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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 |
14:28 | FIXED |  Wrong skill EXP on tsunami |
14:27 | SPELLANI | Tsunami |
14:04 | TRANSFER |  Water |
1:08 | STATUS |  And that's all for not... The black dragon comes later |
1:07 | FIXED |  Sheck-Lock should disappear on blinking |
0:57 | TEST |  Take VII |
0:57 | FIXED |  Text tag error |
0:51 | TEST |  Take VI |
0:51 | FIXED |  Target error |
0:34 | TEST |  And when that's done test V should automatically start.... |
0:33 | JCR6 |  Unfortunately this forces me to rebuild the music resource |
0:33 | FIXED |  Bad alias request in music build script |
0:32 | CONFIRMED |  That appears to fix things ideed |
0:17 | TEST |  Take IV |
0:17 | EXPERIMENT |  Let's check it out! |
0:17 | INVESTIGATION |  I did find a double Zone Action definition... Is that the source of evil? |
0:15 | JCR6 |  Repack |
0:14 | OPTIMIZATION |  I'm sorry, but it is required to keep the size managable :( |
0:14 | MUSIC |  Several tracks downgraded in quality |
0:10 | TEST |  Take III |
0:10 | DEBUG |  Extra debug lines must help me here |
0:10 | MYSTERY |  The error cannot be, and yet it happens, so I wonder what is going on |
0:05 | GAMEJOLT |  Alphapush |
0:03 | TEST |  Take II |
0:03 | VOID |  Attempt to void that |
0:02 | HUH |  WTF |
- = 22 Jan 2020 = - |
23:59 | TEST |  Take I |
23:59 | TEST |  so here goes |
23:59 | STATUS |  It SHOULD work now, but nothing has been tested yet |
23:58 | SASKIA |  Post-boss script |
23:48 | JCR6 |  Repacked music resource |
23:48 | JCR6 |  Music alias for Sheck Lock |
23:47 | NOTE |  No way to unlock it yet, and even if you could, going there now will crash the game until the work on the cave has actually begun |
23:47 | WORLDMAP |  Black Dragon's cave |
23:46 | BOSS |  Sheck-Lock |
23:33 | NOTE |  This ability has many effects, and the kinds of effects it can cause will increase each battle... In other words, we'll see that one some more times |
23:33 | ABILITY |  Crystal Blade |
23:26 | REMOVED |  Invalid file |
23:23 | LINK |  All complete |
23:23 | GAMEJOLT |  Link up |
23:21 | NOTE |  Not all data accounted for yet, so still a lot to do! |
23:21 | CONFIG |  Boss fight configured |
23:21 | SASKIA |  Shecklock pre-boss |
23:21 | MUSIC |  Quality Downgrade "Tempting secrets" |
23:20 | ACHIEVEMENT |  Who gives a damn about you? Your new name is "Mid-Boss"! |
23:11 | MAPSCRIPT |  SheckLock should now appear if both dragons have been defeated |
23:03 | TRANSFER |  Art Shecklock |
22:48 | TEST |  Take IV |
22:47 | FIXED | |
22:46 | BUG |  Oh, missing assets, eh? |
22:32 | TEST |  Take III |
22:31 | STATUS |  Oh, no matter..... |
22:31 | CHECKED |  Hmmm, hard to check, but seeing that she fled when she saw me does indicate a bad concience |
22:30 | TODO |  Checking out what the cat is doing as I hear suspicious noises |
22:30 | CONFIRMED |  they are ok |
22:30 | CHECKED |  SASKIA script settings |
22:30 | STUPIDITY |  I forgot to regulate the showing of the heroes |
22:25 | TEST |  Take II |
22:25 | FIXED |  Linking issue |
22:13 | NOTE |  Takes longer, as I included a little update on this devlog gitpusher, and it does some housekeeping now...... |
22:11 | TEST |  Let's see if this all works |
22:08 | BOSS |  Green Dragon |
