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 |
22:44 | TEST |  And the game should now be able to start up Rebecca's part of this story |
22:43 | SASKIA |  Empty basis for the beach |
22:42 | MAP |  Cat Beach |
22:15 | JCR6 |  Repacking music resource |
22:15 | MUSIC |  And with that all settings are the same as in the original game |
22:14 | MUSIC |  How did I get down here for the Purple Forest |
22:14 | MUSIC |  Zee Chee Jungle for Felixium |
22:14 | MUSIC |  Pippin the Hunchback for the beach of Cat-Island |
16:07 | CONFIRMED |  Stuff appears to work... that is... as far as that is possible right now, as the map where team Rebecca starts has not yet been created |
16:04 | TEST |  Take III |
16:04 | FIXED |  Illegal Function Call |
15:58 | TEST |  Take II |
15:58 | VOID |  Bad linkthrough |
15:54 | TEST |  Will this work? |
15:54 | SASKIA |  And the SASKIA part to glue it all together |
15:33 | MAP |  Party in map |
15:27 | LINK |  Link up function |
15:25 | SCRIPT |  Set up a library to quickly end the split parts |
15:25 | LINK |  Malabia |
15:25 | MAPSCRIPT |  Malabia |
- = 31 Mar 2020 = - |
21:48 | MAP |  Malabia's temple interior |
21:05 | TRANSFER |  Malabia's statue art |
- = 30 Mar 2020 = - |
20:16 | NOTE |  Please note that I am not fully into this with my mind right now. The Corona lockdowns are striking me.... No the virus itself has become more and more of a joke for me now... The measures they take because of it are suffocating me.... |
20:16 | FIXED |  Completely now |
- = 28 Mar 2020 = - |
13:02 | TEST |  Take II |
13:02 | FIXED |  Scenario incorrectly tagged |
12:59 | TEST |  And now I gotta put this to the test .... |
12:59 | LINK |  Linked the event to the map |
12:52 | SASKIA |  Gordo Script |
10:14 | NOTE |  Later debug logs will have to confirm if this all fully works the way it should though |
10:13 | OPTIMIZATION |  I've set up a proper DESTRUCTOR for the buttons in Malabia's cave.... Due to a bug in the Lua's garbage collector, memory leaks would be inevitable, and this DESTRUCTOR might prevent that. I wonder though, as this leak could NEVER eat enough memory to cause that "Out of memory" error I got, but at least, I can be fully sure now... I hope |
10:06 | MYSTERY |  No clue why I got an "Out of Memory" error yesterday.... I must sort out what happened yesterday |
9:47 | TRANSFER |  Scenario Malabia's Temple |
- = 27 Mar 2020 = - |
20:38 | ANNOUNCEMENT |  People interested in alpha testing are welcome to contact me now... Once I got the link to Rebecca's part working, alpha testing is open for business |
20:37 | BACKUP |  Well okay, I'll run a backup |
20:37 | STATUS |  And there I'm gonna end today's session |
19:34 | FIXED |  Target Error |
19:25 | NOTE |  Yes, folks, most of the issues a coder has to deal with are these trivial things.... |
19:25 | TEST |  Take III |
19:25 | FIXED |  Done it now, so that issue's out of the way |
19:24 | STUPIDITY |  I forgot to NEG |
19:21 | TEST |  Will it hold out now? |
19:21 | RECOVERED |  Put in again |
19:21 | HUH |  Arena setting gone |
19:17 | NOTE |  (I often forget that thing). |
19:17 | TEST |  And NOW the test can start.... |
19:17 | MAP |  Random Treasures |
19:17 | NOTE |  Hold the show... I forgot something |
19:11 | TEST |  Time to put things to the test |
19:10 | MAP |  Combat settings |
19:06 | FOE |  Raven |
19:01 | CHARACTER |  Dernor can learn this move, but there are some extra requirements, as this move is pretty strong |
18:59 | ABILITY |  Raven's Peck |
18:56 | FOE |  Ghoul |
18:56 | SITE |  A few more fixees |
18:31 | SITE |  Devlog Config fixes |
18:27 | ABILITY |  Hades Strike |
18:27 | TRANSFER |  Art Ghoul |
18:23 | TRANSFER |  Art Raven |
18:23 | FOE |  White Slime |
