This is all in preparation of the thieves you'll meet in this dungeon. This is a thief's den after all, so it's only to be expected you'll be stolen from here.
22:02
TECHNO
The money recovery will be able to use the same variables as the ones used by the abilities stealing all money at once, so no issue there!
22:01
SCRIPT
Alternate money steal effect
21:55
NOTE
I hope, as nothing has been tested yet
21:54
SCRIPT
Item recovery has been set right
21:51
NOTE
However recovering items has not yet been implemented (which will btw in the hard mode NOT happen).
21:50
SCRIPT
Stealing from allies has been implemented
21:16
SCRIPT
Class adaption for stealing items
20:04
NOTE
That was too long ago anyway
20:04
GAMEJOLT
Alpha Update
18:50
NOTE
The boss Jesse was named after the famous U.S. criminal Jesse James. His persona however (as far as he has one) was not based on anybody or anything.
18:49
TRANSFER
Art Jesse
18:49
TRANSFER
Art bandit
18:32
TRANSFER
Art thief
17:04
CONFIRMED
And walking all the way back from the end point to the starting point works as well (this is something easily overlooked, you know).
17:04
CONFIRMED
This works
16:49
TEST
A small test is needed but trouble should not be expected
16:49
NOTE
The enemies, bosses, nor the Hall of Heroes member will appear yet
16:48
STATUS
That does at least complete the map itself
16:48
MAP
Area 005 has been done
- = 19 Nov 2020 = -
11:55
TEST
No trouble to be expected, but hey, ya never know, right!?
11:55
MAP
Area Boss
- = 18 Nov 2020 = -
0:36
BACKUP
Running
- = 17 Nov 2020 = -
22:47
CONFIRMED
As far as I can check for now, this appears to be working
22:34
PLAN
Now Area 004 will be for the boss and 005 to meet Rubine... This is a bit of rushed job, I don't care, I wanna have this over and done with.... My schedule is allowing me less and less time for this project. It's clearly time to have it finished
22:33
MAP
A new map has been created in stead for this location
22:32
DUMMIED
The puzzle, as I announced! The puzzle should no longer be reachable (unless you find out a way to cheat)
- = 14 Nov 2020 = -
17:38
ANNOUNCEMENT
It's now official, I'll cancel this puzzle.... The existing puzzle will be dummied (in case I still change my mind, but the chance for that is low).... It simply isn't worth the trouble and I notice I'm way behind schedule
13:57
STATUS
Really there are so many setbacks about this, that I am seriously considering to skip it.... This dungeon is getting less and less worth the trouble....
13:50
FIXED
Syntax error
13:42
TEST
All Okay Now?
13:41
FIXED
I fixed that issue
13:41
SOLVED
That provided the answer I needed
13:38
TEST
Take II
13:38
DEBUG
Extra errorcheck must provide more answers
13:35
HUH
And now something completey different happens
13:33
VISUALSTUDIO
VS will have to provide me some answers now!
13:31
FAILURE
A .NET error has been found.... A referrence to a null object is made inside the API
- = 11 Nov 2020 = -
22:48
FIXED
A packer issue in JXSDA
1:07
C++
Success
- = 10 Nov 2020 = -
13:11
C++
The next step in this method will be to convert this into C++ so Apollo can benefit from this as long as lzma is still an issue there...
13:10
TECHNO
Now it looks like it would be really effective if JCR6 did support solid archiving technology, which is possible, and I even have a few ideas for that, but as it's delicate and prone to bugs I wanna make sure this cannot go wrong so easily, so in other words, that'll take TIME... Loads of time....
13:08
CONFIRMED
That too appears to work
13:06
CONFIRMED
JXSDA is used in the savegame I made, let's see if it also loads properly
12:52
NALA
I've decided to make NALA use this method for savegames.... Less memory eating than lzma but still better than no compression at all
12:51
FIXED
JXSDA Bug
0:50
C#
I've created an experimental packing algorithm.... Not gonna be used in this game anymore, but in my future projects it can be worth gold, especially as long as lzma is not yet an option (and zlib even less of an option).
- = 9 Nov 2020 = -
12:39
C++
I've set the basis for a small project that will also start soon.... The full work on this will only begin after I finished the Thief's Den, though
11:45
FIXED
Crashing in my debug tool whenever volumes or volumized directories contain characters that shouldn't be in a file name
- = 8 Nov 2020 = -
17:35
DEBUG
Some required debug crap set
17:34
PLAN
I think I got it, but I'm not 100% sure....
