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
11:25ITEM
ITEMBandage
11:16NOTE
NOTEYeah, this is a cameo to Star Story after all!
11:16ITEM
ITEMAurina
0:57SECRET
SECRETYup, the same enemies and treasure as you'd meet in Star Story, the cameo will be complete after all... Only unlike Star Story no monsters roaming the field this time... This is too hard to script for a cameo... The way back around was easier, and that's why I did that back then....
0:56NOTE
NOTEI will need to get the door on floor 012 to work, but that is a later concern, the main stuff works, and I can start working on the encounters and the treasures now
0:55CONFIRMED
CONFIRMEDFINALLY!
0:45NOTE
NOTE(last one I hope!)
0:45TEST
TESTTake XXI
0:45FIXED
FIXEDConfig error
0:41TEST
TESTTake XX
0:41FIXED
FIXEDYup, new rooms must be scanned on the spot... I forgot about that
0:37BACKUP
BACKUPRunning in the background
0:37TEST
TESTTake XIX
0:36VOID
VOIDLet's try this then
0:36HUH
HUH???
0:31TEST
TESTEric Take XVIII
0:30FIXED
FIXEDSyntax error
0:30COCKROACH
COCKROACHIt would be a disaster if the project lets me sleep tonight, eh?
0:21TEST
TESTTake XVII then?
0:21TEST
TESTKeyword typo
0:21COCKROACH
COCKROACHNope! Not allowed!
0:17TEST
TESTTake XVI has to confirm this
0:16STATUS
STATUSEverything should work accordingly now
0:16LINK
LINKEstablished
0:12STATUS
STATUSNow I must re-establish the auto Next/Prev links... I made them alternate in order to set the doors in order whenever you arrive in a new room
0:12FIXED
FIXEDIT WORKS! YAY!
0:06TEST
TESTLet's verify in take XV if I'm right
0:00SOLVED
SOLVEDI think I solved the mystery, though
0:00DEBUG
DEBUGDeactivated that debug line
- = 8 Jan 2020 = -
23:59CHECKED
CHECKEDThe callback cycle routine works, so that is not the issue
23:47TEST
TESTTake XIV
23:47CONFIRMED
CONFIRMEDAt least I know the zones triggering the doors are triggered.... Now I must find out why the doors do not respond
23:47DEBUG
DEBUGMOAR debug lines required
23:43TEST
TESTTake XIII
23:42DEBUG
DEBUGI've added an extra debug line that should enlight me on a few things here
23:38INVESTIGATION
INVESTIGATIONShanda Aziella Merya Dernor Rebecca Scyndi Brendor Irravonia Eric Why?
23:38BUG
BUGNothing happens
23:30FIXED
FIXEDConservatism bug
23:24TEST
TESTTake XII
23:24FIXED
FIXEDWrong class
23:21TEST
TESTAziella Take XI
23:21FIXED
FIXEDI hate "=="
23:07TEST
TESTTake X
23:07SCRIPT
SCRIPTThat has been done now
22:58NOTE
NOTEAlthough I must note nothing will happen on the short term as there is no code yet acting upon the instruction.... The code will (once written) just respond to the change of a few configuration settings, and they are set and unset now properly (if my calculations were correct).
22:45LINK
LINKI've linked all the doors to the respective trigger areas that should open and close them!
22:22CONFIRMED
CONFIRMEDYup! The alternate way is now used.... Good!
22:20TEST
TESTTake IX
22:20LINK
LINKLet's see if this linkthrough works the way it should
20:18CONFIRMED
CONFIRMEDRight the logs now confirmed that the doors are properly registered
19:16TEST
TESTTake VIII
19:16FIXED
FIXEDLack of "self"
19:12TEST
TESTTake VII
19:12FIXED
FIXEDMoar of those..... DOH!
