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
0:30TEST
TESTTake D
0:30FUCKYOU
FUCKYOUand antoher
0:24TEST
TESTTake C
0:24FIXED
FIXEDAnd more of that
0:20TEST
TESTTake B
0:20FIXED
FIXEDVariable trouble
0:16TEST
TESTTake A
0:15NOTE
NOTEWhen saving your game, or when coming back to dungeons you've vistited before opened chests will be gone... This was to prevent needless bugs later....
0:15SCRIPT
SCRIPTTreasure chests SHOULD work now
- = 27 Dec 2019 = -
23:53STATUS
STATUSNow it comes to treasure chests.....
23:52CONFIRMED
CONFIRMEDFix confirmed
23:31TEST
TESTTake V
23:31DEBUG
DEBUGSafety pre-caution against the oversoul counter.... This is not ideal, but it should fix a few things on the short term
23:29FIXED
FIXEDBlue Slime can not longer go oversoul
23:25BUG
BUGJust as I thought, and enemy who was NOT allowed to go oversoul, goes oversoul, for some reason....
23:08ABILITY
ABILITYEric Cure Disease
23:06TEST
TESTTake IV
23:06FIXED
FIXEDBroken Cash Tag
22:49TEST
TESTTake III
22:49FIXED
FIXEDIllegal class readout
22:40HUH
HUH#108 Impossible error... Yet it happens.... What makes the impossible possible?
22:40DONE
DONEAP increase on getting hurt by attacks... Actual gain depends on how much HP damage you have, and the chosen difficulty setting... This feature was planned anyway prior to making AP loss on abilities actually work
22:29TEST
TESTTake II
22:29FIXED
FIXEDBlockmap issue
22:23TEST
TESTA little test
22:12MAP
MAPArea 002 of Dragon Crack Forest
21:42ITEM
ITEMSledge
21:42ITEM
ITEMSlashing Whip
21:37FIXED
FIXEDBrimstone was shown as "Fire Wand"
21:36NOTE
NOTESome treasures are just special and you do not want them to be random... So....
21:36KTHURA
KTHURATreasure Chest added to Kthura config list
21:34KTHURA
KTHURAScripted Treasure chest
21:13ART
ARTI've cut it into two separate textures... The way Kthura currently works that is the safer way to go when it comes to bug prevention
21:11TRANSFER
TRANSFERTreasure chest art
21:11TRANSFER
TRANSFER Non-burning candle art
20:44NERF
NERFDernor Highwayman's HP halved
20:43FIXED
FIXEDToo many magic stones dropped
20:30FIXED
FIXEDTarget issues
19:51FAILURE
FAILURE Git acted up on me.... But I guess I could undo all that.... Pfweew!
19:44TEST
TESTTake 2
19:44FIXED
FIXEDAziella Code Typo
19:42TEST
TESTA little test is in order now
19:42MAP
MAPEncounters configured for Dragon Crack Forest
19:40NOTE
NOTEThe reason why I picked these trees, was because there had to be more variation in trees in the forests, and I still had these trees, so....
19:39ARENA
ARENAForest with these trees
19:38FOE
FOEHighwayman
19:34GENERATION
GENERATIONNeg
19:33TRANSFER
TRANSFERArt Highwayman
19:31FIXED
FIXEDA few dominance issues.... No further testing needed
19:24TEST
TESTTake VIII
19:24HUH
HUHWTF was I doing?
19:20TEST
TESTTake VII
19:20MAPSCRIPT
MAPSCRIPTSecret passage auto-hide/show
19:10TEST
TESTTake VI
19:10FIXED
FIXED
19:10SOLVED
SOLVEDAh, now I see what this happens
19:02TEST
TESTTake V
19:02FUCKYOU
FUCKYOUBut sometimes a copy and paste command can rule out this crap for sure!
19:02FUCKYOU
FUCKYOUThat claim is not right, and the JCR lists confirm that... (image non-existent... That is a lie, no matter how you put that).