17:29
BRAINSTORM
But I have an idea.... Well, sort of...
17:28
BRAINSTORM
I do have a few issues, as I didn't think everything through right, so I really need to sort this out....
12:14
STATUS
All Crashes accounted for
12:08
TEST
Take VI
12:08
FIXED
Another (sigh)
12:01
TEST
Take V
12:01
FIXED
Case error
11:54
TODO
And while the builder runs, I'm gonna fix myself some food, as I am starving
11:54
TEST
Take IV
11:54
FIXED
And fixed a bug in the process
11:53
DUMMIED
Call to a Pascal function that no longer makes sense in the game
11:53
CONFIRMED
Yes I voided the actual issue, good
11:47
TEST
Take III
11:47
VOID
A bit of an issue in the NIL parser?
11:40
TEST
Take II
11:40
NOTE
Was to be expected when transferring from a case insensitive language to a case sensitive one
11:39
FIXED
Case Error
11:32
TEST
Take I
11:27
STATUS
Okay, by high exception I got the time today to put things to da test, so let's go!
0:10
REMOVED
I don't want "Pascal" to show in my repository, so i moved to the source of my spiral prototype to gist
- = 7 Nov 2020 = -
22:21
NOTE
I'll test later if this works.... That is that stuff will at least compile as many things may have gone wrong in the translation from Pascal to NIL. NIL is unlike Pascal case sensitive (that issue won't be there in Neil, but hey, as far as Dyrt is concerned I'll have to take it the way it is).
22:20
FIXED
I did however see a kind of error that would have caused trouble when popping the floors would have to chain to popping other points on the way
22:18
NOTE
I really cannot tell what this will do for the gam yet, as there are still no visual effects
22:16
PASCAL
The prototype code has now been translated to NIL and adapted to the different needs between the prototype DOS environment and the in-engine needs of communication with Kthura
21:17
MAPSCRIPT
Preparations to pop
- = 3 Nov 2020 = -
23:07
PASCAL
I wrote a prototype for the spiralling routine.... This prototype will now have to be translated to NIL
- = 2 Nov 2020 = -
21:16
CONFIRMED
So far it's all cool, I see
21:08
TEST
Quick test to see if there are no parsing errors
20:03
STATUS
This class does nothing by itself though, but at least I can get a few things on the move now....
20:00
MAPSCRIPT
A class which will be used for the actual chain effect.... I do need to do a few more things, as the chain must also increase on the moment other geo points pop in the chain process... This is however something I need to brainstorm about....
10:53
OFFTOPIC
She's good
- = 1 Nov 2020 = -
23:43
NOTE
Please note, no effects should be expected it everything still happens under the hood
23:43
STATUS
Okay, it works the way it should now...
23:25
TEST
Take II
23:24
FIXED
Bad C-String-Formattting
22:10
TEST
Take I
14:50
STATUS
I'll test this all later, though
14:47
MAPSCRIPT
The geo points can be triggered now, however nothing will happen... YET! Some logs will indicate for me if everything worked the way it should, though....
14:03
LINK
Clickables (Can't believe I didn't need that earlier, hahaha)
- = 31 Oct 2020 = -
23:30
CONFIRMED
Apparently so!
23:18
TEST
Does it work?
23:18
MAPSCRIPT
Point scanner
21:00
STATUS
From here I need to make actual effect, which will take quite some effort
19:16
ENHANCEMENT
I did make a bit of underground working better, but no big deal here
19:15
STATUS
FINALLY!
19:15
TEST
Take X
19:03
FIXED
Two small blockmap issues.... Hey, while I'm still at it, I might as well take care of this!
19:02
VOID
Did I void it?
19:02
FUCKYOU
Nil value? That is not possible!
18:54
TEST
Take XI
18:54
FIXED
Fuck you!
17:40
TEST
Take X
16:10
STATUS
Before I'm gonna work on, first a little break.... My brain feels like it's exploding
16:06
FIXED
And fixed it!
16:06
SOLVED
I think I found out why
16:05
INVESTIGATION
Okay, some data is created the first time, and the second time the resetter (which is (for now) empty), but the logs do indicate things are not yet complete
15:57
TEST
Take IX
15:57
INVESTIGATION
I've added more debug lines that should help me in figuring this out!
