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21:09 | SCRIPT | I've written the code that should make solving the memory puzzle possible |
14:49 | CONFIRMED | ALL IS COOL NOW! |
14:45 | TEST | Take X |
14:45 | FIXED | I think I fixed that time-out issue |
14:39 | TEST | Take IX |
14:39 | DEBUG | This can allow me to more properly analyse the logs |
14:38 | DEBUG | Time-out protection put in |
14:38 | BUG | Game freezes on memory puzzle generation |
14:34 | TEST | Take VIII |
14:34 | FIXED | Code typo |
14:34 | DONE | Shopping |
14:01 | NOTE | That experiment is a success, so I can solve it that way.... Will be easier than trying to fix ZA_Cycle |
13:55 | TEST | Take VII to run this little experiment |
13:55 | EXPERIMENT | Let's see if I can cover this up like this |
13:49 | INVESTIGATION | As I though ZA_Cycle was to blame..... I wonder how this could happen though |
13:46 | TEST | Take VI |
13:46 | HUH | Stack overflow... But nothing can stack up at all, so this is gonna be a long search to clear up |
13:46 | EXPERIMENT | ??? |
13:39 | TEST | take V |
13:39 | TECHNO | The keyword "do" is at the end of a for line obsolete in NIL anyway |
13:38 | REMOVED | Code typo |
13:30 | FIXED | Note to self... No more C formatting through macros in NIL for the time being... |
13:28 | TEST | Take IV |
13:28 | EXPERIMENT | Let's see what this does |
13:25 | HUH | Wait a minute.... Things seem to be getting wrong... elsewhere? |
13:22 | TEST | And another test... Take III already |
13:22 | DEBUG | So this extra debug line must tell mewhy |
13:22 | BUG | Invalid use of % reported by C, but it's hard to pinpoint why that is |
13:18 | TEST | Again! |
13:18 | FIXED | #use error |
13:15 | TEST | So a test run is still in order |
13:15 | NOTE | It's hard to test if it all works now, as there's no visual effect, but maybe the logs can already tell me a lot |
13:15 | LINK | And linked them to the map already |
13:14 | SCRIPT | I've written the initiator and loader |
12:40 | TECHNO | As there will be multiple dungeons with a memory puzzle (3 to be exact) I will put the memory puzzle script in a separate library to be reloaded each time.... Strictly speaking a hated dependency, but hey, since everything is packed by JCR6 anyway, no danger! |
12:39 | STATUS | Like always time is an issue today, however I can at least get a few things done.... well at least I hope so |
2:01 | STATUS | Next stop the memory puzzle |
2:01 | STATUS | No matter, that's a later concern |
2:01 | MYSTERY | And it works now? |
1:38 | COCKROACH | Somehow Irravonia once again tries to learn meditation while nothing in the script allows her to.... |
1:23 | TEST | Take XVI |
1:23 | FIXED | Another tiny fix? |
1:20 | DUMMIED | Redummied the debug lines I no longer need |
1:20 | TEST | Take XV |
1:19 | FIXED | And I think I fixed it |
1:19 | SOLVED | I think I got it |
1:05 | TEST | Take XIV |
1:05 | COCKROACH | For some reason the skill unlocker doesn't work due to an earlier fix.... The code as it looks renders this impossible, so let's re-activate some debug lines to get to the bottom of this |
0:52 | TEST | Take XIII |
0:52 | FIXED | Ability Swap |
0:50 | FIXED | More cosmetic crap |
0:46 | TEST | Take XI |
0:46 | STATUS | Getting there.... Only some fine tuning now |
0:42 | FAILURE | Windows refuses to work out properly on .NET forcing me to quit the game for some odd reason |
0:39 | TEST | Take XI |
0:38 | FIXED | That should be fixed now... At leat this was an issue I could easily pinpoint |
0:38 | COCKROACH | still no good, but at least no more crashes |
0:33 | TEST | take X |
0:33 | MYSTERY | I'm just doing stuff, hoping it will work out, but at this point I don't understand it anymore |
0:29 | TEST | Take IX will tell |
0:28 | FIXED | ???? |
0:21 | TEST | Take VIII |
0:21 | FIXED | An "All Allies" bug that has been in the default AI for since this project began, but which only surfaced as the first enemies having an AA move have arrived now |
0:17 | TEST | Take VII |
0:16 | FIXED | |
0:16 | STUPIDITY | |
0:10 | TEST | Take VI |
0:10 | FIXED | Illegal Method call |
0:05 | TEST | Take V |
0:05 | FIXED | |
0:05 | BUG | |
- = 25 Jan 2020 = - | ||
23:59 | TEST | Take IV |
23:59 | FIXED | Map data switch |