19:07TEST
TESTTake VI
19:07FIXED
FIXEDproperty name typo
19:03TEST
TESTTake V (IV was not announced... silly me)
19:03FIXED
FIXEDAnd I think I fixed this now
19:02SOLVED
SOLVEDI I think I found out why
19:01CONFIRMED
CONFIRMEDIndeed.... The sliding doors are not recognized, that much the log now officially confirmed
18:25DEBUG
DEBUGSo I've added extra debug lines
18:24INVESTIGATION
INVESTIGATIONI cannot see clear tracks of proper initiation
17:41NOTE
NOTEthat that should solve that BSOD
17:41FIXED
FIXEDIllegal class call
17:39BUG
BUG
16:20FIXED
FIXEDMerya Case error
16:18TEST
TESTTest III
16:17FIXED
FIXEDmissing links to Kthura
16:16BUG
BUGThe alt script itself is (as expected) bugged
16:16CONFIRMED
CONFIRMEDthe link itself worked, but
16:14TEST
TESTAnd again
16:14FIXED
FIXEDMissing slash, and in coding work, that makes a lot of difference in a computer program, I tell ya!
16:11TEST
TESTYou never know this without a test... of course
16:10TECHNO
TECHNOAs a result, the chains between the floors should not be working now in the Facility, but they still should in all other dungeons
16:09LINK
LINKAnd the mapscript now also links to this
15:57LINK
LINKLink function so I can do AltNext from all other states (most particularly the MapScript state)....
13:34JUDGMENT
JUDGMENTThat looks good... but let's see
13:31TEST
TESTLet's do that again!
13:31FIXED
FIXEDYeah, believe it or not, but this little shitty code already needed a fix, and the big code was not yet even linked to... Cool, huh?
13:28STATUS
STATUSSTuff is not yet complete or linked but I do want to run a little test to see if the few changes didn't cause too much trouble
- = 7 Jan 2020 = -
20:02SKELETON
SKELETONBasis setup for the sliding doors
19:16BRAINSTORM
I did need some rest, and I also did some brainstorming.... I think I got some ideas for the sliding doors, as they have some important scriptig requirements....
12:07UPDATED
11:57CONFIRMED
CONFIRMEDThe stuff that had to work now, works.... Some additional coding will now be required to get this all to work fully
11:51FIXED
FIXEDa few fixes on textures that do not exist in this game, and which i don't need anyway, so no need to import them either!
11:07TEST
TESTYet I can test if the entrance works, and that I will do!
11:07NOTE
NOTEI should note that the dungeon is not yet completely operational and that the doors will also not move yet!
11:06LINK
LINKEntrance to the facility should work now
10:19NOTE
NOTEWhich really goes more than 10x faster now that I can use my C# version of JCR6 (even though it's not yet fully done).
10:18JCR6
JCR6And repacking my music resource now
10:18CONVERT
CONVERTDernor Converted to WAV as XNA has no OGG support on its own, and I do not wish to rely on dependencies not can I unpack to make those dependencies make the work... With SSD based harddrives that is not wise to do (makes their lifespan shorter), plus not all music licenses allow me this road....
10:17TRANSFER
TRANSFERSo it's been transferred
10:17MUSIC
MUSICJust like in Star Story "Ghosts of Disease" by Knight of Fire will be used in the facility
10:01TECHNO
TECHNOThere are a few things in this map that have not been configured in this project, but that's no real bummer, as they are not really needed here anyway
10:00MAP
MAPA few slight modifications done to make it fully compatible with the new script setting
9:58TRANSFER
TRANSFERMap Eugorvnia Facility
0:32CHECKED
CHECKEDWell the original Kthura map looks fine to me, so transferring should not be a serious issue...
0:15FIXED
FIXEDNIL != Python (fortunately NOT)
0:13NOTE
NOTEIt was either that or a useless call to SASKIA
0:13CHEAT
CHEATI've cheated stuff in a little
0:00NOTE
NOTEAnd I noted all planned TL levels
0:00UPDATED
- = 6 Jan 2020 = -
23:50SECRET
SECRETYes, another secret Game Jolt exclusive dungeon will be found here. Cool,huh?
