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 | ||
10:30 | NOTE | |
10:30 | STATUS | Right! And now I SHOULD be able to reach the point where the party will reach Kirana... That is if everything is works out right.... |
10:29 | SCRIPT | Curse |
9:54 | CHEAT | I've set up a quick mechanism which will trigger Silence resistance to be checked against curses |
9:26 | STATUS | Okay, ready to resume the action |
1:04 | STATUS | I'll get into cursing tomorrow (the game will crash as soon as hag tries to curse you now). |
0:49 | FOE | Gremlin |
0:46 | FOE | Hag |
0:44 | ITEM | And so can the Ambrosia |
0:43 | ITEM | Holy water can now also cure "curse" |
0:38 | ABILITY | Curse |
0:37 | FIXED | Database error |
0:36 | DATABASE | Adaption to make "Curse" possible |
0:33 | MAP | Random encounters configured |
0:32 | TRANSFER | Gremlin art |
0:31 | TRANSFER | Hag art |
0:28 | ARENA | Airom |
- = 11 Feb 2020 = - | ||
22:44 | STATUS | Time to do the encounters.... This can be quite the challenge |
22:44 | FIXED | A very nasty blockmap issue fixed |
22:44 | ITEM | Pearl |
22:33 | TEST | |
22:33 | STATUS | A quick test is in order now in order to catch wrong treasure references.... Once that test is ok, the next stop will be there the random encounter, and the final step the fight against Kirana (also causing Gagolton to be empty). |
22:32 | MAP | Random treasures and secret treasures set |
21:16 | ITEM | Eel |
19:36 | FIXED | That should be all secret issues |
19:36 | STATUS | Almost there |
18:28 | TEST | |
18:28 | FIXED | They should all be fixed now, but I need to test all this.... |
18:22 | BUG | Only ONE secret passage works the way it should |
18:22 | JUDGMENT | YIKES! |
18:04 | MUSIC | I've already set the music for the next dungeon (to save time later), as I am now gonna watch the news while repackaging.... |
17:58 | MAPSCRIPT | The secret passages in Airom will now automatically appear and disappear as the player is in them or not |
11:59 | MAPSCRIPT | Created |
10:12 | JUDGMENT | Not perfect, but at some moment you MUST let it go to prevent yourself from going crazy! |
10:12 | TEST | Let's see |
10:02 | NOTE | Although with Kthura conversions from TeddyBear, things are never fully predictable |
10:01 | FIXED | And the blockmap should now also operate more in accordance of how the map was designed |
10:01 | FIXED | Irra-platform should now also work |
9:41 | FIXED | I've recreated the breakwall part, making it more fit for a Kthura level and that should fix the issues there in the process as well.... |
0:16 | BUG | And the workout on the breakwall halfway needs to be done a lot better! |
0:16 | BUG | And the Irra-platform halfway doesn't allow Irravonia to fly onto it... But I think I know why that is |
0:16 | BUG | But I do have to deal with some blockmap issues |
0:04 | STATUS | Well the map loads now, and no more crashes |
- = 10 Feb 2020 = - | ||
23:55 | TEST | Take VI |
23:55 | KTHURA | Rotted out the last of 'em? |
23:47 | TEST | Take V will have to reveal the last rotten texture, I'm afraid |
23:47 | REMOVED | And removed stuff |
23:47 | KTHURA | Rotted that one thing out some more |
23:44 | COCKROACH | CLEARLY |
23:41 | TEST | Take IV (I don't expect this to be over yet, though) |
23:41 | REMOVED | And removed them both |
23:41 | KTHURA | And I used Kthura's rotten object removed |
23:40 | DONE | Rotten both entires I could still find with this texture |
23:35 | TEST | Take IV |
23:35 | REMOVED | Illegal tiled area |
23:24 | TEST | Take III |
23:24 | SASKIA | Another wasted take as I forgot about the SASKIA requirement |
23:24 | TEST | Take II |
23:20 | UPDATED | |
23:11 | TEST | And let's see... Take I |
23:11 | LINK | Linked worldmap to Kthura |
22:56 | BUG | Khura gives me two bleeps on starting up with this map... That means 2 textures cannot be found... I hope that an error message during my test runs will give me more clarity on those |
22:55 | MAP | Adepted |
22:00 | NOTE | Converting this map completely is gonna be a challenge.... |
21:38 | FIXED | Problem solved! |