23:58 | REMOVED | Removed links to deprecated QOpen from Kthura Text Editor |
23:57 | FIXED | A bug in the Kthura Text editor |
23:57 | SOLVED | Values switch around |
23:33 | HUH | WTF?????? |
23:30 | TEST | Take III |
23:30 | FIXED | Arena Texture Fix |
23:25 | TEST | Take II |
23:25 | FIXED | Declaration error |
23:21 | TEST | Take I |
23:21 | STATUS | Up to the room where the puzzle will be the dungeon should work now.... It's technically the same recipe... Once the puzzle has been solved a boss fight against a guardian and then the epilogue part to meet the dragon. |
23:16 | CONFIG | Encounters configured |
22:38 | ARENA | Black Dragon Cave |
22:37 | ITEM | Vocal Herb |
22:30 | ABILITY | Silence |
22:29 | FOE | Dark Ghost |
22:22 | FOE | Black Slime |
22:18 | TODO | |
22:17 | ABILITY | Void (although that move does nothing yet) |
20:35 | ABILITY | The power of evil |
20:32 | ABILITY | Dark Vision |
20:32 | ABILITY | Phantom Hazard |
20:27 | ABILITY | Darkness |
20:23 | SPELLANI | Darkness |
20:10 | TEST | Another test before I can really get onto the random encounters here (if venom works will have to be tested later, this is just a map test) |
20:08 | LINK | Linked to Biohazard and poison cloud |
20:08 | SPELLANI | Venom |
19:56 | ENHANCEMENT | Width and Height properties for fighter class extensions (gonna need them) |
19:45 | TRANSFER | Explosion |
19:38 | FIXED | You couldn't leave area 004 |
19:20 | NOTE | Due to the auto-achievement system savegames past that point will automatically award this achievement anyway in due time |
19:19 | FIXED | White dragon achievement didn't work |
19:00 | CONFIRMED | And NOW it works |
17:36 | TEST | And let's test it again after that |
17:36 | NALA | Recompiling |
17:36 | SOLVED | Bug in the Kthura API for Bubble |
17:24 | TEST | |
17:24 | DEBUG | Judging by the log and the Kthura editor something went wrong on the normally blocked area... I think the texture which was carring the Impassible flag, just like the zone that had to make hooking possible, is the "evil" here.... Since two blocks is not needed, and the texture block being obsolete, I'll remove that block so that only the zone remains, and let's see what happens |
17:18 | TEST | |
17:18 | DEBUG | Reactivated debug line |
17:05 | TEST | |
17:05 | INVESTIGATION | That or a wrong operator was used |
17:04 | BUG | It appears that Scyndi's hook move does NOT work vertically for some reason |
16:59 | TEST | I must test out a few things before I add the random treasures and enemies |
16:28 | MAP | Area 005 |
16:28 | MAP | Area 004 |
16:10 | ITEM | Onyx |
12:55 | MAP | Area 003 |
12:29 | STATUS | So far everything appears to be fine |
12:25 | TEST | Just a small test! |
12:25 | MAP | Area 002 |
11:51 | STATUS | Stuff is fine.... At least for the time being.... |
11:48 | NOTE | It's not likely I get too many collumns anyway.... The game's big but not THAT big! |
11:48 | COSMETIC | Collumn length worldmap enlarged |
11:46 | FIXED | Blockmap error |
11:42 | TEST | ... |
11:42 | FIXED | .... |
11:36 | TEST | ..... |
11:36 | FIXED | SASKIA error |
11:07 | TEST | Let's see if this all works the way it's intended to work |
11:07 | MAP | Area 001 |
11:07 | MAPSCRIPT | Exit |
0:55 | STATUS | LATER! |
0:55 | BACKUP | Running |
0:53 | UPDATED | |
0:48 | CLOSED | #117 -- closure overdue! |
0:47 | REMINDER | |
0:37 | TEST | Take IX |
0:37 | FIXED | And I forgot to set the music correctly |
0:37 | FIXED | Chain to Area 000 |
0:36 | REMOVED | Another obsolete scenario tag |
0:34 | STATUS | At least that takes care of the "hard part" |
0:34 | CONFIRMED | And now Dernor and Merya DO walk away when they have to |
0:29 | TEST | Take VIII |
0:29 | NOTE | I refuse to call that a fix, but at least this should get things going again |
0:29 | VOID | Made a new tag and linked the SASKIA script to that |
0:29 | HUH | The required tag has gone missing, though the debug logs indicate it's still there |
0:26 | BUG | And neither Dernor nor Merya will walk away, and maybe I need to make a little mapcheck for that one |
0:25 | REMOVED | Bugging tag, leftover original game |
0:24 | FIXED | Grammar error in Dernor's opening sentence.... How did that one get past my notice in the original game's release? |
