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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 |
15:15 | FIXED |  Lua Parse errors fixed |
14:16 | NOTE |  Now testing this will be a not of a pain.... As a few more things need to be done for that... Oh well... |
14:08 | NEIL |  I've set up the chopper.... The chopper is a part of lexing the code.... It chops the code up in sections and words that are by the translator parser easier to process.... |
12:11 | NOTE |  Before I move on in the true Abyss.... I really noticed I should set my mind on other things as well... The True Abyss allows me to, as this point, so let's get on with that. |
11:16 | ABILITY |  Vesuvius |
11:15 | ABILITY |  Mjöllnir for Irravonia |
10:48 | TODO |  248 |
- = 30 Jul 2020 = - |
23:41 | BOOST |  A bit of a work-out on Corona |
23:40 | ABILITY |  Irravonia's version of Blizzard |
22:47 | FIXED |  Missing FROST element in spell "Blizzard" |
22:32 | LINK |  Linked them! |
21:59 | GAMEJOLT |  The Game Jolt variants |
21:53 | ACHIEVEMENT |  Achievement based on getting an Abyss Score of L(50), C(100), D(500) and M(1000) |
18:54 | TEST |  I've been doing pretty little today.... I require some rest.... I did do some testing today, but these kinds of test quite often produce little bug results.... and so things are calm today |
2:26 | ABILITY |  I.D.D.Q.D |
0:28 | TEST |  Another go, then! |
0:28 | FIXED |  Dominance issue |
0:04 | TEST |  Let's see |
0:04 | SECRET |  Which happens to be the Abyss version of Kirana... And she may give you a hard time (I hope) |
0:04 | NOTE |  The game will crash on the boss fight here! |
0:04 | MAP |  Area 060 |
- = 29 Jul 2020 = - |
22:20 | RECOVERED |  Disappeared Tag! |
21:40 | TEST |  I'll test again.... |
21:37 | NALA |  Recompiling |
21:37 | C# | This is C# code, so.... |
21:37 | FIXED |  A few source fixes |
21:35 | VOID |  As I cannot find out why this happens I've made sure the computer can generate a way from start to finish (using Dijkstra), and if not, it will generate an entirely new map. If this keep shappening a time-out will the thrown... although possible I deem it unlikely this will happen.... |
21:32 | COCKROACH |  Another map that is NOT solvable.... Bound to happen with this many levels if such a bug exists.... |
21:03 | TEST |  Let's Go! |
21:02 | CHARACTER |  Dernor can obtain this move when charming an Abyss Ant (since that creature only appears in The True Abyss, it won't be listed in the normall spell list of Dernor when playing a regular game or New Game+) |
21:00 | ABILITY |  Void (for Dernor) (True Abyss Only) |
20:31 | FOE |  Abyss Ant |
20:24 | FOE |  Fake Eric |
20:19 | MAP |  Area 055 |
19:47 | TEST |  Another go then? |
19:47 | TRANSFER |  To ensure this does not happen again... I've decided to make sure all four bosses are now transferred (in graphics), and their "Neg" equivalent is generated... At least these crashes belong to the past until level 100 now, as there a new graphic will probably be used |
19:45 | FUCKYOU |  How negative |
19:41 | STUPIDITY |  And the boss itself had to be configured (of course).... dork! |
19:37 | TEST |  And NOW we can start it all up! |
19:37 | CONFIG |  Arena configuration |
19:36 | STUPIDITY |  I forgot something important that MUST be done first! |
19:35 | NOTE |  HOLD THE SHOW! |
19:35 | TEST |  And now I gotta put all this to da test! |
19:33 | BOSS |  Abyss Jeracko (or Abyss Monster Man) |
19:30 | SECRET |  (Yup, Kirana and Rondomo will come later) |
19:30 | TRANSFER |  Abyss version of Jeracko |
17:56 | STATUS |  Altough something else is in my way now |
17:56 | TEST |  One more test and then I can get the boss done |
17:55 | OFFTOPIC |  This was easy... the map generator placed the exits so close to the starting point I could advance 5 floors without 1 encounter |
17:55 | FIXED |  BlockMap error based on a "Rotten Object" |
17:53 | FIXED |  Dominance issue on floor 050 |
17:48 | TEST |  Another one! |
17:48 | FIXED |  Macro typo |
17:29 | MAP |  Area 050 |
16:38 | C# | Of course now to compile |
16:36 | KTHURA |  And the blockmap will now be affected, as well |
16:30 | C# | Okay, that was easier than I thought it would be.... |
16:23 | FIXED |  Some modifyable fields blocked for StretchedArea |
16:19 | KTHURA |  Selecting a Streched Area is possible now |
16:09 | KTHURA |  For the Kthura editor this is a bit different, but yet, something I need to get through.... Well, you guys still with me? |
16:08 | NALA |  Recompiled..... For NALA this stuff is now no longer relevant... NALA will pick it up and execute it accordining, and even manipulations should auto-adept everything..... |
