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23:48 | JCR6 | Music alias for Sheck Lock |
23:47 | NOTE | No way to unlock it yet, and even if you could, going there now will crash the game until the work on the cave has actually begun |
23:47 | WORLDMAP | Black Dragon's cave |
23:46 | BOSS | Sheck-Lock |
23:33 | NOTE | This ability has many effects, and the kinds of effects it can cause will increase each battle... In other words, we'll see that one some more times |
23:33 | ABILITY | Crystal Blade |
23:26 | REMOVED | Invalid file |
23:23 | LINK | All complete |
23:23 | GAMEJOLT | Link up |
23:21 | NOTE | Not all data accounted for yet, so still a lot to do! |
23:21 | CONFIG | Boss fight configured |
23:21 | SASKIA | Shecklock pre-boss |
23:21 | MUSIC | Quality Downgrade "Tempting secrets" |
23:20 | ACHIEVEMENT | Who gives a damn about you? Your new name is "Mid-Boss"! |
23:11 | MAPSCRIPT | SheckLock should now appear if both dragons have been defeated |
23:03 | TRANSFER | Art Shecklock |
22:48 | TEST | Take IV |
22:47 | FIXED | |
22:46 | BUG | Oh, missing assets, eh? |
22:32 | TEST | Take III |
22:31 | STATUS | Oh, no matter..... |
22:31 | CHECKED | Hmmm, hard to check, but seeing that she fled when she saw me does indicate a bad concience |
22:30 | TODO | Checking out what the cat is doing as I hear suspicious noises |
22:30 | CONFIRMED | they are ok |
22:30 | CHECKED | SASKIA script settings |
22:30 | STUPIDITY | I forgot to regulate the showing of the heroes |
22:25 | TEST | Take II |
22:25 | FIXED | Linking issue |
22:13 | NOTE | Takes longer, as I included a little update on this devlog gitpusher, and it does some housekeeping now...... |
22:11 | TEST | Let's see if this all works |
22:08 | BOSS | Green Dragon |
20:36 | STATUS | But first a break! |
20:36 | STATUS | Well the answer is NO, because I did not yet set the data for the dragon fight itself |
20:36 | STATUS | The question is.... Does it work |
20:35 | LINK | Map linked |
20:35 | MAPSCRIPT | All set |
20:25 | CHARACTER | Activator Eric's Green Dragon skill line |
20:20 | SASKIA | Dragon script |
19:25 | STATUS | Stuff works |
19:11 | TEST | No trouble expected, but since you never know.... |
19:09 | MAP | area 004 |
19:08 | MAP | Area 003 |
18:43 | CONFIRMED | Stuff seems to be in order now |
18:31 | TEST | That was during Take III, so now I'm in Take IV |
18:31 | FIXED | Typo in Irravonia's ability list causing the game to crash when you learn "Fireblast" |
18:25 | FIXED | Added "__white" after the fighter draw, which should prevent turning everything green when character #4 is poisoned |
18:23 | FIXED | Bad SASKIA instruction |
18:03 | STATUS | But first I'll be watching the news... brb |
18:03 | TEST | Take II |
18:03 | NERF | Nerfed a few stats, as this would otherwise take too long |
17:54 | TEST | Take I |
17:54 | STATUS | I do not have all the time in the world to test, but I can make a start to it! |
17:54 | BOSS | Green Guardian |
17:45 | MAP | Area 002 |
17:25 | SCRIPT | Start Script Green Guardian |
17:24 | TRANSFER | Art Green Guardian |
14:16 | TODO | Real-life business |
13:03 | STATUS | Time of a little break! |
13:03 | FIXED | A few data specifications set right |
13:02 | BUBBLE | Alias command for JCR6 in project |
13:01 | ABILITY | Vitalize |
12:58 | ABILITY | Biohazard |
12:48 | TEST | Take D |
12:48 | FIXED | linkback not set well |
12:44 | TEST | Take C |
12:43 | FIXED | Case error |
12:41 | TEST | Take B |
12:41 | FIXED | Syntax error |
12:36 | TEST | Does it work? |
12:36 | DONE | Temp Crash if correct, since the boss fight has not yet been set up |
12:35 | DONE | Reset if false |
12:35 | DONE | Reveal the poison |
11:45 | CONFIRMED | FINALLY! |
11:42 | TEST | Take III |
11:42 | LAZY | Expanded TImage |
11:11 | TEST | Test II |
11:11 | FIXED | Code typo |
11:08 | TEST | Let's see if the hovering works the way it should |
11:06 | FAILURE | egg timers are so useful when they come to a standstill without asking and without a warning |
11:05 | SCRIPT | Hover detection |
0:58 | STATUS | later! |
0:58 | UPDATED | Repository |
0:56 | STATUS | And the rest comes later! |
0:40 | TEST | |
0:40 | FIXED | Missing "end" |
0:38 | TEST | |
0:38 | NOTE | For now that is all that should happen |
0:38 | DONE | Mouse pointer and selection text should appear |
0:35 | JUDGMENT | Well I'll be... It all works the way it should work |
0:30 | TEST | |
0:30 | LINK | And link to the stage where the player can make a choice, but that stage is still empty now |
0:30 | SCRIPT | The flasks should move now |
0:12 | JUDGMENT | BETTER! |
0:09 | TEST | Let's see if this is better! |
0:09 | BOOST | More time |
0:09 | JUDGMENT | Time is clearly too short! |
0:05 | TEST | |
0:05 | FIXED | Idiot |
0:02 | TEST | |
0:02 | LINK | And the link to the stage in which the flasks will move |
0:02 | SCRIPT | Timer activated |
0:00 | STATUS | From here we can put in in the timer, yaay! |
- = 21 Jan 2020 = - | ||
23:59 | JUDGMENT | I am afraid that'll have to do! |
23:13 | NOTE | No content in my posts... you know the drill already |
