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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113
1:33STATUS
STATUS See ya, later!
1:33GITHUB
GITHUB Updated
1:33BITBUCKET
BITBUCKET Updated
1:32TODO
TODO Well, the first thing on my agenda now is item usage outside of battle, and top priority on equipment....
1:31CONFIG
CONFIG Which I also needed to configure some more
1:30BACKUP
BACKUP Running
1:24CONFIRMED
CONFIRMED And the JCR6 savegame checkup (the savegames are just JCR6 files in which all files are packed together.... Saves me a lot of loose files for a savegame).
1:22CONFIRMED
CONFIRMED That appears to confirm a few things....
1:22TEST
TEST Take K
1:21TODO
TODO But I must check if the chest will disappear in my savegame
1:21CONFIRMED
CONFIRMED Okay now the chest appears
1:15TEST
TEST Take J
1:15FIXED
FIXED Case error?
1:14COCKROACH
COCKROACH Fix ignored?????
1:08TEST
TEST Take I
1:08FIXED
FIXED And Fixed it
1:08SOLVED
SOLVED But I can see how that lie came to be
1:08BUG
BUG Irravonia Well all crashes accounted for, but now it claims this does not fall under the casual difficulty setting and THAT is a lie
1:03TEST
TEST Take H
1:03FIXED
FIXED Now?
0:56TEST
TEST Take G
0:56FIXED
FIXED I think....
0:56FUCKYOU
FUCKYOU Crap!
0:51TEST
TEST Take F
0:51FIXED
FIXED Texture Redefinition failure
0:36TEST
TEST Take E
0:36FIXED
FIXED Is that all?
0:30TEST
TEST Take D
0:30FUCKYOU
FUCKYOU and antoher
0:24TEST
TEST Take C
0:24FIXED
FIXED And more of that
0:20TEST
TEST Take B
0:20FIXED
FIXED Variable trouble
0:16TEST
TEST Take A
0:15NOTE
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....
0:15SCRIPT
SCRIPT Treasure chests SHOULD work now
- = 27 Dec 2019 = -
23:53STATUS
STATUS Now it comes to treasure chests.....
23:52CONFIRMED
CONFIRMED Fix confirmed
23:31TEST
TEST Take V
23:31DEBUG
DEBUG Safety pre-caution against the oversoul counter.... This is not ideal, but it should fix a few things on the short term
23:29FIXED
FIXED Blue Slime can not longer go oversoul
23:25BUG
BUG Just as I thought, and enemy who was NOT allowed to go oversoul, goes oversoul, for some reason....
23:08ABILITY
ABILITY Eric Cure Disease
23:06TEST
TEST Take IV
23:06FIXED
FIXED Broken Cash Tag
22:49TEST
TEST Take III
22:49FIXED
FIXED Illegal class readout
22:40HUH
HUH #108 Impossible error... Yet it happens.... What makes the impossible possible?
22:40DONE
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
22:29TEST
TEST Take II
22:29FIXED
FIXED Blockmap issue
22:23TEST
TEST A little test
22:12MAP
MAP Area 002 of Dragon Crack Forest
21:42ITEM
ITEM Sledge
21:42ITEM
ITEM Slashing Whip
21:37FIXED
FIXED Brimstone was shown as "Fire Wand"
21:36NOTE
NOTE Some treasures are just special and you do not want them to be random... So....
21:36KTHURA
KTHURA Treasure Chest added to Kthura config list
21:34KTHURA
KTHURA Scripted Treasure chest
21:13ART
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
21:11TRANSFER
TRANSFER Treasure chest art
21:11TRANSFER
TRANSFER Non-burning candle art
20:44NERF
NERF Dernor Highwayman's HP halved
20:43FIXED
FIXED Too many magic stones dropped
20:30FIXED
FIXED Target issues
19:51FAILURE
FAILURE Git acted up on me.... But I guess I could undo all that.... Pfweew!
