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 |
17:48 | FIXED |  Getting closer.... |
17:32 | EXPERIMENT |  Let's see.... ???? |
17:31 | HUH |  FUnction value? |
17:22 | TEST |  And another take |
17:21 | SCRIPT |  Image of enemy should appear |
17:20 | FIXED |  Another bug |
17:11 | FIXED |  I think ???? |
17:10 | COCKROACH |  Nothing happens at all not even the name coloring... (the logs didn't even alter) |
17:01 | TEST |  I should have counted these particular takes |
17:00 | FIXED |  Several cases of missing "self" |
16:55 | TEST |  Does it work now? |
16:55 | FIXED |  Syntax error |
16:50 | TEST |  In the test there's not yet much I can do,except for seeing if stuff doesn't crash |
16:50 | NOTE |  This will also ignore all data the monster encyclopedia doesn't need |
16:50 | DONE |  I've set up a fake class to cover the data of foes |
16:08 | NOTE |  Given the way the class has been set up in the combat engine, merely copying it is not gonna do much good |
16:07 | PROBLEM |  The Foe Database is very much class based... I need to see if I can cover this up, and that won't be easy |
16:07 | SITE |  Added tag PROBLEM |
16:02 | TEST |  Here we go again! |
16:02 | FIXED |  Illegal function call |
15:57 | TEST |  ... |
15:57 | FIXED |  Oh dea! |
15:36 | TEST |  NEEEEEXT! |
15:36 | FIXED |  Invalid boolean expression |
15:21 | TEST |  Okay NEXT! |
15:21 | LAZY |  Macro extra |
15:17 | DONE |  Activating a foe is possible now... Data will not yet show, but the list will mark it in ember letters now |
14:54 | PLAN |  But THAT is a later convern! |
14:54 | JUDGMENT |  I only should move things a little to make scrolling possible |
14:54 | STATUS |  works |
14:49 | TEST |  Another one then! |
14:49 | FIXED |  Formula fix |
14:48 | HUH |  Nothing happens |
14:44 | TEST |  And moar! |
14:44 | FIXED |  "self" (GRRR!) |
14:27 | TEST |  I gotta test this! |
14:26 | DONE |  Hovering over an enemy's name will put it in a kind of spotlight... Nothing will happen to the right window as long as you don't click and clicking has not yet been put in! |
14:24 | FIXED |  It was Not supposed to turn green, though |
14:20 | TEST |  I gotta test this... Unfortunately |
14:19 | SCRIPT |  Mouse pointer in monster list |
14:18 | STATUS |  With the list done, now you must be able to select stuff, so the computer can give you the data you want |
14:17 | NOTE |  Important too! |
14:17 | DONE |  A break |
13:14 | STATUS |  So far, all's fine! |
13:02 | TEST |  Take VIII |
13:01 | FIXED |  Forgotten #use clause |
12:53 | TEST |  Take VII |
12:53 | FIXED |  FUCK YOU! |
12:44 | TEST |  Take VI |
12:44 | VOID |  The woes of NIL.... Hey it was only an experimental thing after all... Luckily Neil does this better (although Neil has other problems) |
12:35 | TEST |  Take V |
12:35 | VOID |  Voided that issue |
12:35 | FUCKYOU |  I guess I should be glad I swapped NIL for Neil |
12:31 | TEST |  Take IV |
12:31 | SCRIPT |  The names of all monsters and their respective categories should appear in the monster list now |
12:02 | TEST |  Take III |
12:01 | FIXED |  A little swap of parameters should fix that! |
11:55 | BUG |  DAT LIJKT NERGENS OP! |
11:46 | OFFTOPIC |  "to lie to one as beautiful as you" |
11:46 | COCKROACH |  I should have known better |
11:40 | TEST |  Take I (And should be the only take, but who knows). |
11:39 | LINK |  Which should link it all together |
11:39 | SASKIA |  The code made which will make the game go to the monster list flow |
11:22 | NOTE |  The work boxes will show, and the link to my debug panel has been set so I can easily back out |
11:22 | SCRIPT |  More basis |
11:14 | SCRIPT |  Basis set up |
11:00 | MAPSCRIPT |  Monster flow will be loaded if needed |
10:50 | OFFTOPIC |  LOL 
|
9:55 | STARSTORY |  The work I did on Star Story yesterday proved to be really complex and much.... That game is now in a state however that I can fire things up, and as such my attention goes to Dyrt today |
- = 23 Sep 2020 = - |
16:32 | CONFIRMED |  At last! |
16:29 | TEST |  ... |
16:29 | FIXED |  Care error |
16:25 | TEST |  Let's see now! |
16:25 | VOID |  Lie voided |
16:24 | FUCKYOU |  Liar! |
16:19 | STATUS |  Before I get onto the encyclopedia itself, I'll first check if Foxey responds to you at all, and the encyclopedia itself might not even be for today as I'm still in two projects and things took too long here |
16:11 | JUDGMENT |  That's looks better already |
15:56 | GENERATION |  Again! |
