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 | ||
0:30 | TEST | Take D |
0:30 | FUCKYOU | and antoher |
0:24 | TEST | Take C |
0:24 | FIXED | And more of that |
0:20 | TEST | Take B |
0:20 | FIXED | Variable trouble |
0:16 | TEST | Take A |
0:15 | NOTE | When 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.... |
0:15 | SCRIPT | Treasure chests SHOULD work now |
- = 27 Dec 2019 = - | ||
23:53 | STATUS | Now it comes to treasure chests..... |
23:52 | CONFIRMED | Fix confirmed |
23:31 | TEST | Take V |
23:31 | DEBUG | Safety pre-caution against the oversoul counter.... This is not ideal, but it should fix a few things on the short term |
23:29 | FIXED | Blue Slime can not longer go oversoul |
23:25 | BUG | Just as I thought, and enemy who was NOT allowed to go oversoul, goes oversoul, for some reason.... |
23:08 | ABILITY | Cure Disease |
23:06 | TEST | Take IV |
23:06 | FIXED | Broken Cash Tag |
22:49 | TEST | Take III |
22:49 | FIXED | Illegal class readout |
22:40 | HUH | #108 Impossible error... Yet it happens.... What makes the impossible possible? |
22:40 | DONE | AP 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 |
22:29 | TEST | Take II |
22:29 | FIXED | Blockmap issue |
22:23 | TEST | A little test |
22:12 | MAP | Area 002 of Dragon Crack Forest |
21:42 | ITEM | Sledge |
21:42 | ITEM | Slashing Whip |
21:37 | FIXED | Brimstone was shown as "Fire Wand" |
21:36 | NOTE | Some treasures are just special and you do not want them to be random... So.... |
21:36 | KTHURA | Treasure Chest added to Kthura config list |
21:34 | KTHURA | Scripted Treasure chest |
21:13 | ART | I'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 |
21:11 | TRANSFER | Treasure chest art |
21:11 | TRANSFER | Non-burning candle art |
20:44 | NERF | Highwayman's HP halved |
20:43 | FIXED | Too many magic stones dropped |
20:30 | FIXED | Target issues |
19:51 | FAILURE | Git acted up on me.... But I guess I could undo all that.... Pfweew! |
19:44 | TEST | Take 2 |
19:44 | FIXED | Code Typo |
19:42 | TEST | A little test is in order now |
19:42 | MAP | Encounters configured for Dragon Crack Forest |
19:40 | NOTE | The 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.... |
19:39 | ARENA | Forest with these trees |
19:38 | FOE | Highwayman |
19:34 | GENERATION | Neg |
19:33 | TRANSFER | Art Highwayman |
19:31 | FIXED | A few dominance issues.... No further testing needed |
19:24 | TEST | Take VIII |
19:24 | HUH | WTF was I doing? |
19:20 | TEST | Take VII |
19:20 | MAPSCRIPT | Secret passage auto-hide/show |
19:10 | TEST | Take VI |
19:10 | FIXED | |
19:10 | SOLVED | Ah, now I see what this happens |
19:02 | TEST | Take V |
19:02 | FUCKYOU | But sometimes a copy and paste command can rule out this crap for sure! |
19:02 | FUCKYOU | That claim is not right, and the JCR lists confirm that... (image non-existent... That is a lie, no matter how you put that). |
18:55 | TEST | Take IV |
18:55 | FIXED | MapText misreferrence |
18:49 | TEST | Take III |
18:49 | FIXED | Issue fixed |
18:49 | SOLVED | Aha! Now I understand! |
18:37 | TEST | Take II |
18:37 | DEBUG | Let's put in some extra debug code to get more information |
18:36 | HUH | I don't understand what the computer is babbling about now.... |
18:27 | TEST | Take I (And wish me luck) |
18:27 | SASKIA | Start Script |
18:18 | SCENARIO | The Start Scenario look okay with me |
18:17 | FIXED | Autofixes |
17:56 | STATUS | It's 6 o' clock and time for the news.... I'll be back soon! |
17:52 | NOTE | I 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.... |
17:51 | TRANSFER | Dragon Crack Forest Scenario text |
17:43 | NOTE | And from this moment on, the game will also mention them on the field |
17:41 | SECRET | Unless you played the original game, that is! Their function will be quite similar! |