20:36 | STATUS |  But first a break! |
20:36 | STATUS |  Well the answer is NO, because I did not yet set the data for the dragon fight itself |
20:36 | STATUS |  The question is.... Does it work |
20:35 | LINK |  Map linked |
20:35 | MAPSCRIPT |  All set |
20:25 | CHARACTER |  Activator Eric's Green Dragon skill line |
20:20 | SASKIA |  Dragon script |
19:25 | STATUS |  Stuff works |
19:11 | TEST |  No trouble expected, but since you never know.... |
19:09 | MAP |  area 004 |
19:08 | MAP |  Area 003 |
18:43 | CONFIRMED |  Stuff seems to be in order now |
18:31 | TEST |  That was during Take III, so now I'm in Take IV |
18:31 | FIXED |  Typo in Irravonia's ability list causing the game to crash when you learn "Fireblast" |
18:25 | FIXED |  Added "__white" after the fighter draw, which should prevent turning everything green when character # 4 is poisoned |
18:23 | FIXED |  Bad SASKIA instruction |
18:03 | STATUS |  But first I'll be watching the news... brb |
18:03 | TEST |  Take II |
18:03 | NERF |  Nerfed a few stats, as this would otherwise take too long |
17:54 | TEST |  Take I |
17:54 | STATUS |  I do not have all the time in the world to test, but I can make a start to it! |
17:54 | BOSS |  Green Guardian |
17:45 | MAP |  Area 002 |
17:25 | SCRIPT |  Start Script Green Guardian |
17:24 | TRANSFER |  Art Green Guardian |
14:16 | TODO |  Real-life business |
13:03 | STATUS |  Time of a little break! |
13:03 | FIXED |  A few data specifications set right |
13:02 | BUBBLE |  Alias command for JCR6 in project |
13:01 | ABILITY |  Vitalize |
12:58 | ABILITY |  Biohazard |
12:48 | TEST |  Take D |
12:48 | FIXED |  linkback not set well |
12:44 | TEST |  Take C |
12:43 | FIXED |  Case error |
12:41 | TEST |  Take B |
12:41 | FIXED |  Syntax error |
12:36 | TEST |  Does it work? |
12:36 | DONE |  Temp Crash if correct, since the boss fight has not yet been set up |
12:35 | DONE |  Reset if false |
12:35 | DONE |  Reveal the poison |
11:45 | CONFIRMED |  FINALLY! |
11:42 | TEST |  Take III |
11:42 | LAZY |  Expanded TImage |
11:11 | TEST |  Test II |
11:11 | FIXED |  Code typo |
11:08 | TEST |  Let's see if the hovering works the way it should |
11:06 | FAILURE |  egg timers are so useful when they come to a standstill without asking and without a warning |
11:05 | SCRIPT |  Hover detection |
0:58 | STATUS |  later! |
0:58 | UPDATED |  Repository |
0:56 | STATUS |  And the rest comes later! |
0:40 | TEST | |
0:40 | FIXED |  Missing "end" |
0:38 | TEST | |
0:38 | NOTE |  For now that is all that should happen |
0:38 | DONE |  Mouse pointer and selection text should appear |
0:35 | JUDGMENT |  Well I'll be... It all works the way it should work |
0:30 | TEST | |
0:30 | LINK |  And link to the stage where the player can make a choice, but that stage is still empty now |
0:30 | SCRIPT |  The flasks should move now |
0:12 | JUDGMENT |  BETTER! |
0:09 | TEST |  Let's see if this is better! |
0:09 | BOOST |  More time |
0:09 | JUDGMENT |  Time is clearly too short! |
0:05 | TEST | |
0:05 | FIXED |  Idiot |
0:02 | TEST | |
0:02 | LINK |  And the link to the stage in which the flasks will move |
0:02 | SCRIPT |  Timer activated |
0:00 | STATUS |  From here we can put in in the timer, yaay! |
- = 21 Jan 2020 = - |
