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21:02 | SCENARIO | Technobabble room 008 |
- = 1 Dec 2020 = - | ||
22:09 | TEST | Take II |
22:09 | DONE | Set that right |
22:09 | STUPIDITY | I realized I forgot something VITAL! |
22:00 | TEST | Take I |
22:00 | STATUS | Let's test |
21:58 | MAP | Area 007 |
- = 30 Nov 2020 = - | ||
23:06 | TEST | Quick check, but not trouble expected here |
23:05 | FIXED | So a little fixup was in order, I suppose |
23:05 | COSMETIC | I guess I need to make sure the screen is properly updated when Jeroen opens the room |
22:53 | TEST | Before all that a small test... Everything here should work, though |
22:52 | STATUS | The moment that the checker flag will be waved comes closer, but it will still take some time, though! |
22:51 | NOTE | I need to make futhre checkups later on the scenario of this place.... |
22:50 | MAP | Area 007 Digitopia |
- = 28 Nov 2020 = - | ||
19:42 | TEST | Take III |
19:42 | FIXED | Wrong brother |
19:42 | HUH | And suddenly it doesn't happen anymore, eh? (not that it was possible in the first place) |
19:27 | DEBUG | But I made the error message give more info.... How does it comes to this impossible conclusion? |
19:26 | INVESTIGATION | Nothing can make this possible |
19:23 | COCKROACH | Stealing is now causingproblems for no reason at all (it would never have worked in the first place) |
19:15 | TEST | Take II |
19:15 | FIXED | I hope |
19:14 | COCKROACH | Let's see why |
19:14 | FUCKYOU | Showhow the cash bug refuses to get fixed |
19:10 | TEST | Take I |
19:10 | STATUS | Or to say it in Dutch "Doet-ie-'t-of-doet-ie-'t-niet?" Well I don't need Peter Jan Rens to say that. |
19:10 | STATUS | Does it work or doesn't it work? |
19:06 | LINK | And now this has been linked, meaning the boss fight should work now... At least I think so... |
19:02 | MAPSCRIPT | Boss configuration |
18:59 | NOTE | Don't expect an easy fight from these two fuckers. They only appear in the New Game+ and are also in a quest that is in the New Game+ optional... They are not meant to be easy, and if they turn out to be so, they may be boosted |
18:58 | SASKIA | Clean up of the bosses after they've been defeated |
18:58 | MAP | A few needed map modifications |
18:57 | DONE | Eating dinner (hey that's important too, you know) |
18:44 | NOTE | Nope, this won't yet activate the boss since this SASKIA portion is not yet linked to the map |
18:43 | SASKIA | The CGA Brothers |
18:27 | NOTE | The brothers in the dungeon still ignore you... I did not yet script them after all |
18:27 | BOSS | CGA Brother 2 |
18:27 | BOSS | CGA Brother 1 |
12:36 | CLOSED | |
12:35 | CLOSED | |
12:08 | TFTREVAMPED | Testing the tag |
12:06 | SITE | Added tag TFTREVAMPED |
12:06 | STATUS | I will have to combine my works for Dyrt with those of TFT REVAMPED now, and Star Story is temporarily on hold. Why this, well Dyrt is entering the final stage of development, after all Digitopia is the game's last dungeon to be added, as the fight against Juggernaut takes place in the city of Gagolton, and once Juggernaut is done, the game is basically ready and then I only need to make sure the most important issues are fixed before releasing the first beta versions. In TFT REVAMPED I only have to translate the LAURA II engine from BlitzMax to C++ which is a lot of work, but not as much as setting up an entire game, and I'll only have to deal with compatibility issues once the engine is fully done... Normally setting up or preparing the engine is only the beginning of the adventure for me, but here it's the end, since I already got the game itself. So that's how my choice came to be. As a result the TFT devlog has also been revived after it was closed some time ago.... (almost 6 months, which is very short). Funny how things can go, eh? |
2:38 | STATUS | Calling it a day.... See ya |
2:38 | BUG | #266 But fixing that one is a later concern |
2:36 | FUCKYOU | That issue WAS fixed.... It magically came back |
2:24 | FIXED | I think I fixed the area, as it didn't work the way I planned it |
2:17 | TEST | Take V |
2:17 | VOID | FUCK YOU FUCKING CRAP COMPUTER! |
2:16 | FUCKYOU | The computer voids me? I DON'T THINK SO! |
2:12 | TEST | Take IV |
2:12 | VOID | Or at least I hope so |
2:11 | FUCKYOU | This error is a lie |
2:07 | TEST | Take III |
2:07 | FIXED | Crap.... I hate "self" -- Just a little longer, Jeroen... You'll be free of that crap soon |
2:02 | TEST | Take II |
2:02 | FIXED | Syntax Error |
1:59 | SITE | Dang! Auto-house keeping... At a tlime like this :-/ |
1:56 | NOTE | Oh, yeah, the Kthura Text Editor confused my builder... hahaha, I should have known |
1:51 | FIXED | This should fix that |
1:50 | HUH | Okay, this is really bad |
