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
3:29COCKROACH
COCKROACHFunction value my @ss
3:24TEST
TESTOne more (I hope only one!)
3:24STATUS
STATUSI'm getting tired
3:24FIXED
FIXEDRebecca Code typo
3:12FIXED
FIXEDCase error (I hate these trival errors... I really should have made NIL case insensitive)
3:07TEST
TESTI hope it works now
3:07EXPERIMENT
EXPERIMENTLet's try to do this differently
2:55HUH
HUHEerr... This is getting strangery by the minute
2:41HUH
HUHWat?
2:36TEST
TESTEric Take III
2:36STUPIDITY
STUPIDITYLUL!
2:32TEST
TESTTake II
2:32NOTE
NOTEThe Crash does confirm the game does take note of the city being deserted though
2:32FIXED
FIXEDBad linking => Crash
2:29TEST
TESTHere goes nothing
2:28CONFIRMED
CONFIRMEDThe city in populated form appears to work, let's not force it deserted
2:18TEST
TESTLet's see now!
2:18LINK
LINKWorldmap record properly linked
2:17NOTE
NOTEwith a few quick macros I can easily force the town to be empty for testing purposes
2:17MAPSCRIPT
MAPSCRIPTAuto remover for NPC which have to be removed has been written
2:14LINK
LINKSome more link code written in order to make Tag scanning easier from non Field Flow scripts
2:05VERIFIED
VERIFIEDFile names appear to be in order
2:04MAPSCRIPT
MAPSCRIPTThe system should now play Oregon by Wicky77 when the city is still populated, and Water Prelude by Kevin McLeod once the city is deserted
1:55SASKIA
SASKIAEmpty mapscript for Gagolton
1:55NOTE
NOTEstill a lot to do though
1:55MAP
MAPA few base settings for Gagolton have be set up....
1:39TECHNO
TECHNONote 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")
1:38NOTE
NOTEGagolton 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
1:36TRANSFER
TRANSFERGagolton Map
1:14UNDESIREABLE
1:01TEST
TESTTake VI
1:01FIXED
FIXEDSASKIA Syntax Errors
0:59FIXED
FIXEDAchievement fixed for real now?
0:53TEST
TESTTake V
0:52SCRIPT
SCRIPTAziella Defeating this boss will now unlock the city of Gagolton
0:30WORLDMAP
WORLDMAPGagolton
0:29STUPIDITY
STUPIDITYIt really goes beyond ANY level of stupidity
0:28CONFIRMED
CONFIRMEDBoss works, except for one tiny stupid issue
0:24FIXED
FIXEDAchievement Mountain King was broken
0:18TEST
TESTTake IV
0:18DONE
DONENumVar check for new moves
0:09TEST
TESTTake III
0:09FIXED
FIXEDUnlabelled Hero fix
0:06TEST
TESTTake II
0:06FIXED
FIXEDFilename typo
0:03TEST
TESTAnd now to test the boss -- Take I
0:03LINK
LINKLinked to Game Jolt
0:02ACHIEVEMENT
ACHIEVEMENTHall of the Mountain King
0:00BOSS
BOSSMountain King
- = 8 Feb 2020 = -
23:55TRANSFER
TRANSFERArt Mountain King
23:44ARENA
ARENAYasathar's temple
23:37VERIFIED
VERIFIEDAll is fine there
23:37MUSIC
MUSICScript check
23:36SASKIA
SASKIABoss Script worked out
22:53MAP
MAPAdditions for showing heroes for scenario
22:49CHECKED
CHECKEDScenario looks to be in order
22:46TRANSFER
TRANSFERScenario for Yasathar's temple
22:30SASKIA
SASKIAAt this moment his will force an error
22:30LINK
LINKBoss link made
20:15JUDGMENT
JUDGMENTMerya Absolutely terrible but the best I can do... for now
20:10TEST
TESTTake VI
20:10CONFIRMED
CONFIRMEDProgress
20:07TEST
TESTTake V
20:07FIXED
FIXEDAnd a few blockmap issues?
20:05FIXED
FIXEDI think I got PART of the problem....
20:01FAILURE
FAILUREThese housekeepings always come at the worst possible moment, eh?
20:00TEST
TESTTake IV
20:00DEBUG
DEBUGExtra debug lines will have to tell me what the fuck is going on here!
