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23:33 | TEST | Take IV |
23:32 | CONFIG | A few things altered in the AI of this enemy |
23:31 | FIXED | I fear I may fall for the Aurina a jewel thingy more times |
23:19 | TEST | Take III |
23:19 | FIXED | Ability title not right! |
23:14 | TEST | Take II |
23:14 | FIXED | Mistaggings |
23:10 | NOTE | And Scyndi does have the required level to learn recover, so I can test that as well in the process! |
23:10 | TEST | In the meantime I'm gonna test if the boss works |
23:10 | OFFTOPIC | And now I must get a Trump supporter to believe I walked over water without breaking the laws of physics.... This is funny as they don't believe me... This because I used the same method as Trump does when he states facts.... Hushing about a few more facts that are VITAL to come to the correct conclusing.... Now I wonder how long they need to figure it out! |
22:58 | LINK | And now everything should be perfectly glued together |
22:57 | MAPSCRIPT | Set up the start of the fight |
22:55 | STATUS | NOT there yet, folks! |
22:55 | LINK | And that glues things together |
22:55 | MAPSCRIPT | Activation panel |
22:54 | SASKIA | Link script to make the battle happen properly |
22:46 | REMOVED | Trashed some old data I no longer needed |
22:46 | STATUS | Still some way to go before this all works though.... |
22:45 | SECRET | And as you will meet it lateron in the dungeon as a regular enemy and it being fatally weak to ice, I recommend not to take on the rest of the dungeon until Eric has the power of the White Dragon.... Just saying! |
22:45 | NOTE | At the first meeting it counts as a pseudo-boss, although you MUST defeat it to be allowed out or further on in the dungeon..... It CAN go oversoul, but as this is the first encounter always, this will never happen when you meet it as a kind of boss... |
22:43 | FOE | CyberAstrilopup |
22:34 | ACHIEVEMENT | Resistance is futile! |
22:33 | CONFIRMED | It works |
22:29 | TEST | And testing that one out |
22:27 | DONE | I've forced the system to scan whenever a new opening pad is touched, to make sure the doors always operate, and that should also fix #112 |
22:26 | CONFIRMED | The chain itself works |
22:21 | TEST | This test is therefore only to check the chain between the two areas |
22:20 | NOTE | Although the "Boss" is present, it will ignore you... for now! |
22:20 | MAPSCRIPT | I've set Kettingkaart in order to quickly configure the link between areas 012 and 999 |
22:19 | MAP | Adaptions for the new situation |
22:00 | CONFIRMED | Good! |
21:51 | TEST | Take IV |
21:51 | FIXED | Ah, I wanted to be too quick |
21:31 | TEST | Take III |
21:31 | ABILITY | Recover |
21:26 | FIXED | I think |
21:25 | BUG | The doors do not open |
21:15 | TEST | Take II |
21:15 | FIXED | Lack of Self |
21:10 | TEST | Take II |
21:10 | FIXED | Error in function definition |
21:06 | TEST | Take I |
21:06 | NOTE | The exit door does not yet work... All in due time, ok? |
21:06 | NOTE | Unlike the other doors, these won't close again... Not really needed! |
21:06 | MAPSCRIPT | I've set the secret door on floor 012 to open when you approach it! |
19:50 | NOTE | Issue #116 |
19:25 | TEST | Take VII |
19:25 | NOTE | Pretty please with sugar on the top! |
19:25 | NOTE | Pretty please! |
19:25 | NOTE | Please? |
19:25 | FIXED | ? |
19:24 | COCKROACH | Oh crap! |
19:18 | TEST | Take VI |
19:18 | FIXED | I tink I fixed all that crap.... I hope... I think.... well, let's see! |
19:16 | COCKROACH | GRRRR! |
19:09 | TEST | Take V |
19:09 | FIXED | Missing "end" |
19:03 | TEST | Take IV |
19:03 | FIXED | Oh, fuck a duck! |
19:02 | COCKROACH | It appears it's NOT allowed to work, eh? |
18:57 | TEST | Take III |
18:56 | STUPIDITY | ...... |
18:46 | TEST | Take II |
18:46 | FIXED | A crash caused by the new experience system that I needed to set up |
18:46 | NOTE | "Tsunami" appears to be working, although a Spellani is desireable |
18:39 | TEST | Take I |
18:38 | NOTE | I had to alter the entire code approach for that, and even though most lines where only (unneeded) changed identings (since this is (how fortunate) not Python), it still needs to be properly looked at... |
