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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 |
21:53 | TEST |  Take III |
21:53 | FIXED |  Tag Error |
21:48 | TEST |  Take II |
21:48 | FIXED |  Illegal function definition |
21:44 | TEST |  The Black Market |
21:44 | SASKIA |  The Black Market |
21:43 | MAPSCRIPT |  The Black Market |
20:24 | SECRET |  But that was a S-E-C-R-E-T |
20:24 | CONFIRMED |  As well as the Black Orb |
20:24 | CONFIRMED |  That works! |
20:20 | TEST |  Take I |
20:05 | MAP |  Merya Scan Point for secret passage |
20:04 | CONFIRMED |  That works! |
19:59 | TEST |  Take I |
19:59 | NOTE |  Hey Rome wasn't built in one day, either, you know! |
19:59 | NOTE |  And the secret passage also does not yet work the way it should.... Some work is required there that I have not done yet |
19:58 | NOTE |  Trying to speak to the shopkeeper will (for now) crash the game! |
19:58 | MAPSCRIPT |  Going to the Black Market and leaving it |
18:46 | NOTE |  This is just the area where the Black Market happens to be... Nothing more |
18:46 | MAP |  Area 009 |
18:24 | STORE |  The Black Market |
16:10 | ITEM |  Sayonara's Black Potion |
- = 22 Jun 2020 = - |
14:42 | CONFIRMED |  Opening Black Market appears to be working |
14:37 | TEST |  Opening Black Market - Take I |
14:37 | MAPSCRIPT |  Opening Black Market |
14:36 | SCENARIO |  Opening Black Market |
14:30 | LINK |  Linked them |
14:30 | GAMEJOLT |  Trophy equivalent |
14:19 | ACHIEVEMENT |  Death Becomes Her |
- = 21 Jun 2020 = - |
21:50 | NERF |  Too much EXP for defeating Übermummy |
21:28 | CONFIRMED |  Boss works.... And is delightedly boring |
21:28 | FIXED |  Error in random encounters |
20:37 | TEST |  Take V |
18:51 | FIXED |  Crash on learning Quake |
18:23 | ABILITY |  Holy Shit! |
17:16 | DONE |  And disease will now also work properly |
17:14 | FIXED |  Wrong data in negative healing... And that also fixes the issue described below |
17:08 | TEST |  Take IV |
17:08 | DEBUG |  It appears the negative healing is still a bit bugged |
16:45 | FIXED |  Ability gain script typo |
16:34 | BUG | |
16:08 | FIXED |  Crash on Dernor learning neutralize poison |
15:40 | TEST |  Take III |
15:40 | STATUS |  Some real life crap I had to take care of |
13:41 | FIXED |  Altheal error |
13:30 | TEST |  Take II |
13:29 | FIXED |  Boss fight doesn't start |
13:19 | TEST |  Take I |
13:19 | NOTE |  Everything should work, but there are a few things I need to figure out, but that's a later concern, as this will come out during tests |
12:51 | BOSS |  Übermummy |
12:43 | FIXED |  Undead and zombied characters are now immune to death attacks (what is dead cannot die again, after all) |
12:41 | FIXED |  Wrong position of status change announcements |
12:35 | ENHANCEMENT |  The boss in the keep (not the final boss) and the Übermummy) cannot be killed instantly by healing items healing to 100% |
12:30 | LINK |  Boss |
12:30 | MAPSCRIPT |  Boss |
12:30 | SASKIA |  Boss |
12:29 | LINK |  Trophy linked |
10:28 | GAMEJOLT |  Trophy equivalent |
10:28 | ACHIEVEMENT |  Look mummy! I'm a mummy! |
10:18 | ABILITY |  Undead Soul Breaker |
- = 20 Jun 2020 = - |
22:18 | CONFIRMED |  Pre-Boss Stuff ok! |
21:58 | FIXED |  Super Gloom was NOT meant to kill the entire group instantly |
21:54 | MAP |  Random Treasures |
21:35 | MAP |  Enemies set for the Death Cave |
- = 19 Jun 2020 = - |
23:03 | FOE |  Mummy |
22:24 | TRANSFER |  Mummy Art |
22:07 | ABILITY |  Super Gloom |
19:39 | REMOVED |  As planned the devlog for "The FairyT Tale REVAMPED" has been removed. It serves no more purpose. I still have the data, so I can re-generate it if needed, but I don't expect that day will ever come. |
