this didn't cause any damage to the game, but we'll have to see, I'm afraid |
16:11 | RECOVERED |  SWAPKILL data was gone |
16:09 | FIXED |  Alias issue Dernor |
15:35 | POWERSHELL |  My building scripts will now also update on itch.io |
15:33 | WALKTHROUGH |  Xenor Bushes - West |
15:33 | FONT |  Accent grave on the o for basic BoxText Font |
15:08 | ITCH.IO |  On Itch.io the first public alphas will be released... Also note, that on Game Jolt this will only follow once the alphas are stable.... Butler has always been far superior over gjpush, and as such updates can happen faster anyway. Since Butler also supports binary diffing, it's only the first that'll take time here |
14:48 | NOTE |  As this was a very extremely critical issue, I'll also update the GJ Alpha |
14:48 | STATUS |  And onto the next round |
14:48 | FIXED |  Well, it goes without saying I fixed that now |
14:14 | STUPIDITY |  I forgot the MOST IMPORTANT INSTRUCTION IN THIS FIX! Yes, I know I'm a moron! |
14:05 | STATUS |  And let's resume the action, shall we? |
14:01 | REMOVED |  Old syslog - I also need to check if this is no longer automatically being done, however that can also be a project or config setting so,that comes later |
13:57 | NOTE |  And that makes it a good thing I didn't yet release the beta |
13:56 | COCKROACH | |
13:40 | SCENARIO |  In the meantime I will also make updates to the Italian "translation" but I will not keep on making notes about that! |
13:39 | WALKTHROUGH |  Covered: Xenor Bushes |
13:39 | WALKTHROUGH |  Introduction |
3:01 | CONFIRMED |  THAT should do it.... |
2:57 | TEST |  One more uploade |
2:54 | FIXED |  Debug console was still accessible... shouldn't be! |
2:50 | STATUS |  I will now start a new game in the casual mode, however I will turn off the development mode... I will also start the game in the Italian mode... Not that I understand Italtian, but I know teh story through and through by now, so this allows me to test things out in this version... I will also write the walkthrough during this process |
2:49 | STATUS |  All done |
- = 2 Jan 2021 = - |
23:46 | FIXED |  Syntax error |
22:56 | FIXED |  The AI of the dark servant boss in the keep would crash the game if a cancel was performed before the first study |
22:15 | FAILURE |  it seems things got a bit on the rampage here.... A total system restart is required |
18:54 | VOID |  let's try it again then shall we? |
18:54 | FUCKYOU |  Oh wait, I see it now.... .NET was in need of a fuckup |
18:54 | DONE |  But I saved again, just to be sure |
18:54 | FUCKYOU |  AND THE FILE WAS SAVED! THE INDICATOR OF MY EDITOR MADE THAT ONE CLEAR! |
18:53 | CONFIRMED |  I even copied the line into pure Lua (as this is part of the few lines that was in pure lua so no translation issues are possible), and Lua accepted the line in question |
18:53 | COCKROACH |  Fix ignored |
18:43 | FIXED |  Another bug that produced in the process |
18:43 | FIXED |  Scyndi could not learn "Smite" in the hard mode |
18:14 | SCENARIO |  More done |
17:01 | FAILURE |  Something really went wrong on the fonts.. or so it seems |
16:10 | FONT |  é and è added to the font, as I see the Italian language needs those A LOT! |
15:55 | SCENARIO |  Large part done... I'm NOT gonna complete this before I resume my tests, however I will do a bit more before I resume my tests later |
13:13 | SCENARIO |  I am doing now a translation in Italian by request, however this is an automated translation (I don't speak Italian, at all, you know). |
2:35 | FIXED |  Brendor's ultimate weapon did not have its special effect |
- = 1 Jan 2021 = - |
23:24 | NOTE |  Well, the Squid had to be charmable by Dernor, doncha agree? |
23:23 | CHARACTER |  And I linked this to his character |
23:23 | ABILITY |  Tsunami for Dernor |
23:19 | FIXED |  I think I fixed an issue with the Cleave spellani |
19:11 | FIXED |  Merya should get AP (and more than normally) for attacking enemies when the violator was equipped. This will happen now. |
17:22 | STATUS |  This means all pre-beta issues have now been closed... It *is* however too early to release the beta now. After the hard mode has been confirmed to work from start to finish, there will be one final test, but then when the development console disabled This would of course also force me to play the game competely fairly and that way some final balancing things can be taken in order. During this test I will likely also write the walkthrough, however the walkthrough will not be released right away but come later. |
17:19 | CLOSED | |
17:04 | BUBBLE |  and a bit of project scripting |
