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 |
1:50 | HUH |  Okay, this is really bad |
1:34 | BACKUP |  Running in the background |
1:23 | NOTE |  The Travel Emblem located behind the backs of the CGA brothers is safe, even though the brothers ignore you at this moment... There's no savespot in that room anyway. |
1:23 | GAMEJOLT |  Also updating... Has to be done before the Alpha officially opens |
1:22 | TEST |  Take I |
1:22 | MAP |  Random Treasure spots set |
1:20 | NOTE |  But there is still one thing to do |
1:20 | NOTE |  That means encounters can be tested now |
1:20 | LINK |  Linking this all together |
1:20 | MAP |  Set this all to the map |
1:16 | FOE |  Packed Ghost Version Cyan |
1:12 | FOE |  Packed Ghost Version Ember |
1:05 | FOE |  Packed Ghost Version Magenta |
0:37 | DATABASE |  Duplicate foes for easier adaptions |
0:34 | FOE |  Packed Ghost Version Red |
0:04 | STATUS |  As far as digitopia is concerned I'll have to stick when the regular enemies first, so the CGA Brothers will for the time being ignore you, no matter what. |
0:03 | ANNOUNCEMENT |  The alpha announcer I programmed to go off on Game Jolt will go off tomorrow (in which tomorrow is speaking from my own time zone, which is OFFICIALLY Central Europe, but geographically western Europe). |
- = 27 Nov 2020 = - |
23:58 | REMINDER |  It can still go wrong with Juggernaut, the only enemy remaining now.... I hope I will not forget when I'm going to get that boss fight done |
23:57 | GENERATION |  They won't have me this time.... The neg generator is running already |
23:56 | TRANSFER |  Enemy art |
22:47 | NOTE |  It's unfortunately impossible to test if this arena works as intended until I've done the enemies that will inhabit Digitopia |
22:39 | ARENA |  Digiopia |
17:24 | STATUS |  Well the next step will be to make encounters possible.... Since this is the last dungeon I'm adding, this will therefore also be the last time I have to go through this... At least in THIS particular game. ;) |
16:57 | NOTE |  The bosses will (for now) ignore you |
16:55 | MAP |  Boss Area |
16:52 | TRANSFER |  Art The CGA Brothers |
12:57 | TEST |  Take II |
12:57 | FIXED |  Background |
12:57 | STUPIDITY |  Good thing I tested as I forgot something vital |
12:49 | TEST |  But first ..... |
12:49 | STATUS |  The area after that is the boss, so it might be more prudent to get in the random encounters once all this crap works |
12:48 | MAP |  Area 004 |
1:39 | RECOVERED |  Recovery wasn't too hard |
1:39 | GO |  But Since I can compile it again |
1:38 | MYSTERY |  It's also a mystery where my SwapKill program went |
1:38 | MYSTERY |  And suddenly it works, how odd |
1:38 | HUH |  ??? |
1:25 | MAP |  Added Area 003 |
- = 26 Nov 2020 = - |
21:30 | TEST |  A little test to see if everything works accordingly |
21:29 | MAP |  Added area 002 |
0:25 | STATUS |  See ya! |
0:25 | GAMEJOLT |  Alpha update |
0:25 | STATUS |  And time to call it! |
0:25 | OFFTOPIC |  Nice to note, this post has number 22222 |
0:25 | STATUS |  All cool! |
0:21 | TEST |  Final test for today as I am really getting tired |
0:21 | FIXED |  Blockmap issue |
- = 25 Nov 2020 = - |
23:49 | FIXED |  Important string fix in Kthura fixed |
23:31 | TEST |  Another one then! |
23:31 | C# | I forgot that streched zones were added to Kthura and as such some checks on them needed to be supported as well |
23:14 | TEST |  Let's see, though |
23:12 | MAP |  Area 001 |
23:12 | SCENARIO |  Area 001 |
22:59 | ENHANCEMENT |  Meeting me in digitopia will stop walking, but only if I'm there, and you didn't therefore hear my story before |
22:46 | ART |  A bitof altering in presentation.... Now the background is better tilable |
22:36 | TEST |  Let's see now! |
22:36 | FIXED |  I did do something wrong here, though |
22:36 | SCENARIO |  Digitopia room 000 |
22:35 | NOTE |  The scenario for Digitopia will be rewritten from scatch. This because the game was recreated from scratch... well most of it... Due to that some things need to be taken in order. |
22:27 | TEST |  Jeroen |
22:27 | LINK |  Jeroen |
22:27 | MAPSCRIPT |  Jeroen |
22:00 | CONFIRMED |  Works the way it's intended... Good! |
21:55 | TEST |  Take I |
21:54 | FIXED |  A few code issues |
21:53 | MAPSCRIPT |  I've set up the script which must take care of the background of Digitopia |
21:20 | FIXED |  Map layer naming issue |
21:11 | FIXED |  Well, with the help of stack overflow.... This is really really crazy |
20:03 | C# | This can of course be sorted out now (I really have a reason now) |