19:56BUG
BUGThis is NOTHING near what it should look like
19:54TEST
TESTTake III
19:53FIXED
FIXEDAnd that fixes everything, I hope....
19:53GO
GORecompiled
19:53SOLVED
SOLVEDAh, my fixed Go script (I refuse to call it an application... Go doesn't come near that level) was not written in .exe form
19:48TEST
TESTTake II will have to note if that fixes or at least voids what just happened.... But I am really beyond what could cause that...
19:47FIXED
FIXEDAt least I fixed an illegal group call
19:46HUH
HUHI have NO idea at all what is happen now!
19:42LINK
LINKLinked the world map to this place
19:40STUPIDITY
STUPIDITYAs I realized I forgot something very important
19:40NOTE
NOTETake Cancelled!
19:28TEST
TESTAnd as soon as that's done I've set the system to immediately start test Take I
19:28JCR6
JCR6That will condemn me to a music rebuild, however that shouldn't take too long
19:26MUSIC
MUSICAngevin will once again be the music used here
19:18MAPSCRIPT
MAPSCRIPTI've set up the MapScript to appear and disappear accordingly
18:57SASKIA
SASKIAI'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
17:22STATUS
STATUSDernor Still a lot of scripting to do... Particularly in this place
17:22MAP
MAPYasathar's Temple
17:08CONFIRMED
CONFIRMEDBreak-wall in Naked Rocks Cave works
16:44FIXED
FIXEDBlocked exit
16:41STATUS
STATUSI 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!
16:40CONFIRMED
CONFIRMEDAll appears well now
13:18TEST
TESTIrravonia Take VI
13:18FIXED
FIXEDBlockmap issues
13:16FIXED
FIXEDVariable defined that will prevent Aldarus coming back over and over
13:16FIXED
FIXEDParty should disappear after defeating Aldarus
13:14CONFIRMED
CONFIRMEDAt least the battle against Aldarus appears to work now, but I need to take care of one tiny little thing
13:04FAILURE
FAILUREThe 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
13:04TEST
TESTOkay, let's now start Take V for real!
13:03FAILURE
FAILUREJust as I thought.... Closing some tabs in my browser helps a bit
13:02FAILURE
FAILUREAnd my system has more and more trouble registering my mouse clicks.... I wonder why
13:01STATUS
STATUSOh, sorry.... I was taken up by a few unexpected real-life things
12:25TEST
TESTTake V
12:25FIXED
FIXEDThere was also a case error furtheron on the script, though
12:24CONFIRMED
CONFIRMED That fix has been confirmed
12:20TEST
TESTTake IV
12:20VOID
VOIDLet's force it to do things right then
12:19FAILURE
FAILUREI see, the foe compiler busted
12:07TEST
TESTTake III Will have to tell me if that is true
12:05DEBUG
DEBUGSo some extra debug lines have been put in place for that
12:05TECHNO
TECHNOThe 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
12:03HUH
HUHRebecca Random interval empty?
12:00TEST
TESTTake II
12:00FIXED
FIXEDShanda AI syntax errors
11:55BITBUCKET
BITBUCKETProbably more here, but I don't care about that
11:55GITHUB
GITHUBAziella 20 commits pushed
11:54TEST
TESTSo Let's start on Take I
11:54GENERATION
GENERATIONMerya Boss Record will be generated on the way
11:54NOTE
NOTEI'll push them soon
11:54UPDATED
UPDATEDDernor Repositories
11:53REMOVED
REMOVEDFalse item record
11:51LINK
LINKRebecca Linked the script to the boss record
11:50NOTE
NOTEAnd always copy Eric's statistics, so leveling him up prior to this fight is pretty much senseless
11:50SCRIPT
SCRIPTScyndi Aldarus will follow a specific order on moves
11:38BOSS
BOSSAldarus
11:37ITEM
ITEMBrendor Katana
11:33NOTE
NOTEPushing will be done later, though
11:32UPDATED
UPDATEDIrravonia Loads of commits to be done
11:30ABILITY
ABILITYAldarus Severing Strike
11:28SCRIPT
SCRIPTEric AutoHelp will automatically respond to this new situation now
11:25CHARACTER
CHARACTERRebecca will learn this move once Aldarus is killed (and I mean killed, not defeated in the encounters you have before).
11:16ABILITY
ABILITYLay on hands
11:13STATUS
STATUSThe boss fight will not yet start, though....
