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 | ||
11:25 | ITEM | Bandage |
11:16 | NOTE | Yeah, this is a cameo to Star Story after all! |
11:16 | ITEM | Aurina |
0:57 | SECRET | Yup, 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.... |
0:56 | NOTE | I 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 |
0:55 | CONFIRMED | FINALLY! |
0:45 | NOTE | (last one I hope!) |
0:45 | TEST | Take XXI |
0:45 | FIXED | Config error |
0:41 | TEST | Take XX |
0:41 | FIXED | Yup, new rooms must be scanned on the spot... I forgot about that |
0:37 | BACKUP | Running in the background |
0:37 | TEST | Take XIX |
0:36 | VOID | Let's try this then |
0:36 | HUH | ??? |
0:31 | TEST | Take XVIII |
0:30 | FIXED | Syntax error |
0:30 | COCKROACH | It would be a disaster if the project lets me sleep tonight, eh? |
0:21 | TEST | Take XVII then? |
0:21 | TEST | Keyword typo |
0:21 | COCKROACH | Nope! Not allowed! |
0:17 | TEST | Take XVI has to confirm this |
0:16 | STATUS | Everything should work accordingly now |
0:16 | LINK | Established |
0:12 | STATUS | Now 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 |
0:12 | FIXED | IT WORKS! YAY! |
0:06 | TEST | Let's verify in take XV if I'm right |
0:00 | SOLVED | I think I solved the mystery, though |
0:00 | DEBUG | Deactivated that debug line |
- = 8 Jan 2020 = - | ||
23:59 | CHECKED | The callback cycle routine works, so that is not the issue |
23:47 | TEST | Take XIV |
23:47 | CONFIRMED | At least I know the zones triggering the doors are triggered.... Now I must find out why the doors do not respond |
23:47 | DEBUG | MOAR debug lines required |
23:43 | TEST | Take XIII |
23:42 | DEBUG | I've added an extra debug line that should enlight me on a few things here |
23:38 | INVESTIGATION | Why? |
23:38 | BUG | Nothing happens |
23:30 | FIXED | Conservatism bug |
23:24 | TEST | Take XII |
23:24 | FIXED | Wrong class |
23:21 | TEST | Take XI |
23:21 | FIXED | I hate "==" |
23:07 | TEST | Take X |
23:07 | SCRIPT | That has been done now |
22:58 | NOTE | Although 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). |
22:45 | LINK | I've linked all the doors to the respective trigger areas that should open and close them! |
22:22 | CONFIRMED | Yup! The alternate way is now used.... Good! |
22:20 | TEST | Take IX |
22:20 | LINK | Let's see if this linkthrough works the way it should |
20:18 | CONFIRMED | Right the logs now confirmed that the doors are properly registered |
19:16 | TEST | Take VIII |
19:16 | FIXED | Lack of "self" |
19:12 | TEST | Take VII |
19:12 | FIXED | Moar of those..... DOH! |
19:07 | TEST | Take VI |
19:07 | FIXED | property name typo |
19:03 | TEST | Take V (IV was not announced... silly me) |
19:03 | FIXED | And I think I fixed this now |
19:02 | SOLVED | I I think I found out why |
19:01 | CONFIRMED | Indeed.... The sliding doors are not recognized, that much the log now officially confirmed |
18:25 | DEBUG | So I've added extra debug lines |
18:24 | INVESTIGATION | I cannot see clear tracks of proper initiation |
17:41 | NOTE | that that should solve that BSOD |
17:41 | FIXED | Illegal class call |
17:39 | BUG | |
16:20 | FIXED | Case error |
16:18 | TEST | Test III |
16:17 | FIXED | missing links to Kthura |
16:16 | BUG | The alt script itself is (as expected) bugged |
16:16 | CONFIRMED | the link itself worked, but |
16:14 | TEST | And again |
16:14 | FIXED | Missing slash, and in coding work, that makes a lot of difference in a computer program, I tell ya! |
16:11 | TEST | You never know this without a test... of course |
16:10 | TECHNO | As a result, the chains between the floors should not be working now in the Facility, but they still should in all other dungeons |
16:09 | LINK | And the mapscript now also links to this |
