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22:14 | BUG |  the computer claims to have a non-existent fighter.... Shouldn't be possible... However... Wait... I think I know what's going on here.... |
22:05 | TEST |  Take VIII |
22:05 | FIXED |  ipairs error |
22:02 | TEST |  Take VII |
22:01 | FIXED |  Property error |
21:57 | TEST |  Take VI |
21:56 | FIXED |  Class call error |
21:52 | TEST |  Take V |
21:52 | FIXED |  Syntax error |
21:48 | TEST |  Take IV |
21:35 | FIXED |  Dupe identifier |
21:24 | TEST |  Take III |
21:24 | VOID |  NIL forwarding issue |
21:19 | TEST |  Take II |
21:19 | FIXED |  Many stages of stupidity |
21:12 | TEST |  Take I |
21:12 | STATUS |  Now THIS is gonna be a ride of headaches, so WISH ME LUCK! |
21:12 | LINK |  Linked to the execution module |
21:06 | SCRIPT |  Buffing itself has been scripted.... This does nothing yet though, as it has not yet been linked to the execution module of the combat flow |
20:47 | NOTE |  this ability of Rebecca's was supposed to up everybody's strength by 250% |
20:47 | CHECKED |  War Shout! |
20:37 | DONE |  I've set the stat up and down in the target module now |
20:32 | NERF |  Some values have been nerfed |
19:31 | BUG |  I thought I had all errors, but some bugs still did slip through it appears |
19:23 | NOTE |  Not a record, but hey, it's still a lot! |
19:23 | TEST |  Take XVI |
19:20 | STATUS |  Well I hope this is all parse crap accounted for so I can get onto the ACTUAL stuff at hand |
19:11 | FIXED |  Code typo |
19:07 | TEST |  Take XV |
19:07 | FIXED |  Aha! Fault found! |
19:01 | TEST |  Take XIV |
19:01 | VOID |  Hopefully that voids whatever it is it claims |
19:01 | EXPERIMENT |  I've made a few line adaptions that may NEVER change any effect, but which could still enforce a few things |
19:01 | NOTE |  I get a very etremely odd error.... |
18:43 | TEST |  Take XIII |
18:43 | VOID |  Non working fuck |
18:35 | TEST |  Take XII |
18:34 | FIXED |  It's been fixed now, though |
18:34 | FUCKYOU |  one letter! |
18:28 | TEST |  Take XI |
18:27 | VOID |  Do I have them all now? |
18:24 | TEST |  Take X |
18:23 | VOID |  Another NIL issue void |
18:19 | TEST |  Take IX |
18:18 | DONE |  Watched the news |
17:55 | FIXED |  Forgotten replacement |
17:51 | TEST |  Take VIII |
17:51 | VOID |  And that voids another issue |
17:51 | LINK |  I've made a very dirty link |
17:50 | UNDESIREABLE |  Another void is needed I suppose |
17:47 | FIXED |  Take VII |
17:45 | FIXED |  That has been fixed |
17:45 | STUPIDITY |  if != for |
17:39 | TEST |  Take VI |
17:39 | FIXED |  I hope! |
17:39 | SOLVED |  Aaaah, so THAT's it! |
17:38 | COCKROACH |  Void ignored??? |
17:33 | TEST |  Take V |
17:32 | NOTE |  This game won't benefit from that anymore.... It's too late to make the game compatible with the new language. |
17:32 | VOID |  Bypassed non-forwarding support.... This is an issue in NIL that I cannot tackle.... I do have plans to replace NIL with a better concept, as NIL did have its pros over Lua... But unfortunately also a few cons that bothered the hell outta me during this game's production.... |
17:22 | TEST |  Take IV |
17:22 | FIXED |  A few syntax issues |
16:10 | TEST |  Take III |
16:10 | FIXED |  Two lack of "self" cases |
16:05 | TEST |  Take II |
16:05 | FIXED |  And that takes care of the first crash |
16:04 | GENERATION |  Anyway |
15:58 | TEST |  Take I |
15:48 | STATUS |  All I can test... for now is that the game doesn't crash over anything trivial |
15:47 | LINK |  I've linked this to the IDLE stage update routine |