17:48 | C# | Stach Update |
15:37 | NOTE |  I do need a break now, though, so I'll get back to this later |
15:22 | CONFIG |  Well the meta data of the temple has been set now anyway, though |
15:21 | STUPIDITY |  Of course, I did forget we also need encounters in Malabia's cave, so perhaps it's prudent to focus on that first.... |
15:20 | SASKIA |  Basis script set up which will allow the scripting of the Gordo and also other scenario stuff here, as this will be a very important hub later in the game. |
15:18 | JCR6 |  This is gonna take some time |
15:17 | JCR6 |  And running |
15:17 | JCR6 |  Script adepted |
15:17 | MUSIC |  Just like in the original game "Angevin" by Kevin McLeod will be the background music |
15:15 | MAP |  Entrance area Malabia's Temple |
15:14 | PHANTASAR |  Another chapter |
- = 26 Mar 2020 = - |
20:47 | UPDATED | |
20:47 | STATUS |  Malabia's Cave complete |
20:05 | SCREENSHOT | |
20:00 | FIXED |  Database error |
19:55 | LINK |  Script linked |
19:55 | MAPSCRIPT |  Unlock the temple |
19:53 | LINK |  At least I could link something to the worldmap now |
19:53 | MAP |  Empty map for the temple... I'll do the map later |
19:52 | WORLDMAP |  Malabia's Temple |
19:27 | FIXED |  Blockmap issues due to "rotten objects" |
19:23 | MAP |  Area 009 |
19:06 | CONFIRMED |  And the linked Game Jolt trophy also kicks in |
19:06 | CONFIRMED |  And so does the achievement, or at least in-game |
19:06 | CONFIRMED |  The room 008 puzzle works |
18:59 | TEST |  Take V |
18:59 | FIXED |  Tag issue |
18:55 | TEST |  Take IV |
18:55 | FIXED |  Another |
18:52 | TEST |  Take III |
18:52 | FIXED |  Illegal Static Function Call |
18:50 | TEST |  Take II |
18:50 | FIXED |  Corrupted file |
18:11 | TEST |  Take I |
18:11 | STATUS |  Now THIS is gonna require me to do some testing! |
18:11 | MAPSCRIPT |  Button links |
18:11 | MAP |  Area 008 |
11:03 | TEST |  Let's see if this works properly |
11:03 | MAP |  Area 007 |
- = 25 Mar 2020 = - |
12:59 | TEST |  Take IV |
12:59 | FIXED |  Dominance issue |
10:50 | TEST |  Take III |
10:50 | FIXED |  Code Typo |
10:46 | TEST |  Take II |
10:46 | FIXED |  Link 004 => 005 was not working |
10:37 | TEST |  Let's see |
10:37 | MAPSCRIPT |  A bit of extra scripting was required here to make the "level-effect" possible |
10:36 | MAP |  Area 005 |
- = 24 Mar 2020 = - |
19:28 | MAP |  Area 004 |
19:27 | VOID |  Correction due to a cap bug on the latter "J" in XNA |
18:27 | TEST |  Area 003 |
18:26 | MAP |  Area 003 |
17:57 | CONFIRMED |  And everything is now cooooool! |
17:53 | TEST |  take XVII (all should work now... at least in room 002) |
17:53 | FIXED |  Barrier did not open |
17:52 | CONFIRMED |  All bugs in the linked button script accounted for... Only one more thing, left for me to do! |
17:49 | TEST |  Take XVI |
17:49 | FIXED |  Illegal method call |
17:47 | TEST |  XV |
17:46 | FIXED |  Illegal function call |
17:43 | TEST |  Take XIV |
17:43 | EXPERIMENT |  Did I fix this, yes or no? |
17:42 | SOLVED |  I think I found out what I can do about this, but let's see |
17:31 | TEST |  Take XIII |
17:31 | DONE |  SOme shit beyond any right person's understanding |
17:29 | NOTE |  I realized that can NEVER work |
17:29 | NOTE |  HOLD THE SHOW! |
17:28 | TEST |  Take XII |
17:28 | COCKROACH |  I think I need to use some brute force... especially since the better method failed already it no longer matters |
17:25 | TEST |  Take XI |
17:24 | EXPERIMENT |  I think I found a fix for that, or at least a way to crash out when it still happens |
17:24 | NOTE |  It's clear that some buttons have many dupe definitions, leading to one definition neutralizing the other |
17:07 | TEST |  Take X |
17:06 | FIXED |  At least that issue's been fixed... Next issue |