15:57 | LINK | Link function so I can do AltNext from all other states (most particularly the MapScript state).... |
13:34 | JUDGMENT | That looks good... but let's see |
13:31 | TEST | Let's do that again! |
13:31 | FIXED | Yeah, 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? |
13:28 | STATUS | STuff 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 = - | ||
20:02 | SKELETON | Basis setup for the sliding doors |
19:16 | BRAINSTORM | 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.... |
12:07 | UPDATED | |
11:57 | CONFIRMED | The stuff that had to work now, works.... Some additional coding will now be required to get this all to work fully |
11:51 | FIXED | a 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! |
11:07 | TEST | Yet I can test if the entrance works, and that I will do! |
11:07 | NOTE | I should note that the dungeon is not yet completely operational and that the doors will also not move yet! |
11:06 | LINK | Entrance to the facility should work now |
10:19 | NOTE | Which really goes more than 10x faster now that I can use my C# version of JCR6 (even though it's not yet fully done). |
10:18 | JCR6 | And repacking my music resource now |
10:18 | CONVERT | 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.... |
10:17 | TRANSFER | So it's been transferred |
10:17 | MUSIC | Just like in Star Story "Ghosts of Disease" by Knight of Fire will be used in the facility |
10:01 | TECHNO | There 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 |
10:00 | MAP | A few slight modifications done to make it fully compatible with the new script setting |
9:58 | TRANSFER | Map Eugorvnia Facility |
0:32 | CHECKED | Well the original Kthura map looks fine to me, so transferring should not be a serious issue... |
0:15 | FIXED | NIL != Python (fortunately NOT) |
0:13 | NOTE | It was either that or a useless call to SASKIA |
0:13 | CHEAT | I've cheated stuff in a little |
0:00 | NOTE | And I noted all planned TL levels |
0:00 | UPDATED | |
- = 6 Jan 2020 = - | ||
23:50 | SECRET | Yes, another secret Game Jolt exclusive dungeon will be found here. Cool,huh? |
23:50 | GAMEJOLT | Linked to the checkout that should open the barrier |
23:48 | MAPSCRIPT | Written some code to start the madhouse |
23:46 | MAP | Areas 000 and 001 of the Mad House |
23:13 | TEST | Well, let's see what happens |
23:12 | TECHNO | This 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 |
23:12 | SCENARIO | Tag change tomake the auto-link possible |
23:11 | MAP | Sign with auto-link |
23:06 | SCENARIO | Auto-correct |
23:03 | TRANSFER | scenario transfer |
22:57 | TEST | Does it all work now? |
22:57 | FIXED | .... |
22:54 | FIXED | Madhouse misreferrence |
22:46 | TEST | Well.... Does everything work now? |
22:46 | LAZY | and made the GOTOLAYER case insensitive... Kthura takes only uppercase anyway |
22:46 | LINK | exit Eric's house |
22:13 | LINK | Link to the Mad House set up |
21:48 | JCR6 | So I've set the aliases right and rebuilt the music resource... |
21:47 | MUSIC | "Fun in a bottle" is the background music for the madhouse (just like in the original game) |
21:43 | MAP | Exterior Mad House |
21:24 | SASKIA | Set 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 = - | ||
21:20 | NOTE | Although 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.... |
21:11 | STATUS | It works now! AT LAST! |
21:08 | TEST | Take X |
21:08 | FIXED | Import error |
21:06 | TEST | Take IX |
21:05 | FIXED | Wrong property called |
20:50 | TEST | Take VIII |
20:49 | FIXED | Linkage error |
20:32 | NOTE | And if this is succesful I'm first gonna prepare dinner |
20:32 | TEST | Take VII |
20:31 | LINK | Established |
19:27 | NOTE | THAT was the sole purpose of this test, as the routine itself has not yet been linked to the action callback |
