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
18:09MAP
MAP Area 005
17:00MEDICAL
MEDICAL And a headache
16:59DONE
DONE Real-life business
1:38STATUS
STATUS And that sums it up, I think.... See ya!
1:38BITBUCKET
BITBUCKET Updated
1:38GITHUB
GITHUB Updated
1:37CONFIG
CONFIG Backup configuration updated
1:35BACKUP
BACKUP Go!
1:35GENERATION
GENERATION BlitzPlus could help me to generate the teleporter for the secret GameJolt only dungeons... I'm not entirely happy though, so perhaps I need to give this more thought, but for now this will do, and the effect already works meshmerizing
1:34TECHNO
TECHNO It's hard for me to think backwards, but fortunately, it's only for one dungeon... at least for now... XD
1:33MAP
MAP Area 004
1:33MAP
MAP Area 003
1:33MAP
MAP Area 002
0:22NOTE
NOTE Now I need to note that this dungeon will work backward... So the highest number area comes first and 000 is the exit... This has a bit to do with the fact that 000 will also be the starting room from the world map...
0:21MAP
MAP Area 000 and 001 of Prison done
- = 22 Dec 2019 = -
23:13TEST
TEST III
23:13LINK
LINK Link code written
23:03NOTE
NOTE Irravonia This will not fully work yet, as some additional linking is required
23:02DONE
DONE Switching itself
21:44NOTE
NOTE But as my screen is big enough, it's for me just guessing work if this works the way it was intended, but I don't know why it shouldn't....
21:43DONE
DONE I've set up some catch up for when people play with smaller screens...
21:31TEST
TEST II
21:31FIXED
FIXED Coloring issue
21:25TEST
TEST I
21:25FIXED
FIXED Nil
21:19TEST
TEST Let's see what'll happen
21:15SCRIPT
SCRIPT Base setup switching characters
20:58CHECKED
CHECKED Switch icon there.... It was just not yet activated
20:29STATUS
STATUS The most logical thing to implement now would likely be... The switch function
20:27JUDGMENT
JUDGMENT Bon!
20:11TEST
TEST Take F
20:11DONE
DONE Alpha-flash
20:09CONFIRMED
CONFIRMED That works
20:04TEST
TEST Take E
20:04SCRIPT
SCRIPT Hover detection
20:02JUDGMENT
JUDGMENT It'll have to do.... for now
19:51TEST
TEST Take D
19:51COSMETIC
COSMETIC Coordinate wriggling
19:51COSMETIC
COSMETIC White == White != Grey
19:47TEST
TEST Take C
19:47LAZY
LAZY Voide case issue in Box class
19:34FIXED
FIXED LAck of self
19:30TEST
TEST Take B
19:30FIXED
FIXED Case error
19:26TEST
TEST Take A
19:26DONE
DONE This should make the backrow characters visible by mini icon... Clicking won't work yet!
18:46STATUS
STATUS The game holds out fine.... However... Rebecca is not yet shown in the character bar as 5th character, but that is solely because the back row has not yet been fully scripted out... That will be taken care of soon enough, after I had my dinner
18:42TEST
TEST Take IV
18:42FUCKYOU
FUCKYOU Are you fucking me?
18:39TEST
TEST Take III
18:39FIXED
FIXED Fixed that
18:39SOLVED
SOLVED Ah... that was the bugger... Wrong function call
18:38EXPERIMENT
EXPERIMENT Eric Does the boxtext loader work now... Hey... how could it have worked before in the first place?
18:34TEST
TEST Take II
18:33FIXED
FIXED SASKIA syntax error
18:33FIXED
FIXED Priest was not allowed to appear .... yet!
18:29TEST
TEST Take I
18:28STATUS
STATUS Dinner is on the cooker, but I gotta wait till it's ready, so in the meantime.....
18:18TODO
TODO Before all that though, let's check my fridge, as I do need to eat something, don't I?
18:17NOTE
NOTE This will resume the game in prison, with all playable characters (except Shanda since she was only a guest character), in the party, making a party of 5.... You may only have 4 characters up front and switching is not yet supported... As a matter of fact, there no telling if the game will hold up at all at this point, but that will be clear once the test starts.... right?
18:15SASKIA
SASKIA End of Scyndi's prologue and link to prison
17:44TEST
TEST Take II
17:43FIXED
FIXED Merya Map area links
17:34TEST
TEST Time to put it all to the test!
17:34NOTE
NOTE The stairs back will work when the boss is still up... When the boss is down, the game will for now crash for security reasons... That will stop of course once I had the time to fully script things out!