19:44TEST
TEST Take 2
19:44FIXED
FIXED Aziella Code Typo
19:42TEST
TEST A little test is in order now
19:42MAP
MAP Encounters configured for Dragon Crack Forest
19:40NOTE
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....
19:39ARENA
ARENA Forest with these trees
19:38FOE
FOE Highwayman
19:34GENERATION
GENERATION Neg
19:33TRANSFER
TRANSFER Art Highwayman
19:31FIXED
FIXED A few dominance issues.... No further testing needed
19:24TEST
TEST Take VIII
19:24HUH
HUH WTF was I doing?
19:20TEST
TEST Take VII
19:20MAPSCRIPT
MAPSCRIPT Secret passage auto-hide/show
19:10TEST
TEST Take VI
19:10FIXED
FIXED
19:10SOLVED
SOLVED Ah, now I see what this happens
19:02TEST
TEST Take V
19:02FUCKYOU
FUCKYOU But sometimes a copy and paste command can rule out this crap for sure!
19:02FUCKYOU
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).
18:55TEST
TEST Take IV
18:55FIXED
FIXED MapText misreferrence
18:49TEST
TEST Take III
18:49FIXED
FIXED Issue fixed
18:49SOLVED
SOLVED Aha! Now I understand!
18:37TEST
TEST Rebecca Take II
18:37DEBUG
DEBUG Merya Let's put in some extra debug code to get more information
18:36HUH
HUH I don't understand what the computer is babbling about now....
18:27TEST
TEST Take I

(And wish me luck)

18:27SASKIA
SASKIA Start Script
18:18SCENARIO
SCENARIO The Start Scenario look okay with me
18:17FIXED
FIXED Autofixes
17:56STATUS
STATUS It's 6 o' clock and time for the news.... I'll be back soon!
17:52NOTE
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....
17:51TRANSFER
TRANSFER Dragon Crack Forest Scenario text
17:43NOTE
NOTE And from this moment on, the game will also mention them on the field
17:41SECRET
SECRET Unless you played the original game, that is! Their function will be quite similar!
17:41NOTE
NOTE You will find out later what these stones are good for!
17:41BOOST
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....
17:34DONE
DONE As soon as you enter the Dragon Crack Forest, the Magic Stone collector will be activated.
17:31JCR6
JCR6 Unfortunately this bug required me to build the music resource again... Oh well.... Better in C# than in Go
17:30FIXED
FIXED NJCR bug with aliases
17:25MAP
MAP First Area of the Dragon Crack Forest has been done
17:09MUSIC
MUSIC I'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
STATUS Very good... Now for entering the DragonCrack Forest!
16:56TEST
TEST Take SEVENTEEN!
16:55DONE
DONE Merchant will be removed if you revisit the crypt after completing chapter 1
16:46FIXED
FIXED Blockmap issue crypt
16:43FIXED
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!)
16:36TEST
TEST Take SIXTEEN!
16:36INVESTIGATION
INVESTIGATION Dernor 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
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!!!
16:24TEST
TEST Take FIFTEEN!
16:24FIXED
FIXED , != .
15:57TEST
TEST Take FOURTEEN
15:56EXPERIMENT
EXPERIMENT I do wanna try this, though
15:56INVESTIGATION
INVESTIGATION NOTHING has been found in the loader that could possibly do this.... Hmmm....
15:52FIXED
FIXED Leaving me one issue less!
15:52LINK
LINK Done now
15:52STUPIDITY
STUPIDITY Forgot to link the leave zone to the Zone action activator though
15:51FIXED
FIXED At least I fixed the Mysterious Crypt from starting in the wrong area though
15:50MYSTERY
MYSTERY And why it doesn't happen when loading savegames
15:50INVESTIGATION
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....
15:36TEST
TEST Take THIRTEEN -- Let's see if this answers something
15:35LINK
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
15:32UPDATED
UPDATED At least I can check off Doubline in #107
15:31RESULT
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???
15:23TEST
TEST Take TWELVE!
