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 | ||
0:49 | DEBUG | Moar debug lines must tell me how the impossible does happen.... |
0:48 | FUCKYOU | This error does NOT make sense |
0:39 | TEST | Take VII |
0:39 | FIXED | Layer Chain error |
0:35 | TEST | Take VI |
0:34 | FIXED | Script file name error |
0:25 | TEST | Take V |
0:25 | FUCKYOU | .... |
0:09 | TEST | Take IV |
0:09 | STUPIDITY | And it gets even sillier |
0:05 | TEST | Take III |
0:05 | FIXED | And this map reference error was beyond silly |
0:05 | DUMMIED | I've temporarily dummied the boss fight, or this will take forever if too many silly errors pop up |
0:00 | TEST | Take II |
0:00 | FIXED | Forgotten group |
- = 28 Jan 2020 = - | ||
23:51 | TEST | Take I |
23:51 | TEST | Of course, nothing goes without a test, so let's roll 'em! |
23:51 | SASKIA | Chapter 3 startup |
23:02 | MAP | Area 002 |
23:02 | MAP | Area 001 |
22:37 | MAP | A start for the outside of the naked rocks |
22:26 | STATUS | It will have to do! |
20:30 | TEST | Take IX |
20:30 | FIXED | Count error |
20:04 | FIXED | Property error |
19:56 | TEST | Take VIII |
19:56 | FIXED | Static Error |
19:11 | TEST | Take VII |
19:11 | FIXED | Target issue |
19:02 | TEST | Take VI |
19:02 | FIXED | Syntax error |
18:58 | TEST | Take V |
18:58 | VOID | .... |
18:57 | FUCKYOU | GRRR! |
18:53 | TEST | Take IV |
18:53 | FIXED | Forgotten self |
18:48 | TEST | Take III |
18:47 | FIXED | Scoping error |
18:42 | TEST | Take II |
18:42 | FIXED | Case error |
18:42 | TEST | MOAB => Take I |
18:20 | SPELLANI | MOAB |
18:00 | BUG | |
17:58 | TRANSFER | Big bomb |
17:39 | COSMETIC | Speed increment |
17:34 | JUDGMENT | Results are good, but slow.... But speed is an easy thing to take care of |
17:29 | TEST | Take IV will have to refresh my memory |
17:29 | NOTE | Immediate real-life business got in my way, so Take III produced results I don't remember |
14:18 | TEST | Take III |
14:18 | FIXED | Case error? |
14:14 | TEST | Take II |
14:14 | FIXED | Lack of self |
14:07 | TEST | Take I |
14:07 | LINK | Spellani linked to the move in question |
13:00 | SPELLANI | Bommetje |
12:24 | REMOVED | Files no longer needed |
12:23 | C# | Done some work on Stach |
0:39 | STATUS | Before I move on to the preparations for chapter 3, my next goal will be to spellani Rondomo's moves.... But that will have to wait until the next session! |
0:28 | TEST | Take VII |
0:26 | SCRIPT | Achievements will be awarded accordingly |
0:25 | LINK | Achievment linking |
0:15 | TEST | Take VI |
0:15 | NOTE | Dirty code, but what works that works! |
0:15 | SCRIPT | Rondomo's taunt after combat |
0:06 | FIXED | Wrong arena |
- = 27 Jan 2020 = - | ||
23:57 | STATUS | So far all works the way it has to work now... Or at least the heavy code part |
23:51 | TEST | Take V |
23:39 | FIXED | Incorrect default linkback |
23:35 | TEST | take VI |
23:35 | FIXED | NIL != SASKIA, you moron! |
23:31 | TEST | Take V |
23:31 | FIXED | Module syntax error |
23:25 | TEST | Take IV |
23:25 | VOID | Bug avoidance? |
23:22 | TEST | Take III |
23:22 | ENHANCEMENT | Music will change as soon as Ronomo has appeared |
23:21 | FIXED | Rondomo's face not shown prior to his name being revealed |
23:21 | FIXED | Quick and diry AI fix |
23:21 | TEST | Take II |
23:05 | TRANSFER | I forgot to transfer Rondomo's boss picture, well, here you go anyway ;) |
22:59 | JCR6 | Alias set up |
22:59 | MUSIC | Adeption for the music |
22:48 | TEST | Take I |
22:48 | NOTE | For now I've set the game just to crash once Rondomo is done with you.... This is a special kind of fight which requires a special kind of approach, so I need to do this just right |
22:48 | BOSS | Rondomo |
22:46 | SCRIPT | I've scripted Rondomo's AI.... Although you cannot beat Rondomo in this fight, I've set up a killer move in order to make Rondomo finish you off quickly when the fight takes too long. |
20:31 | TODO | I haven't had dinner yet and it's 8:30 pm now, so .......... |
20:30 | JUDGMENT | All is cool now.... The next stop is the fight against Rondomo! |
20:27 | TEST | Take XI |
20:27 | FIXED | Walk setting error |
20:22 | TEST | Take X |
20:22 | FIXED | Counter issue |
20:13 | TEST | Take XI |
20:13 | FIXED | SASKIA syntax error |
20:09 | TEST | Take X |
20:09 | FIXED | Actor trouble |
20:09 | TEST | Take IX |
20:03 | SASKIA | I've change some setups entirely and hopefully this leads to an actual fix of the issue I'm facing now |
17:55 | TEST | Take VIII |
17:55 | FIXED | Another one |
17:44 | TEST | Take VII |
17:43 | FIXED | Illegal actor manipulation |
17:43 | BUG | But after that ......... |
17:43 | STATUS | To the first part of the scenario stuff works, |
17:38 | TEST | Take VI |
