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 | ||
12:24 | TEST | I will for now test the south exit.... The west exit is a later concern |
12:24 | LINK | All should be linked from the start |
12:24 | WORLDMAP | Xenor Bushes |
12:24 | NOTE | Both cities will only appear on the worldmap when unlocked, but trying to enter them will crash the game... for now |
12:23 | WORLDMAP | Xenor |
12:23 | WORLDMAP | Frendor |
12:00 | MAP | The Crossroads have been set up |
11:27 | STATUS | Well, let's first set up the Crossroads shall we? |
11:27 | NOTE | Converting Xenor in particular might be a hard job, but I've been in worse situations.... |
11:15 | STATUS | Good morning Well time to get to work again.... Like I said, the CrossRoads was likely to be the first to be taken care of, so let's go for that... |
1:22 | STATUS | And so far for today.... The Cross-Roads is likely to be the next location to take care of..... |
1:21 | CONFIRMED | Yup.... The two locations only appear due to them being unlocked by the Red Dragon... Good! |
1:19 | TEST | Take IX will help me here... I hope |
1:19 | CONFIRMED | Well, the new locations do appear on the world map, yes, but, I need to check one more thing |
1:10 | TEST | Take VIII |
1:10 | FIXED | SASKIA syntax error |
1:09 | FIXED | Language referrence error |
1:04 | TEST | Take VII |
1:01 | STUPIDITY | Which is an error beyond ANY level of stupidity |
1:01 | FIXED | Prefix error in map referrence |
0:55 | TEST | Take VI then, and let's see what will happen |
0:54 | FIXED | And I forgot to activate the Red Dragon skill |
0:52 | FIXED | Illegal script referrence in post boss script |
0:40 | TEST | And onto take V |
0:40 | VOID | And I voided more stuff later in the script |
0:40 | FIXED | And that fixes another crash in the process |
0:40 | GENERATION | NEG |
0:39 | CONFIRMED | That voiding is indeed what it took.... Hmmmm. |
0:35 | TEST | Take IV |
0:35 | VOID | It does seem that the stuff does NOT work the way it should, at all..... |
0:23 | TEST | Take III |
0:23 | FIXED | Syntax error in API enhancement |
0:15 | TEST | Take II |
0:04 | SASKIA | The Script will now unlock these two new locations, providing you defeat the Red Dragon first |
0:01 | STATUS | Oh welll |
0:01 | STATUS | I guess I didn't make it, but it was to be expected |
- = 31 Dec 2019 = - | ||
23:59 | NOTE | Yeah, forgot those too, eh? |
23:59 | WORLDMAP | Cross Roads |
23:59 | WORLDMAP | Iskarderiu Forest |
23:56 | STUPIDITY | Of course it won't work, since I forgot to link the SASKIA script to the map.... Moron! |
23:53 | TEST | Take I, and let's see if I can get this fully working this year.... |
23:52 | STATUS | Well 8 minutes before 2020 starts, but I've got something better to do, than to waste my time on that, so.... |
23:40 | ITEM | Ruby |
23:36 | TRANSFER | Red Dragon Big Art |
23:28 | ENHANCEMENT | I can now define an entire party in one go.... Saves me a lot of trouble |
23:24 | NOTE | However as soon as the fight begins, the game will crash |
23:24 | SASKIA | Meeting with Red Dragon Scripted |
23:18 | CHECKED | Scenario looks alright! |
23:13 | STATUS | Now for the grand scenario, peeps! |
23:13 | CONFIRMED | All's well! |
23:07 | TEST | Well.... Let's check |
23:07 | CONFIRMED | Other spots appear to be doing fine |
23:06 | FIXED | One more broken exit spot, so it appears |
23:01 | TEST | And let's go again! |
23:00 | FIXED | I manually fixed the map that got broken in the process |
23:00 | STATUS | No worries now |
22:59 | NOTE | Oh, wait a minute.... The debug asset library is outdated.... I suppose I need to replace that.... |
22:59 | BUG | It appears that the "Wind" settings are not right |
22:45 | TEST | And that is now to find out! ;) |
22:44 | NOTE | Area 014 is where the dragon resides, though you can already see it, it won't activate yet and just ignore you.... The scripting of the dragon comes later when the map itself works or is confirmed to work |
22:44 | MAP | Area 014 |