16:06 | KTHURA |  This is looking good... The editor cannot yet create nor edit this, but at least this result is already what I was hoping to see 
|
15:52 | NOTE |  before bothering myself with the adaption of the Kthura editor itself (as that will be the hard part) I can use the Kthura Text editor to enforce a little test... The editor should pick that up already, as it uses the same classes as the game will do |
15:51 | C# | The core function for monogame has been created, but due to the work I did before for TQMG this was the easy part actually.... |
15:46 | C# | Kthura can now return the width and height of stretched areas, but since the same data is needed for that as used for zones and tiled areas, that was the easy part |
15:45 | C# | I needed a new abstract for this in the Kthura system itself |
15:43 | NALA |  must be recompiled... That comes after this anyway, but to make sure, I'll recompile it right now... The operation on Kthura can be a bit nasty you know... |
15:42 | FIXED |  A TQMG null pointer issue in disposing fonts fixed |
15:38 | JCR6 |  And so I need to repack the assets for the Kthura editor |
15:38 | ART |  A new button is required for this, however.... |
15:33 | NOTE |  I'm gonna dive into Kthura now.... For a new feature the original BlitzMax version never supported (BlitzMax never offered the official support, although there are in BlitzMax too some ways to "bend" this).... For this I need of course to break open the original C# code |
15:25 | NOTE |  The "Void" issue cannot yet be checked, but let's have good hope, shall we? |
15:24 | CONFIRMED |  the map tags work |
15:15 | TEST |  I can at least test that |
15:15 | MAP |  Tagged all stands, and the exit orbs |
15:11 | BOOST |  Extra experience in the true abyss |
15:11 | VOID |  I voided this issue by making sure the database is updated on the moment the new move is announced.... If it's for some reason not executed (that can happen) it will still count as unlocked..... |
15:04 | BRAINSTORM | This might as well explain a few other occurances, where learning a new move caused an instant victory |
15:03 | BRAINSTORM | I think I know why this is, though.... It's very likely due to the victory sequence immediately kicking in while the exection phase has not been fully completed. |
15:02 | DEBUG |  A quick view on the savegame data does indeed confirm that the move does not count as "mastered"..... |
15:01 | BUG |  Eric DOES learn void, however for some reason it does not add to his spell list, and he keeps unlocking it over and over... this must be taken a closer look at. |
15:00 | CONFIRMED |  That part works |
13:50 | TEST |  Time to test 40-45 |
13:50 | LINK |  Linked to game |
13:50 | FOE |  Bluey |
13:44 | TRANSFER |  Bluey |
13:28 | FOE |  Fake Dernor |
13:01 | NOTE |  For security reasons I have NOT yet activated any objects there... Only the save spot and the travel emblems work (because I configured Kthura to activate those two automatically, that's why). |
12:51 | MAP |  Floor 045 |
12:31 | FIXED |  Fake Brendor did not properly copy the data of the real Brendor |
0:08 | TEST |  Let's see.... |
0:06 | MAPSCRIPT |  Configured that out |
0:06 | BOSS |  Abyss Warrior (Aldarus) |
- = 28 Jul 2020 = - |
23:23 | STUPIDITY |  Forgot to tag the yellow and blue exits on floor 035, making 36-40 (and thefore also the rest of the abyss) inaccessible |
23:19 | TEST |  So I can work on testing, after all! |
23:19 | NOTE |  I'll work out the boss itself later... I can cheat save, you know |
22:57 | BOSS |  Abyss Warrior |
21:42 | FIXED |  2 false chests |
21:16 | TEST |  Let's check it out! |
21:14 | LINK |  Linked to the Abyss |
21:14 | FOE |  SuperToad |
21:09 | FOE |  Fake Brendor |
20:33 | FIXED |  Var misnaming |
20:27 | STATUS |  Basically Scharum should work now, but I gotta make sure, don't I? Well, let's go for it! |
20:20 | SCENARIO |  Scharum |
20:19 | MAPSCRIPT |  Scharum |
20:16 | SASKIA |  Scharum |
18:53 | MAPSCRIPT |  So, I copied the mapscript function, adapted it a little bit and boom, we got something, eh? |
18:50 | TECHNO |  The easiest way to go is by just cannibalizing the script I used in the normal game |
18:48 | STATUS |  The next concern now is, to get Scharum to work in the True Abyss |
18:46 | LINK |  And it's all linked together |
18:42 | GAMEJOLT |  Trophy counterparts |
18:42 | ACHIEVEMENT |  Boss 40, 50, 60 |
17:36 | STATUS |  Time for a break |
17:36 | CLOSED | |
17:24 | FIXED |  Blockmap issue near save spot |
17:24 | FIXED |  Dominance error plasma you were not supposed to see |
16:47 | FIXED |  Dominance issue |
16:32 | FIXED |  Plasma required |
16:00 | TEST |  Well... let's do it! |