17:41 | NOTE | You will find out later what these stones are good for! |
17:41 | BOOST | Once 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.... |
17:34 | DONE | As soon as you enter the Dragon Crack Forest, the Magic Stone collector will be activated. |
17:31 | JCR6 | Unfortunately this bug required me to build the music resource again... Oh well.... Better in C# than in Go |
17:30 | FIXED | NJCR bug with aliases |
17:25 | MAP | First Area of the Dragon Crack Forest has been done |
17:09 | MUSIC | I've configured the music for the 4 dragon caves, at least! |
17:03 | DONE | "NEW!" should be removed upon entering a new location! |
17:01 | STATUS | Very good... Now for entering the DragonCrack Forest! |
16:56 | TEST | Take SEVENTEEN! |
16:55 | DONE | Merchant will be removed if you revisit the crypt after completing chapter 1 |
16:46 | FIXED | Blockmap issue crypt |
16:43 | FIXED | Okay, 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!) |
16:36 | TEST | Take SIXTEEN! |
16:36 | INVESTIGATION | The log did tell me a few things I did not like, but perhaps it DOES shine a light on a few things |
16:30 | INVESTIGATION | Just 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!!! |
16:24 | TEST | Take FIFTEEN! |
16:24 | FIXED | , != . |
15:57 | TEST | Take FOURTEEN |
15:56 | EXPERIMENT | I do wanna try this, though |
15:56 | INVESTIGATION | NOTHING has been found in the loader that could possibly do this.... Hmmm.... |
15:52 | FIXED | Leaving me one issue less! |
15:52 | LINK | Done now |
15:52 | STUPIDITY | Forgot to link the leave zone to the Zone action activator though |
15:51 | FIXED | At least I fixed the Mysterious Crypt from starting in the wrong area though |
15:50 | MYSTERY | And why it doesn't happen when loading savegames |
15:50 | INVESTIGATION | Well 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.... |
15:36 | TEST | Take THIRTEEN -- Let's see if this answers something |
15:35 | LINK | I'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 |
15:32 | UPDATED | At least I can check off Doubline in #107 |
15:31 | RESULT | Astonishing.... 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??? |
15:23 | TEST | Take TWELVE! |
15:23 | LINK | I've linked Doubline to the worldmap, as I needed to do that to test something I wanna find out out! |
15:12 | INVESTIGATION | Let's take a look under the hood of things, shall we... |
15:12 | COCKROACH | Something 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! |
15:04 | TEST | Take ELEVEN! |
15:04 | BUG | Blenchy 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.... |
15:03 | FIXED | That was an easy fix |
15:03 | BUG | Zoraman prison linked to the wrong room |
14:59 | TEST | Take TEN! |
14:59 | STATUS | Let's take a look if it all works as intended, eh? |
14:58 | LINK | And 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. |
14:57 | DONE | Well that has been scripted |
14:56 | STATUS | And now what will happen, when the player CLICKS a location, eh? |
14:55 | STATUS | So far, so good! |
14:51 | TEST | Take NINE! |
14:51 | FIXED | Syntax error |
14:44 | TEST | Take EIGHT! |
14:44 | NOTE | I'll be counting on in my tests |
14:44 | DONE | Hover detection |
14:30 | STATUS | Next 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.... |
14:29 | CONFIRMED | And the "new" button also appears were it should |
14:29 | STATUS | Perfect! Now it does what it has to do! |
14:18 | TEST | Take SEVEN! |
14:18 | HUH | Fix ignored, or did I not rebuild properly? |
14:15 | FIXED | That has been fixed! |
14:15 | SITE | Did the checklist not have an icon here on this devlog? Oh, my? |
14:13 | TEST | Take SIX! |
14:13 | FIXED | Case error |
14:05 | TEST | Take FIVE! |
14:05 | FIXED | Wrong object |
14:00 | TEST | Take FOUR! |