1:34 | BACKUP | Running in the background |
1:23 | NOTE | The Travel Emblem located behind the backs of the CGA brothers is safe, even though the brothers ignore you at this moment... There's no savespot in that room anyway. |
1:23 | GAMEJOLT | Also updating... Has to be done before the Alpha officially opens |
1:22 | TEST | Take I |
1:22 | MAP | Random Treasure spots set |
1:20 | NOTE | But there is still one thing to do |
1:20 | NOTE | That means encounters can be tested now |
1:20 | LINK | Linking this all together |
1:20 | MAP | Set this all to the map |
1:16 | FOE | Packed Ghost Version Cyan |
1:12 | FOE | Packed Ghost Version Ember |
1:05 | FOE | Packed Ghost Version Magenta |
0:37 | DATABASE | Duplicate foes for easier adaptions |
0:34 | FOE | Packed Ghost Version Red |
0:04 | STATUS | As far as digitopia is concerned I'll have to stick when the regular enemies first, so the CGA Brothers will for the time being ignore you, no matter what. |
0:03 | ANNOUNCEMENT | The alpha announcer I programmed to go off on Game Jolt will go off tomorrow (in which tomorrow is speaking from my own time zone, which is OFFICIALLY Central Europe, but geographically western Europe). |
- = 27 Nov 2020 = - | ||
23:58 | REMINDER | It can still go wrong with Juggernaut, the only enemy remaining now.... I hope I will not forget when I'm going to get that boss fight done |
23:57 | GENERATION | They won't have me this time.... The neg generator is running already |
23:56 | TRANSFER | Enemy art |
22:47 | NOTE | It's unfortunately impossible to test if this arena works as intended until I've done the enemies that will inhabit Digitopia |
22:39 | ARENA | Digiopia |
17:24 | STATUS | Well the next step will be to make encounters possible.... Since this is the last dungeon I'm adding, this will therefore also be the last time I have to go through this... At least in THIS particular game. ;) |
16:57 | NOTE | The bosses will (for now) ignore you |
16:55 | MAP | Boss Area |
16:52 | TRANSFER | Art The CGA Brothers |
12:57 | TEST | Take II |
12:57 | FIXED | Background |
12:57 | STUPIDITY | Good thing I tested as I forgot something vital |
12:49 | TEST | But first ..... |
12:49 | STATUS | The area after that is the boss, so it might be more prudent to get in the random encounters once all this crap works |
12:48 | MAP | Area 004 |
1:39 | RECOVERED | Recovery wasn't too hard |
1:39 | GO | But Since I can compile it again |
1:38 | MYSTERY | It's also a mystery where my SwapKill program went |
1:38 | MYSTERY | And suddenly it works, how odd |
1:38 | HUH | ??? |
1:25 | MAP | Added Area 003 |
- = 26 Nov 2020 = - | ||
21:30 | TEST | A little test to see if everything works accordingly |
21:29 | MAP | Added area 002 |
0:25 | STATUS | See ya! |
0:25 | GAMEJOLT | Alpha update |
0:25 | STATUS | And time to call it! |
0:25 | OFFTOPIC | Nice to note, this post has number 22222 |
0:25 | STATUS | All cool! |
0:21 | TEST | Final test for today as I am really getting tired |
0:21 | FIXED | Blockmap issue |
- = 25 Nov 2020 = - | ||
23:49 | FIXED | Important string fix in Kthura fixed |
23:31 | TEST | Another one then! |
23:31 | C# | I forgot that streched zones were added to Kthura and as such some checks on them needed to be supported as well |
23:14 | TEST | Let's see, though |
23:12 | MAP | Area 001 |
23:12 | SCENARIO | Area 001 |
22:59 | ENHANCEMENT | Meeting me in digitopia will stop walking, but only if I'm there, and you didn't therefore hear my story before |
22:46 | ART | A bitof altering in presentation.... Now the background is better tilable |
22:36 | TEST | Let's see now! |
22:36 | FIXED | I did do something wrong here, though |
22:36 | SCENARIO | Digitopia room 000 |
22:35 | NOTE | The scenario for Digitopia will be rewritten from scatch. This because the game was recreated from scratch... well most of it... Due to that some things need to be taken in order. |
22:27 | TEST | Jeroen |
22:27 | LINK | Jeroen |
22:27 | MAPSCRIPT | Jeroen |
22:00 | CONFIRMED | Works the way it's intended... Good! |
21:55 | TEST | Take I |
21:54 | FIXED | A few code issues |
21:53 | MAPSCRIPT | I've set up the script which must take care of the background of Digitopia |
21:20 | FIXED | Map layer naming issue |
21:11 | FIXED | Well, with the help of stack overflow.... This is really really crazy |
20:03 | C# | This can of course be sorted out now (I really have a reason now) |
20:02 | C++ | I got the zlib routine working for JCR6 in C++ This is not half as good as lzma and there are still some issues with packing zlib in C# which will still get me issues here, but at least it's something and when worst comes to worst I can create a repacker in GO or even C++, but I hope I don't have to go down that route! |