17:36 | FIXED | Name error |
17:33 | TEST | Take V |
17:33 | RECOVERED | Disappeared code |
17:29 | FIXED | Illegal class call |
17:23 | TEST | Take IV |
17:23 | FIXED | Case error |
17:20 | TEST | Take III |
17:20 | FIXED | NOW it's fixed... I think |
17:17 | TEST | Take II |
17:17 | HUH | Fixed this issue? |
17:08 | TEST | Take I |
17:08 | STATUS | Still I can test stuff already and this will be hard enough, already |
17:07 | NOTE | the fight itself and the chain to the next chapter have not yet been scripted |
17:07 | SASKIA | Rondomo pre-fight has been scripted |
12:04 | NOTE | Not tested yet, though |
12:00 | C# | Set up the GINIE parser |
12:00 | MAP | Set up the stage of the Rondomo encounter |
1:31 | STATUS | See ya! |
1:31 | NOTE | For now the game crashes on that, since Rondomo is not properly scripted yet, but I'll take care of that soon enough |
1:30 | CONFIRMED | NOW it works |
1:28 | TEST | Take V |
1:27 | FIXED | For real now.... please? |
1:26 | COCKROACH | When it comes to the Rondomo sequence still no good! |
1:25 | ITCH.IO | I will likely open this page soon, but no alpha versions uploaded there, as the workout of this is far from ideal. |
1:24 | BITBUCKET | Updated |
1:24 | GITHUB | Updated |
1:22 | TEST | Test Take IV |
1:22 | FIXED | I THINK I fixed that |
1:20 | BUG | The "Rondomo" sequence does not start |
1:19 | FIXED | One Black Dragon spell required a higher level than the skill level cap |
1:14 | TEST | Take III |
1:14 | FIXED | Forgot to link up the last skill group |
1:10 | TEST | Take II |
1:10 | LINK | Final linkups |
1:08 | BOSS | Black Dragon |
0:54 | STATUS | time to get stuff really to work |
0:54 | CONFIRMED | Pre-Script works |
0:46 | TEST | Take I |
0:46 | STATUS | Let's get ready to rumble |
0:46 | CHECKED | Stuff properly defined so the Rondomo script will react |
0:45 | SCENARIO | Checked and a few spelling and grammar errors in both the English as the Dutch version corrected |
0:39 | TRANSFER | Dragon scenario |
0:39 | SASKIA | Dragon script |
0:26 | TEST | A small test is in order |
0:26 | MAP | Area 009 |
0:26 | MAP | Area 008 |
0:13 | STATUS | Back to business |
0:13 | C# | I've set a basis up for GENIE which may be either work as an addition to or a replacement of GINI.... (Too many tools of mine still rely on GINI to completely ditch it, you know). |
- = 26 Jan 2020 = - | ||
23:31 | FIXED | I think Irravonia's issue! |
23:15 | TEST | Take 04 |
23:15 | NERF | HP nerf boss |
23:15 | DEBUG | Randomly Irravonia still tries to learn meditation while this may not be possible in any way.... Some extra checkups must tell me why |
23:06 | TEST | Take 03 |
23:06 | FIXED | Fixing the problem in the process |
23:04 | TRANSFER | Done |
23:03 | STUPIDITY | Forgot to transfer the Black Guardian graphic |
22:55 | TEST | Take 02 |
22:54 | FIXED | Case Error |
22:45 | TEST | Let's get ready to rumble! |
22:44 | BOSS | Black Guardian |
22:41 | CHARACTER | Linked to character |
22:38 | ABILITY | Gloom |
22:34 | FAILURE | For some reason my computer has begun to lag like crazy |
22:33 | ABILITY | Disintegrate |
22:30 | ABILITY | Death |
22:17 | FIXED | Memory kill not properly set up.... (This fix was needed, or the game would no longer be finishable if you lost to the black guardian.... Losing this battle now will just reset the puzzle if you get back here). |
22:16 | SASKIA | Transporting you to area 007 if guardian is defeated |
22:16 | SASKIA | As well as the SASKIA Link scripting |
22:16 | MAPSCRIPT | Memory puzzle solving script written |
22:01 | TEST | Take IX |
22:00 | COSMETIC | This fixes some cosmetic issues that came along |
22:00 | MAP | A few dominance changes |
22:00 | MAP | Area 006 |
21:55 | FIXED | Coordinate error |
21:54 | JUDGMENT | Getting closer, but not yet quite |
21:46 | TEST | Take VIII |
21:45 | FIXED | Code typo |
21:42 | TEST | Take VII |
21:42 | FIXED | Room cycle request error |
21:42 | FIXED | Not properly linked all 16 tiles |
21:35 | TEST | Take VI |
21:35 | FIXED | Code typo |
21:31 | TEST | Take V |
21:31 | FIXED | Illegal meta-index call |
21:28 | TEST | Take IV |
21:27 | FIXED | MOAR |
21:27 | TEST | Take III |
21:20 | FIXED | MOAR |
21:15 | TEST | Take II |
21:15 | FIXED | Lack of "self" |
21:11 | TEST | Take I |
21:11 | NOTE | But I can get start the testing stage nonetheless, so here goes nothing |
21:11 | NOTE | And solving it now will crash the game, as the init functions to start the boss fight has also not yet been written |
21:11 | NOTE | And the puzzles is also not yet tested, so no telling if it works |
21:10 | NOTE | And I should note the puzzles are generated randomly |
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 |