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 | ||
0:42 | LINK | That should link it all together |
0:42 | MAPSCRIPT | Link code |
0:19 | SASKIA | Still a few lines of SASKIA script needed, I suppose |
0:18 | STATUS | Assuming that everything works (which I doubt), the hard work is done, however now I need to link the boss to the map |
0:17 | SCRIPT | Decide AI |
0:10 | NOTE | NOT gonna be easy |
0:10 | STATUS | Now I gotta setup the the AI so it can decide the Crystal's moves |
0:06 | SCRIPT | Elemental Charge for Big Crystal |
0:03 | NOTE | Still not there yet! |
0:02 | CONFIG | Elements |
0:01 | TECHNO | Not gonna explain, but it's important! |
0:01 | SCRIPT | Effect Lose Charge |
- = 30 Jan 2020 = - | ||
23:43 | STATUS | NOT there yet, though.... |
23:43 | ENHANCEMENT | The AI can now respond to the kinds of attacks a player does to a boss... Particularly to how this boss works this is important |
23:38 | STATUS | Unfortunately the challenging part has only JUST begun.... :( |
23:37 | STATUS | Another step closer! |
23:37 | ABILITY | Terra Charge |
23:36 | ABILITY | Aer Charge |
23:35 | ABILITY | Ignis Charge |
23:35 | ABILITY | Aqua Charge |
23:34 | STATUS | Only HALF the work is done now.... Well almost, as there are some more things to be done |
23:31 | ABILITY | Richter |
23:30 | ABILITY | Beaufort |
23:29 | ABILITY | Pascal |
23:25 | CHECKLIST | |
23:22 | ABILITY | Fahrenheit |
23:09 | SKELETON | Empty script for the bosses' AI script |
23:08 | NOTE | It should be noted that the boss will do nothing yet, and even ignore you when you approach it.... This is a special boss, so some special measures are to be taken here.... |
23:08 | BOSS | Big Crystal |
22:59 | CONFIRMED | Everything up to the boss works |
22:42 | TEST | sssiiiiiiiiiiiigh! |
22:42 | FIXED | Returner error |
22:34 | TEST | test again! |
22:34 | FIXED | Transfer related error |
22:30 | TEMPLATE | I've expanded the will templates over all playable characters now, although the system will NOT pick that up... yet! |
22:28 | FIXED | Target error |
22:23 | TEST | Let's test! |
22:23 | CONFIG | Random encounters Naked Rocks caves |
22:16 | FOE | Bat |
22:05 | SCRIPT | Drain effect |
21:46 | ABILITY | Bloodsucker |
20:58 | STATUS | This is the boss area, but before we get to the boss I'll first get the random encounters done.... That is after I had a little break! |
20:57 | MAP | Area 007 |
20:50 | TRANSFER | Boss |
20:30 | TEST | Let's see |
20:30 | FIXED | I think I fixed a hook spot |
20:13 | TEST | Let's see |
20:13 | MAP | area 006 |
19:45 | TEST | Take III |
19:45 | FIXED | A few more nasty fixes done |
17:56 | TEST | Take II |
17:56 | FIXED | Fixed that |
17:56 | BUG | the Hookspots did not work |
17:56 | CONFIRMED | And the Healing Herb can be obtained |
17:56 | CONFIRMED | Irrafly works |
17:52 | TEST | Let's try |
17:51 | MAP | Area 004 |
17:36 | ITEM | Healing Herb |
12:49 | CLOSED | |
12:30 | FIXED | Okay, I think I fixed that now |
12:24 | JUDGMENT | It will have to do for now, but a bit more fine tuning is definitely required |
12:21 | COSMETIC | Fine Tuning |
12:21 | JUDGMENT | Almost there |
12:08 | TEST | Take wieviel? |
12:08 | NALA | must be recompiled AGAIN!!!! |
12:08 | FIXED | Link error between NIL and C# |
11:23 | TEST | Again? |
11:23 | NALA | Requires me to compile NALA again, though |
11:22 | FIXED | Fixed the issue cause by this.... |
11:22 | STUPIDITY | DON'T EVER TRY TO BE FAST, JEROEN! |