15:23LINK
LINK I've linked Doubline to the worldmap, as I needed to do that to test something I wanna find out out!
15:12INVESTIGATION
INVESTIGATION Let's take a look under the hood of things, shall we...
15:12COCKROACH
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!
15:04TEST
TEST Take ELEVEN!
15:04BUG
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....
15:03FIXED
FIXED That was an easy fix
15:03BUG
BUG Zoraman prison linked to the wrong room
14:59TEST
TEST Rebecca Take TEN!
14:59STATUS
STATUS Let's take a look if it all works as intended, eh?
14:58LINK
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.
14:57DONE
DONE Well that has been scripted
14:56STATUS
STATUS And now what will happen, when the player CLICKS a location, eh?
14:55STATUS
STATUS So far, so good!
14:51TEST
TEST Take NINE!
14:51FIXED
FIXED Syntax error
14:44TEST
TEST Take EIGHT!
14:44NOTE
NOTE I'll be counting on in my tests
14:44DONE
DONE Hover detection
14:30STATUS
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....
14:29CONFIRMED
CONFIRMED And the "new" button also appears were it should
14:29STATUS
STATUS Perfect! Now it does what it has to do!
14:18TEST
TEST Take SEVEN!
14:18HUH
HUH Fix ignored, or did I not rebuild properly?
14:15FIXED
FIXED That has been fixed!
14:15SITE
SITE Did the checklist not have an icon here on this devlog? Oh, my?
14:13TEST
TEST Take SIX!
14:13FIXED
FIXED Case error
14:05TEST
TEST Take FIVE!
14:05FIXED
FIXED Wrong object
14:00TEST
TEST Take FOUR!
13:59NOTE
NOTE Well, I mean, what works that works, right... At least I hope so!
13:58FIXED
FIXED Brute force then????
13:57COCKROACH
COCKROACH Scyndi Fix ignored
13:54TEST
TEST Take THREE!
13:54FIXED
FIXED Case error
13:48TEST
TEST Take TWO!
13:48FIXED
FIXED No return value allowed in a "newindex", idiot (since quickmeta declares them as "void" functions).
13:43TEST
TEST Time to put everything to the test.... Wish me luck

Take ONE!

13:40CHECKLIST
CHECKLIST I've set up checklist #107 for that!
13:37NOTE
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
13:32LINK
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....
13:30MAP
MAP I've set the map zones ready
13:28STATUS
STATUS Now let's link the exit of the prison to the world map
13:27DONE
DONE New locations will be marked as such
13:17NOTE
NOTE I will use that to indicate which world map locations just appeared.... (I guess that was obvious).
13:17ART
ART "New!"
12:01SCRIPT
SCRIPT I've set up the basis for the World Map Screen
1:04STATUS
STATUS See ya later, folks! ;)
1:04BITBUCKET
BITBUCKET Up to date
1:04GITHUB
GITHUB Up to date!
1:01STATUS
STATUS Ah, it's done.... Let's commit my stuff further then....
0:59SOLVED
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?
0:58FAILURE
FAILURE Git is acting up on me... Or so it seems
0:58STATUS
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?
0:56MUSIC
MUSIC I've set all the music for all the continents the player will pass through.... Saves me some worries later!
0:50LINK
LINK Expanded the link code
0:50LINK
LINK Oh wait I already had some link code at the ready... Oh my!
0:15GENERATION
GENERATION Brendor Anyway regerated
0:15LINK
LINK And an empty link script
0:15NIL
NIL Starting up World Map stuff
0:03POWERSHELL
POWERSHELL I've set up a quick script to access the worldmap database... Saves me a lot of trouble later
- = 26 Dec 2019 = -
23:49WORLDMAP
WORLDMAP Dragon Crack Forest
23:49WORLDMAP
WORLDMAP Mysterious Crypt
23:49WORLDMAP
WORLDMAP Doubline
23:48WORLDMAP
WORLDMAP Zoraman Prison
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