18:55TEST
TESTTake IV
18:55FIXED
FIXEDMapText misreferrence
18:49TEST
TESTTake III
18:49FIXED
FIXEDIssue fixed
18:49SOLVED
SOLVEDAha! Now I understand!
18:37TEST
TESTRebecca Take II
18:37DEBUG
DEBUGMerya Let's put in some extra debug code to get more information
18:36HUH
HUHI don't understand what the computer is babbling about now....
18:27TEST
TESTTake I

(And wish me luck)

18:27SASKIA
SASKIAStart Script
18:18SCENARIO
SCENARIOThe Start Scenario look okay with me
18:17FIXED
FIXEDAutofixes
17:56STATUS
STATUSIt's 6 o' clock and time for the news.... I'll be back soon!
17:52NOTE
NOTEI see that I will have to cheat again on the maptext, as I see the same trick used before which doesn't work in the new engine was used, and I fear I may be suffering more here, although, there are not that much dungeons chaining with each other like that anymore, so maybe....
17:51TRANSFER
TRANSFERDragon Crack Forest Scenario text
17:43NOTE
NOTEAnd from this moment on, the game will also mention them on the field
17:41SECRET
SECRETUnless you played the original game, that is! Their function will be quite similar!
17:41NOTE
NOTEYou will find out later what these stones are good for!
17:41BOOST
BOOSTOnce you enter Dragon Crack Forest every 5 kills in easy mode, every 25 kills in casual mode and every 125 kills in hard mode, a magic stone will drop. As I just used modulos to calculate this, some earlier kills can influence this outcome already....
17:34DONE
DONEAs soon as you enter the Dragon Crack Forest, the Magic Stone collector will be activated.
17:31JCR6
JCR6Unfortunately this bug required me to build the music resource again... Oh well.... Better in C# than in Go
17:30FIXED
FIXEDNJCR bug with aliases
17:25MAP
MAPFirst Area of the Dragon Crack Forest has been done
17:09MUSIC
MUSICI've configured the music for the 4 dragon caves, at least!
17:03DONE
DONE"NEW!" should be removed upon entering a new location!
17:01STATUS
STATUSVery good... Now for entering the DragonCrack Forest!
16:56TEST
TESTTake SEVENTEEN!
16:55DONE
DONEMerchant will be removed if you revisit the crypt after completing chapter 1
16:46FIXED
FIXEDBlockmap issue crypt
16:43FIXED
FIXEDOkay, an unwanted leading space was the evil here! (And it would also have caused trouble with the MapText routine, which has been fixed in the same time... GOOD!)
16:36TEST
TESTTake SIXTEEN!
16:36INVESTIGATION
INVESTIGATIONDernor The log did tell me a few things I did not like, but perhaps it DOES shine a light on a few things
16:30INVESTIGATION
INVESTIGATIONJust as I thought... saving in the broken dungeon and loading it "fixes" the issue.... However since loading savegames is the LEAST used method to load dungeons (only once per session after all), this is far from desirable... Now to find out WHAT THE FUCK IS HAPPENING!!!
16:24TEST
TESTTake FIFTEEN!
16:24FIXED
FIXED, != .
15:57TEST
TESTTake FOURTEEN
15:56EXPERIMENT
EXPERIMENTI do wanna try this, though
15:56INVESTIGATION
INVESTIGATIONNOTHING has been found in the loader that could possibly do this.... Hmmm....
15:52FIXED
FIXEDLeaving me one issue less!
15:52LINK
LINKDone now
15:52STUPIDITY
STUPIDITYForgot to link the leave zone to the Zone action activator though
15:51FIXED
FIXEDAt least I fixed the Mysterious Crypt from starting in the wrong area though
15:50MYSTERY
MYSTERYAnd why it doesn't happen when loading savegames
15:50INVESTIGATION
INVESTIGATIONWell the mysterious crypt shows the same issue, showing that this is a structural issue in the map loader... I really wonder how this can happen, though....