11:11 | TEST | Again! |
11:11 | STATUS | SIGH! |
11:11 | NALA | Recompiling |
11:11 | KTHURA | Done? |
11:11 | C# | And here too |
11:11 | NIL | Let's make it |
11:11 | HUH | No "Moving" property? |
11:05 | TEST | And so we can test all this shit again! |
11:05 | JCR6 | And thanks to NJCR written in C#, allowing me to toss away my Go application, this goes a LOT faster now |
11:04 | POWERSHELL | which I just did |
11:04 | NALA | even though that requires me to rebuild NALA |
11:04 | VOID | Best way to go then is to rename the line command.... Easier way to go |
11:04 | VOID | Ah.... I get it now... The scenario routine also has a "line" identifier |
10:59 | TEST | And run another test! |
10:59 | NALA | Let's try that again then |
10:59 | FAILURE | "nil" value for line... This is NOT possible unless the recompilation of NALA went wrong.... AGAIN! |
10:54 | TEST | Gotta test that of course |
10:54 | FIXED | I hope I fixed #106 |
10:36 | HUH | No matter! |
10:36 | HUH | And now it works? |
10:36 | POWERSHELL | Let's run that script again |
10:35 | HUH | But from VisualStudio it succeeds? |
10:35 | FAILURE | That failed from my PowerShell script |
10:34 | NALA | And NALA will have to be recompiled... AGAIN! |
10:34 | LINK | And so C# and NIL have linked this |
10:33 | NIL | Link up code |
9:40 | BUBBLE | Added to the Bubble MonoGame engine |
9:36 | C# | I've linked my experimental Bresenham routine to TQMG |
9:27 | JCR6 | I've aliassed this template to Young Irravonia and Shanda... This is the easiest way to make sure they have no personal will, but won't crash the game in the process.... |
9:15 | TEMPLATE | Character will |
9:14 | SITE | Added tag TEMPLATE |
0:15 | STATUS | Well that's a concern for later! |
0:03 | STATUS | I hope I can now also properly try to find out why #106 is still an issue, and if worst comes to worst, I may have to do some very idiotic drastic measures..... I hope I don't have to, though.... |
0:02 | CONFIRMED | All is cool now... Or so it seems! |
0:00 | NOTE | Should work now, but hey, ya never know! |
- = 29 Jan 2020 = - | ||
23:59 | TEST | Take III |
23:59 | TECHNO | NOT gonna explain this any further sorry! |
23:59 | FIXED | Aha! Just a mistag of the block area |
23:57 | BUG | But the hookspot does NOT |
23:57 | TUTORIAL | Works |
23:53 | TEST | Take II |
23:53 | FIXED | Mistagged hook spot |
23:49 | TEST | Let's see! |
23:49 | STATUS | Will it work? |
23:49 | TUTORIAL | Linked to this room |
23:49 | MAP | Area 004 |
23:35 | CONFIRMED | Yup! Yup! Yup! |
23:33 | TEST | Let's see now! |
23:33 | STATUS | I hope |
23:33 | LINK | So NOW it's linked.... |
23:33 | FIXED | ZA_Enter link forgotten |
23:28 | TEST | Let's see! |
23:28 | LINK | Link back to the shore side |
23:24 | CONFIRMED | It all works.... |
23:17 | TEST | I can test a few things already though, so let's go! |
23:14 | LINK | Link to entering scenario |
23:14 | NOTE | the link back isn't there yet! |
23:14 | LINK | Link from outside to inside |
22:57 | SASKIA | A SASKIA script created, which I expect to remain empty forever.... |
22:57 | MAP | Area 003 |
22:15 | TECHNO | And due to the old system and new system being a bit incompatible here, this may save me a lot of work later! |
22:15 | STATUS | Confirmed As far as I can tell everything works now |
22:14 | FIXED | Lists not updated properly in the process |
22:10 | C# | I've enhanced my scenario editor with a tag mover... I fear I may need this some more, so it's pretty important that this will work properly.... |