17:02 | GENERATION |  before I can get this to work I first need to generate a few things out, as I am not fully ready yet, but the artwork itself is done |
17:01 | ART |  And lastly the only missing art when it came to heroes in combat, Dernor's attacking pose |
12:57 | FIXED |  A little fix was in order as the check to disable bars was based on EXP and not on LVL... That has been fixed now! |
12:49 | STATUS |  Fear and Silence are considered implemented, however for the time being I cannot tell if all possible bugs in ir are really fixed or not |
12:49 | COSMETIC |  System will no longer show actual bars filling up when maximum skill level has been reached. |
11:36 | TEST |  Take II |
11:36 | FIXED |  Bad property |
11:23 | TEST |  One way to find out! |
11:23 | NOTE |  No telling (of course) if this will actually work or not! |
11:22 | DONE |  Silence and Fear should now actively block moves and spells |
2:08 | STATUS |  See ya later! |
2:08 | BACKUP |  Running |
0:52 | FIXED |  Audio loaded in the wrong function! |
- = 31 Dec 2020 = - |
23:17 | GAMEJOLT |  For the time being the alpha and the release will remain here, but the future is far from certain at THIS point! |
23:07 | FUCKYOU |  Errorfix |
21:12 | STATUS |  So far.... so good! |
19:21 | TEST |  Take III |
19:21 | FIXED |  Crash upon reaching max skill level |
19:21 | BUG |  Good thing I tested this, as it WAS bugged..... |
19:10 | TEST |  Take II |
19:10 | FIXED |  Syntax error |
19:01 | NOTE |  Since the first fight in the next dungeon is a boss fight, I'll first mess around in older dungeons to make sure Rebecca's advancement to the max fighter level does award the achievement accordingly |
19:01 | FIXED |  Well, I put those in.... Fwew! |
18:37 | STATUS |  WTF? More than half the skill cap achievements are on Game Jolt, but NOT in game? |
18:37 | FIXED |  An issue that would pop up if Eric would reach the max skills during the final chapter |
18:02 | STATUS |  The test is up to the point that I completed the Dark Storage in Hard Mode.... I will have to make sure if the achievements tied to meeting the skill level cap are properly rewarded... This will be the next step in testing |
15:41 | VOID |  Another impossibility voided |
13:09 | TEST |  IV |
13:09 | FIXED |  ... |
13:09 | FUCKYOU |  Bad for line |
13:00 | TEST |  Take III |
13:00 | FIXED |  Scope error |
12:50 | TEST |  Take II |
12:50 | FIXED |  Declariation and usage issue |
12:36 | TEST |  Let's get ready to rumble |
12:35 | STATUS |  Next stop Kirana section |
12:35 | STATUS |  In my dungeon test I complete the Dark Storage, Aldarus and Jeracko sections |
12:35 | TEST |  And I'll move on with testing and hopefully this works.... |
12:35 | LINK |  linking it all together |
12:35 | ABILITY |  Put that into the cleave ability |
12:34 | SPELLANI |  Cleave |
3:08 | FIXED |  Jeracko Spin sound loads, but doesn't play |
3:02 | COSMETIC |  Sound effect for Jeracko Spin |
1:19 | COSMETIC |  Icicle set to the correct battle pose when using |
0:45 | STATUS |  Of course, once this is done, I will first finish this test as a whole, after that I'll lock the development console screen, and that should also keep the game from writing system log files... |
0:43 | STATUS |  That sets me up for the last issue on my issue tracker which is #250 - Now that is for most part done, only Dernor does not yet have an attack pose.... That should be easy to deal with |
0:33 | COSMETIC |  Sound effect didn't play... It does now.... No more testing required though.... |
- = 30 Dec 2020 = - |
23:52 | TEST |  Take XII |
23:52 | FIXED |  Code typo |
23:34 | TEST |  Take XI |
23:34 | FIXED |  Audio crash |
23:28 | TEST |  Take X |
23:28 | FUCKYOU |  Enemy killed me |
23:28 | TEST |  Take IX |
23:15 | FIXED |  Should be fixed now |
23:14 | BUG |  And somehow the "bang" doesn't appear, and the game keeps "frozen" in this stage.... However "frozen" is a big word, as the event handler and flower still work, allowing me to call the debug console to force quit the game |
23:14 | BUG |  For starters Rebecca is standing in the casting stand in stead of the attacking stand |
23:13 | BUG |  Multiple things are wrong |
23:08 | TEST |  Take VIII |
23:08 | FIXED |  I think all NIL parse errors must now be accounted for |
22:48 | TEST |  Take VII |
22:48 | VOID |  "self" |
22:44 | TEST |  Take VI |
22:44 | HUH |  WTF? |
22:32 | TEST |  Take V |
22:32 | VOID |  GRRR! |
22:27 | TEST |  Take IV |
22:27 | FIXED |  FUCK YOU! |
22:11 | TEST |  Take III |
22:11 | VOID |  MOAR of that |
22:03 | TEST |  Take II |
22:03 | VOID |  NIL issue |