19:03 | LINK | Should have done that from the start of course |
19:03 | FIXED | Missing link to music |
18:58 | FIXED | Bad file name |
18:34 | SASKIA | Basis for Digitopia |
14:09 | CONFIRMED | Jeroen |
13:59 | NOTE | And Dutch readers my age or older may be reminded of an old series of children's books by Jaap ter Haar |
13:58 | SASKIA | Jeroen |
13:58 | MAPSCRIPT | Linkup code Jeroen |
0:45 | GITHUB | Updated |
0:43 | WORLDMAP | Digitopia added to the map |
0:29 | JCR6 | Packing |
0:29 | RECOVERED | That works again |
0:28 | FAILURE | For some reasons some dependencies in my NJCR directory went missing |
0:28 | MUSIC | Just like the original game "The Machine Thinks" by Kevin McLeod will be the tune for Digitopia |
0:24 | MAP | Opening room Digitopia |
0:15 | TRANSFER | background art |
0:12 | NOTE | That's not everything I need, though |
0:11 | TRANSFER | the floor chip textures for digitopia |
0:00 | STATUS | Anyway, everything is ready to start the preparations for Bitotopia |
0:00 | STUPIDITY | last entries all came up on the Star Story Log where they didn't belong... fuck it, I'm not gonna transfer them all over here |
- = 24 Nov 2020 = - | ||
12:10 | FAILURE | for some reason my mouse is malfunctioning now, though |
12:10 | DONE | Cleaned up my desk (and it was about time) |
- = 23 Nov 2020 = - | ||
23:21 | STATUS | Does not mean there's isn't a lot to do anymore, as there still is, but things are now really beginning to take shape and an important milestone in the production of this game has just been past, so I still can celebrate.... a little |
23:20 | GITHUB | Well, all issues that are still open are now on one page (of which 2 are monogame issues they always refused to fix). That is always a pretty special moment in this stage of development as that means the end is slowly getting in sight. |
23:18 | CLOSED | |
23:18 | DONE | Resolved #104 |
23:18 | CLOSED | |
23:18 | CLOSED | |
23:13 | CONFIRMED | #259 Or at least no crashes now, I hope that enough |
23:13 | CONFIRMED | |
23:05 | TEST | Gotta test to have that all confirmed |
23:04 | FIXED | |
23:04 | FIXED | |
20:34 | FIXED | Adding that fixes that crash |
20:34 | SCENARIO | Rebecca's text for trying to get out was absent |
20:32 | FIXED | A few issues with the IDDQD spell for Irravonia |
20:31 | BUG | crash when trying to go back after defeating the order of onyx |
19:27 | STATUS | Now testing Mörker |
19:27 | CONFIRMED | Dark Storage up to the point you'll meet all four members of the order works |
14:01 | STATUS | For now I'll get into the Dark Storage... Digitopia will be implemented as soon as the test for the final chapter starts |
14:00 | BOB | I've deactivated the lines regnerating the disco floors for the hall of music... It's not longer needed and only increased the building times for no more reason |
13:54 | NOTE | As the announcement for the desired alpha testers can pop up on Game Jolt any day now, I must more and more be prepared for alpha testers running into unexpected behavior because of the last missing features enabling bugged behavior and even crashes that are only normal to happen at this point |
13:52 | NOTE | |
10:54 | PLAN | I've decided to wait with Bitotopia until I've at least defeated some of the optional bosses... the sealed ones, I mean |
10:53 | STATUS | So far so good! |
10:53 | CONFIRMED | And Jennifer does open the Dark Storage on the right moment now, as far as I can tell... |
10:52 | CONFIRMED | Frundarmon's basement appears to work the way it should |
10:52 | CONFIRMED | Jeroen appears |
9:30 | NOTE | And the dungeon Digitopia he'll unlock comes later, but I needed to make sure this works, at least! |
9:30 | MAPSCRIPT | But Jeroen will only appear when you've defeated Frundarmon during the New Game+ |
9:30 | MAP | Jeroen added to Felixium |
9:26 | TRANSFER | Art Jeroen |
0:30 | FIXED | Code Typo |
0:18 | TEST | Let's see |
0:18 | NOTE | Perhaps I found it? |
0:16 | INVESTIGATION | NOTHING shown in the chain routine allows this crash to happen... odd |
- = 22 Nov 2020 = - | ||
22:31 | STATUS | First a break, though! |
22:31 | INVESTIGATION | So the next task for me will be to find out, WHY! |
22:30 | BUG | Second part of the facility crashes the game |
22:10 | UPDATED | |
22:09 | CLOSED | |
22:09 | CONFIRMED | |
20:56 | TEST | Take IV |
20:56 | VOID | For real now? |
20:53 | VERIFIED | No errors, no warnings, so WHAT THE FUCK GIVES C# THE RIGHT TO IGNORE THIS FIX? |
20:52 | COCKROACH | I am REALLY getting pissed off now! |
20:51 | TEST | #129 - Take III |
20:50 | POWERSHELL | let's compile AGAIN! |
20:50 | COCKROACH | ignoring fixes, eh? |
20:49 | TEST | #129 - Take II |
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