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23:32 | STATUS | And now I must of course add some stock |
23:32 | SCENARIO | Wand Store |
23:32 | MAP | Wand store |
23:16 | TRANSFER | Wand shop sign |
20:52 | CONFIRMED | IT WORKS! |
20:43 | TEST | |
20:43 | FIXED | Hover messed up |
20:38 | TEST | |
20:38 | DONE | Resistance upgrade present |
19:38 | STATUS | Okay, now stuff works.... Next stage is to get the upgrades to work, as that is when it comes to elemental upgrades not yet done |
19:29 | TEST | |
19:29 | FIXED | Invalid Class Field |
19:25 | TEST | |
19:25 | FIXED | Whatever |
19:20 | TEST | |
19:20 | FIXED | |
19:20 | STUPIDITY | Now "new" statement |
19:15 | TEST | |
19:15 | LINK | |
19:14 | MAPSCRIPT | Link code |
19:11 | SASKIA | Written to startup code for Stone Master Tephondar |
19:06 | OFFTOPIC | |
18:51 | STONEMASTER | Tephondar |
17:35 | NOTE | Mostly files can handle low quality.... Although metal music appears very very sensitive.... But metal is not used here.... |
17:34 | MUSIC | The relaxation music that sounds in Botanica has also been halved in quality, as that was the biggest file I could find in Kevin McLeod's list.... |
17:31 | MUSIC | I've lowered the quality of "The Machine Thinks" from 128 kHz to 64 kHz, and what I hear now is satisfactory enough.... This was one of the bigger files in my music library, so I hope to have a bit of a "win" in this process... |
17:24 | STUDY | I've taken a look at NAudio, as the game is getting too big because of the music files... I can try to bring down their quality a bit, but it is a bit of a woe... MonoGame only supports WAV and uses dependencies for ogg support. The latter is unacceptable, as that makes me dependent on how well the computer of my player is configured, plus it also requires me to put my audio files in the open unpacked, and that can cause copyright issues.... So I am in a bit of a fix here.... I'll experiment with this later |
17:21 | JUDGMENT | This will have to do... I'm afraid |
17:07 | FAILURE | I hate intelligent software.... And that is what the WYSIWYG editor of itch.io provides.... In 99.999% of the cases it does things I didn't ask for, going beyond any level of stupidity creating very extremely ugly results in the process! |
13:14 | JUDGMENT | but it looks horrible, but I'll have to fix that later |
13:13 | ITCH.IO | Draft page set up |
1:01 | STATUS | That covers everything for today... All that is left to do for me is Tephondar, but as he is a stone master in elemental protection, which is a new field in stone master land I won't do that today anymore.... |
0:55 | TEST | Again! |
0:53 | FIXED | Identifier typo |
0:48 | TEST | Let's see |
0:48 | MAPSCRIPT | Yannee, daughter of Fandalora |
0:40 | TEST | And let's see if they work properly |
0:40 | MAP | NPCs placed in town |
0:39 | SCENARIO | Tag adaptions |
0:34 | TRANSFER | Male Fairy 2 |
0:34 | TRANSFER | Male Fairy 1 |
0:34 | TRANSFER | Female Fairy 2 |
0:34 | TRANSFER | Female Fairy 1 |
0:24 | TEST | Now? |
0:23 | FIXED | In that case... DIRTY CODE STRAIGHT OUT OF THE TOILET! |
0:19 | TEST | One more time? |
0:18 | FIXED | But I think I took care of that |
0:18 | CONFIRMED | Works of a part |
0:13 | TEST | Does that work, as well? |
0:13 | COSMETIC | Same trick now done to the ability list |
0:11 | CONFIRMED | That works |
0:05 | TEST | Does that work? |
0:05 | COSMETIC | Item hover should highlight item, for better view |
0:01 | NOTE | That all works now! |
- = 12 Jan 2020 = - | ||
23:57 | TEST | III |
23:45 | FIXED | Ah, the former fix was not done thoroughly... Although the latter one was correct |
23:38 | TEST | Take II |
23:38 | FIXED | Mistake in hover detection |
23:37 | FIXED | First time not registered as first time, so it will be all time |
23:29 | TEST | And can i get testing now for real... please? |
23:29 | POWERSHELL | new window then |
23:29 | FAILURE | No it completely crashed |
23:28 | TEST | Well, can we start it now? |
23:28 | FAILURE | Does it work again? |
23:28 | FAILURE | But first I had to deal with a console acting up on me for no apparent reason |