23:50GAMEJOLT
GAMEJOLTLinked to the checkout that should open the barrier
23:48MAPSCRIPT
MAPSCRIPTWritten some code to start the madhouse
23:46MAP
MAPAreas 000 and 001 of the Mad House
23:13TEST
TESTWell, let's see what happens
23:12TECHNO
TECHNOThis is a feature first brought in to Star Story and very specifically set up to work on Kthura, so maybe that explains why it wasn't supported in the original game
23:12SCENARIO
SCENARIOTag change tomake the auto-link possible
23:11MAP
MAPSign with auto-link
23:06SCENARIO
SCENARIOAuto-correct
23:03TRANSFER
TRANSFERscenario transfer
22:57TEST
TESTDoes it all work now?
22:57FIXED
FIXED....
22:54FIXED
FIXEDRebecca Madhouse misreferrence
22:46TEST
TESTWell.... Does everything work now?
22:46LAZY
LAZYand made the GOTOLAYER case insensitive... Kthura takes only uppercase anyway
22:46LINK
LINKexit Eric's house
22:13LINK
LINKLink to the Mad House set up
21:48JCR6
JCR6So I've set the aliases right and rebuilt the music resource...
21:47MUSIC
MUSIC"Fun in a bottle" is the background music for the madhouse (just like in the original game)
21:43MAP
MAPExterior Mad House
21:24SASKIA
SASKIASet up an empty script for the madhouse... Not much SASKIA scripting is expected here though, as this is a pretty straightforward dungeon when it comes to code... (that is codewise... for the player it can work confusing and that was my intension).
- = 5 Jan 2020 = -
21:20NOTE
NOTEAlthough Frendor can now also be visted, I've decided to focus on the Mad House (and the optional dungeon hidden inside it) first.... Two cities in such a short time, is not gonna motivate me, that's for sure....
21:11STATUS
STATUSIt works now! AT LAST!
21:08TEST
TESTTake X
21:08FIXED
FIXEDImport error
21:06TEST
TESTTake IX
21:05FIXED
FIXEDWrong property called
20:50TEST
TESTTake VIII
20:49FIXED
FIXEDLinkage error
20:32NOTE
NOTEAnd if this is succesful I'm first gonna prepare dinner
20:32TEST
TESTTake VII
20:31LINK
LINKEstablished
19:27NOTE
NOTETHAT was the sole purpose of this test, as the routine itself has not yet been linked to the action callback
19:26STATUS
STATUSAll compilation errors accounted for
19:24TEST
TESTTake VI
19:24STATUS
STATUSYeah, and the stupidity damage is now completely done
19:24FIXED
FIXEDGeneral Syntax error
19:04TEST
TESTScyndi Take V
19:04FIXED
FIXEDLast one?
18:52TEST
TESTTake IV
18:51FIXED
FIXEDDo I have them all now?
18:47FAILURE
FAILUREGoogle really oughta fix that bug showing me the wrong videos
18:44OFFTOPIC
OFFTOPIC And I couldn't resist to post more of that girl....

18:43TEST
TESTTake III
18:42FIXED
FIXEDOkay, some damage was still leftover
18:39TEST
TESTTake II
18:39FIXED
FIXEDLoads of crap beyond any level of stupidity
18:37TEST
TESTSo NOW I'm gonna roll over to test I
18:37STATUS
STATUSI am still doing things slooowly, okay....
17:19DONE
DONEI've worked out the skill level upgrade for Stone Masters... I only did not yet test it....
0:27DONE
DONEThe Updates a Stone Master has show now... Good!
0:26BUG
BUGBug in YouTube so not for me to fix.... I post a link to a video where she plays the Star Wars soundtrack, and I get the one where she plays Back To The Future (which she also does masterfully).... (Or is it back to Star Wars by now?)