22:03 | FUCKYOU |  These are the last lines of code you'll write in NIL, Jeroen... Hang on! |
20:25 | TEST |  And now to put things to the test |
20:25 | LINK |  And linked all that |
20:25 | AUDIO |  Set audio effects |
20:12 | NOTE |  a few more things to do, though |
20:12 | LINK |  Linked Multi-PowerStrike spellani to the actual abilities |
18:52 | COSMETIC |  Shuriken Sound effect |
18:45 | COSMETIC |  Now I must look one thing up, as I believe Widzy made me a sound effect for this |
18:45 | NOTE |  I've set it that way that it'll work for ALL variants of the move in once |
18:44 | SPELLANI |  Multi Power Strike |
16:07 | TEST |  Hmmm? |
16:07 | FORCE |  Let's see how this is handled (GRRR!) |
15:50 | TEST |  Well? |
15:50 | COCKROACH |  Why is the hotspot being ignored? |
15:35 | TEST |  And let's continue testing |
15:34 | COSMETIC |  Proper hotspot for the Blast item |
15:34 | JUDGMENT |  Just a few more touches |
15:17 | TEST |  Before I close #144, let's first test this |
15:17 | LINK |  That should linke it all |
15:17 | DATABASE |  Blast in IAA database |
15:00 | NOTE |  Unfortunately no good audio effect was possible on me... But hey,if you have something cool here, lemme know |
15:00 | SPELLANI |  Blast effect |
12:39 | STATUS |  Up to completing the split part everything appears to look alright now! |
11:34 | TEST |  Take IV |
11:34 | FUCKYOU |  GRRR! |
11:25 | TEST |  Take III (over something as trivial as this solely due to case sensitivity... Long live Neil for ignoring cases). |
11:24 | FIXED |  I hope! |
11:24 | FUCKYOU |  I HATE CASE SENSITIVE PROGRAMMING LANGUAGES! |
11:19 | TEST |  Take II |
11:19 | FUCKYOU |  Case error |
11:17 | TEST |  Let's see and resume the testing at Frunadarmon's mansion |
11:16 | COSMETIC |  As an experiment I did bring back the original background of the main menu... It looks better anyway, and perhaps the stretcher doesn't make it so ugly as I fear.... |
1:06 | TEST |  resuming |
1:06 | POWERSHELL |  rebuild |
1:01 | FIXED |  Still an issue I had to fix here... Oh well |
0:49 | TEST |  Resuming |
0:49 | NOTE |  Yeah, even a debugger can get bugged.... It's terrible, yet the truth |
0:48 | FIXED |  Debug issue fixed |
0:28 | TEST |  Resuming |
0:28 | FIXED |  Enemy tag error |
0:07 | TEST |  Next stop Malabia's caves |
0:07 | CHEAT |  I've put in the Hermione Granger cheat which will help me on debugging the hard mode... I've seen enough for how hard it is to get everything, and I am satisfied about that, however for debugging it's a straight disaster and since a Hard Mode specific crash was found already I am condemned to sit it all out! |
- = 29 Dec 2020 = - |
18:41 | FIXED |  This should be fixed now |
18:04 | BUG |  Good that I do these tests..... The random treasure routine crashes as soon as you enter Malabia's caves in the hard mode.... That's good to know |
10:58 | POWERSHELL |  Running my build scripts again is in order, I think |
10:54 | FIXED |  Dernor couldn't charm Salamanders |
10:52 | FIXED |  Typo in ability "Sick Bite" |
- = 28 Dec 2020 = - |
23:41 | FAILURE |  Blue Screen Of Death! |
23:06 | STATUS |  That only leaves 2 issues to fix before the beta can open up.... Not bad |
23:05 | FIXED | |
23:03 | BUG |  Gotcha.... An entry was missing in the Dutch translation of the love scene |
22:09 | NOTE |  I must remember NOT to enter Independence right away so I can investigate #261 in the process |
22:08 | TEST |  Now on to the independent forest |
22:08 | TEST | |
20:57 | STATUS |  Game tested up to the point that Gagolton is deserted |
- = 27 Dec 2020 = - |
19:15 | TECHNO |  If this were possible the game could NEVER have worked in any single way, period! So whatever magic caused this to happen I don't know, but at least I voided it now! |
19:14 | VOID |  Char = nil? |
18:29 | TEST |  Anyway I'll resume with Dyrt, so I am in the correct DevLog now |
18:28 | STUPIDITY |  Right... Wrong devlog... AGAIN! |
16:59 | CLOSED | |
16:59 | STATUS |  THAT should do it! |
16:58 | FIXED |  A few fine tunings though |
16:53 | FIXED |  Abilities were ignored |
16:53 | GENERATION |  New Foe Files generated |
16:53 | C# | Generator done |
12:54 | STATUS |  Next stop: Black Dragon |
12:54 | CONFIRMED |  Both dungeons function well |
- = 26 Dec 2020 = - |
23:20 | TEST |  I'll test at least one of them... If I test the other depends on the time I need |
23:20 | STATUS |  Next stop are the white and green dragon lairs.... |
23:20 | STARSTORY |  Well Some work has been done here |
20:26 | CLOSED | |
20:26 | CONFIRMED |  Good! |
19:31 | TEST |  And now for real! ;) |
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