23:19 | TEST | Let's see if that's true, or not! |
23:18 | STATUS | And that SHOULD work now |
23:18 | LINK | Linked to the map |
23:17 | SASKIA | Feenalaria's script should now work accordingly |
23:14 | SCENARIO | Feenalaria's scenario has been adapted for this game, and should now (unlike the original game) also show her portrait |
22:40 | TEST | Let's test if that all works the way it should |
22:39 | LINK | Worldmap entry properly linked to the map |
22:00 | SASKIA | Base script on which the rest of this map script can be built |
21:30 | STONEMASTER | Feenalaria |
21:29 | SITE | Added tag STONEMASTER |
21:23 | JCR6 | Repacking Music resource, and I also aliased the song for Frendor so the game should pick that up properly |
21:23 | CONVERT | Although I had to convert it to WAV.... When this project is done I really wanna see if there's a more proper way to play .ogg in C# without having to rely on dependencies and needless extracting swap files. |
21:22 | MUSIC | I've copied "Chamber of Secrets" by Eric Matyas into this project.... This is because Iskarderiu will be added in this game as a town (although it was not present in the original game), and it would only make a good view on things if I kept the music the same... And the license allows it, so what the heck |
21:11 | SECRET | If you ever found Phantasar in Star Story, the same music plays in Frendor then too.... |
21:11 | MUSIC | "Enchanted Valley" will be used for Frendor, just like in the original game and as in TFT REVAMPED |
21:07 | GENERATION | Data generations so it can be used in this game |
21:06 | TRANSFER | Frendor |
11:51 | TEST | Let's see |
11:51 | LINK | Link back from the madhouse to the crossroads |
11:41 | DONE | Some last testing.... I wish I could more to get confusion to work, but it doesn't matter... In the next dungeon it'll be even more important and thus have better test possibilities |
0:53 | STATUS | It works as far as it has to work... I'll get into the full depths of stuff later! |
0:38 | TEST | Take V |
0:38 | FIXED | And I've set the same fix by the status causer |
0:37 | FIXED | Needless looking for stuff that is only required if the status change is actually cured by this move |
0:37 | FIXED | Return error |
0:11 | TEST | Take IV |
0:11 | EXPERIMENT | typo? |
0:06 | TEST | Take III |
0:06 | FIXED | Wrong var name |
- = 11 Jan 2020 = - | ||
23:58 | TEST | Take II |
23:57 | FIXED | Illegal class call |
23:49 | STATUS | Wish me luck... If the game crashes upon causing confusion, thing are (likely) the way they should be... Let's see |
23:48 | SCRIPT | Boss script |
23:33 | ACHIEVEMENT | Jeepers Creepers |
23:32 | BOSS | Creep |
23:12 | DONE | Status changes should now be active, however nothing has yet been tested, so wish me luck! |
23:03 | FIXED | This would have to fix a little error that would affect foes, but would not affect heroes |
20:21 | STATUS | Well, the next step will be to include the boss, but first I'm gonna watch "Wie is de Mol?" and let's see if I can unmask him/her this year.... |
20:12 | FIXED | Arena cosmetic error |
19:59 | FIXED | Target error! |
19:47 | TEST | Take I |
19:47 | ARENA | Madhouse |
19:38 | STATUS | Not there yet though! |
19:38 | MAP | Configured Random Encounters |
19:38 | MAP | Put in Random Treasures |
19:32 | FOE | ClownFace AI taken care of |
19:30 | NOTE | Confusion cannot yet be done, as there is no valid status change causer yet, but I will get onto this in the upcoming time.... |
19:28 | LINK | Already made a quick link to Aziella... This to make sure I won't forget, and since Aziella is the last character to join you, this is not unlikely. |
19:22 | ABILITY | Confusion |
19:20 | ABILITY | Ultra Sonic |
18:56 | FOE | Basis for ClownFace |
18:51 | ART | That's all artowrk |
18:51 | TRANSFER | Creep |
18:51 | TRANSFER | ClownFace |
18:43 | STATUS | The next step will be to get the encounters for this place to work |
18:42 | CONFIRMED | Right! That all works |
18:37 | TEST | Take II |
18:36 | FIXED | Achievement reference |
18:36 | TEST | Take I |
