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 |
- = 4 Jul 2020 = - |
22:43 | TECHNO |  I KNEW this wouldn't be easy! |
22:42 | INVESTIGATION |  I need a break now, but investigating this matter will now be my priority |
22:42 | BUG |  All the boss will do is "Study" so something is NOT right here.... |
22:35 | TEST |  Take XX |
22:35 | FIXED |  Mathematical fault of a very severe kind in the stat copy routine of studying |
22:34 | FIXED |  Case error in Eric's ability list script |
22:29 | TEST |  Take XIX |
22:28 | FIXED |  #pure error |
22:23 | TEST |  Take XVIII |
22:22 | STATUS |  The animation does now work as it should, although a bit of fine tuning *can* be in order due to the flip, but I hope not |
22:22 | ART |  The think art has been flipped as this will work out better in the total animation |
22:20 | FIXED |  SIGH! |
22:14 | FIXED |  Missing local declaration (which is required in NIL) |
22:08 | TEST |  Take XVII |
22:08 | VOID |  Old code conflicting with the new situation |
22:07 | NOTE |  Not there, yet! |
22:07 | COSMETIC |  Coordniate fine tuning |
22:02 | TEST |  Take XVI |
22:02 | FIXED |  alpha addition check fault |
22:02 | COSMETIC |  coordinate fine-tuning |
22:00 | VOID |  Referrence issue |
21:55 | TEST |  Take XV |
21:55 | FIXED |  Thanks to the previous fix I could see it was a case error |
21:49 | TEST |  Take XIV |
21:49 | POWERSHELL |  Running compile scripe |
21:49 | NALA |  Nala must be rebuild |
21:49 | FIXED |  My Blue Screen of Death was not set up well for alternate alpha setups..... This has been properly set up now.... Downside is..... |
21:45 | BUG |  Okay, now this is beyond strange.... All I see is a black screen |
21:41 | TEST |  Take XIII |
21:38 | DEBUG |  Some markers which should make it easier to trace errors, as things are not clear due to Lua's Directory shortening method, which is in this case catastrophical |
21:38 | FIXED |  Index error |
21:30 | TEST |  Take XII |
21:30 | FAILURE |  Build failure |
21:30 | TEST |  Take XI |
21:26 | FIXED |  Leftover code from old time causing conflicts now! |
21:19 | TEST |  Take XI |
21:17 | NOTE |  Not that I expected that at this point, but okay.... |
21:17 | POWERSHELL |  I must rerun my nala compile script though |
21:17 | NALA |  More precise hotspotting |
21:05 | TEST |  Take X |
21:05 | STATUS |  This should mean that the AI is at least able to set the "Study" well... But let's not cry victory too soon! |
21:04 | FIXED |  Missing "end" |
20:59 | TEST |  Take IX |
20:59 | STATUS |  Time to resume the work! |
20:58 | DONE |  I ate my dinner |
20:29 | FIXED |  Cancel the boss when about to study can crash the AI in the next turn |
20:23 | TEST |  Take VIII |
20:23 | VOID |  Okay.... |
20:23 | HUH | |
20:16 | TEST |  Take VII |
20:16 | FIXED |  Missing parameter error |
20:16 | STUPIDITY |  Jeroen! Je bent een eikel! |
20:11 | TEST |  Take VI |
20:11 | STATUS |  Now I can resumt the action until the oven is ready |
20:11 | DONE |  Got it! |
20:10 | DONE |  Okay, that's done... I do need a little snack in the meantime, though |
20:04 | TODO |  Before I get on to take VI... I'm getting hungry, so I'm gonna put some food in the oven.... |
20:04 | FIXED |  Lack of "self" |
19:59 | TEST |  Take V |
19:59 | FIXED |  Conflicts |
19:53 | TEST |  Take IV |
19:53 | FIXED |  Keyword case error |
19:49 | TEST |  Take III |
19:49 | FIXED |  Study Target error |
19:44 | TEST |  Take II |
19:44 | FIXED |  Missing initiation in AI |
19:38 | TEST |  Take I (out of MMMMMMMMMM, I think?) |
19:37 | STATUS |  And now the moment suprème has come.... The time this can be put to the test..... Wish me luck! |
19:36 | SASKIA |  Post boss |
19:36 | SASKIA |  Boss start up |