21:12 | STATUS | Houston! We got a problem! |
20:22 | JCR6 | Repackaging |
20:22 | LUA | Script adepted for proper aliassing |
20:22 | MUSIC | The basic dungeon music by JWH Broeders will be used in the mines of Airom.... |
20:02 | CONFIRMED | That does the trick |
19:58 | TEST | Take II |
19:58 | VOID | Did I take care of that? |
19:58 | BUG | Kirana did not disappear from the map after all the talk here |
19:57 | JUDGMENT | Most things went well, but |
19:52 | TEST | Take I |
19:51 | SASKIA | Kirana |
19:50 | NOTE | Trying to go to Airom now will (of course) crash the game! |
19:50 | WORLDMAP | Link to Airom... Needed as Kirana will unlock this location |
19:48 | MAPSCRIPT | Call to SASKIA |
19:47 | TECHNO | No DISA suffix required this time. Kirana will already be removed from the map permanently after you spoke to her, since speaking to her unlocks the next mission, and which is also the mission which causes the town to get in its deserted mode |
19:46 | MAP | Kirana placed on the map |
19:39 | LORE | Now I must note that Kara is actually her true name. Kara Irana. Lord Dzgjymza shortened that to Kirana to mock her, and due her being bound by vows to him she had little choice than to accept it (as Aldarus reminded her to). She did however turn it into a kind of name of honor, forcefully blinding herself refusing to accept that Lord Dzgjymze always loathed her. |
19:37 | SITE | Added tag LORE |
19:37 | BUBBLE | Alias in code for portrait Kirana under her persona "Kara" |
19:36 | CHECKED | Kirana Boxpic Ok |
19:35 | CHECKED | Kirana Actor |
19:30 | STATUS | Everything is cool now, and I can start on giving life to the one of the most despicable women I ever created.... Kara Irana aka Kirana |
19:22 | TEST | Take I |
19:22 | DONE | news and dinner |
17:52 | SASKIA | Karl |
17:52 | STORE | Added this to Karl's |
17:16 | ITEM | Cardinal's robe |
17:14 | ITEM | Leather Armor |
17:14 | ITEM | Red dress |
12:06 | NOTE | Trying to Karl at this point WILL crash the game, though! |
12:05 | STORE | Karl's Weapon Stand |
12:01 | ITEM | Wrecker |
11:57 | ITEM | Hard Bat |
11:56 | ITEM | Thief's knife |
11:49 | ITEM | Whiplash |
1:22 | VOID | I did place two barrels which must prevent the player from needlessly entering the NE house... This was already an issue in the original game, but a very annoying one.... This will affect both the populated as the deserted version of town, so no need to make two tests |
1:20 | CONFIRMED | All NPCs who got to disappear do so accordingly |
1:13 | TEST | So that's why one more test in deserted mode |
1:13 | TEST | Now except for Kara, all NPCs are present, but Kara won't disappear... in fact she's already off the map as soon as the mission that will spell the disaster starts.... |
1:12 | CONFIRMED | Dog works, and the fact that only Scyndi can understand animal language is picked up too |
1:11 | CONFIRMED | Cynthia works |
1:11 | CONFIRMED | Guards worl |
1:08 | BACKUP | Running in the background |
1:08 | TEST | Another test |
1:08 | NOTE | I'm getting tired, mind you! |
1:07 | FIXED | Code typo |
1:04 | MAP | Cynthia and her dog |
0:50 | MAP | Juggernaut guards |
0:25 | STATUS | Almost there.... I only have left Cynthia and her dog, and the guards guarding the Juggernaut room.... Once those two have been taken care of I'll activate the store, and last but not least Kara, the NPC that is actually the key to get further in the game..... |
- = 9 Feb 2020 = - | ||
23:45 | TEST | Wesley and Arjen |
23:36 | SECRET | Yes, they have been named after the Dutch soccer players Arjen Robben en Wesley Sneijder. |
23:35 | MAP | Wesley and Arjen have been added to the map (the city guards) |
23:32 | GAMEJOLT | Rosetta article, although it's been scheduled for later |
22:48 | STATUS | And that concludes Rosetta, or at least as far as Gagolton is concerned as after the disaster in Gagolton Rosetta will move to Independence |
22:48 | CONFIRMED | Rosetta |
22:44 | TEST | Rosetta Again |
22:44 | FIXED | Illegal group definition |
22:38 | TEST | Rosetta |
22:38 | FIXED | Rosetta |
22:35 | TEST | Rosetta |