17:47 | NOTE | Now the boss won't activate YET, because I haven't scripted that yet, only the zone that will trigger the boss has been drawn on the map, but it has no code linked to it yet. I first wanna see if you can get through the madhouse as intended... Since it's a house with a "twiested reality", it needs extra care. |
17:40 | LINK | Linked the achievement |
17:28 | ACHIEVEMENT | I'm going slightly mad |
17:18 | STATUS | Almost there |
17:18 | MAP | Area 006 |
16:38 | TEST | A little test is required, though! |
16:37 | MAP | Area 005 |
14:50 | STATUS | FINALLY! |
14:41 | FIXED | Nilfix |
14:32 | TEST | Take IV |
14:32 | FIXED | Untagged Dead |
14:25 | TEST | Take III |
14:25 | FIXED | missing links |
14:25 | FIXED | blockmap issues |
14:16 | TEST | Take II |
14:15 | FIXED | Blockmap issue |
14:11 | TEST | And let's see what happens if we test that! |
14:11 | MAPSCRIPT | The additional script for Area 004 |
14:09 | SCENARIO | RIP |
14:06 | NOTE | Area 004 requires some extra scripting and scenario |
14:06 | MAP | Area 004 |
14:05 | MAP | Area 003 |
13:32 | DONE | Both done now |
13:32 | TODO | Feeding myself |
13:09 | TODO | Feeding Kitty |
13:08 | ITEM | Magic disc |
13:06 | TEST | Take IV as I need to check one more thing |
13:06 | CONFIRMED | That part works |
13:00 | TEST | Take III |
12:59 | FIXED | 002 => 001 link didn't work |
12:59 | CONFIRMED | The when you've been there links work |
12:50 | TEST | Take II |
12:50 | FIXED | And while I was at it I also fixed a blockmap issue in 999 |
12:49 | FIXED | Fixing a bug in the process |
12:49 | LINK | So put it in |
12:49 | STUPIDITY | Forgot the ZonaAction Link |
12:41 | TEST | Take I |
12:41 | TEST | Now I need to run multiple tests... One to see if the area will indeed be hidden if you didn't go to the facility and one to see if it's open when you've been there |
12:40 | SECRET | Access to area 999 is completely hidden unless people have actually been in the facility |
12:40 | LINK | And the link up script between area 002 and 999 |
12:40 | MAP | Area 002 MadHouse |
2:43 | STATUS | and that was it... Tomorrow I'll get my focus on the MadHouse |
2:43 | BITBUCKET | Updated |
2:43 | GITHUB | Updated |
2:27 | TEST | Take IV... I think.... |
2:27 | FIXED | Code Typo |
2:20 | LINK | Link back into the facility |
2:09 | FIXED | And a little fix along the way |
2:05 | TEST | And let's see what happens |
2:05 | LINK | And the link code added |
1:59 | MAPSCRIPT | The bar removal routine |
1:44 | TEST | And let's try this again! Take II |
1:43 | FIXED | And a crash fixed in the process |
1:43 | SCENARIO | added that |
1:43 | STUPIDITY | Set up the speech for all characters, but I forgot Rebecca |
1:38 | TEST | Time to find out! |
1:38 | STATUS | But does it work? |
1:38 | LINK | The transporter pad in the Facility has been linked to the exit portal in the Mad House |
1:11 | SCENARIO | Exit Text |
1:06 | MAP | Tagged the transporter objects in the facility |
1:05 | MAP | MadHouse Area 999 |
0:32 | STATUS | That means that I now will have to link back to the Mad House |
0:32 | NOTE | Important note! The link to the second part will NOT yet work, as I'll first do some other parts... This allows me to do a more balanced (and still harder) part to come.... |
0:31 | STATUS | It appears to work now |
0:21 | TEST | Take III |
0:21 | FIXED | |
0:21 | FUCKYOU | Sigh! |
0:11 | FAILURE | (because my IDE caught keystrokes that were typed on my CLI, and messed up my code in the process... How could that happen? Microsoft?) |
0:10 | FAILURE | And a lot of stuff not going my way |
- = 10 Jan 2020 = - | ||
23:53 | STUPIDITY | Yeah, I too think it was stupid to forget such a trivial thing! |
23:53 | TEST | Take II |
23:52 | FIXED | non-declared variable |
23:48 | TEST | But I can test if this all works at least |
23:48 | STATUS | I will wait with that part until I got two more dragon caves done, though |
23:48 | MAPSCRIPT | I've written the script that will open the door to the next part if you got enough points on GJ with my games.... |
23:43 | JUDGMENT | Right, that part is okay now |
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