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3:29 | COCKROACH | Function value my @ss |
3:24 | TEST | One more (I hope only one!) |
3:24 | STATUS | I'm getting tired |
3:24 | FIXED | Code typo |
3:12 | FIXED | Case error (I hate these trival errors... I really should have made NIL case insensitive) |
3:07 | TEST | I hope it works now |
3:07 | EXPERIMENT | Let's try to do this differently |
2:55 | HUH | Eerr... This is getting strangery by the minute |
2:41 | HUH | Wat? |
2:36 | TEST | Take III |
2:36 | STUPIDITY | LUL! |
2:32 | TEST | Take II |
2:32 | NOTE | The Crash does confirm the game does take note of the city being deserted though |
2:32 | FIXED | Bad linking => Crash |
2:29 | TEST | Here goes nothing |
2:28 | CONFIRMED | The city in populated form appears to work, let's not force it deserted |
2:18 | TEST | Let's see now! |
2:18 | LINK | Worldmap record properly linked |
2:17 | NOTE | with a few quick macros I can easily force the town to be empty for testing purposes |
2:17 | MAPSCRIPT | Auto remover for NPC which have to be removed has been written |
2:14 | LINK | Some more link code written in order to make Tag scanning easier from non Field Flow scripts |
2:05 | VERIFIED | File names appear to be in order |
2:04 | MAPSCRIPT | The system should now play Oregon by Wicky77 when the city is still populated, and Water Prelude by Kevin McLeod once the city is deserted |
1:55 | SASKIA | Empty mapscript for Gagolton |
1:55 | NOTE | still a lot to do though |
1:55 | MAP | A few base settings for Gagolton have be set up.... |
1:39 | TECHNO | Note to self... I've decided to make all NPCs (and barriers) that have to disappear as a result of emptying the city have a tag suffixed with "_DISA" (Short for "disappear") |
1:38 | NOTE | Gagolton is not a normal city... After all this is the city that will be empty after you defeated the next boss... This requires a very careful approach on matters and not to mention, on the mapscript |
1:36 | TRANSFER | Gagolton Map |
1:14 | UNDESIREABLE | |
1:01 | TEST | Take VI |
1:01 | FIXED | SASKIA Syntax Errors |
0:59 | FIXED | Achievement fixed for real now? |
0:53 | TEST | Take V |
0:52 | SCRIPT | Defeating this boss will now unlock the city of Gagolton |
0:30 | WORLDMAP | Gagolton |
0:29 | STUPIDITY | It really goes beyond ANY level of stupidity |
0:28 | CONFIRMED | Boss works, except for one tiny stupid issue |
0:24 | FIXED | Achievement Mountain King was broken |
0:18 | TEST | Take IV |
0:18 | DONE | NumVar check for new moves |
0:09 | TEST | Take III |
0:09 | FIXED | Unlabelled Hero fix |
0:06 | TEST | Take II |
0:06 | FIXED | Filename typo |
0:03 | TEST | And now to test the boss -- Take I |
0:03 | LINK | Linked to Game Jolt |
0:02 | ACHIEVEMENT | Hall of the Mountain King |
0:00 | BOSS | Mountain King |
- = 8 Feb 2020 = - | ||
23:55 | TRANSFER | Art Mountain King |
23:44 | ARENA | Yasathar's temple |
23:37 | VERIFIED | All is fine there |
23:37 | MUSIC | Script check |
23:36 | SASKIA | Boss Script worked out |
22:53 | MAP | Additions for showing heroes for scenario |
22:49 | CHECKED | Scenario looks to be in order |
22:46 | TRANSFER | Scenario for Yasathar's temple |
22:30 | SASKIA | At this moment his will force an error |
22:30 | LINK | Boss link made |
20:15 | JUDGMENT | Absolutely terrible but the best I can do... for now |
20:10 | TEST | Take VI |
20:10 | CONFIRMED | Progress |
20:07 | TEST | Take V |
20:07 | FIXED | And a few blockmap issues? |
20:05 | FIXED | I think I got PART of the problem.... |
20:01 | FAILURE | These housekeepings always come at the worst possible moment, eh? |
20:00 | TEST | Take IV |
20:00 | DEBUG | Extra debug lines will have to tell me what the fuck is going on here! |
19:56 | BUG | This is NOTHING near what it should look like |
19:54 | TEST | Take III |
19:53 | FIXED | And that fixes everything, I hope.... |
19:53 | GO | Recompiled |
19:53 | SOLVED | Ah, my fixed Go script (I refuse to call it an application... Go doesn't come near that level) was not written in .exe form |