10:59FIXED
FIXEDA missing "defeat" part in the Black Dragon SASKIA script
10:59MAPSCRIPT
MAPSCRIPTBoss config
10:44ACHIEVEMENT
ACHIEVEMENT "Are you paying attention? Or are you looking to the woman in the red dress?"
10:44FIXED
FIXEDScyndi Missing ingame achievement for defeating the black dragon
10:28TRANSFER
TRANSFERAldarus boss art
- = 7 Feb 2020 = -
23:19STATUS
STATUSAnd that will do for now... The boss fight itself will be scripted later!
23:14TEST
TESTTake XVI - Let's just try that again.... Windows must have had a kind of fuck up on me....
23:12FAILURE
FAILUREBuild failure
23:10TEST
TESTTake XV
23:10FIXED
FIXEDDupe label in SASKIA scipt
23:09STATUS
STATUSThat gets part one of this script fixed, but things do not work out AFTER the cage falls
23:05TEST
TESTTake XIV
23:04EXPERIMENT
EXPERIMENTWill this end it all?
22:56TEST
TESTScyndi Scorpio Take XIII
22:56DEBUG
DEBUGAnd an extra debug line
22:56EXPERIMENT
EXPERIMENTSmall code adaption
22:56COCKROACH
COCKROACHWHAT THE FUCK IS THAT?
22:51TEST
TESTTake XII
22:51FIXED
FIXEDLink state error
22:46TEST
TESTTake XI
22:46FIXED
FIXEDHuh????
22:42TEST
TESTTake X
22:42FIXED
FIXEDI think this fixes the issue with the non-correction of the OnyxBang object, and going to the cage in stead
22:39STATUS
STATUSNot there yet, though
22:39FIXED
FIXEDI think I fixed the cage taking too long to come down
22:37STATUS
STATUSThat is MUCH of improvement, but we're not there yet as a lot is still NOT in order!
22:33TEST
TESTIX
22:32NALA
NALANeeds to be rebuilt
22:32FIXED
FIXEDBrendor Fixes the next issue
22:32BUBBLE
BUBBLEAdded
22:32BUBBLE
BUBBLENo boolean manipulation in Kthura API?
22:07TEST
TESTTake VIII
22:07CONFIRMED
CONFIRMEDAt least the routines are NO LONGER ignored
22:07FIXED
FIXEDBoolean transfer error in Map linkage routines
21:50TEST
TESTTake VII
21:50EXPERIMENT
EXPERIMENTHopefully this solves the problem
21:48INVESTIGATION
INVESTIGATIONAha... Now the logs confirm a few things I already suspected
21:43TEST
TESTTake VI
21:42EXPERIMENT
EXPERIMENTLet's try this!
21:42HUH
HUHWTF???
21:39TEST
TESTTake V
21:39FUCKYOU
FUCKYOUNothing happening under the hood????
21:22TEST
TESTTake IV
21:22DEBUG
DEBUGI need to sort this out!
21:21HUH
HUHWTF?
21:18TEST
TESTTake III
21:18FIXED
FIXEDDid I fix the cage not coming down?
21:18TEST
TESTTake II
21:11FIXED
FIXEDFixing Aldarus event being ignored in the process
21:10LINK
LINKLinked the SASKIA script to the zone on the map
21:09FIXED
FIXEDAldarus should NOT have been visible from the start
21:03NOTE
NOTEWISH ME LUCK!!!!
21:03TEST
TESTBut I can at least test how things work so far.....
21:03WORLDMAP
WORLDMAPIrravonia 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
21:02SASKIA
SASKIAAldarus
20:53LINK
LINKLink code for the SASKIA scriptout
20:52MAPSCRIPT
MAPSCRIPTSet up the meganism which will activate the cage
20:52SITE
SITEI'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
20:47MAP
MAPPrepared for the boss fight scenario
20:40MAP
MAPTrap cage now put onto the map, but it's invisible while not in use
20:12NOTE
NOTEAt LAST!
20:11STATUS
STATUSEverything is cool now!
20:05TEST
TESTTake III
20:05FIXED
FIXEDMistagging breaking the link
19:55TEST
TESTTake II
19:52FIXED
FIXEDSquashed a cockroach
19:32TEST
TESTTake I
19:32NOTE
NOTEAlpha 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!
19:28NOTE
NOTEThe room where the boss will be can be reached now, but the boss will not appear yet
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