15:55 | FIXED |  Infinite loop |
15:52 | FIXED |  Categories are not all right |
15:52 | JUDGMENT |  YUCK! |
15:52 | GENERATION |  First list generated |
15:31 | VOID |  And a while (I REFUSE to call unused identifiers an error, and the fact Go regards them as such is really unforgivable) |
15:30 | FIXED |  Generator syntax errors |
15:24 | VOID |  Go whines |
15:23 | GO |  The tool has been set up.... Does it work? |
15:02 | GO |  In order to prevent long loading times when you open the encyclopedia I'll create a generator which will generate a ready to go list |
14:57 | NOTE |  that's all so far, as I do need to set up the monster encyclopedia next, which can be quite some work. Hang on! |
14:57 | SCENARIO |  Foxey's greetings |
14:34 | TODO |  LUNCH! |
14:33 | FIXED |  Problem solved! |
14:29 | TEST |  And does Foxey appear now? |
14:29 | STATUS |  So far so good |
14:24 | TEST |  Let's force things through then |
14:24 | CHEAT |  Set |
14:22 | CHEAT |  And I'll be needed to cheat a little in order to get things done in the Hall of Heroes... Unfortunately.... |
14:22 | FIXED |  That issue itself has been fixed |
14:20 | STUPIDITY |  Just as I suspected I forgot something unforgivable, and non-fixable |
14:13 | TEST |  A small test is in order, but this also allows me a little memory checkup, as there's some data I need to check which I can only do in-game |
14:13 | MAP |  Diane Foxey has been added to the Hall of Heroes |
11:00 | STARSTORY |  I had to deal with loads of cockroaches in Star Story yesterday so I had no time left to get to work on Dyrt.... So I'll get to work on this game today first.... |
- = 21 Sep 2020 = - |
8:24 | OFFTOPIC | |
1:25 | BACKUP |  running |
1:23 | STATUS |  The actual action comes later |
1:22 | CONFIRMED |  So far so good! |
0:58 | TEST |  And now to test it! |
0:58 | CONFIG |  Map Configured |
0:54 | LUA |  Script to alias the music properly for the Hall of Heroes |
0:50 | SASKIA |  Empty base script |
0:50 | NOTE |  The ones who you should meet in the Hall of Heroes will NOT yet appear! |
0:50 | MAP |  Basis Map Hall of Heroes |
- = 19 Sep 2020 = - |
15:49 | NOTE |  In the meantime I managed to unlock "Blast" in my game, so next time I can try to see to get that SpellAni in order |
15:49 | DONE |  Test complete |
14:53 | TEST |  I'm gonna test out Iskarderiu Forest, the Imperial Castle and Iskarderiu.... Nothing in my issue tracker can be tended yet... unfortunately |
- = 18 Sep 2020 = - |
13:06 | DONE |  Nothing special I could do during this test, though! |
12:45 | TEST |  Today, I'll just be testing some stuff in the Red Dragon's Lair.... I must also make sure Eric's Red Dragon Powers do not reset in the New Game++ |
- = 17 Sep 2020 = - |
10:09 | STATUS |  I will take a break now and after my break I'm going to do some work for Star Story! |
10:09 | STATUS |  And as far as #250 is concerned that only leaves Dernor |
10:08 | UPDATED | |
10:08 | TEST |  Everything tested up to the point of reaching the Red Dragon's Lair |
9:52 | FIXED |  Blockmap issue DragonCrack Forest |
9:39 | JUDGMENT |  Scyndi's attacking pose works, but as I suspected a few height issues may need to be solved |
9:39 | FIXED |  Visibility issue giving away a secret in Dragon Crack Forest |
9:29 | TEST |  Take II |
9:29 | FIXED |  Syntax error |
9:13 | NOTE |  A few cosmetic changes should be needed though, especially considering some height issues when she makes her backflip prior to cracking her whip |
9:12 | ART |  Scyndi's attack pose has been added |
- = 16 Sep 2020 = - |
13:36 | BOOST |  And I've also set the new game+ to drop more magic stones |
13:34 | SOLVED |  I think I tackled it! |
13:33 | CHECKED |  The logs confirm the lie |
13:31 | INVESTIGATION |  Investigation shows even more that the entire setup is not possible in any single way. It would claim that the difficulty setting is set to 0, and that difficulty setting does not exist.... |
13:12 | BUG |  And another non-existent error (not a single enemy could have died if this statement was true without crashing the game) pops up! |
13:00 | TEST |  Take XII |
13:00 | VOID |  since a non-existent bug cannot be fixed, and can technically also not be voided, I decided to make a different approach on matters |
12:59 | FUCKYOU |  That error is NOT possible in any way (if it was the gamevars could NEVER have worked, meaning the entire game could NEVER have worked, so that is the ulitemate proof computer CAN lie) |