19:24 | VERIFIED |  Music file |
19:07 | GAMEJOLT |  Linking them now to their Game Jolt counter parts! |
19:07 | ACHIEVEMENT |  More Bitter Tears! |
19:03 | ACHIEVEMENT |  No mercy for the soldiers! No mercy for the king! |
19:00 | STATUS |  Well, that ends the basis, but I'm not there yet.... After all, the script that starts this battle has not yet been written, so that will be the next step |
19:00 | ABILITY |  Study |
18:58 | SPELLANI |  Study |
17:54 | TRANSFER |  Think icon for the Study ability spellani |
17:08 | STATUS |  It's all not over yet, but I think most of the important trouble has been taken care of..... I will now need a break first. |
17:07 | CHARACTER |  And those are assigned to be learned by Aziella.... Required levels differ per difficulty setting |
17:07 | ABILITY |  Shield |
17:04 | ABILITY |  Protect |
16:50 | ABILITY |  Hyper |
16:39 | ABILITY |  Double Bolt |
16:31 | ABILITY |  Blunt |
16:03 | NOTE |  Now due to the way the current timer has been setup, and the many slowdowns I am experiencing in the game, I won't add this to Aziella's spell list yet... This to prevent trouble.... One spell is not worth that much trouble this specific spell can give. |
16:02 | ABILITY |  Accelerator |
15:37 | DONE |  Lunch.... Yeah I was a bit late... I know |
14:55 | DONE |  Taken a shower |
14:15 | CHARACTER |  Eric can learn this ability.... requirements vary based on the chosen difficulty setting |
14:15 | ABILITY |  Bacteria sword |
14:02 | STATUS |  Not there yet, though.... FAR from it! |
14:00 | NOTE |  Extra feature that was not present in the original game is that the boss will copy the target's statistics when studying them. The copied stat will after that be multiplied based on the player's chosen difficulty setting! |
13:59 | SCRIPT |  Study abilities |
13:42 | LINK |  Set up a link for AI access from abilities |
13:29 | CONFIRMED |  Apparently yes |
13:29 | TEST |  The lied down again where she did cause trouble before... Is everything fine now? |
13:25 | AI |  I've scripted the basis of Blenchy's AI.... Of course it needs to be noted that a lot of stuff this AI needs for extra is not yet present... It's just the AI itself.... |
12:27 | FAILURE |  The rest of the story I won't repeat... Got lost because the cat lied down on some cables crashing this devlog.... Geez... why are computers too delicate to handle homes were cats live? |
12:26 | STATUS |  Today I'd like to focus on the boss |
- = 3 Jul 2020 = - |
23:08 | NOTE |  This should fix #191 |
23:08 | FIXED |  Merya not tagged when her sealed boss is defeated |
21:36 | CONFIRMED |  That worked |
21:31 | SASKIA |  Pre-boss script |
20:33 | CONFIRMED |  random encounters are in order! |
20:33 | BUG | |
20:01 | NOTE |  Well, let's throw everything to da test! |
19:56 | NOTE |  Won't stay forever that way though, and that boss will have a pretty complicated AI |
19:56 | NOTE |  Technically the game is playable now to the final boss, although the boss before that is skipped.... |
19:53 | MAP |  Random encounters set for the final dungeon |
18:46 | TEST |  Take IV |
18:46 | STATUS |  All is cool! |
18:01 | STATUS |  So I'll be back later! |
18:00 | STATUS |  It's 6 o'clock and time for the news! |
17:59 | FIXED |  Bad ability reference |
17:55 | NOTE |  I do not know if this speeds up the flow during the IDLE mode, but I hope it does, as this speed was ridiculous |
17:55 | OPTIMIZATION |  Sped up buff checks in combat.... |
17:40 | TEST |  Take III |
17:40 | FIXED |  Ah, so that is why! |
17:40 | FUCKYOU |  Slime king picture doesn't exist? I don't think so! |
17:35 | TEST |  Take II |
17:35 | FIXED |  Sealed boss definition error |
17:24 | NOTE |  Some real-life business came in my way |