19:48 | TEST | Take II will have to note if that fixes or at least voids what just happened.... But I am really beyond what could cause that... |
19:47 | FIXED | At least I fixed an illegal group call |
19:46 | HUH | I have NO idea at all what is happen now! |
19:42 | LINK | Linked the world map to this place |
19:40 | STUPIDITY | As I realized I forgot something very important |
19:40 | NOTE | Take Cancelled! |
19:28 | TEST | And as soon as that's done I've set the system to immediately start test Take I |
19:28 | JCR6 | That will condemn me to a music rebuild, however that shouldn't take too long |
19:26 | MUSIC | Angevin will once again be the music used here |
19:18 | MAPSCRIPT | I've set up the MapScript to appear and disappear accordingly |
18:57 | SASKIA | I've set up an empty script.... SASKIA does not really come into play here except for the boss and for unlocking the city of Gagolton, before that comes into play I first have other things to take care of |
17:22 | STATUS | Still a lot of scripting to do... Particularly in this place |
17:22 | MAP | Yasathar's Temple |
17:08 | CONFIRMED | Break-wall in Naked Rocks Cave works |
16:44 | FIXED | Blocked exit |
16:41 | STATUS | I am now preparing the game for the next mission, which is Yasathar's temple.... That will not really be a dungeon, but rather a scenario hub, however a boss will be present there, and not a very nice one.... But that comes later! |
16:40 | CONFIRMED | All appears well now |
13:18 | TEST | Take VI |
13:18 | FIXED | Blockmap issues |
13:16 | FIXED | Variable defined that will prevent Aldarus coming back over and over |
13:16 | FIXED | Party should disappear after defeating Aldarus |
13:14 | CONFIRMED | At least the battle against Aldarus appears to work now, but I need to take care of one tiny little thing |
13:04 | FAILURE | The mouse clicks are still not completely in order.... I think a complete system reset may be required, and in the worst case scenario a new mouse |
13:04 | TEST | Okay, let's now start Take V for real! |
13:03 | FAILURE | Just as I thought.... Closing some tabs in my browser helps a bit |
13:02 | FAILURE | And my system has more and more trouble registering my mouse clicks.... I wonder why |
13:01 | STATUS | Oh, sorry.... I was taken up by a few unexpected real-life things |
12:25 | TEST | Take V |
12:25 | FIXED | There was also a case error furtheron on the script, though |
12:24 | CONFIRMED | That fix has been confirmed |
12:20 | TEST | Take IV |
12:20 | VOID | Let's force it to do things right then |
12:19 | FAILURE | I see, the foe compiler busted |
12:07 | TEST | Take III Will have to tell me if that is true |
12:05 | DEBUG | So some extra debug lines have been put in place for that |
12:05 | TECHNO | The most obvious explanation could only come from not properly copied statistics.... I need to find out if that is true and why that could possibly happen |
12:03 | HUH | Random interval empty? |
12:00 | TEST | Take II |
12:00 | FIXED | AI syntax errors |
11:55 | BITBUCKET | Probably more here, but I don't care about that |
11:55 | GITHUB | 20 commits pushed |
11:54 | TEST | So Let's start on Take I |
11:54 | GENERATION | Boss Record will be generated on the way |
11:54 | NOTE | I'll push them soon |
11:54 | UPDATED | Repositories |
11:53 | REMOVED | False item record |
11:51 | LINK | Linked the script to the boss record |
11:50 | NOTE | And always copy Eric's statistics, so leveling him up prior to this fight is pretty much senseless |
11:50 | SCRIPT | Aldarus will follow a specific order on moves |
11:38 | BOSS | Aldarus |
11:37 | ITEM | Katana |
11:33 | NOTE | Pushing will be done later, though |
11:32 | UPDATED | Loads of commits to be done |
11:30 | ABILITY | Aldarus Severing Strike |
11:28 | SCRIPT | AutoHelp will automatically respond to this new situation now |
11:25 | CHARACTER | Rebecca will learn this move once Aldarus is killed (and I mean killed, not defeated in the encounters you have before). |
11:16 | ABILITY | Lay on hands |
