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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 |
14:44 | CONFIRMED |  As well as the Green Dragon Cave |
14:44 | CONFIRMED |  As well as Frendor |
14:44 | CONFIRMED |  As well as Iskarderiu |
14:43 | CONFIRMED |  As well as Iskarderiu Forest |
14:43 | CONFIRMED |  So far the Madhouse seems to work |
13:00 | CONFIRMED |  And I could properly get into the madhouse and the Science Facility |
13:00 | CONFIRMED |  Dragon Crack Forest appears to be in order |
12:59 | SCENARIO |  Some English text from the Dutch translation has been removed |
- = 15 Dec 2020 = - |
22:47 | CONFIRMED |  Chapter 1 is confirmed to be OK |
21:25 | TEST |  Take III |
21:25 | FIXED |  Code order error |
21:18 | TEST |  Take II |
21:18 | VOID |  The NIL declaration non-constant definition issue |
21:16 | FIXED |  A few errors in the Dutch translation |
21:06 | NOTE |  (If I get past Jeracko without him using his "Jeracko Spin" even once, I'll have to get back about confusion later). |
21:05 | TEST |  Take I |
21:01 | TRANSFER |  That required an icon transfer of course! |
21:01 | SCRIPT |  Confusion icon |
20:56 | NOTE |  No telling yet if it works the way it should, but we'll see |
20:56 | SCRIPT |  Confusion |
18:32 | FIXED | |
18:12 | CONFIRMED |  Door to the Lost Ark is indeed closed during the normal Game (where it's confirmed to be open during the New Game +) |
17:53 | FIXED |  Translation error |
17:32 | TEST |  And the session to test the Easy mode has begun! |
17:29 | STATUS |  And now the test for the EASY mode will begine.... Some issues still in the issue tracker will (hopefully) fixed while on the road |
17:28 | SYSTEM |  Archived the savegames of the New Game+ test |
17:20 | NERF |  A bit less increasings on the skill level ups.... |
- = 14 Dec 2020 = - |
23:51 | CONFIRMED |  AT LAST! |
23:42 | NOTE |  (This is frustrating, but does at least guarantee that all faulty tags in the maps are fixed, and that is worth a lot) |
23:42 | TEST |  Take XVI |
23:42 | FIXED |  Another one |
23:31 | TEST |  Take XV |
23:31 | FIXED |  Another item reference |
23:13 | GENERATION |  Ah yes, I must regenerated this crap first |
23:08 | TEST |  Take XIV |
23:08 | TEST |  Take XIII delivered that one |
23:07 | FIXED |  Bad item tag in the Death Caves |
22:57 | TEST |  Take XII |
22:56 | COCKROACH |  Fix ignored |
22:55 | COCKROACH |  WTF? |
22:51 | TEST |  Take XI first! |
22:51 | NOTE |  This forces me to make sure the alpha on Game Jolt is up to date, today! |
22:50 | TECHNO |  It was just a matter of luck non of those led to crashes.... Or bad luck as I would have discovered this earlier if it did lead to crashes! |
22:49 | FIXED |  Fixed Item Tag Error in Xenor Bushes North |
22:49 | FIXED |  Item tag error in Xenor Bushes |
22:41 | TEST |  And Take X |
22:41 | GENERATION |  I did need to regenerate the registry though |
22:40 | FIXED |  A few fixups in the generator causing the code tag of the items to appear in stead of the name |
22:37 | STATUS |  Almost there! |
22:32 | TEST |  Take IX |
22:32 | FIXED |  Field error |
22:26 | TEST |  Take VIII |
22:26 | FIXED |  Code order issue??? |
22:21 | TEST |  Take VII |
22:21 | FIXED |  Declaration error! |
22:14 | TEST |  Take VI |
22:14 | FIXED |  comment error |
22:14 | TEST |  Take V |
22:09 | VOID |  Let's try this then? |
22:09 | FAILURE |  WTF? |
22:06 | ANNOUNCEMENT |  At least I do have something far more good to announce here. It's only a bit overshadowed by idiocy from the government! |
22:04 | TEST |  Take IV |
22:04 | FIXED |  Reference error |
22:00 | TEST |  Take III |
21:59 | FIXED |  Case error |
21:52 | TEST |  Take II |
21:51 | FIXED |  A few issues with Rubines script |
21:51 | FAILURE |  My trust in the Dutch government is definitely gone now, and the only way they can restore it is by an immediately dissolution of De Staten Generaal. And banning ALL its current members (no exceptions) life long from every saying ANYTHING at all about politics and most of all about medical issues. Two things are inifinite: The universe and human stupidity, and I'm not so sure about the universe! The problem is that the people Einstein are talking about are the people who are now in charge of acting RESPONSIBLY in these times of crisis.... I hope when the next pandemic comes we have at least COMPETENT politicians... But I guess that's just wishful thinking! |