18:37 | FIXED | Backrow no experience should be fixed now |
18:00 | LINK | Autolinked to Irravonia |
17:59 | ABILITY | Tsunami |
17:16 | TEST | Take VIII -- Just checking if that works the way it should (can't think of a reason why not!) |
17:16 | DEBUG | Debug line deactivated, as I no longer need it anymore and all it would get me are surpised looks from people wondering what I as doing there |
17:15 | FIXED | FINALLY! |
17:10 | TEST | Take VII |
17:10 | STUPIDITY | And that was pretty stupid also! |
17:09 | SOLVED | I think I got it! |
17:03 | TEST | Take VI |
17:03 | COSMETIC | Shortening |
17:03 | DEBUG | Hardly readable, but this debug appears to indicate the computer refuses to do what it was set out to do |
16:59 | TEST | Take V |
16:59 | DEBUG | MOAR info added |
16:59 | CONFIRMED | The log confirmed that the computer is acting the way it should not given the code.... So now the challenge is to find out why! |
16:53 | TEST | Take IV |
16:51 | DEBUG | Another debug line must tell me why! |
16:50 | COCKROACH | Still no good? |
16:41 | TEST | Take III (I never expected it would make this many takes.... And likely I'm gonna need more.... URG!) |
16:41 | EXPERIMENT | altering formula |
16:40 | COCKROACH | well what the fuck? |
16:35 | TEST | Let's see that again! |
16:34 | FIXED | But I think I fixed this crap |
16:34 | BUG | I was right.... theory != reality |
16:28 | TEST | Well, that's the theory.... But theory != reality, so let's check! |
16:28 | ENHANCEMENT | I've worked out the cosmetic issue of level numbers overlapping each other in the save game screen.... This workout should prevent this crap in the future |
16:27 | CLOSED | |
16:23 | NOTE | That was overdue, I tell ya! |
16:23 | CLOSED | |
16:13 | LINK | Linked to the game event that should award you this! |
16:12 | SECRET | This achievement is named after something Wendicka said in Star Story. Do you remember her saying it? |
16:12 | ACHIEVEMENT | "I'd rather marry an Astrilopup with scabbies!" |
15:41 | TODO | |
15:39 | CONFIRMED | AP removal itself works now! |
15:18 | TEST | Take VII |
15:18 | FIXED | Syntax error |
15:09 | TEST | Let's go see! Take VI |
15:09 | FIXED | ??? |
15:07 | SOLVED | Aha! |
14:59 | TEST | Take V |
14:59 | NOTE | (What happens here is supposed to be impossible at all times) |
14:59 | DEBUG | This extra debug like will have to tell me why! |
14:58 | COCKROACH | Fix ignored.... Why!? |
14:51 | TEST | Take IV |
14:51 | FIXED | Enemy AP crash? (They don't have AP) |
14:43 | TEST | Take III |
14:43 | VOID | Or maybe this is the better tag |
14:43 | FIXED | Var dec/def issue |
14:37 | TEST | Take II |
14:37 | FIXED | Map meta error |
14:30 | TEST | Take I And at the same time I'll also test the floors toward the floor with the secret door..... |
14:27 | STATUS | Mesa back! |
12:51 | NOTE | But due to immediate obligations elsewhere I cannot test this right away, so that'll have to wait |
12:50 | DONE | |
11:39 | UPDATED | Repo |
11:27 | BUG | |
0:57 | TEST | Take X |
0:57 | FIXED | No spellani on bandage |
0:57 | BOOST | and shooting has become faster |
0:57 | BOOST | Faster shooting by gunners, as that also took too long |
0:56 | NERF | Less HP for medics... This just took TOO long |
0:44 | TEST | Take IX |
0:44 | BOOST | A few enemies have become a leetlebit stronger, as this was too easy (especially considering the EXP given for this place). |
0:29 | TEST | Take VIII |
0:28 | NOTE | Aurinas are now just inventory items and there are no traders, but you'll be able to sell them to any merchant.... Of course this also means the limitations of the difficulty settings automatically apply. None of the enemies in the facility drops shilders, since the place is on the planet of Ysperon and not on Phantasar.... |
0:28 | FIXED | Crash on Aurinas |
0:20 | TEST | Take VII |
0:16 | BITBUCKET | will be pushed soon |
0:16 | GITHUB | Will be pushed soon |
0:16 | UPDATED | Repositories |
0:13 | TEST | Fixed More items with the same issues |