15:59 | SCRIPT |  On floor 030 you'll fight the Mountain King |
15:53 | NOTE |  I placed Scharum in floor 030, however trying to talk to him will (for now) Crash the game |
15:52 | ITEM |  Roulette |
15:40 | MAP |  Floor 030 |
15:21 | STATUS |  AT LAST! All issues accounted for.... |
14:46 | DONE |  In the True Abyss no red seals, however one of the moves you can obtain through a sealed boss MAY (if you are lucky) unlock if you complete all 100 levels. The autohelp now takes that into account.... |
12:58 | TODO |  FIRST!!! A shower! |
12:58 | FIXED |  Well I fixed that! |
12:57 | FUCKYOU |  I LOATHE Case Sensitivity! |
12:35 | FIXED |  No crash on AP Full |
12:20 | FIXED |  One last(I hope) bug in Fake Aziëlla's AI? Please? |
12:11 | CONFIRMED |  At least Fake Aziëlla appeared without crashing the game..... Of what THAT is worth now.... |
12:11 | COCKROACH |  Rebecca! |
11:42 | FIXED |  Syntax error |
11:33 | NALA |  recompiling |
11:33 | FIXED |  Calculation error in Map Generator |
11:33 | FIXED |  Dernor script crash |
11:25 | CHARACTER |  The moves Dernor can only learn in GJ Only dungeons are disabled now in the True Abyss.... None of the creatures he needs for that will appear in the True Abyss.... |
11:24 | CHARACTER |  Dernor can learn this when he charms a cobra |
11:24 | ABILITY |  Spit poison |
11:18 | CHARACTER |  In the normal game (and New Game+) Rebecca will learn "Lay On Hands" when Aldarus has been killed.... Since Aldarus doesn't take part in the True Abyss, that would mean Rebecca can never get that move... I've now set it that in the True Abyss she can learn it in stead when your Abyss Score is XXX(30) in the easymode XLV(45) in the Casual Mode and LX(60) in the Hard Mode |
11:14 | FUCKYOU |  Lua != C# |
11:08 | NALA |  As a result I gotta recompile NALA... Oh well..... |
11:07 | C# | I've altered the map generator and made sure the exit is always on a bigger platform... That should void the issue that the exit is out of reach sometimes |
10:22 | VOID |  Voided that |
10:22 | FUCKYOU |  I hate case sensitivity.... I LOATHE it! |
10:05 | STATUS |  Let's resume the action (and annoyance... maybe?) |
1:39 | STATUS |  I'll see that later! |
1:37 | FIXED |  All silly excuses accounted for??? |
1:25 | FIXED |  Don't ask! |
1:20 | FIXED |  The next excuse was that NIL is NOT (I hate myself for that) case insensitive.... |
1:16 | FIXED |  What excuse will be next? |
1:09 | NOTE |  And a lot of valuable play stuff down the drain |
1:09 | VOID |  Another excuse to crash further |
0:27 | FIXED |  Crash when Fake Aziëlla pops up in encounters |
0:05 | FIXED |  I think I fixed the stuff... I wonder why it didn't crash before, though.... |
- = 27 Jul 2020 = - |
23:54 | TEST |  Another take on this! |
23:54 | NOTE |  Another check |
23:48 | DEBUG |  Let's see what this debug line has to say |
23:37 | TEST |  Well? |
23:37 | MAP |  Floor 025 |
23:32 | FOE |  Fake Aziëlla |
23:27 | AI |  I've set up an AI for "Fake".... Now basically all it does is just copy the stats of the characters who are being faked.... |
22:34 | CONFIRMED |  It all works now |
22:03 | TEST |  Take IX |
22:03 | FIXED |  Crash |
21:54 | TEST |  Take VIII and on will show me if I can defeat this boss... at all |
21:54 | STATUS |  Yup! |
21:51 | TEST |  Take VII is to see if the boss kills all in one go when cancelled |
21:51 | STATUS |  So far so good.... But this test is not yet over |
21:46 | TEST |  Take VI |
21:46 | VOID |  let's void that issue |
21:46 | SOLVED |  I think I see where it went wrong |
21:40 | TEST |  Take V with estra debug lines |
21:35 | COCKROACH |  I tried to void that, but the void is ignored |
21:35 | BUG |  All party dead, yet counted as victory |
21:15 | TEST |  Take IV |
21:15 | FIXED |  ... |
21:15 | FUCKYOU |  CRAP! |
21:05 | TEST |  So now for Take III |
21:05 | TEST |  Take II was done |
21:05 | FIXED |  Definition Error |
21:01 | FIXED |  Instant kill revenge error |
20:50 | TEST |  Take I |
20:50 | STATUS |  Wish me luck! |
20:48 | MAPSCRIPT |  I've configured the boss from the Abyss Map Script |
20:40 | NOTE |  Not there yet! |
20:39 | BOSS |  Soul Consumer |
20:34 | SCRIPT |  Armageddon counter |
20:27 | SCRIPT |  Ultimate Vengeance |
20:20 | ABILITY |  Ultimate Vengeance |
20:01 | AI |  AI setting done for the boss on floor 20 |
18:54 | FIXED |  Blockmap issue |
18:17 | FIXED |  Plasma field forgotten |
18:05 | FIXED |  Every kill was a magic stone |
17:56 | FIXED |  GameVar Reference Error |
17:47 | OFFTOPIC | |
17:37 | DONE |  Real life crap |
13:24 | FIXED |  Many insignificant fixes |
13:16 | FIXED |  Coordinate retrieval error for treasure hider |
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