20:02 | C++ |   I got the zlib routine working for JCR6 in C++ This is not half as good as lzma and there are still some issues with packing zlib in C# which will still get me issues here, but at least it's something and when worst comes to worst I can create a repacker in GO or even C++, but I hope I don't have to go down that route! |
19:03 | LINK |  Should have done that from the start of course |
19:03 | FIXED |  Missing link to music |
18:58 | FIXED |  Bad file name |
18:34 | SASKIA |  Basis for Digitopia |
14:09 | CONFIRMED |  Jeroen |
13:59 | NOTE |  And Dutch readers my age or older may be reminded of an old series of children's books by Jaap ter Haar |
13:58 | SASKIA |  Jeroen |
13:58 | MAPSCRIPT |  Linkup code Jeroen |
0:45 | GITHUB |  Updated |
0:43 | WORLDMAP |  Digitopia added to the map |
0:29 | JCR6 |  Packing |
0:29 | RECOVERED |  That works again |
0:28 | FAILURE |  For some reasons some dependencies in my NJCR directory went missing |
0:28 | MUSIC |  Just like the original game "The Machine Thinks" by Kevin McLeod will be the tune for Digitopia |
0:24 | MAP |  Opening room Digitopia |
0:15 | TRANSFER |  background art |
0:12 | NOTE |  That's not everything I need, though |
0:11 | TRANSFER |  the floor chip textures for digitopia |
0:00 | STATUS |  Anyway, everything is ready to start the preparations for Bitotopia |
0:00 | STUPIDITY |  last entries all came up on the Star Story Log where they didn't belong... fuck it, I'm not gonna transfer them all over here |
- = 24 Nov 2020 = - |
12:10 | FAILURE |  for some reason my mouse is malfunctioning now, though |
12:10 | DONE |  Cleaned up my desk (and it was about time) |
- = 23 Nov 2020 = - |
23:21 | STATUS |  Does not mean there's isn't a lot to do anymore, as there still is, but things are now really beginning to take shape and an important milestone in the production of this game has just been past, so I still can celebrate.... a little |
23:20 | GITHUB |  Well, all issues that are still open are now on one page (of which 2 are monogame issues they always refused to fix). That is always a pretty special moment in this stage of development as that means the end is slowly getting in sight. |
23:18 | CLOSED | |
23:18 | DONE | |
23:18 | CLOSED | |
23:18 | CLOSED | |
23:13 | CONFIRMED | #259 Or at least no crashes now, I hope that enough |
23:13 | CONFIRMED | |
23:05 | TEST |  Gotta test to have that all confirmed |
23:04 | FIXED | |
23:04 | FIXED | |
20:34 | FIXED |  Adding that fixes that crash |
20:34 | SCENARIO |  Rebecca's text for trying to get out was absent |
20:32 | FIXED |  A few issues with the IDDQD spell for Irravonia |
20:31 | BUG |  crash when trying to go back after defeating the order of onyx |
19:27 | STATUS |  Now testing Mörker |
19:27 | CONFIRMED |  Dark Storage up to the point you'll meet all four members of the order works |
14:01 | STATUS |  For now I'll get into the Dark Storage... Digitopia will be implemented as soon as the test for the final chapter starts |
14:00 | BOB |  I've deactivated the lines regnerating the disco floors for the hall of music... It's not longer needed and only increased the building times for no more reason |
13:54 | NOTE |  As the announcement for the desired alpha testers can pop up on Game Jolt any day now, I must more and more be prepared for alpha testers running into unexpected behavior because of the last missing features enabling bugged behavior and even crashes that are only normal to happen at this point |
13:52 | NOTE | |
10:54 | PLAN |  I've decided to wait with Bitotopia until I've at least defeated some of the optional bosses... the sealed ones, I mean |
10:53 | STATUS |  So far so good! |
10:53 | CONFIRMED |  And Jennifer does open the Dark Storage on the right moment now, as far as I can tell... |
10:52 | CONFIRMED |  Frundarmon's basement appears to work the way it should |
10:52 | CONFIRMED |  Jeroen appears |
9:30 | NOTE |  And the dungeon Digitopia he'll unlock comes later, but I needed to make sure this works, at least! |
9:30 | MAPSCRIPT |  But Jeroen will only appear when you've defeated Frundarmon during the New Game+ |
9:30 | MAP |  Jeroen added to Felixium |
9:26 | TRANSFER |  Art Jeroen |
0:30 | FIXED |  Code Typo |
0:18 | TEST |  Let's see |
0:18 | NOTE |  Perhaps I found it? |
0:16 | INVESTIGATION |  NOTHING shown in the chain routine allows this crash to happen... odd |
- = 22 Nov 2020 = - |
22:31 | STATUS |  First a break, though! |
22:31 | INVESTIGATION |  So the next task for me will be to find out, WHY! |
22:30 | BUG |  Second part of the facility crashes the game |
22:10 | UPDATED | |