0:13 | TEST | Take VI |
0:06 | FIXED | Target instruction not understood |
- = 9 Jan 2020 = - | ||
23:57 | TEST | Take V |
23:57 | FIXED | Dirty fix on mistagged ememy |
23:50 | TEST | And to move on to take IV |
23:50 | GENERATION | Requires me to put on a new NEG, though |
23:50 | FIXED | Ah, so that is why |
23:49 | BUG | But now it claims it cannot find the Astrilopup graphic, and that is odd |
23:49 | CONFIRMED | The music issue appears fixed indeed |
23:36 | TEST | Take III |
23:36 | FIXED | That has been fixed |
23:36 | SOLVED | When an encounter tune was set, the system left the combat link field blank end didn't put in data at all.... |
23:32 | INVESTIGATION | The log shows the music is being pushed, and that an empty string is done for music request. Both actions should NOT have been taken, so I wonder where this went wrong.... |
23:29 | BUG | Hmmm..... This is odd! No audio request was allowed, and yet one crashes the game |
22:15 | TEST | Take II |
22:15 | DONE | Some Real Life Stuff |
21:18 | FIXED | #accept issue |
21:12 | TEST | Take I now comes for real! |
21:11 | DONE | Set the no music change script right |
21:06 | STATUS | HOLD THE SHOW!!!! I realize now that I forgot something very very extremely vital! |
20:57 | TEST | Take I |
20:57 | STATUS | Anyway, the time to put this dungeon on the test for real (at least up to floor 006) has now come.... Wish me luck! |
20:51 | OFFTOPIC | Oh, how nice... somebody asks me how I got into game development.... Haha.... That was in 1983 that I coded my first program.... Dang.... Am I really beginning to become an old man? |
20:46 | ARENA | Facility |
20:41 | STATUS | However I'm not there, yet! |
20:41 | CONFIG | Map configured for random encounters |
20:38 | FOE | Astrilopup |
20:38 | FOE | Cyborg Captain |
20:38 | FOE | Cyborg Gunner |
20:26 | ABILITY | Shoot |
20:26 | FOE | Cyborg Medic |
20:26 | TODO | |
19:36 | TRANSFER | Art Astrilopup |
19:28 | TRANSFER | Cyborg foe images |
16:35 | STATUS | But first a break |
16:35 | STATUS | Now to prepare for the encounters.... |
16:35 | CONFIRMED | Stuff works now.... |
16:18 | TEST | Take V |
16:18 | SCENARIO | Redone (urgh!) |
16:15 | FAILURE | This is what I miss my mac for, as that could not happen there, but I guess this is one of the WOES of Windows |
16:15 | FAILURE | All Data Destroyed as a result, so I can do that part over |
16:15 | FAILURE | Scenario editor session conflict |
16:04 | TEST | Take IV |
16:04 | MAPSCRIPT | With the required scripting of course |
16:03 | LINK | Linked Scenario to start of Dungeon |
16:01 | FIXED | Mistagged item |
16:01 | SCENARIO | Welcome |
15:25 | SCENARIO | Let's set up a little intro speech, in which I must take in mind that the three girls, Irravonia, Scyndi and Rebecca are the only three of which I can be 100% they are in the group when you enter the place, since Eric and Brendor can be kidnapped by Rondomo when you enter, and you can reach the place prior to Merya, Dernor and Aziëlla joining the party. |
15:24 | REMOVED | In this case I had to remove some objects that only had value in the Star Story scenario |
15:23 | KTHURA | I've enhanced Kthura with the possibility to mark objects with untransferred textures, so they'll become easier for me to either fix or remove |
14:49 | TEST | Take III |
14:49 | FIXED | Some general issues |
14:49 | STATUS | Some real life stuff got in the way, so I had to take care of that first |
11:47 | TEST | Take II |
11:47 | FIXED | Typo in item referrence |
11:42 | TEST | Take I |
11:42 | STATUS | That comes later... First I'll have to test if the random treasures and the treasure chests work the way they were intended |
11:42 | BUG | Area 999 very likely contains stuff that spooks up Kthura... very likely a texture not well referred to or something.... I'll have to investigate that later |
11:28 | MAP | Configured to feature these items |
11:26 | ITEM | Configured stuff for Merya (for once she's joined the group that is) |
11:25 | ITEM | Nuke |
11:25 | ITEM | Medikit |
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