23:13 | TEST | |
23:13 | COSMETIC | |
23:05 | TEST | |
23:05 | COSMETIC | SIGH! |
23:02 | TEST | |
23:02 | COSMETIC | Left right needs a bit more |
23:02 | JUDGMENT | height is cool |
22:53 | TEST | |
22:53 | COSMETIC | MOAR! |
22:43 | TEST | |
22:43 | COSMETIC | tuning |
22:42 | JUDGMENT | Lower and more to the right |
21:20 | DONE | Skull marker |
19:16 | STATUS | I'll be back later... A break first! |
19:15 | JUDGMENT | That oughta do.... |
19:09 | TEST | |
19:09 | COSMETIC | fine tuning some more |
19:08 | NOTE | I am still NOT happy |
18:45 | TEST | |
18:44 | COSMETIC | changed a few values for (hopefully) better effect! |
18:44 | ENHANCEMENT | magic numbers removed and replaced with macros |
18:43 | STATUS | Now that the parse errors have all been fixed we can get to business, as there's still a lot of issues |
18:40 | TEST | |
18:39 | SOLVED | IDIOT! |
18:35 | TEST | |
18:35 | DEBUG | Hopefull here I'll get some answers |
18:35 | HUH | The error given does not make sense and should under no circumstances be possible, so I need to sort out what the hell is oging on here... |
18:27 | TEST | |
18:27 | FIXED | Illegal class usage |
18:21 | FIXED | Unknown identifier |
18:17 | FIXED | I guess I needed to include an extra library |
17:55 | FIXED | Declaration error |
17:54 | BUG | The state it links to however does not... Oh well :P |
17:54 | CONFIRMED | The link works |
17:48 | TEST | Let's see if that is indeed what happens |
17:48 | STATUS | And (although not yet complete) the flask puzzle should start |
17:48 | LINK | Creating the link to the puzzle in the process |
17:48 | SASKIA | And thus I could more easily set up the code to start everything |
17:44 | RESULT | Right, I know what I wanted to know! |
17:41 | TEST | Again, as what I wanted to know has not yet been revealed |
17:41 | FIXED | Syntax error |
17:40 | TEST | I need to do a little test run, that will lead to a crash, but that will at least set a few things right for me to allow me to do the linkup right.... |
17:37 | DONE | Some code that should show me something.... Still some work to do, though, but hey, gotta start somewhere, eh? |
15:47 | SCRIPT | More preparational code for the poison flask game |
15:46 | FIXED | Unwanted moves in foe compilations |
12:47 | SKELETON | Skeleton code for the puzzle |
10:43 | TRANSFER | The art for poison game |
10:22 | FIXED | Revealed flasks are now marked internally |
2:18 | STATUS | I'll take care of the puzzle itself later.... I need to go to bed now.... |
2:17 | FIXED | A few AI settins fixes |
2:07 | TEST | Another go! |
2:07 | FIXED | Target error |
1:45 | TEST | And Now I can put things to the test I suppose |
1:45 | CONFIG | Rendom encounters |
1:43 | FOE | Death Cap |
1:26 | FOE | Cobra |
1:26 | FOE | Green Slime |
1:02 | ABILITY | PoisonCloud |
0:54 | ABILITY | Spit |
0:53 | SPELLANI | spit |
0:50 | ACHIEVEMENT | SNAKES! Why did it have to be snakes!? |
0:50 | UPDATED | Project file |
0:45 | NOTE | The latter has been reserved for teh Black Dragon Cave though |
0:45 | ART | Black Slime |
0:45 | ART | Green Slime |
0:34 | ARENA | Green Dragon Cave |
0:33 | STATUS | The Most Logical thing to do for me now is to prepare the random encounters |
0:12 | CONFIRMED | SUCCESS HERE! |
0:07 | TEST | |
0:07 | VOID | I think I voided that now |
0:07 | UNDESIREABLE | I already had this issue in 63 fires of lung.... The standard Lua replace feture works with that acursed system called REGEX, and that caused a nasty effect on numbering substitutions |
- = 20 Jan 2020 = - | ||
23:56 | TEST | |
23:56 | VOID | But that issue should be voided in this process |
23:56 | HUH | The error does still not make sense |
23:56 | FIXED | But at least I see that one command was not rightly set |
23:55 | HUH | The error does NOT make sense at all |
23:49 | TEST | And now see what the crash I get (which makes no sense at all) is about! |
23:48 | FIXED | At least I fixed the bug not causing the puzzle to be generated |
23:46 | BUG | Stuff is totally not working how it should |
23:28 | TEST | |
23:28 | SCRIPT | Scripted the notes |
23:21 | CHECKED | Dragon scenario looks fine |
23:21 | SCENARIO | I had to change the variable to substitute to prevent errors with the new system |
23:19 | TRANSFER | Dungeon scenario |
23:05 | MAP | Notes put in place |
23:02 | TRANSFER | Note Art |
22:54 | JUDGMENT | So far all is well |
22:42 | TEST | |
22:42 | FIXED | Exit bugged in the process |
22:42 | FIXED | Layer fix |
22:36 | HUH | WTF? |
22:33 | TEST | |
22:33 | STATUS | But I do need to test a few things before I can get things on the roll anyways, so here goes |
22:33 | STATUS | Well, the puzzle is NOT yet working and neither are the random encounters... |
22:28 | MAP | Area 002 of the Green Dragon Cave has been designed, and may be one of the biggest areas I've designed for now..... This is because of the puzzle setting the Green Dragon cave has, and it was the easier way to go.... |
21:11 | TEST | And let's do that again! |
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