17:33SCRIPT
SCRIPT Back from boss
17:31SASKIA
SASKIA Boss Script written
17:29CONFIG
CONFIG Boss start up config
17:21MAP
MAP Area 007 -- That is where the boss is located
17:08BOSS
BOSS Shadow Sweeper
17:03GENERATION
GENERATION NEG
17:03TRANSFER
TRANSFER Shadow Sweeper
16:49FIXED
FIXED And Charge should not have a spellani
16:49CONFIRMED
CONFIRMED Negative healing for undead operative
16:43TEST
TEST But take IV will need to confirm that
16:43FIXED
FIXED And I think I fixed it
16:43SOLVED
SOLVED I think I found the reason of the bug
16:37TEST
TEST Aziella Take III
16:37FIXED
FIXED Code typo
16:20HUH
HUH NU BREEKT ME DE KLOMP!
16:13TEST
TEST Take II
16:13DEBUG
DEBUG Some extra log features
16:13BUG
BUG This setup is ignored.... Why?
16:10TEST
TEST Let's do it again!
16:10FIXED
FIXED Missing area links in map
16:07TEST
TEST I gotta test this before I close #100
16:06SCRIPT
SCRIPT I've been setting that undead enemies will get hurt in stead of healed when using healing on them.... (This does not affect absorbed elements).
16:03MAP
MAP Area 006
15:43STATUS
STATUS That all looked good, but that was to be expected!
15:33TEST
TEST Let's see
15:32NOTE
NOTE And that is why it took so long ;)
15:32MAP
MAP Area 005 -- And here I damned all the rules Kthura allowed me to damn.....
11:44MAP
MAP Area 004
11:23CLOSED
CLOSED #101 (You won't see that now, as the commit in which I put my closure request has not yet been pushed)
11:21STATUS
STATUS FINALLY!
11:15EXPERIMENT
EXPERIMENT Will THIS fix the issue?
11:08FIXED
FIXED All errors accounted for now???????
11:04FIXED
FIXED DOES IT WORK NOW????? (SHEESH!)
10:59TEST
TEST Again!
10:59FUCKYOU
FUCKYOU THIS WAY THEN?
10:59FUCKYOU
FUCKYOU GRRRR!
10:56DEBUG
DEBUG More console debug possibilities and an existance checker implemented
10:45INVESTIGATION
INVESTIGATION Merya The log confirms the attachment of the "Undead" status.... Now what next?
10:40TEST
TEST Let's see what rolls out!
10:40DEBUG
DEBUG I still wonder why the "Undead" status is not being attached so.... A little debug line must gimme an answer.... At least I hope so
10:37FIXED
FIXED The game would have crash on curing statuses
1:04STATUS
STATUS See ya!
1:04STATUS
STATUS Calling it
1:02BUG
BUG #101 -- It's late, so I'll schedule that one in tomorrow... I hope
0:48TEST
TEST Take IX
0:48GENERATION
GENERATION Let's try that again!
0:47FUCKYOU
FUCKYOU The ANYWAY generation has been ignored?????
0:43TEST
TEST Take VIII
0:42GENERATION
GENERATION ANYWAY
0:42DONE
DONE Temp Undead status.... When #100 is done, I can test that out, but it's too late for today
0:41TODO
0:31TEST
TEST Take VII
0:31NOTE
NOTE (With the status changes that is)
0:31FIXED
FIXED I think I fixed that issue
0:30CLOSED
0:30CONFIRMED
CONFIRMED But at least #99 has been fixed!
0:29BUG
BUG There's clearly a lot to be done on the status change table
0:21TEST
TEST Take VI
0:21FIXED
FIXED Graphics issue
0:17TEST
TEST Again -- Take V
0:17FUCKYOU
FUCKYOU GRRR!
0:11FIXED
FIXED error in foe compiler
0:06TEST
TEST Dernor Take IV
0:05EXPERIMENT
EXPERIMENT Let's try this!
0:03BUG
BUG Not quite
- = 21 Dec 2019 = -
23:57TEST
TEST Take III
23:57FIXED
FIXED Declaration error
23:53TEST
TEST Take II
23:53FIXED
FIXED Syntax errors
23:50TEST
TEST Take I
23:50STATUS
STATUS Right-o... The moment suprè is about to arrive....
23:50FIXED
FIXED I think I fixed #99
23:41CONFIG
CONFIG Random encounters for Weniaria's temple
23:39ARENA
ARENA Weniaria
23:38STATUS
STATUS Before I can test this though, there is still work to be done
23:33VISUALSTUDIO
VISUALSTUDIO Foe compiler should now handle this properly, however, actual combat will tell me for sure....