0:23 | FAILURE | MANY things are NOT right! |
0:17 | TEST | Take VII |
0:17 | VOID | I hope I voided that one now.... But ya can never be sure I guess |
0:16 | MYSTERY | The question is now why spaces are added for no apparent reason making my texture reference invalid |
0:12 | TEST | Take VI will have to tell |
0:12 | FIXED | Alternate boxtext loader fixed???? |
0:06 | TEST | Take V |
0:06 | FIXED | Ah... Found the little bugger |
0:05 | INVESTIGATION | Let's see if we can find out why.... |
0:05 | BUG | Apparently the spawning of Merya didn't work out well.... |
0:02 | TEST | Take IV |
0:02 | FIXED | Hide error |
- = 24 Jan 2020 = - | ||
23:59 | TEST | Take III |
23:59 | RECOVERED | That should count as a "recover" rather than a fix I think |
23:59 | LINK | Put in in again |
23:58 | HUH | Somehow the music script link disappeared |
23:55 | TEST | Take II |
23:55 | LINK | Linked the world map |
23:35 | STUPIDITY | I wanted to do this TOO quickly |
23:30 | TEST | take I |
23:30 | TODO | And BANZAAAAÏ! |
23:30 | TODO | Fix a cup of coffeee |
23:30 | STATUS | And that means things can be tested now.... As things are a bit more complex than they usually are, I do expect some trouble here.... |
23:28 | CLEANUP | Oh yeah, the actors had to be removed from memory... This to prevent any bugs when the Rondomo sequence begins, which is in the same section |
23:27 | SASKIA | I've scripted out the part where the party meets Dernor and Merya.... The script should also make them go away |
23:25 | SCENARIO | Tag adaptions which were needed in the old game, but serve no purpose here, and would even only bug things up |
23:22 | SCENARIO | Tag placement in order to make portraits appear properly accordingly |
23:19 | OFFTOPIC | Damn, that was a highload of text.... |
23:19 | SCENARIO | As the outside of the cave was a separate map in the original game, I am condemned to loading a separate scenario file (as there's also text with the dragon), and I have no merger, and writing one will take more time and effort than it's worth, since I only need to do this once, and the merger takes more time to write, than this way around takes me.... |
23:17 | TRANSFER | Imported scenario for Dernor and Merya |
23:14 | MAPSCRIPT | The actors for Dernor and Merya should spawn now |
23:07 | ITCH.IO | For Itch.io things are not yet certain when it comes to uploads. I could not yet see if Itch.io actually supports hidden downloads only for personally picked alpha testers to see |
23:05 | GAMEJOLT | Alpha Update |
23:02 | MAPSCRIPT | Due to the meeting with Dernor and Merya I have a few complicated things set up to deal with loading the place from the world map |
22:47 | SASKIA | Empty base script |
21:40 | BUG | There are a few issues with character specific skill exp gainings |
20:47 | STATUS | AS this requires full concentration to do well, I think I'll first take a little break.... |
20:46 | TECHNO | Not only that, but I also must be careful on working out the music, as that'll need to be done differently. I must also think on how to do the inspawning from the worldmap, but the latter I know an easy cheat for, which I actually also used on the village of Dreshka in The Fairy Tale (both the original game as the revamp.... a very easy way to "cheat") |
20:44 | TECHNO | This requires them to be fully functional actors, and thus I'll need to be creative in scripting |
20:43 | TECHNO | This will be a bit harder to do, as Dernor and Merya will not join the party yet, but walk away in stead (only to return later as fully playable characters) |
20:42 | MAP | Outside Area where Dernor and Merya will enter the game |
19:53 | STATUS | And now to bring the game outside the madhouse, so I can start the works on the Black Dragon Cave and complete this chapter |
19:53 | STATUS | And that should be all errors accounted for |
19:53 | FIXED | Map referrence error |
19:48 | TEST | Take XII |
19:48 | LINK | Way back into the madhouse |
19:46 | NOTE | I do suffer from some dominance issues... This was already a problem in the original game, and trying to fix those will only make things worse, so I won't |
19:46 | CONFIRMED | Achievement works |
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