23:59 | JUDGMENT |  I am afraid that'll have to do! |
23:13 | NOTE |  No content in my posts... you know the drill already |
23:13 | TEST | |
23:13 | COSMETIC | |
23:05 | TEST | |
23:05 | COSMETIC |  SIGH! |
23:02 | TEST | |
23:02 | COSMETIC |  Left right needs a bit more |
23:02 | JUDGMENT |  height is cool |
22:53 | TEST | |
22:53 | COSMETIC |  MOAR! |
22:43 | TEST | |
22:43 | COSMETIC |  tuning |
22:42 | JUDGMENT |  Lower and more to the right |
21:20 | DONE |  Skull marker |
19:16 | STATUS |  I'll be back later... A break first! |
19:15 | JUDGMENT |  That oughta do.... |
19:09 | TEST | |
19:09 | COSMETIC |  fine tuning some more |
19:08 | NOTE |  I am still NOT happy |
18:45 | TEST | |
18:44 | COSMETIC |  changed a few values for (hopefully) better effect! |
18:44 | ENHANCEMENT |  magic numbers removed and replaced with macros |
18:43 | STATUS |  Now that the parse errors have all been fixed we can get to business, as there's still a lot of issues |
18:40 | TEST | |
18:39 | SOLVED |  IDIOT! |
18:35 | TEST | |
18:35 | DEBUG |  Hopefull here I'll get some answers |
18:35 | HUH |  The error given does not make sense and should under no circumstances be possible, so I need to sort out what the hell is oging on here... |
18:27 | TEST | |
18:27 | FIXED |  Illegal class usage |
18:21 | FIXED |  Unknown identifier |
18:17 | FIXED |  I guess I needed to include an extra library |
17:55 | FIXED |  Declaration error |
17:54 | BUG |  The state it links to however does not... Oh well :P |
17:54 | CONFIRMED |  The link works |
17:48 | TEST |  Let's see if that is indeed what happens |
17:48 | STATUS |  And (although not yet complete) the flask puzzle should start |
17:48 | LINK |  Creating the link to the puzzle in the process |
17:48 | SASKIA |  And thus I could more easily set up the code to start everything |
17:44 | RESULT |  Right, I know what I wanted to know! |
17:41 | TEST |  Again, as what I wanted to know has not yet been revealed |
17:41 | FIXED |  Syntax error |
17:40 | TEST |  I need to do a little test run, that will lead to a crash, but that will at least set a few things right for me to allow me to do the linkup right.... |
17:37 | DONE |  Some code that should show me something.... Still some work to do, though, but hey, gotta start somewhere, eh? |
15:47 | SCRIPT |  More preparational code for the poison flask game |
15:46 | FIXED |  Unwanted moves in foe compilations |
12:47 | SKELETON |  Skeleton code for the puzzle |
10:43 | TRANSFER |  The art for poison game |
10:22 | FIXED |  Revealed flasks are now marked internally |
2:18 | STATUS |  I'll take care of the puzzle itself later.... I need to go to bed now.... |
2:17 | FIXED |  A few AI settins fixes |
2:07 | TEST |  Another go! |
2:07 | FIXED |  Target error |
1:45 | TEST |  And Now I can put things to the test I suppose |
1:45 | CONFIG |  Rendom encounters |
1:43 | FOE |  Death Cap |
1:26 | FOE |  Cobra |
1:26 | FOE |  Green Slime |
1:02 | ABILITY |  PoisonCloud |
0:54 | ABILITY |  Spit |
0:53 | SPELLANI |  spit |
0:50 | ACHIEVEMENT |  SNAKES! Why did it have to be snakes!? |
0:50 | UPDATED |  Project file |
0:45 | NOTE |  The latter has been reserved for teh Black Dragon Cave though |
0:45 | ART |  Black Slime |
0:45 | ART |  Green Slime |
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