15:45 | SCRIPT |  Buff time manipulator |
11:46 | ARENA |  Dzgjymza's castle |
9:54 | STATUS |  All map stuff accounted for! |
9:48 | TEST |  Take III |
9:48 | FIXED |  Exit wind error |
9:43 | TEST |  Take II |
9:43 | FIXED |  And that should fix everything |
9:43 | LINK |  Link from sub-corridor to boss room |
9:42 | BUG |  Didn't work! |
9:31 | TEST |  Before all that first a test to see if you can actually enter the room or not! |
9:31 | NOTE |  And it will stay that way for now, as I have other things to take care of first! |
9:30 | NOTE |  The boss is here, trying to speak to him will crash the game, though |
9:30 | MAP |  Final Boss room |
0:36 | STATUS |  For now I'm gonna call it a day, though! |
0:35 | NOTE |  The fight itself will be scripted later, as that point will then be where I'll get all stuff involving fighting in order |
0:35 | STATUS |  The Final Boss Room is for tomorrow |
0:33 | CONFIRMED |  Everything is cool now! |
0:29 | TEST |  Final test .... I hope |
0:29 | FIXED |  missing tag |
0:22 | TEST |  Does it all work now? |
0:22 | FIXED |  A bonus didn't work |
0:22 | FIXED |  Recover didn't work |
0:12 | TEST |  Let's see! |
0:11 | FIXED | |
0:11 | SOLVED |  The bug was in the opening of the door leading to Lord Dzgjymza himself (which was part of another layer) |
0:11 | SOLVED |  Wait a minute |
0:06 | DEBUG |  A debug line will have to explain why this happens (as all data render this error impossible on all fronts). |
0:00 | FUCKYOU |  Label "H" doesn't exist.... FUCK YOU! (It DOES exist!) |
- = 1 Jul 2020 = - |
23:56 | STATUS |  Oh, well! |
23:56 | FUCKYOU |  And DON'T you DARE to say I didn't work hard enough today!!!! |
23:55 | TEST |  Take II |
23:55 | STATUS |  Almost mignight.... whoooohoooo! |
23:55 | FIXED |  Syntax error |
23:55 | BUG |  Of course, nothing comes for free |
23:51 | BACKUP |  Running in the background in the meantime |
23:50 | TEST |  Take I |
23:50 | SECRET |  ...... |
23:50 | MAPSCRIPT |  Secret |
23:46 | SECRET |  NOPE! NOT GONNA TELL YOU! |
23:46 | SASKIA |  Secret event |
23:44 | MAP |  Party Pop |
23:39 | COSMETIC |  No dark effect in this room! |
23:39 | CONFIRMED |  All fine! |
23:30 | TEST |  Take II |
23:30 | FIXED |  And another |
23:30 | FIXED |  Definition typo |
23:25 | TEST |  Another test is in order |
23:25 | MAPSCRIPT |  Music change |
23:24 | VERIFIED |  Which also produced good results! |
23:23 | CHECKED |  And another checkup |
23:22 | VERIFIED |  Music checkup |
23:22 | CHECKED |  Music checkup |
23:21 | SECRET |  Nope, not gonna tell more :P |
23:21 | MAP |  All placed |
23:14 | SECRET |  Nope, not gonna reveal more... Too spoiler sensitive! |
23:14 | TRANSFER |  The sprite of a very important thing that will need to be in this place |
23:13 | FUCKYOU |  Just at the moment I needed it most |
23:12 | FUCKYOU |  Stach crashed |
23:01 | STATUS |  Let's see now! |
23:00 | STATUS |  I love it when a plan comes together! |
23:00 | CONFIRMED |  Just as expected |
22:54 | TEST |  Well? |
22:54 | SASKIA |  Temporary script... All the boss will do (for now) is disappear, reward you with a travel emblem and open the door.... The actual fight is a later concern! |
22:51 | TODO |  Queued for next session: The Sanctuary |
22:51 | NOTE |  Boss itself will crash the game (for now) |
22:51 | DONE |  Subcorridor (boss) |
22:50 | CLOSED | |
22:50 | CLOSED | |
22:34 | TEST |  Take IV |
22:34 | NOTE |  I suppose this is what keeps me busy! |
22:33 | FIXED |  Incorrect Wind Setting |
22:23 | TEST |  Take III |
22:23 | FIXED |  Syntax error |
22:19 | TEST | |
22:18 | FIXED |  Done |