16:39 | TEST |  Take I |
16:38 | STATUS |  Okay, time to resume the patrol |
14:34 | STATUS |  And some "real life" business I must take care of now! |
14:33 | BOSS |  H.R.M. King Slime |
14:29 | ITEM |  Ultracrush |
13:39 | MAP |  Red seal in the keep tagged as such |
13:35 | TRANSFER |  Art Slime King |
11:05 | DOCUMENTATION | |
10:45 | CLOSED | |
10:45 | STATUS |  And that concludes all crap for #130 |
10:44 | CONFIRMED |  IT WORKS! |
10:30 | TEST |  Take II |
10:25 | FIXED |  Syntax error |
10:21 | TEST |  Let's see! |
10:21 | NOTE |  All I can check is if the game doesn't crash on this, and how the logs behave.... That SHOULD suffice.... During the first grand game test we'll find out if that is actually true or not.... :-/ |
10:20 | DONE |  Savepoint buff reset |
9:50 | UPDATED | |
9:50 | CONFIRMED |  All clear! |
9:42 | FIXED |  Syntax error in project file |
9:37 | TEST |  Take THREE! |
9:36 | FIXED |  Alias error! |
9:32 | TEST |  Take TWO! |
9:31 | FIXED |  Syntax error |
9:12 | TEST |  And then, I'm ready for kick-off..... Take ONE! |
9:11 | UPDATED |  A few mintor things |
9:10 | NOTE |  This too is a bit feeling in the dark when testing.... But I guess I still gotta give it a shot! |
9:09 | CHARACTER |  And Eric can now dispell too |
9:07 | CHARACTER |  Scyndi, Aziëlla and Irravonia updated respectively to learn these abilities |
8:47 | ABILITY |  Sanctuary |
8:39 | FIXED |  Skill experience fault in Dispell Magic |
8:39 | FIXED |  Switched Data |
8:37 | ABILITY |  Vanish |
8:18 | ABILITY |  Irravonia's version of Yggdrassil |
8:13 | ABILITY |  Dispell Magic |
2:26 | STATUS |  Laterz |
2:26 | BACKUP |  Running |
2:24 | STATUS |  I really must call it a day now.... |
2:22 | COSMETIC |  Don't announce all nul-buffs |
2:15 | TEST |  Shot IV |
2:15 | FIXED |  Trivial fix, yet needed to prevent another crash |
2:15 | FUCKYOU |  Get me through this |
2:11 | TEST |  Shot III |
2:11 | FIXED |  Wrong identifier |
2:06 | TEST |  Shot II |
2:06 | FIXED |  "nil" value error |
2:02 | TEST |  Shot I |
2:02 | NOTE |  Testing this is hard, but I'll give it a shot! (if not more) :( |
1:54 | SCRIPT |  Permanence |
1:47 | NOTE |  Using the spell now will crash the game! |
1:47 | ABILITY |  Permanence |
0:53 | FIXED |  Minor permanence issue |
0:50 | CONFIRMED |  Everything is cool now! |
0:46 | TEST |  Take II |
0:46 | OPTIMIZATION |  I hope I fixed thatissue this way |
0:46 | UNDESIREABLE |  but slows down the game |
0:46 | CONFIRMED |  The basic principal works |
0:32 | TEST |  Take I |
0:32 | DONE |  While walking in the field Buffs and Debuffs you got in battle should fade away... The speed of this, is (of course) dependent on your chosen difficulty setting |
- = 2 Jul 2020 = - |
23:18 | STATUS |  And that'll be all fo rnow... I'm tired! |
23:18 | FIXED |  Invalid data for "War Shout!" |
23:01 | TEST |  Let's see |
23:01 | DONE |  Target info in auto help... Something I should have done before! |
22:55 | CONFIRMED |  That works as it should work! |
22:49 | TEST |  Let's see if that works! |
22:49 | SCRIPT |  Autohelp adapted to this |
22:44 | UPDATED |  License and version info (that will be a lot this time, as tons of files were modified in the process) |
22:43 | UPDATED | |
22:40 | STATUS |  All issues appear to be accounted for |
22:32 | TEST |  Take XII |
22:32 | FIXED |  Code Typo |
22:26 | TEST |  Take XI |
22:25 | FIXED |  Missing property |
22:20 | TEST |  Take X |
22:20 | FIXED |  Sub-class error |
22:15 | TEST |  Take IX |
22:15 | NOTE |  I wasn't planning to do this, but this is all I can do to prevent a bigger issue on the way |
22:14 | VOID |  Permanence voids as soon as a character is on the back-row |
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