11:13 | STATUS | The boss fight will not yet start, though.... |
10:59 | FIXED | A missing "defeat" part in the Black Dragon SASKIA script |
10:59 | MAPSCRIPT | Boss config |
10:44 | ACHIEVEMENT | "Are you paying attention? Or are you looking to the woman in the red dress?" |
10:44 | FIXED | Missing ingame achievement for defeating the black dragon |
10:28 | TRANSFER | Aldarus boss art |
- = 7 Feb 2020 = - | ||
23:19 | STATUS | And that will do for now... The boss fight itself will be scripted later! |
23:14 | TEST | Take XVI - Let's just try that again.... Windows must have had a kind of fuck up on me.... |
23:12 | FAILURE | Build failure |
23:10 | TEST | Take XV |
23:10 | FIXED | Dupe label in SASKIA scipt |
23:09 | STATUS | That gets part one of this script fixed, but things do not work out AFTER the cage falls |
23:05 | TEST | Take XIV |
23:04 | EXPERIMENT | Will this end it all? |
22:56 | TEST | Take XIII |
22:56 | DEBUG | And an extra debug line |
22:56 | EXPERIMENT | Small code adaption |
22:56 | COCKROACH | WHAT THE FUCK IS THAT? |
22:51 | TEST | Take XII |
22:51 | FIXED | Link state error |
22:46 | TEST | Take XI |
22:46 | FIXED | Huh???? |
22:42 | TEST | Take X |
22:42 | FIXED | I think this fixes the issue with the non-correction of the OnyxBang object, and going to the cage in stead |
22:39 | STATUS | Not there yet, though |
22:39 | FIXED | I think I fixed the cage taking too long to come down |
22:37 | STATUS | That is MUCH of improvement, but we're not there yet as a lot is still NOT in order! |
22:33 | TEST | IX |
22:32 | NALA | Needs to be rebuilt |
22:32 | FIXED | Fixes the next issue |
22:32 | BUBBLE | Added |
22:32 | BUBBLE | No boolean manipulation in Kthura API? |
22:07 | TEST | Take VIII |
22:07 | CONFIRMED | At least the routines are NO LONGER ignored |
22:07 | FIXED | Boolean transfer error in Map linkage routines |
21:50 | TEST | Take VII |
21:50 | EXPERIMENT | Hopefully this solves the problem |
21:48 | INVESTIGATION | Aha... Now the logs confirm a few things I already suspected |
21:43 | TEST | Take VI |
21:42 | EXPERIMENT | Let's try this! |
21:42 | HUH | WTF??? |
21:39 | TEST | Take V |
21:39 | FUCKYOU | Nothing happening under the hood???? |
21:22 | TEST | Take IV |
21:22 | DEBUG | I need to sort this out! |
21:21 | HUH | WTF? |
21:18 | TEST | Take III |
21:18 | FIXED | Did I fix the cage not coming down? |
21:18 | TEST | Take II |
21:11 | FIXED | Fixing Aldarus event being ignored in the process |
21:10 | LINK | Linked the SASKIA script to the zone on the map |
21:09 | FIXED | Aldarus should NOT have been visible from the start |
21:03 | NOTE | WISH ME LUCK!!!! |
21:03 | TEST | But I can at least test how things work so far..... |
21:03 | WORLDMAP | I've made a record for Yasathar's temple which will unlock once Aldarus is defeated.... The game will for now crash as soon as the battle starts, though |
21:02 | SASKIA | Aldarus |
20:53 | LINK | Link code for the SASKIA scriptout |
20:52 | MAPSCRIPT | Set up the meganism which will activate the cage |
20:52 | SITE | I've unlinked a devlog entry causing trouble... I do not know what was in there, but it's likely caused by wrong keyboard setting as the software updating this devlog does not like non-ascii characters |
20:47 | MAP | Prepared for the boss fight scenario |
20:40 | MAP | Trap cage now put onto the map, but it's invisible while not in use |
20:12 | NOTE | At LAST! |
20:11 | STATUS | Everything is cool now! |
20:05 | TEST | Take III |
20:05 | FIXED | Mistagging breaking the link |
19:55 | TEST | Take II |
19:52 | FIXED | Squashed a cockroach |
19:32 | TEST | Take I |
19:32 | NOTE | Alpha testers who may be gaining access before I set that boss fight up, don't think it's a good idea to go back to the world map unchecked, as the next location to go to will NOT unlock without fighting that boss, so sorry! |
19:28 | NOTE | The room where the boss will be can be reached now, but the boss will not appear yet |
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