21:37 | TECHNO | |
21:26 | TEST |  Rubine |
21:25 | SCENARIO |  Rubine |
21:09 | MAPSCRIPT |  Rubine |
20:50 | NOTE |  Unlike the other members of the Hall of Heroes, Rubine will not get her own subscreen, but merely tell you about an item and how much % chance you have to find it in a certain dungeon |
20:35 | GENERATION |  Rubine's data |
20:34 | C# | All done |
20:02 | STATUS |  This will take awhile |
20:02 | C# | The basis of the generator has been set up, however I now need to make sure all data is properly saved |
14:20 | TECHNO |  Most of my generator programs were coded in Go, but Go is a crap language, and the code I need to write now too complex to handle in Go, so C# will have to do... The project wise way C# has been set up is not exactly handy, but hey, it will have to do... Right? |
14:18 | STATUS |  Before I am going to fully test the easy mode of the game,I do need to get the stuff for Rubine in order, as my first tests will be in the normal New Game, I cannot test if she works during that test..... |
11:36 | CONFIRMED |  It works now! |
11:17 | TEST |  Take III |
11:17 | FIXED |  Trophy for New Game + not working? |
0:18 | TEST |  Take II |
0:18 | FIXED |  Trouble with the achievements |
0:18 | FIXED |  The prize Juggernaut dropped could not be equipped, while it was supposed to be an equippable item |
0:06 | TEST |  Of course, I need to test this! |
0:00 | SCRIPT |  Achievement should now be awarded when you defeat the final boss in New Game + form |
- = 13 Dec 2020 = - |
23:56 | RECOVERED |  I put it back in |
23:56 | HUH |  For some mysterous reasons The "Bright Eyes" achievement vanished |
23:49 | LINK |  Linking |
23:49 | GAMEJOLT |  Game Jolt Trophy equivalent |
23:49 | ACHIEVEMENT |  Why code in C when there's C++? |
23:41 | LINK |  Linking |
23:41 | GAMEJOLT |  Game Jolt Trophy Equivalent |
23:40 | ACHIEVEMENT |  Bright Eyes |
22:24 | STATUS |  That closes this session, but I do have some things to keep in order |
22:22 | TEST |  I've tested the fight against the final boss and everything looks to be in order |
- = 12 Dec 2020 = - |
23:31 | STATUS |  And with that I'll call it a day, as I got an early start tomorrow and heavy day in which I'll have no time at all to work on any project... Well, not until the night that is... |
23:29 | GAMEJOLT |  Updating Alpha! |
23:28 | CLOSED | |
23:28 | UPDATED |  Version information |
23:27 | NOTE |  It's too early to wave the checker flag yet, but at least we're getting somewhere |
23:27 | STATUS |  All Done! |
23:12 | TEST |  Take VII |
23:12 | FIXED |  Ability Reference error |
23:07 | STATUS |  So far so good, but a few more tests are required here! |
22:52 | BACKUP |  Running in the background |
22:51 | TEST |  Take VI |
22:51 | FIXED |  And I hope the bug is fixed |
22:47 | STATUS |  But they both seem to be willing to listen to me again... (I hope) |
22:47 | FAILURE |  BIG TROUBLE! My mouse and my storage device went both on a rampage |
22:37 | TEST |  Take V |
22:37 | FIXED |  Syntax Error |
22:32 | TEST |  Take IV |
22:31 | VOID |  I always forget NIL doesn't understand declare + function outcome in one go |
22:10 | TEST |  And Take III |
22:10 | GENERATION |  This does require me to neg one more time... oh well |
22:10 | FIXED |  Transparency issue Juggernaut picture |
22:07 | FIXED |  AI issue Juggernaut |
22:07 | FIXED |  Crash when Juggernaut is defeated |
21:47 | TEST |  Take II |
21:46 | ARENA |  "Black" |
21:45 | STUPIDITY |  I forgot something important |
21:34 | TEST |  Take I |
21:34 | NOTE |  I am not crazy enough to work out if I'm strong enough... Juggernaut is MEANT to be impossible to beat |
21:34 | STATUS |  And this SHOULD mean that everything works... but does it? |
21:34 | LINK |  Linked to Juggernaut |
21:32 | ITEM |  Lord Dgjymza's Medallion |
21:14 | FIXED |  A small needed fix |
21:13 | ABILITY |  Juggernaut's abilities |
20:43 | STATUS |  But there's still a lot to be done here! |
20:43 | LINK |  Juggernault |
20:43 | SASKIA |  Juggernaut |
20:43 | MAPSCRIPT |  Juggernault |