22:10 | BACKUP | Safety backup as data CAN get lost during this process |
21:36 | JUDGMENT | All is cool now! |
21:14 | TEST | Take VIII |
21:14 | NOTE | I still can't get used to the randomizer being random and not rand like in most programming languages.... This is not a NIL issue... NIL has no random support itself and merely uses the Lua routine.... Lua is threfore to blame for this one! |
21:10 | TEST | Take VII |
21:10 | FIXED | Code )] typo |
20:52 | TEST | Take VI |
20:52 | FIXED | |
20:52 | FUCKYOU | forgot "self" |
20:49 | TEST | Take V |
20:49 | COSMETIC | And I forgot to put in the clouds |
20:49 | FIXED | I think |
20:47 | BUG | Almost there, but not quite |
20:43 | TEST | Take IV |
20:43 | FIXED | Syntax error |
20:39 | TEST | Take III |
20:39 | FIXED | Arena reference |
20:36 | TEST | Take II |
20:36 | FAILURE | Virus scanner blocking out tools that may never be blocked in the process |
20:34 | TEST | Take I |
20:34 | NOTE | Wish me luck! |
20:34 | STATUS | Time for testing |
20:16 | FIXED | BlockMap Issue on cave entrance |
20:15 | ARENA | Ouside on Naked Rocks |
19:19 | MAP | Random encounters configured for outside |
19:06 | FOE | Croc |
18:48 | ABILITY | Croc Bite |
17:59 | TRANSFER | Art Croc |
17:54 | STATUS | A lot of real-life stuff got in my way today |
12:40 | C# | Preparational work for Stach's used file feature |
12:32 | CONFIRMED | That appears to be working, at least! |
12:24 | TEST | Let's see if the treasure chests work accordingly |
12:10 | NOTE | But that comes later though |
12:10 | GENERATION | Jukebox data generated |
12:10 | GO | Written a quick generator for the Jukebox data..... |
11:46 | MAP | Items placed in treasure chests on the map |
11:44 | ITEM | Mistress |
11:21 | SYSTEM | Upgraded most of my installed software.... Man.... I had a lot of outdated stuff |
1:58 | GAMEJOLT | Update |
1:49 | NOTE | And I hope that is the last take |
1:48 | TEST | Take XVI |
1:48 | FIXED | Ref error lateron |
1:48 | VOID | I guess I voided whatever impossibility caused that crash |
1:43 | TEST | Take XV |
1:43 | EXPERIMENT | Let's try this, as I am really through my options now |
1:42 | FUCKYOU | whatever |
1:34 | TEST | Take XIV |
1:34 | FUCKYOU | more debug lines added |
1:34 | FUCKYOU | and yet it still happens..... ANd of all the error messages the one displayed is the least of the possibilities |
1:33 | TEST | Take XIII |
1:33 | FIXED | Whatever it is, it's impossible to crash |
1:33 | FUCKYOU | ? |
1:15 | TEST | Take XI |
1:15 | DUMMIED | Undo dummie on Rondomo fight, as I think must creepy stuff must have been taken of now |
1:14 | FIXED | SASKIA syntax error |
1:04 | TEST | Take XI |
1:04 | FIXED | Scenario referrence |
1:03 | COSMETIC | more scyndi walk cycles |
1:01 | CONFIRMED | That does the trick it seems, but not everything is alright yet! |
0:58 | TEST | Take X - Only one way to find out! |
0:58 | EXPERIMENT | Does this get me rid of that? |
0:58 | HUH | The error's back? |
0:54 | TEST | Take IX |
0:54 | FIXED | Scenario tag |
0:53 | HUH | And without any possible explanation stuff suddenly decides to work! (it had to since it wasn't broken in the first place, but why this happened in the first place, is beyond me, and let's hope this error remains absent as the bug was non-existent). |
0:49 | TEST | Take VIII |
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