22:18 | STUPIDITY |  I forgot an important script update |
22:07 | TEST |  And let's see if I can reach that room |
22:07 | MAP |  Also the room of the boss, has been created |
22:06 | STATUS |  Contrary to what I normally do, I'll now set the game to the meeting with the boss... And even allow myself to skip that boss to get things done.... The complexity of this dungeon makes this the more efficient road |
21:43 | CONFIRMED |  Everything works the way it should |
21:36 | TEST |  Take I |
21:35 | NOTE |  This should also trigger the doors in the hall, however that is for now set to crash the game |
21:35 | TECHNO |  The room is designed that it should just work on all the map file itself contains |
21:35 | LINK |  Linked to the corridor |
21:35 | MAP |  Kirana's bed room |
21:06 | STATUS |  And when it comes to the Order of Onyx bedrooms, that only leaves.... Kirana |
21:05 | CONFIRMED |  All is fine now |
21:01 | TEST |  Well, let's get to it, then! |
21:01 | NOTE |  And yeah, and so against all expectations a take II will be required.... Sigh! |
21:01 | FIXED |  Bad Blockmap settings |
20:55 | TEST |  Let's see if it works! |
20:55 | MAP |  Aldarus' bedroom |
20:46 | STATUS |  Well Aldarus' room should not be that much of an issue.... |
20:09 | NOTE |  (Well actually past dinner time) |
20:09 | NOTE |  But before that I first need a break, and some food.... It's dinner time |
20:08 | STATUS |  The next stop is Aldarus |
20:07 | VERIFIED |  As the achievement timer did mess things a bit up, I had to do a manual checkup on the log (thank goodness the system saves that log), and I could verify things work the way they should |
20:05 | CONFIRMED |  Works! |
19:46 | TEST |  Take III |
19:46 | BUG |  For some reason Kthura didn't crash on this, which is something that deserves my attention, as that HAD to happen! |
19:46 | FIXED |  Dupe tag |
19:34 | TEST |  Take II |
19:34 | FIXED |  That should be fixed now |
19:34 | BUG |  It seems that the puzzle did not properly initiate |
19:30 | TEST |  One way to find out! Take I |
19:30 | STATUS |  Does it, or doesn't it work? |
19:29 | REMOVED |  Obsolute Switch method.... Since Rondomo's switch is immediately activated when the memory puzzle has been solved.... |
19:29 | LINK |  Memory script linked to the map |
19:26 | LINK |  Link to Memory library |
19:25 | MAPSCRIPT |  Set up the methods that should work out the memory puzzle |
19:19 | TODO |  Natural break |
19:19 | CONFIRMED |  That works! |
19:14 | TEST |  So let's find out! |
19:14 | NOTE |  Here is another memory puzzle, but it's not yet activated.... The memory puzzle uses a specific set up library, but I don't remember in full how it works (mind you), so for now all memory plates touched will crash the game..... I first want to know for sure if the link between the room and the corridor works, since that's also a delicate piece of work in this place. |
19:12 | MAP |  I have created Rondomo's bedroom |
18:57 | KTHURA |  I used my hacking tool to tag them... That was the quicker way to go |
18:56 | MAP |  Memory Spots placed for Rondomo's bedroom |
18:51 | STUDY |  Tag Study for Memory |
18:50 | STATUS |  Next room: Rondom's Bed room |
18:45 | NOTE |  So far everything appears to be working |
18:16 | TEST |  Take V |
18:16 | VOID |  Little issue |
18:08 | TEST |  Take IV |
18:08 | FIXED |  Another Syntax error |
18:08 | FIXED |  Syntax error |
18:03 | TEST |  Take III |
18:03 | FIXED |  Syntax error |
18:00 | TEST |  Take II |
18:00 | FIXED |  Faulty code |
17:54 | TEST |  Take I |
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