22:09 | CLOSED | |
22:09 | CONFIRMED | |
20:56 | TEST |  Take IV |
20:56 | VOID |  For real now? |
20:53 | VERIFIED |  No errors, no warnings, so WHAT THE FUCK GIVES C# THE RIGHT TO IGNORE THIS FIX? |
20:52 | COCKROACH |  I am REALLY getting pissed off now! |
20:51 | TEST | |
20:50 | POWERSHELL |  let's compile AGAIN! |
20:50 | COCKROACH |  ignoring fixes, eh? |
20:49 | TEST | |
20:49 | VOID |  I hope this clears everything up for real now |
20:46 | VOID |  Ah, it seems a different function was used here.... |
20:46 | VOID |  I hope I voided this... Something still seems to go wrong as far as contacting Game Jolt is concerned... At least so it appears.... |
20:40 | COCKROACH |  Stuff seems to go wrong when actually scanning games for achievements... Now this is odd |
20:34 | COCKROACH |  Clearly now it complains in other ways.... |
20:26 | TEST | |
18:56 | STATUS |  As I could void my Game Jolt issues (at least for now), I'll get to some tests of the GJ only dungeons that I had to skip up until now |
18:53 | FIXED |  It seems #213 is indeed fixed |
18:33 | TECHNO |  Well, just as the project comes to an end I FINALLY find the editor which allows me to EASILY set up a good syntax highligher for NIL, and also with good hope for Neil... Well for NEIL I'll definitely need it, I guess... |
18:12 | COCKROACH |  Of course, the system NEVER agrees with me :( |
18:00 | TEST |  Take I |
18:00 | NOTE |  But a test is in order to make sure |
18:00 | FIXED | |
12:29 | MYSTERY |  I do not know why this crash never happened before, but I've now cheated a bit to make the player not notice this conflict is there... That was the safest way to prevent further crashes |
12:28 | VOID |  SASKIA conflict |
1:06 | FIXED |  ? |
1:03 | HUH |  I see some strange things happening when both the crack text as one of the bed rooms go off in conjunction.... |
0:09 | VOID |  I've configured NALA to use http in stead of HTTPS when it comes to contacting Game Jolt... It's really not worth it to keep using https to no avail |
- = 21 Nov 2020 = - |
21:54 | TODO | |
21:51 | MAPSCRIPT |  Rubine Should now appear in the Hall of Heroes, but only if you found her in the Thief's Den |
21:34 | NOTE |  Not that it matters on the short term as the internet shit is still broken, but hey I need to make things sure |
21:33 | GAMEJOLT |  Linkup done, but something went wrong, requiring me to do a manual fix |
21:28 | FIXED |  Tag error |
21:27 | ACHIEVEMENT |  I'm not a thief... I'm a TREASURE HUNTER! |
21:25 | FIXED |  Rubine's disappearance in Thief's Den was not permanent |
21:15 | TEST |  Rubine |
21:15 | SASKIA |  Rubine |
21:13 | SCENARIO |  Rubine |
21:10 | MAP |  Rubine |
21:07 | TRANSFER |  Art Rubine The Hood |
18:53 | STATUS |  The next issue will be to put Rubine into the Thief's Den, and of course, the Hall of Heroes. |
18:53 | FIXED |  Done |
18:51 | STATUS |  I still need to set a few things right |
18:36 | TEST |  Again! |
18:36 | FIXED |  And that will fix that mistake |
18:36 | BOOST |  So let's up the HP up "a little" |
18:35 | TECHNO |  So I guess every con has its pro after all |
18:35 | CONFIRMED |  The scripts around the boss work properly |
18:34 | STUPIDITY |  I forgot to set the Boss' HP right, making the boss just a snap in the fingers to kill, however, this allowed me one thing |
18:25 | TEST |  Jesse |
18:19 | LINK |  Jesse |
18:19 | MAPSCRIPT |  Jesse |
18:19 | SASKIA |  Jesse |
18:13 | NOTE |  He'll still ignore you, this was only an update of the database |
18:13 | BOSS |  Jesse |
17:55 | NOTE |  Important note, if you approach him now, he'll simply ignore you, as the boss activation scripts have not yet been written |
17:54 | MAP |  The boss has been placed into the map |
17:52 | DATABASE |  Preparations to get the boss in order |
17:51 | ABILITY |  Super Break Stab |
17:01 | NOTE |  New Game+ dungeon won't be there for final chapter... Nothing planned and I want this project to be over and done with.... |
17:00 | UPDATED | |
16:55 | CLOSED | #21 -> Scrapped due to time running out. |
16:51 | CONFIRMED |  It APPEARS to be working now |
16:12 | TEST |  Take IX |
16:12 | MYSTERY |  There was still a "miss" message when in fact something DID get stolen... I wonder how that could happen... Or maybe I simply missed something... Things can go a bit fast after all... |
16:09 | FIXED |  Should show the name of the item, not the code referrence tag |
16:08 | STATUS |  CLOSE but no cigar! |
15:57 | TEST |  Take VIII |
15:57 | VOID |  Debug issue |
15:48 | TEST |  Take VII |
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