18:56 | STATUS |  I will later put in the encounters and the boss.... The switch will be scripted last |
18:56 | NOTE |  the Switch will (for now) crash the game |
18:53 | CONFIRMED |  WOW! It all works IN ONCE! |
18:48 | LINK |  001 <==> 008 |
18:18 | TEST |  I can however already run a small test |
17:57 | NOTE |  The link from area 008 to 001 is not yet done |
17:43 | OPTIMIZATION |  Origin movement, so the blockmaps will not take more RAM than they need to do |
17:42 | STATUS |  And that is the final area |
17:42 | MAP |  Area 008 |
12:03 | TECHNO |  According to my calculations I should now seemlessly mend it all together, and all measuring should be fitting.... This was a RAM eating process... for me... As I will optimize this all once the map is complete.... It will be only after that that I'll activate the boss and the random encounters |
12:01 | CONFIRMED |  So far.... So good! |
11:57 | TEST |  Quick Test! |
11:55 | NOTE |  Although the boss is already seen on the map, it will for now ignore your presence |
11:55 | TRANSFER |  Boss Art |
11:55 | MAP |  Area 007 |
9:55 | FIXED |  I cannot fully test it, but this issue #165 should be fixed!
(If it occurs again I can always re-open that issue, after all). |
9:51 | TODO | |
0:28 | MAP |  Area 006 |
- = 18 Jun 2020 = - |
20:31 | CONFIRMED |  All cool! |
20:26 | TEST |  Quick test |
20:23 | MAP |  Area 005 |
18:26 | SITE |  And I guess a lot of reorganisation is in order now.... Oh well.... |
18:19 | GITHUB |  Well, that makes the issue tracker up-to-date I hope |
18:17 | UPDATED | |
18:17 | CLOSED | |
18:16 | UPDATED | |
18:15 | UPDATED | |
18:14 | CLOSED | #143 - Also fixed some time ago! |
18:13 | CLOSED | #156 - This was also fixed ages ago! |
18:12 | CLOSED | |
18:06 | CLOSED | |
18:05 | CONFIRMED |  So far, so good! |
17:59 | TEST |  And although completely unexpected a Take II is required (sigh) |
17:57 | FIXED |  Forgot to tag the needed fields for full chaining |
17:52 | TEST |  Quick Test... I don't expect any big deal, but... ya never know |
17:51 | MAP |  Area 004 Death Caves |
- = 17 Jun 2020 = - |
21:36 | CONFIRMED |  All is fine.... For now! |
21:31 | FIXED |  Object tag typo |
21:26 | SCENARIO |  Hint |
21:26 | FIXED |  Not working chain zone |
21:19 | MAP |  Area 003 |
19:46 | MAP |  Room 002 |
- = 16 Jun 2020 = - |
23:20 | STATUS |  There are only two more sealed bosses I need to take care of. The Kabi and the King Slimey. The Kabi will have to wait as I do need a few more preparations and the King Slimey is in an area not yet even available at all.... |
22:49 | BACKUP |  Running |
21:05 | TEST |  Take II |
21:05 | FIXED |  Script SPOT error on switches |
20:59 | TEST |  Orc Overlord |
20:59 | SASKIA |  Orc Overlord |
20:56 | ITEM |  Homerun |
20:42 | BOSS |  Orc overloard |
20:30 | TRANSFER |  Orc Overlord Art |
20:29 | STATUS |  I was pretty occupied with other work today |
- = 14 Jun 2020 = - |
22:58 | ITEM |  Mysterious Potion |
8:45 | STATUS |  Couldn't finish this, yesterday, so let's hope I can do that today! |
- = 13 Jun 2020 = - |
23:43 | DONE |  I've set the circular darkness effect for the Death Caves |
23:39 | FIXED |  Music Error |
23:30 | TEST |  Quick Test! |
23:30 | LINK |  Linked to Worldmap |
23:29 | MAP |  Death Caves Entrance Hall |
22:50 | STATUS |  Nothing useful yet.... Just a quick template which will make my work lateron easier |
22:49 | MAP |  Quick template setup for Death Caves |
22:40 | JCR6 |  Repackaging Music Resource |
22:32 | MUSIC |  "Tempting Secrets" by Kevin McLeod is the background tune for the Death Caves |