0:21HUH
HUHhttps://pics.ballmemes.com/dafuck-59111457.png
0:19OFFTOPIC
OFFTOPICDAMN! She is good!
- = 4 Jan 2020 = -
23:44FIXED
FIXEDI did fix the crash that would happen if you dismiss the stone master menu
23:44SKELETON
SKELETONI've done not much today, as I still needed my reset. A bit of skeleton code for the stone master has been done.... It's not much, and not fulyl an working state either....
- = 3 Jan 2020 = -
21:34DONE
DONEConstructors
20:12TODO
TODOAnd time for another break, thank you!
20:12DONE
DONEI've set the basis for the Stone Mater Script
16:41MEDICAL
MEDICALDon't expect too much of me, though, as I got a headeache
16:41STATUS
STATUSCouldn't resist....
16:40ART
ARTStone Master Icon
12:51MEDICAL
MEDICALI've worked too hard the past days, so I do need a day of rest.... I don't want to overwork myself with all kind of bad health consequences as a result....
- = 2 Jan 2020 = -
22:57STATUS
STATUSBrendor Now before I'll get to Wendy as a Stone Master I think I may first need to make sure I get another break
22:53STATUS
STATUS
22:50CONFIRMED
CONFIRMEDAs far as I can tell, this all works now....
22:47TEST
TESTAgain!
22:46FIXED
FIXEDSomething went wrong
22:41TEST
TESTLet's see....
22:41LINK
LINKLinked the SASKIA script to the map
22:41SASKIA
SASKIAWendy scripted out... However as soon as she starts to operate as a stone master the game will for now crash, as there is no Stone Master support
22:20STATUS
STATUSWell, I'll be.... I see what I wanted to see... Not bad!
22:17TEST
TEST....
22:17NOTE
NOTEBut what I'll find in there... I dunno, but let's see for myself, eh?
22:17LINK
LINKYou should be able to enter now
22:15MAP
MAPMerya Map preparations that I require
22:14STUDY
STUDYSome quick setups for the house
22:12NOTE
NOTENow the stone master in Xenor happens to be Wendy.... Eric and Rebecca's mother... However before I can code her as a Stone Master I will have to deal with the chain between the outside of Xenor and the inside of the house
21:56STATUS
STATUSOne of the next steps to be taken, tadaa... Is the stone master...
21:48JUDGMENT
JUDGMENTThat will do!
21:45TEST
TESTLet's see now!
21:45CONFIG
CONFIGMore pixels needed I see
21:42TEST
TESTLet's see
21:37ENHANCEMENT
ENHANCEMENTI've added a safety pre-caution to the achievement system meaning that if two achievements close to each other or even at the same time (which will likely happen with this new approach, so this was needed)
21:23OFFTOPIC
OFFTOPICDamn.... That sounds cool... Reminds me... I think I much rewatch those movies again... It's been awhile

19:04CONFIRMED
CONFIRMEDYES! YES! YES!
19:00TEST
TESTLet's see if that's true!
19:00FIXED
FIXEDI think I got it.
18:59TEST
TESTIrravonia And let's see, what'll happen!
18:58DONE
DONEI've at least made sure the maxima will never be exceeded
18:58FIXED
FIXEDOkay, I fixed one error in the mathematical formula, but still I'm not entirely happy
18:51TEST
TESTAnd see what is gonna happen
18:51EXPERIMENT
EXPERIMENTLet's try this
18:51HUH
HUH????
18:45HUH
HUHI ask for THREE values, and what I get is an error because a FOURTH unasked value is missing.... That's C formating on a level beyond me
18:42DEBUG
DEBUGLet's see if these debug lines give me an answer
18:41BUG
BUGWhat happens when transferring money is NOT what I want to see
18:35LINK
LINKLinkup callbacks
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