15:36TEST
TESTTake THIRTEEN -- Let's see if this answers something
15:35LINK
LINKI've linked the mysterious crypt to the worldmap.... It should however only work if you completed chapter 1... During Brendor's prologue it should therefore ignore you attempt
15:32UPDATED
UPDATEDAt least I can check off Doubline in #107
15:31RESULT
RESULTAstonishing.... When saving in Doubline and going back to prison, Blenchy is still there... At least that means that it has nothing to do with having been in the prison before in that go, or the prison being loaded before or not... But why is the swap script ignored???
15:23TEST
TESTTake TWELVE!
15:23LINK
LINKI've linked Doubline to the worldmap, as I needed to do that to test something I wanna find out out!
15:12INVESTIGATION
INVESTIGATIONLet's take a look under the hood of things, shall we...
15:12COCKROACH
COCKROACHSomething REALLY goes wrong when chaining from the world map to the dungeon... Is this an issue within going back to dungeons you've been in before, or is this an error with the worldmap... Hard to tell!
15:04TEST
TESTTake ELEVEN!
15:04BUG
BUGBlenchy reappears in Zoraman even after defeating her... Odd, since that didn't happen when I loaded the savegame, only when I came back from the world map.... I wonder how THAT could happen....
15:03FIXED
FIXEDThat was an easy fix
15:03BUG
BUGZoraman prison linked to the wrong room
14:59TEST
TESTRebecca Take TEN!
14:59STATUS
STATUSLet's take a look if it all works as intended, eh?
14:58LINK
LINKAnd that should link the worldmap to all the maps it contains, and when I add new locations (which will happen soo, doncha worry) they'll be automatically linked as well.
14:57DONE
DONEWell that has been scripted
14:56STATUS
STATUSAnd now what will happen, when the player CLICKS a location, eh?
14:55STATUS
STATUSSo far, so good!
14:51TEST
TESTTake NINE!
14:51FIXED
FIXEDSyntax error
14:44TEST
TESTTake EIGHT!
14:44NOTE
NOTEI'll be counting on in my tests
14:44DONE
DONEHover detection
14:30STATUS
STATUSNext step is the hover detection! Very important as that is what allows the player to actually pick a location... Without this, you can click what you want, but you won't get the computer to understand what it has to do....
14:29CONFIRMED
CONFIRMEDAnd the "new" button also appears were it should
14:29STATUS
STATUSPerfect! Now it does what it has to do!
14:18TEST
TESTTake SEVEN!
14:18HUH
HUHFix ignored, or did I not rebuild properly?
14:15FIXED
FIXEDThat has been fixed!
14:15SITE
SITEDid the checklist not have an icon here on this devlog? Oh, my?
14:13TEST
TESTTake SIX!
14:13FIXED
FIXEDCase error
14:05TEST
TESTTake FIVE!
14:05FIXED
FIXEDWrong object
14:00TEST
TESTTake FOUR!
13:59NOTE
NOTEWell, I mean, what works that works, right... At least I hope so!
13:58FIXED
FIXEDBrute force then????
13:57COCKROACH
COCKROACHScyndi Fix ignored
13:54TEST
TESTTake THREE!
13:54FIXED
FIXEDCase error
13:48TEST
TESTTake TWO!
13:48FIXED
FIXEDNo return value allowed in a "newindex", idiot (since quickmeta declares them as "void" functions).
13:43TEST
TESTTime to put everything to the test.... Wish me luck

Take ONE!

13:40CHECKLIST
CHECKLISTI've set up checklist #107 for that!
13:37NOTE
NOTEfor the Chapter 1 maps this will never work (except for the prison), but I will have to take care of that later, since except for the mysterious crypt and Doubline, none of them are accessible yet
13:32LINK
LINKI've set an autolink to the four continents planned in the game now.... If a zone is marked for that worldmap, it will always go there....