23:24FIXED
FIXED Config issue in Foe Editor
23:20VISUALSTUDIO
VISUALSTUDIO Loading the FoeCompiler
23:20STATUS
STATUS That takes care of the monster editor and of course of the monsters being undead... however it's not over yet, as I need to prepare the Foe compiler for all this, and that may prove to be problemetic, but we'll see...
23:18FOE
FOE Skeleton
23:03ITEM
ITEM Holy Water
23:02FOE
FOE Zombie
22:58LINK
LINK All checkboxes have been properly linked
22:47TEST
TEST But still I can run a little test already!
22:47VISUALSTUDIO
VISUALSTUDIO I've set up the checkboxes... However, clickable they are, the database won't take any effect at all... yet
22:40TECHNO
TECHNO I also made "Undead".... Technically "Zombie" and "Undead" will be handled the same, however, "Zombie" can be curable with items and stuff and "Undead" won't be... This will make the creation of undead enemies in particular easier
22:39VISUALSTUDIO
VISUALSTUDIO List-up for status changes for a foe to start combat with..... (Zombie will be the most likely one).....
22:25TRANSFER
TRANSFER Rebecca Skeleton
22:23TRANSFER
TRANSFER Zombie from Star Story
21:32VISUALSTUDIO
VISUALSTUDIO Loaded my monster editor, as a few changes here, are in order!
21:30BITBUCKET
BITBUCKET Updated!
21:27STATUS
STATUS For things to work now, some special measures are to be taken in order....
21:27CONFIRMED
CONFIRMED Alles ist in ornung jezt
21:24TEST
TEST Take V
21:24NOTE
NOTE Please?
21:24FIXED
FIXED Fixed for real now?
21:23FUCKYOU
FUCKYOU WHAT THE FUCK!!?
21:20TEST
TEST Take IV
21:16FIXED
FIXED Blockmap issues
21:02TEST
TEST Take III
21:01DONE
DONE
21:00TODO
TODO Natural break!
21:00FIXED
FIXED Missing Exit!
20:57TEST
TEST Take II
20:57VOID
VOID !!!
20:57HUH
HUH ????
20:51TEST
TEST Take I
20:51STATUS
STATUS Well I can run a small test to see things work... or not!
20:51LINK
LINK Linked the switch on area 003 to the door blocking the way to area 004
20:50NOTE
NOTE I have not yet set the enemies for the random encounters... I first need to test if the rooms work at all, and a few things have to be taken care of!
20:49MAP
MAP Random Treasures configured
20:48MAP
MAP Area 003
20:48MAP
MAP Scyndi Area 002
19:10STATUS
STATUS Hey, everything that works in ONE go, is worth a party! Right!
19:09CONFIRMED
CONFIRMED YAAAY!
19:07TEST
TEST Take II will serve for that then
19:07CONFIRMED
CONFIRMED First test OK... But I do need TWO tests all the way here, because I need to see how savegames will respond
19:04TEST
TEST Take I
19:04STATUS
STATUS So let's get to it!
19:03STATUS
STATUS I can however test much other stuff
19:03MAPSCRIPT
MAPSCRIPT Weniaria should heal you once the temple is restored, however I cannot test that part yet
19:00MAPSCRIPT
MAPSCRIPT Examining the statue for the first time should open the door, and it should ONLY remain open as long as this mission still goes on....
18:59MAPSCRIPT
MAPSCRIPT And thus I made him automatically disappear
18:59MAP
MAP Priest placed, although he won't appear during this prologue mission
18:59MAPSCRIPT
MAPSCRIPT Start cleanup
17:31FIXED
FIXED Event link error
17:08LINK
LINK Linked up the text about the huge statue in the temple
16:26NOTE
NOTE most looks in order, but I got a few things to take care of here, I see.... The old system did support a few things the new system doesn't and that can be bothersome.... Nothing I can't handle at all though....
16:25TRANSFER
TRANSFER Scenario tranfer
14:32OFFTOPIC
OFFTOPIC Yeah, I know you didn't want to know that, but I'm telling you anyway :-P
14:32TODO
TODO Shit...
14:32GITHUB
GITHUB Updated
14:28FIXED
FIXED Appears to be fixed now....
14:26BUG
BUG Somehow it now also hides Brendor's needs, although he has all skill groups (just one) by default.... Hmmmm....
14:23TEST
TEST Let's see....
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