22:44 | MAP | Area 013 |
22:44 | MAP | Area 012 |
20:07 | STATUS | Time for a little break |
20:07 | STATUS | That appears to work |
19:53 | TEST | Take III |
19:53 | NERF | I've lowered the boss' defenses, as this was ridiculous for a mantadory boss fight |
19:44 | TEST | Take II |
19:44 | FIXED | Boss picture name |
19:35 | TEST | Take I |
19:35 | STATUS | This SHOULD all work now... WISH ME LUCK!!!! |
19:14 | FIXED | Area referrence in SASKIA script |
19:14 | NOTE | This is nothing more but the "receive room"... A few more rooms will be there before you meet the dragon itself |
19:14 | MAP | Area 011 |
19:08 | BOSS | Red Guardian |
19:05 | TRANSFER | Boss |
17:46 | STATUS | That brings us to the last leg of this puzzle.... Linking the solution to the boss enemy and the SASKIA script lines that come next.... |
17:45 | CONFIRMED | WORKS! |
17:39 | TEST | Take XIII |
17:39 | FIXED | Turn around! Bright eyes! |
17:34 | TEST | Take XII |
17:34 | DONE | Cancel the puzzle |
17:14 | TEST | Take XI |
17:14 | FIXED | Detection Y for mouse pointer was invalid |
17:08 | TEST | Take X |
17:08 | DONE | Turn around (bright eyes) |
17:08 | STATUS | Almost there, but not yet quite |
17:03 | TEST | Take IX |
17:03 | FIXED | DA FUUUUUUUUUUUUUUUUCK! |
16:39 | TEST | Take VIII |
16:39 | FIXED | Lost track of things, but A LOT has been fixed |
15:52 | TEST | Take VII |
15:51 | FIXED | Modulo error |
15:51 | DONE | Value editing |
15:36 | TEST | Take VI |
15:36 | FIXED | Callback error |
15:35 | TEST | Take V |
15:35 | COSMETIC | Party bar |
15:33 | COSMETIC | Coordinate fine tuning |
14:13 | DONE | I've now set the arrows which will be the clicking areas to put the values up and doen |
13:26 | TEST | Take VI |
13:26 | STUPIDITY | Don't laugh! |
13:26 | FIXED | Draw command without coords... |
13:18 | TEST | Take V |
13:18 | FIXED | Illegal class call |
13:17 | FUCKYOU | LUL! |
13:12 | TEST | Take IV |
13:12 | FIXED | General fixes |
13:10 | SYSTEM | Visual Studio Upgrade |
13:01 | TEST | Take III |
13:01 | FIXED | Case error |
12:43 | CONFIRMED | The error at least confirmed that the link itself worked! ;) |
12:43 | TEST | And another one! |
12:43 | FIXED | "self" required |
12:39 | TEST | Time to put this to the test |
12:20 | LINK | And the map itself has now been linked to this SASKIA label |
12:15 | SASKIA | Puzzle link script written |
12:07 | DEBUG | Puzzle access debug console (I'm gonna NEED it) |
0:52 | STATUS | The rest will have to come later as I am dead tired now |
0:51 | SCRIPT | I've set up the basis for the script that will be used so the player can give up the result of the puzzle |
- = 30 Dec 2019 = - | ||
20:29 | TEST | |
20:29 | FIXED | No frames here |
20:21 | TEST | |
20:21 | FIXED | Illegal function call |
20:17 | TEST | |
20:17 | FIXED | Illegal field/method usage |
19:43 | TEST | |
19:43 | LINK | I've linked all items and spells that use the "Sparkle" effect to this SpellAni.... Not sure if it all works the way it is intended, though, so a test is in order |
19:15 | NOTE | I think this is obvious "SpellAni" means "Spell Animation".... In my earlier RPG only used for spells, but later also for different kind of actions, but the name remained |
19:14 | SPELLANI | Sparkle |
19:14 | SITE | Added tag SPELLANI |
18:59 | FIXED | No "Undead" status on Fire Ghost |
18:32 | FIXED | Crash when Scyndi learns "Cure Disease" |
17:55 | TEST | Let's see now! |
17:55 | FIXED | Several issues |
17:46 | FIXED | Lack of Self! |
17:41 | TEST | Gotta test it all then, I suppose |
17:41 | ARENA | Config for red dragon cave textures |
17:28 | ARENA | Template for caves done |
17:07 | DONE | Real life business was in my way today |
11:49 | FOE | Fire Ghoul, Fire Ghost and Ignis Since they all live in the lair of the fire dragon, it's easy to guess they'll all absorb fire and be fatally wounded when struck with ice, which you don't have at this point of the game, hahahaha! >:) |
11:48 | ITEM | Frost Wand |