19:25 | STATUS |  It's most likele the last time I need to completely rebuild the music resource file so let's not complain, eh? |
19:24 | JCR6 |  So I need to run the build script to make stuff happen here, oh well.... |
19:23 | LUA |  Script to make this alias like I did with all the other stuff |
19:23 | CHECKED |  File is present and working in the music list |
19:23 | MUSIC |  Just as in the original game the track "Wicked" will be used as background music for Juggernaut |
19:20 | BOSS |  Basis set for Juggernaut |
19:18 | OFFTOPIC |  YIKES 
|
19:08 | STATUS |  This should make alle enemies properly "negged" now as this is the last enemy to be added |
19:07 | GENERATION |  Neg Juggernaut |
19:05 | TRANSFER |  Juggernaut art |
18:03 | CONFIRMED |  It works |
17:44 | TEST |  Let's see if this works! (NOTE! If the door opens, you cannot yet challenge Juggernaut. Nothing will happen when you enter) |
17:42 | MAPSCRIPT | |
16:32 | NOTE |  The door doesn't open yet! That's planned, but you should know as when you save now the door will NEVER open |
16:32 | CONFIRMED |  Fixes |
16:18 | TEST |  Take III |
16:18 | FIXED |  I hope |
16:18 | BUG |  NOPE NOPE DEFINITELY NOT! |
16:13 | TEST |  Take II |
16:13 | FIXED |  Code typos |
16:13 | STUPIDITY |  LEARN HOW TO SPELL, JEROEN! |
16:08 | TEST |  Let's see if this works! |
16:08 | NOTE |  Please note that you cannot challenge Juggernaut YET! |
16:08 | MAPSCRIPT |  The Black Orbs should open the door now |
15:41 | VOID |  I hope! |
15:41 | MAP |  More editor |
15:35 | VOID |  It seems that I can only void this issue in stead of fixing it... Oh well |
14:37 | TEST |  Take III |
14:37 | VOID |  I hope? |
14:37 | HUH |  WTF? |
14:31 | TEST |  Take II |
14:31 | EXPERIMENT |  Will this get things on the road then? |
14:19 | FAILURE |  but the actual action to be performed is "niet begrepen" |
14:19 | CONFIRMED |  Fix confirmed |
13:56 | TEST |  Of course you never know unless you test! (which is in the context of a certain virus also something I'm telling the government for years, but they don't listen to me). |
13:56 | SCRIPT |  I think I covered the "PIC" now |
13:48 | STATUS |  It was to be guessed it wouldn't be THAT easy |
13:48 | MAP |  Adaptions to make the black orb thing possible |
0:41 | STATUS |  Now the stage is ready to do the final content wise thing (well except maybe for Rubine's bonus thing, but when it comes to actual gameplay content this is the final thing).... JUGGERNAUT. Once Juggernaut has been put in, the game is content wise complete.... Please note that Juggernaut is going to be the hardest boss in the game, and no leveling up ain't gonna help you there. You really need to come up well prepared and have a kind of a plan, as no matter how strong you are, his moves are killers. |
0:38 | CONFIRMED |  So far it all works the way it should... Good! |
- = 11 Dec 2020 = - |
23:05 | TEST |  And I will get to resume my testing after that |
23:04 | ALPHA |  Updated |
23:04 | STATUS |  I fear I lost some data about the last sealed boss I did, but I guess I gotta grin and bear it.. Oh well... |
- = 10 Dec 2020 = - |
21:30 | FIXED | |
21:24 | BUG |  Foe tag typo |
20:18 | TEST |  So let's rock it! |
20:18 | STATUS |  Before I get onto Rubine, I'm first gonna test several areas in Dyrt |
15:21 | STATUS |  And that closes this chapter of my development story... Onto the next stage, peeps! |
15:21 | COSMETIC |  THAT should do it! |
15:20 | JUDGMENT |  Perfect, only one small issue |
15:20 | TEST |  Take V |
15:20 | BUG |  One picture seems to cause a crash, but there's nothing I can do about that now :( |
15:12 | COSMETIC |  Sped up the scroller |
14:50 | FIXED |  And let's go for this again - Take IV |
14:50 | FIXED | |
14:40 | TEST |  Take III |
14:40 | FIXED |  Code typo |
12:58 | TEST |  Take II |
12:58 | FIXED |  Scope error |
12:37 | TEST |  Of course, I won't know if it actually does before I test it, so here goes nothing! |
12:36 | SCRIPT |  Scroll should work now |
- = 9 Dec 2020 = - |
22:21 | STATUS |  I will later add scrolling? |
22:21 | JUDGMENT |  That's it! That's how it should be! |
22:14 | TEST |  Take VII |
22:14 | COSMETIC |  Altered the timer config a bit |
22:13 | UNDESIREABLE |  The animated pictures go a wee bit too fast! |
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