12:52 | EXPERIMENT |  Does THIS fix things up? |
12:47 | COCKROACH |  Code ignored? |
12:43 | TEST |  Take XI |
12:43 | STUPIDITY |  Save your sources first before testing again, moron! |
12:40 | TEST |  Take X |
12:40 | FIXED |  At least for the prison... I do not know about other dungeons.. yet, but I doubt they'll work properly |
12:36 | BUG |  What I feared is true.... Crashes when Game Jolt does not function properly |
12:30 | STATUS |  FINALLY!!!!!! |
12:26 | TEST |  Take IX |
12:25 | FIXED |  I hope this fixes taht |
12:25 | JUDGMENT |  Almost there! |
12:20 | TEST |  Take VIII |
12:19 | FIXED |  I hope I squashed it now! |
12:19 | COCKROACH |  It still hasn't understood a damn fuck about ANYTHING! |
12:18 | STATUS |  At least the game doesn't crash but |
12:11 | TEST |  Take VII |
12:11 | STATUS |  And who knows what lame excuse in order to crash the computer comes up with next! |
12:09 | FUCKYOU |  I HATE CASE SENSITVITY! THE BIGGEST CRIME IN COMPUTER PROGRAMMING, I SWEAR!!!!!!!!!!!!! |
12:04 | TEST |  Take VI |
12:04 | FUCKYOU |  GRRRR! |
12:00 | TEST |  Take V |
12:00 | VOID | |
11:59 | FUCKYOU |  If you don't HAVE a reason to crash you just CREATE one, eh? |
11:54 | TEST |  Take IV |
11:54 | FIXED |  Scope error |
11:49 | TEST |  Take III |
11:49 | FIXED |  Illegal object call |
11:39 | TEST |  Take II |
11:38 | NOTE |  Am I glad I could get rid of this issue in Neil |
11:38 | FIXED |  Lack of "self" |
11:32 | TEST |  I gotta test stuff out now, and I will also test till the exit... I can also test if the passage to Botanica remains closed now, so all in all this is a bit of the "better run" I guess... |
11:32 | DONE |  Okay, now I can work on a full stomach |
11:18 | STATUS |  Before I'm gonna test this though I'm first gonna fix myself breakfast... It's 11am and I still haven't eaten yet and I'm hungry! |
11:17 | LINK |  Linked it to Irravonia's spell |
11:03 | NOTE |  This should cover all of Irravonia's spells |
11:03 | SPELLANI |  I've done the animation for Irravonia's "Splash" spell |
- = 15 Sep 2020 = - |
10:13 | STATUS |  Things appear to be in order now! |
10:05 | CONFIRMED |  It does indeed happen only once (if there was a bug saving inside Weniaria's temple and loading the game would reset Seelah Gandra's skill levels, and since that doesn't happen, this is a confirmed status). |
9:51 | DEBUG |  Marker set in to make sure this only happens once! |
9:51 | FIXED |  That should do it! |
9:48 | BUG |  Seelah Gandra's magic groups do not unlock in the new game+ like they should |
9:36 | CONFIRMED |  Animation works |
9:11 | TEST |  I'll now test the mysterious crypt, and while I'm at it I'll do Weniaria's temple too. |
9:10 | STATUS |  That only leaves Dernor and Seelah Gandra.... Seelah Gandra is with her whip the hardest to do |
9:09 | UPDATED | |
9:09 | ART |  Animated Brendor's attacking pose! |
- = 14 Sep 2020 = - |
20:49 | STUPIDITY |  And once again I'm logging the wrong devlog |
20:49 | SCRIPT |  And I've set up a basis for Map Script |
20:49 | SCRIPT |  Basis set up for the Field Flow |
14:17 | STATUS |  For Brendor and Seelah Gandra's story there's not much I can do except for checking if they work... I hope I've time to do that today, but my medical condition is not super |
14:17 | STATUS |  And I've made sure that Queen Shanda's dungeon is okay |
14:16 | CONFIRMED |  Stuff appears to work now, I guess |
13:27 | TEST |  Take III |
13:27 | FIXED |  Dupe class (thank goodness that issue with modules is no longer possible in Neil). |
13:21 | TEST |  Take II |
13:21 | FIXED |  And that should fix the spellanis to be ignored |
13:21 | LINK |  Done |
13:16 | STUPIDITY |  I forgot to link the spellani to the respective spell and item data |
13:08 | TEST |  Well, does it work, or doesn't it work? Take I |
13:08 | SPELLANI |  Rock |
12:56 | STATUS |  Of coures, I still gotta script it! |
12:55 | TRANSFER |  I've transferred the rock I used in both Star Story and The Fairy Tale REVAMPED to this game. Was a better way to go, as the original rock SpellAni sucked! |
12:54 | NOTE |  The grammar in that statement is odd in English, so I hope you understand |
12:54 | MEDICAL |  Headaches have been haunting me for days, and put a damper on my work, and the work I could do was on Star Story, as there the work is more and more complex |
- = 12 Sep 2020 = - |
10:16 | FIXED |  Lost Ark achievement not awarded |
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