10:45 | ABILITY | FireBlast |
- = 29 Dec 2019 = - | ||
23:18 | STATUS | Once again, a lot of time was wasted on debugging so I could not work on the way I wanted to, but at least the main dungeon is done, so I can work on the next step which will be the random encounters, and I am planning to get the healing animation done |
23:17 | STATUS | NOW all looks good |
23:11 | TEST | Well.... |
23:10 | FIXED | The auto-clickable detector has now been set to ignore NPC tags that are suffixed with SPOT, as they are only assistor spots and not clickable ones |
23:09 | BUG | Okay, that is also a nice one! |
22:53 | TEST | Again! |
22:53 | FIXED | Old habits die hard (especially when they only go for one dungeon... at least for now!) |
22:47 | TEST | And let's test this again! |
22:46 | NALA | recompiling |
22:46 | FIXED | Error in the quicklink NIL library for Kthura in NALA API linkage |
22:21 | TEST | Stil I can test if they activate properly (and crash the game, yes) and if the links between the panel room and the main dungeon works well.... |
22:20 | NOTE | The panels should be clickable now, but doing show would crash the game as they have not yet been scripted... And before I will I got other stuff to take care off, such as the encounters |
22:19 | MAP | Area 010 |
21:51 | TEST | All okay now? |
21:51 | FIXED | Barrier didn't get removed on the Travel Emblem |
21:27 | TEST | |
21:27 | FIXED | Case error? |
21:12 | DONE | Activated the travel emblem (as this is a disappearing dungeon, I had to do this manually, this time) |
21:07 | STATUS | All chains work |
21:02 | TEST | And Another test bites the dust |
21:02 | FIXED | Chain Error 007 to 004 |
20:56 | TEST | And Another test is in order! |
20:56 | FIXED | Link 001 to 008 not working at all |
20:56 | FIXED | Dominance issue |
20:48 | TEST | Let's see if it all works..... :-/ |
20:48 | MAP | Area 009 |
20:48 | MAP | Area 008 |
20:05 | TEST | Let's put it to the test! |
20:04 | MAP | Area 007 |
20:04 | MAP | Area 006 |
19:41 | CONFIRMED | Yup, that all works now! |
19:36 | TEST | Only one way to find out if that's true... |
19:36 | LINK | Done! So it should work now! I hope |
19:34 | BUG | I guess I didn't link everything |
19:04 | TEST | I gotta see what will happen now! |
19:04 | MAP | Area 005 |
19:04 | MAP | Area 004 |
18:40 | DONE | Dinner was tasty.... I have a bit liftover in the fride.... Microwave ovens are sooo handy |
18:40 | CONFIRMED | All is well |
16:59 | TEST | Test Again! |
16:59 | STUPIDITY | Forgot chain zones |
16:52 | TEST | Quick Test |
16:52 | MAP | Area 003 |
16:42 | CONFIRMED | All issues accounted for! |
16:38 | TEST | Take XIX |
16:38 | FIXED | Wind error (this confirms the bug before is fixed as this is a different unrelated kind of error, but it only only be triggerred whe the previous bug was fixed.... Does that make sense?) |
16:32 | TEST | Taek XVIII will have to confirm I'm right.... So let's see! |
16:32 | FIXED | Indeed, the exit spot was too close to a transfer zone on the map, this has been fixed, and that means that the KettingKaart library was already acting the way it should |
16:31 | INVESTIGATION | Elementary my dear, Watson... The logs show TWO layer transfer requests, meaning there's a conflict with the exit spot and the transfer layer |
16:25 | TEST | Take XVII |
16:25 | DEBUG | More specification |
16:16 | TEST | Take XVI |
16:16 | FIXED | Fixed it, but I wonder what happened there |
16:16 | HUH | How odd... I copy and paste GoToLayer, but it magically turns into SpawnPlayer, skipping the main route, is that the source of all evil? |
16:15 | HUH | Now that's rich.... It claims the GoToLayer command wasn't done, yet the error is thrown by the SpawnPlayer function which is in turn called by ... tadaa... the GoToLayer instruction.... |
16:10 | TEST | Take XV |
16:10 | DEBUG | Let's see what request is being sent (probably one I didn't ask for) |
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