13:59 | NOTE | Well, I mean, what works that works, right... At least I hope so! |
13:58 | FIXED | Brute force then???? |
13:57 | COCKROACH | Fix ignored |
13:54 | TEST | Take THREE! |
13:54 | FIXED | Case error |
13:48 | TEST | Take TWO! |
13:48 | FIXED | No return value allowed in a "newindex", idiot (since quickmeta declares them as "void" functions). |
13:43 | TEST | Time to put everything to the test.... Wish me luck Take ONE! |
13:40 | CHECKLIST | I've set up checklist #107 for that! |
13:37 | NOTE | for 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 |
13:32 | LINK | I'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.... |
13:30 | MAP | I've set the map zones ready |
13:28 | STATUS | Now let's link the exit of the prison to the world map |
13:27 | DONE | New locations will be marked as such |
13:17 | NOTE | I will use that to indicate which world map locations just appeared.... (I guess that was obvious). |
13:17 | ART | "New!" |
12:01 | SCRIPT | I've set up the basis for the World Map Screen |
1:04 | STATUS | See ya later, folks! ;) |
1:04 | BITBUCKET | Up to date |
1:04 | GITHUB | Up to date! |
1:01 | STATUS | Ah, it's done.... Let's commit my stuff further then.... |
0:59 | SOLVED | Oh 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? |
0:58 | FAILURE | Git is acting up on me... Or so it seems |
0:58 | STATUS | the 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? |
0:56 | MUSIC | I've set all the music for all the continents the player will pass through.... Saves me some worries later! |
0:50 | LINK | Expanded the link code |
0:50 | LINK | Oh wait I already had some link code at the ready... Oh my! |
0:15 | GENERATION | Anyway regerated |
0:15 | LINK | And an empty link script |
0:15 | NIL | Starting up World Map stuff |
0:03 | POWERSHELL | I've set up a quick script to access the worldmap database... Saves me a lot of trouble later |
- = 26 Dec 2019 = - | ||
23:49 | WORLDMAP | Dragon Crack Forest |
23:49 | WORLDMAP | Mysterious Crypt |
23:49 | WORLDMAP | Doubline |
23:48 | WORLDMAP | Zoraman Prison |
23:48 | SITE | Added tag WORLDMAP |
23:48 | DATABASE | Basis World Map Database has been set up! |
23:34 | TODO | Before I can work on that I first need to set up the database |
23:33 | STATUS | with all that crap out of the way, I can get to the matters at hand... The world map... |
23:29 | GO | No more need to work with that slow Go application then... GO you can Go away! |
23:29 | JUDGMENT | It appears that NJCR can handle it just fine!.... Good! |
23:26 | TODO | |
23:20 | TEST | Well, 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... |
23:00 | TEST | And let's test it.... I've set things to work in a different file anyway |
22:59 | VISUALSTUDIO | While I was at it, I also added alias support! |
22:59 | TODO | Add NIL support to NJCR |
22:59 | VISUALSTUDIO | I got NJCR working on scripts... Limited support |
22:47 | NOTE | And while that is running I'm working on NJCR |
22:47 | MUSIC | With the old method I am now doing the alias for the world map music |
20:28 | CONFIRMED | All bugs accounted for... Well, in this part, that is.... |
20:06 | TEST | Take IV |
20:06 | FIXED | I also think I fixed the security bug in the GJ secret dungeon checker |
20:04 | FIXED | Code order not well! |
20:04 | FIXED | |
20:04 | SOLVED | Ah, so that's why |
20:03 | BUG | I wonder why removing Blenchy crashed the game |
19:55 | BOSS | And altered data, as I forgot the NEGGER did not account for this stunt I pulled.... Dang! |
19:55 | GENERATION | NEG |
19:53 | STUPIDITY | Hahahaha, how could I forget about that, eh? |
19:44 | TEST | Take III |
19:44 | NOTE | I still have my doubts about the values generated by the GJ checker.... Some values I see simply cannot be right! |
19:44 | TEST | Take II |
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