17:06 | SOLVED |  Multiple ZA_Enter causes some issues, eh? |
17:03 | DEBUG |  And some extra debug to provide some anwers, as this is getting beyond me |
17:03 | FIXED |  Tiny fix |
17:03 | COCKROACH |  still no good |
16:22 | TEST |  Take IX |
16:22 | EXPERIMENT |  so I'll go for the manual approach.... |
16:21 | COCKROACH |  the auto-approach doesn't appear to work well |
16:06 | TEST |  Resuming Take VIII (which I was still running) |
16:06 | NOTE |  Distrubed by another important phone call |
15:36 | TEST |  Take VIII |
15:36 | FIXED |  Main table not updated |
15:25 | TEST |  Take VII |
15:25 | STUPIDITY |  Timeout declaration error |
15:22 | TEST |  Take VI |
15:21 | FIXED | |
15:13 | TEST |  Take V |
15:13 | DEBUG |  And an debug timeout enforcer has been put in place also |
15:12 | EXPERIMENT |  I hope I tackled that |
15:09 | BUG |  Apparently an infinite loop is taking place |
15:07 | TEST |  Take IV |
15:07 | FIXED |  Hopefully |
15:07 | SCRIPT |  New Setup |
15:07 | DUMMIED |  False setup |
15:02 | TEST |  Take III |
15:02 | FIXED |  Code Typo |
14:57 | FIXED |  Illegal function calls |
14:50 | TEST |  Take II |
14:50 | NOTE |  I HATE case sensitivity..... (It's for a reason I'm experimenting with my own engine (and if unsuccesful I'm gonna make an improved version of Scyndi in order to replace NIL) |
14:50 | FIXED |  Case Error |
14:46 | TEST |  Take I |
14:46 | NOTE |  It's for a reason I'll save the encounters for this dungeon for the very last moment |
14:45 | STATUS |  And now it's time to get the test running... Which me luck as this ain't gonna be easy.... |
14:45 | MAP |  Area 002 |
14:44 | DONE |  Answered a long but important phone call |
12:58 | LINK |  Achievement linking to mapscript and game jolt |
12:52 | ACHIEVEMENT |  Sanity is not required for the job! You're not mad enough to be rejected! |
12:49 | MAPSCRIPT |  I've set up system which will check the button puzzles.... No idea if it works though |
- = 23 Mar 2020 = - |
14:58 | CLOSED | |
14:58 | CONFIRMED |  It works |
10:59 | DONE | #149 Although before I close that issue, I first wanna do a quick test. |
10:36 | CONFIRMED |  Not only that, but the permanencer on the bridge works too.... |
10:36 | CONFIRMED |  The bridge works |
10:31 | TEST |  Take IV |
10:31 | FIXED |  Bridge didn't appear (although the game did not crash) |
10:26 | TEST |  Take III |
10:26 | FIXED |  Another |
10:23 | TEST |  Take II |
10:23 | FIXED |  State error |
10:18 | TEST |  Gotta test it, though |
10:18 | NOTE |  And the crash is "fixed" in the process.... |
10:18 | MAPSCRIPT |  The bridge should now appear |
10:14 | FIXED |  Door room 001 didn't open |
10:14 | FIXED |  Way back didn't work |
10:03 | NOTE |  Target on the right will for now crash the game, as I didn't yet write the mapscript for that |
10:02 | MAP |  Area 001 |
- = 22 Mar 2020 = - |
21:48 | NOTE |  The current events will not get me to remove Eric's super file spell "Corona", though |
21:48 | CONFIRMED |  Oh yeah.... achievement 180 worls |
21:46 | SYSTEM |  Defragmentation of my portable devices was way too long ago, so let's do that.... This will mostly likely take very extremely long (those are MAGNETIC devices, so I still have to do this). |
21:44 | STATUS |  For now this will do.... On Sundays I'm always short on time |
21:44 | CONFIRMED |  Alright |
21:44 | TEST |  Let's see |
20:49 | FIXED |  Not quite, but I got on the right trail... Now it must be fixed for real! (I hope) |
20:46 | TEST |  Another take must confirm that |
20:45 | FIXED |  I think I fixed that |
20:43 | BUG |  for some reason leaving and re-entering crashes the game.... |
20:43 | CONFIRMED |  The bolt appears to work, BUT..... |
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