22:29 | MUSIC |  Just like the original game, Dzgjymza's keep will feature "The Dread" by Kevin McLeod as background music |
20:09 | CONFIRMED |  All's cool now |
20:05 | TEST |  Take III |
20:04 | FIXED |  Ah, linked to the wrong continent.... Fixed that |
20:04 | BUG |  Lord Dzgjymza's keep will not |
20:04 | CONFIRMED |  The Death Caves will open |
19:59 | TEST |  Take II |
19:59 | FIXED |  Case error! |
19:59 | STUPIDITY |  URRRRGH! |
19:57 | TEST |  I don't know if they work though, but hey, only one way to find out! |
19:56 | LINK |  I've linked Dzgjymza's Keep and the Death Caves to the respective Umerington exists |
19:32 | STATUS |  This does at least cover what I really wanted to get done today..... All else I can do today is bonus.... |
19:26 | CONFIRMED |  Everything works the way it should now |
19:14 | TEST |  Take IV |
19:00 | FIXED |  Bad item reference in Dark Servant item drop |
18:40 | TEST |  Take III |
18:40 | CONFIRMED |  Random encounters are indeed turned off |
18:40 | FIXED |  A little alpha issue |
18:36 | TEST |  Take II |
18:04 | STATUS |  First a short break..... I'll test again later! |
18:04 | FOE |  Dark Servant |
17:30 | STUPIDITY |  I was too quick, though as I did not yet create the Dark Servant enemy |
17:30 | FIXED |  Encounter music issue |
17:24 | TEST |  Take I |
17:24 | TEST |  I now gotta try out if the encounters work, and most of all if they actually get turned off inside the bank and shops |
17:04 | MAP |  Encounters for Umerington set |
14:06 | TODO |  A few "real life" things.... |
14:06 | CONFIRMED |  Jürgen |
14:02 | TEST |  And Again! |
14:02 | FIXED |  SASKIA Syntax error |
13:58 | FIXED |  Code typo |
13:54 | TEST |  Again! |
13:54 | SASKIA |  20,000 shilders deducted for accting the emblem |
13:54 | FIXED |  Tag Reference Error |
13:53 | NIL |  Expanded SASKIA with a few direct calculation instructions |
13:46 | TEST |  Jërgen -- AGAIN! |
13:45 | VOID |  SASKIA comma in string issue |
13:41 | TEST |  Jërgen |
13:40 | SASKIA |  Jërgen |
13:40 | MAPSCRIPT |  Jërgen |
13:13 | STATUS |  EN TOEN WAS ER KOFFIE! Just a moment please! |
13:13 | SCENARIO |  I've adepted Jurgen's scenario to the new situation |
12:49 | NOTE |  Isabella will already answer you. Speaking to Jürgen will, for now, crash the game. |
12:49 | MAP |  Jurgen |
12:49 | SCENARIO |  Isabella |
12:49 | MAP |  Isabella |
8:18 | CONFIRMED |  No crazy stuff happens.... Or so it seems |
8:14 | NOTE |  All I can test is if no crashes occur along the way.... Random Encounters have (after all) not yet been fully set. |
8:14 | MAPSCRIPT |  Entering buildings should turn off random encounters, leaving them should turn that back on |
- = 12 Jun 2020 = - |
23:30 | STATUS |  See y'all later, folks! |
23:30 | STATUS |  And that will do... I think..... |
23:29 | GAMEJOLT |  Updated |
23:28 | BACKUP |  running |
23:27 | BITBUCKET |  Updated |
23:27 | GITHUB |  Updated |
23:23 | REMINDER | |
23:22 | STATUS |  Let's prepare to call it a day..... |
23:21 | CONFIRMED | |
23:17 | FIXED | |
23:17 | BUG |  Secret stuff shows after entering shops |
23:17 | CONFIRMED |  Esther |
23:13 | TEST |  Esther |
23:12 | SASKIA |  Esther |
23:05 | STORE |  Esther's Weapon Shop |
23:00 | FIXED |  I hope this takes care of those! |
23:00 | FAILURE |  A few conflicts on the way, I see |
22:57 | ITEM |  Pitcher |
22:38 | ITEM |  Wrecking ball |
22:33 | STATUS |  There's one more thing I want to be done before calling it for today.... That is the stock for the weapon shop..... |
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