22:34 | TRANSFER | Rosetta Portrait |
22:30 | STONEMASTER | Rosetta |
22:20 | MAPSCRIPT | Rosetta |
22:19 | SASKIA | Rosetta |
22:18 | TRANSFER | Sprite Rosetta |
22:09 | STATUS | All cool now |
22:03 | TEST | Again! |
22:03 | FIXED | A few blockmap issues |
22:03 | NOTE | Good thing I tested that |
21:57 | TEST | Quick test in deserted form |
21:45 | NOTE | That does not yet mean all NPCs are accounted for, but at least we can work out things more normally |
21:43 | NOTE | that will make all NPCs actively blocking treasures, so I need to check both the populated town as the deserted |
21:43 | MAP | NPC Hans |
21:09 | ITEM | Ambrosia |
20:49 | TEST | |
20:49 | LINK | Entering and leaving house 3 |
20:35 | OFFTOPIC | |
20:33 | TEST | |
20:33 | SCENARIO | Retag |
20:33 | MAP | NPC John |
20:20 | CONFIRMED | All cool |
20:14 | TEST | |
20:14 | MAP | Placed one in the city.... In thend you can only obtain it after the city's been deserted |
20:13 | ITEM | Aquamarine |
13:59 | JUDGMENT | Almost, but not yet quite |
13:52 | TEST | |
13:52 | LINK | House 2 entry + exit |
13:31 | TEST | |
13:31 | LINK | Arya |
13:27 | CONFIRMED | That works |
13:17 | TEST | Let's go! |
13:17 | MAP | I've placed in Xenethor and his wife Fryda... Since Xenethor is the owner of that lab, I can best work this out while I'm still at that place..... so here goes |
13:13 | CONFIRMED | That works! |
13:10 | TEST | So I can test if the scientist will actually kick you out of his basement if you try to enter it |
13:10 | CONFIG | I've for now configured the city to be populated again (I will need an empty town again soon, but now I need the populated version). |
13:08 | CONFIRMED | Now THAT works |
13:05 | TEST | Another test |
13:05 | FIXED | Link up fix to basement |
12:58 | TEST | Let's see if this works |
12:58 | LINK | Linked the interior of that house with the city main part |
12:54 | TRANSFER | City scenario, but really working that part out is a later concern, but I needed the "get out of my lab" message to be present already |
12:49 | MAP | I've worked out the lab, and also created the entrance to the Sugarland bonus dungeon for Game Jolt users, however I will not concern myself with actually creating this dungeon prior to the city being deserted. You cannot enter the place any time sooner anyway |
12:25 | TEST | |
12:19 | NOTE | The actual opening of Juggernaut's room and fighting it will of course have to wait until the moment the fight can be unlocked |
12:18 | DONE | A few preparations for Juggernaut Anti-Chamber |
12:10 | CONFIRMED | NOW it works |
11:47 | TEST | Take II |
11:47 | FIXED | But that has been fixed |
11:47 | BUG | Leaving does not |
11:47 | CONFIRMED | Entering wokrs |
11:47 | CONFIRMED | Start setup works |
11:43 | TEST | And let's now put this to the test |
11:40 | MAPSCRIPT | I've automated the zones being shown and hidden as the player enters them.... This is vital here, as this, as a former TeddyBear map has no layer support, so I have to do with transporting on the same layer. |
11:35 | MAP | ZONE markings |
10:34 | LINK | Back to town |
10:24 | CONFIRMED | FINALLY! |
10:18 | VOID | A value Lua returns which spooks up my GoToLayer function |
10:12 | TEST | Again! |
10:12 | FIXED | Some busted blockmap things |
10:12 | FIXED | Illegal function call |
10:07 | TEST | Again! |
10:07 | FIXED | Case Error |
10:04 | TEST | Let's see |
10:04 | SECRET | That hall leads to the ultimate boss Juggernaut |
10:04 | MAP | Some reworkings on the big hall of the Juggernaut basement |
9:57 | MAPSCRIPT | QuickLink routine... Will make it easier for me to go from one place to another |
9:53 | CONFIRMED | Around the emblem stuff's been fixed |
9:31 | FIXED | A few blockmap and dominance issues |
3:54 | STATUS | ENOUGH for today... I've seen that the empty town works.... |
3:49 | CONFIRMED | FINALLY!!!!!! |
3:46 | TEST | I hope so |
3:45 | FIXED | Did I fix it? |
3:38 | DEBUG | It's getting beyond me.... really |
3:29 | TEST | Okay, again.... |
3:29 | DEBUG | Extra line to confirm this |
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 |