15:57
JUDGMENT
Things do not yet seem fully right
14:44
TEST
Take VIII
14:44
FUCKYOU
Does that FINALLY cover all of them?
14:43
COCKROACH
DA FUUUUUCK!
14:24
TEST
Take VII
14:23
OFFTOPIC
In memoriam
Sean Connery
14:22
FIXED
?
14:03
COCKROACH
Fix completely ignored
13:57
TEST
Take VI
13:57
FIXED
Lack of "self"
13:49
TEST
Take V
13:49
NOTE
I hope
13:49
FIXED
The cockroach... I think
13:01
YOUTUBE
Well?
1:03
FUCKYOU
Well, fuck it! It may not work tonight, may it! I'll get back onto this tomorrow, then
0:54
TEST
Take IV
0:54
FORCE
Will this work?
0:51
COCKROACH
Fix ignored?
0:45
TEST
Take III
0:45
FIXED
Case error
0:39
FIXED
Syntax error x2
0:30
TEST
Take II
0:30
FIXED
Code typo
0:08
TEST
Take I
0:08
NOTE
I must note it once more, though, no visual effects yet.... Everything that's done now is happening under the hood... The debug log allows me a few insights though
0:08
STATUS
From here I can start the test
0:05
MAP
Area 003
- = 30 Oct 2020 = -
23:43
STATUS
Not yet entirely done, but far enough to get stuff on the roll... Well, almost
21:44
MAPSCRIPT
Puzzle initiator
21:40
NOTE
(I could hardly believe this was still missing)
21:40
LINK
I've set up an object data link
16:00
MAPSCRIPT
Set up a few more preparations in order to get things right for the geo puzzles
- = 29 Oct 2020 = -
22:02
GENERATION
License data
22:02
FIXED
Bad file name
22:01
MAPSCRIPT
I did set up the basis for the mapscript in the Thief's Den
22:01
STATUS
I've been in a bit of a slowdown... Sorry about that, but I just did too much and I need to remotivate myself or this will not go well
0:03
BACKUP
Running
0:00
STATUS
From here I can get into the actual creation of the puzzles themselves, and of course, scripting them out!
0:00
STATUS
THAT should do it!
- = 28 Oct 2020 = -
23:58
TEST
Take VII
23:57
VOID
I don't like it, but here goes nothing
23:57
JUDGMENT
Better... But NOT good enough!
23:56
TEST
Take VI
23:56
KTHURA
A bit of map hacking
23:56
FIXED
Calculation error
23:37
COCKROACH
Things do not work the way they should... Time to take a look "under the hood"
23:28
TEST
Take V
23:28
EXPERIMENT
Let's see
23:26
TEST
Take IV
23:26
VOID
I hope
23:26
FUCKYOU
Yeah right
23:24
TEST
Take III
23:24
FIXED
A var name issue
23:21
TEST
Take II
23:21
FIXED
And I also saw a few wrong things
23:21
STUPIDITY
I forgot a few important things
23:19
TEST
Take I
23:18
STATUS
No telling if it works, but here goes nothing!
23:18
KTHURA
Floor script
21:14
STATUS
Other stuff comes later!
21:14
CONFIRMED
That part works
21:11
TEST
Take IV
21:10
FIXED
Color setting
21:09
TEST
Take III
21:09
FIXED
Many required fixes
21:01
TEST
Take II
21:01
FIXED
I guess I forgot something
20:58
TEST
I need to test if this works
20:58
KTHURA
I've set up a script that will make putting Geo Points easier
18:26
CONFIRMED
Most stuff appears to be in order.
18:17
TEST
Take I
18:17
STATUS
At least I can test things until that point is reached
18:11
NOTE
From here things will get complicated due to the unique puzzles of this place
18:09
MAP
Area 002
- = 27 Oct 2020 = -
22:32
STATUS
The hard work is just about to begin, though!
22:32
CONFIRMED
That works
22:09
TEST
Let's see how this works out!
22:08
MUSIC
Just like the original game this will be "Deadly Deadly Deadly" by Widzy
22:08
LINK
Linked to the map
22:08
JCR6
Rebuilding music
22:07
LUA
Script for creating music resource adapted for the Thief's Den
14:48
STUDY
Now I need to look a few things up in the old code