13:30MAP
MAPI've set the map zones ready
13:28STATUS
STATUSNow let's link the exit of the prison to the world map
13:27DONE
DONENew locations will be marked as such
13:17NOTE
NOTEI will use that to indicate which world map locations just appeared.... (I guess that was obvious).
13:17ART
ART"New!"
12:01SCRIPT
SCRIPTI've set up the basis for the World Map Screen
1:04STATUS
STATUSSee ya later, folks! ;)
1:04BITBUCKET
BITBUCKETUp to date
1:04GITHUB
GITHUBUp to date!
1:01STATUS
STATUSAh, it's done.... Let's commit my stuff further then....
0:59SOLVED
SOLVEDOh wait, it's just the auto-repack.... Always have to happen when I'm about to call it, but I guess it will have to be done, right?
0:58FAILURE
FAILUREGit is acting up on me... Or so it seems
0:58STATUS
STATUSthe preparations are done, but there is still a lot to be done.... It's gotta wait though, but I got a good workout spot for now, right?
0:56MUSIC
MUSICI've set all the music for all the continents the player will pass through.... Saves me some worries later!
0:50LINK
LINKExpanded the link code
0:50LINK
LINKOh wait I already had some link code at the ready... Oh my!
0:15GENERATION
GENERATIONBrendor Anyway regerated
0:15LINK
LINKAnd an empty link script
0:15NIL
NILStarting up World Map stuff
0:03POWERSHELL
POWERSHELLI've set up a quick script to access the worldmap database... Saves me a lot of trouble later
- = 26 Dec 2019 = -
23:49WORLDMAP
WORLDMAPDragon Crack Forest
23:49WORLDMAP
WORLDMAPMysterious Crypt
23:49WORLDMAP
WORLDMAPDoubline
23:48WORLDMAP
WORLDMAPZoraman Prison
23:48SITE
SITEAdded tag WORLDMAP
23:48DATABASE
DATABASEBasis World Map Database has been set up!
23:34TODO
TODOBefore I can work on that I first need to set up the database
23:33STATUS
STATUSwith all that crap out of the way, I can get to the matters at hand... The world map...
23:29GO
GONo more need to work with that slow Go application then... GO you can Go away!
23:29JUDGMENT
JUDGMENTIt appears that NJCR can handle it just fine!.... Good!
23:26TODO
23:20TEST
TESTWell, good test also... Go and C# running the same script... C# began later and has more files done than Go by now... That proves that C# is the faster option now...
23:00TEST
TESTAnd let's test it.... I've set things to work in a different file anyway
22:59VISUALSTUDIO
VISUALSTUDIOWhile I was at it, I also added alias support!
22:59TODO
TODOAdd NIL support to NJCR
22:59VISUALSTUDIO
VISUALSTUDIOI got NJCR working on scripts... Limited support
22:47NOTE
NOTEAnd while that is running I'm working on NJCR
22:47MUSIC
MUSICWith the old method I am now doing the alias for the world map music
20:28CONFIRMED
CONFIRMEDAll bugs accounted for... Well, in this part, that is....
20:06TEST
TESTTake IV
20:06FIXED
FIXEDI also think I fixed the security bug in the GJ secret dungeon checker
20:04FIXED
FIXEDIrravonia Code order not well!
20:04FIXED
FIXED
20:04SOLVED
SOLVEDAh, so that's why
20:03BUG
BUGI wonder why removing Blenchy crashed the game
19:55BOSS
BOSSAnd altered data, as I forgot the NEGGER did not account for this stunt I pulled.... Dang!
19:55GENERATION
GENERATIONNEG
19:53STUPIDITY
STUPIDITYHahahaha, how could I forget about that, eh?
19:44TEST
TESTTake III
19:44NOTE
NOTEI still have my doubts about the values generated by the GJ checker.... Some values I see simply cannot be right!
19:44TEST
TESTTake II
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