19:26 | STATUS | All compilation errors accounted for |
19:24 | TEST | Take VI |
19:24 | STATUS | Yeah, and the stupidity damage is now completely done |
19:24 | FIXED | General Syntax error |
19:04 | TEST | Take V |
19:04 | FIXED | Last one? |
18:52 | TEST | Take IV |
18:51 | FIXED | Do I have them all now? |
18:47 | FAILURE | Google really oughta fix that bug showing me the wrong videos |
18:44 | OFFTOPIC | And I couldn't resist to post more of that girl.... |
18:43 | TEST | Take III |
18:42 | FIXED | Okay, some damage was still leftover |
18:39 | TEST | Take II |
18:39 | FIXED | Loads of crap beyond any level of stupidity |
18:37 | TEST | So NOW I'm gonna roll over to test I |
18:37 | STATUS | I am still doing things slooowly, okay.... |
17:19 | DONE | I've worked out the skill level upgrade for Stone Masters... I only did not yet test it.... |
0:27 | DONE | The Updates a Stone Master has show now... Good! |
0:26 | BUG | Bug 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?) |
0:21 | HUH | https://pics.ballmemes.com/dafuck-59111457.png |
0:19 | OFFTOPIC | DAMN! She is good! |
- = 4 Jan 2020 = - | ||
23:44 | FIXED | I did fix the crash that would happen if you dismiss the stone master menu |
23:44 | SKELETON | I'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 = - | ||
21:34 | DONE | Constructors |
20:12 | TODO | And time for another break, thank you! |
20:12 | DONE | I've set the basis for the Stone Mater Script |
16:41 | MEDICAL | Don't expect too much of me, though, as I got a headeache |
16:41 | STATUS | Couldn't resist.... |
16:40 | ART | Stone Master Icon |
12:51 | MEDICAL | I'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 = - | ||
22:57 | STATUS | Now before I'll get to Wendy as a Stone Master I think I may first need to make sure I get another break |
22:53 | STATUS | |
22:50 | CONFIRMED | As far as I can tell, this all works now.... |
22:47 | TEST | Again! |
22:46 | FIXED | Something went wrong |
22:41 | TEST | Let's see.... |
22:41 | LINK | Linked the SASKIA script to the map |
22:41 | SASKIA | Wendy 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 |
22:20 | STATUS | Well, I'll be.... I see what I wanted to see... Not bad! |
22:17 | TEST | .... |
22:17 | NOTE | But what I'll find in there... I dunno, but let's see for myself, eh? |
22:17 | LINK | You should be able to enter now |
22:15 | MAP | Map preparations that I require |
22:14 | STUDY | Some quick setups for the house |
22:12 | NOTE | Now 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 |
21:56 | STATUS | One of the next steps to be taken, tadaa... Is the stone master... |
21:48 | JUDGMENT | That will do! |
21:45 | TEST | Let's see now! |
21:45 | CONFIG | More pixels needed I see |
21:42 | TEST | Let's see |
21:37 | ENHANCEMENT | I'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) |
21:23 | OFFTOPIC | Damn.... That sounds cool... Reminds me... I think I much rewatch those movies again... It's been awhile |
19:04 | CONFIRMED | YES! YES! YES! |
19:00 | TEST | Let's see if that's true! |
19:00 | FIXED | I think I got it. |
18:59 | TEST | And let's see, what'll happen! |
18:58 | DONE | I've at least made sure the maxima will never be exceeded |
18:58 | FIXED | Okay, I fixed one error in the mathematical formula, but still I'm not entirely happy |
18:51 | TEST | And see what is gonna happen |
18:51 | EXPERIMENT | Let's try this |
18:51 | HUH | ???? |
18:45 | HUH | I 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 |
18:42 | DEBUG | Let's see if these debug lines give me an answer |
18:41 | BUG | What happens when transferring money is NOT what I want to see |
18:35 | LINK | Linkup callbacks |
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