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 |
10:39 | FIXED |  Missing "end" |
10:39 | STATUS |  I will try to do what I can, as I'm not sure I can get too many things done today, but here goes nothing! |
10:35 | MEDICAL |  I am terrible... Right now I appear able to keep it a bit in control, but for how long... I can't tell! |
2:01 | STATUS |  Testing is not for now though.... I'll get back to that some other time |
2:00 | BUG |  Didn't work out too well, but it could be because the script was not saved.... Oh well |
2:00 | TEST | |
1:55 | STATUS |  A full test will likely take place tomorrow, although a first sniff won't hurt... I think |
1:54 | TODO | |
1:53 | CHARACTER |  Some stuff taken in order! |
1:49 | ITEM |  Blue Moon |
1:45 | REMINDER | |
1:27 | NALA |  Again! |
1:26 | FIXED | |
1:26 | FAILURE |  Oh... crap |
1:26 | NALA |  must be recompiled as a result |
1:25 | BUBBLE |  Link up code |
1:25 | STATUS |  I really hope that'll work though! |
1:25 | C# | I had to put in the stat linker... It didn't seem present |
0:29 | STATUS |  NOW the hard part is about to begin.... And also a part that does not allow me to speak much here, as that can spoil things for those who did not play the original game |
0:28 | CONFIRMED |  Yup! That works! |
0:22 | TEST |  Take VI |
0:22 | EXPERIMENT |  Some things with the BoxText keep confusing me.... Oh well |
0:21 | CONFIRMED |  Yup, that was it! |
0:16 | TEST |  Take V Let's see if I fixed this one! |
0:16 | SOLVED |  I think I found the bugger |
0:10 | TEST |  Take IV |
0:10 | EXPERIMENT |  Or perhaps THIS will work, as this can be a rather odd situation |
0:09 | DEBUG |  A marker line that must confirm this is indeed an impossibility |
0:09 | COCKROACH |  the impossibility lingers |
0:03 | TEST |  Take III |
0:03 | EXPERIMENT |  Let's see |
0:03 | MYSTERY |  An error that denotes an impossibility.... yet it happens.... I wonder why |
- = 28 May 2020 = - |
23:47 | TEST |  Take II |
23:47 | STUPIDITY |  Forgot to save one of my scripts..... DOH! |
23:36 | TEST |  But first.... Take I |
23:36 | STATUS |  Up to the point where Eric's secret activates everything should work... and if it does the hard part will really begin |
23:36 | SASKIA |  Malabia's temple |
23:28 | STUDY |  A bit of pre-work |
21:57 | STATUS |  All bugs accounted for! |
21:52 | TEST |  How do we know if this is correct Let's find out Take VI |
21:52 | FIXED |  I think I fixed 1. |
21:52 | FIXED |  I think I fixed 2. |
21:51 | BUG |  2. Kirana doesn't disappear when she should |
21:50 | BUG |  1. Eric doesn't appear when he should |
21:38 | TEST |  Take V |
21:31 | FIXED |  Case Error |
21:13 | TEST |  Take IV |
21:13 | FIXED |  Luckily there is my Kthura Text Editor, and that hack tool is written with GTK, so that issue is not there.... |
21:11 | FAILURE |  Struck by the "j" bug in XNA |
21:07 | TEST |  Take III |
21:07 | FIXED |  And a few fixes |
21:05 | LAZY |  Voided an issue with extra links as this was hauting me for quite some time |
21:00 | TEST |  Take II |
21:00 | VOID |  Missing feature, but perhaps I won't need it either |
20:50 | TEST |  Take I |
20:50 | NOTE |  Wish me luck |
20:46 | STATUS |  The game will still crash on a certain spot, but at least I can test a few things up to the point where the hard work begins |
20:45 | LAZY |  I've set a few Macros straight |
20:43 | CHECKED |  I had to check some data about Eric..... What I see is not what I like though.... :-/ |
20:40 | NOTE |  As Eric's big secret will now finally be confirmed I will need to make some extra workout around him, ain't gonna be easy I'm afraid.... Oh well... |
20:39 | SASKIA |  Worked out everything until the moment you go to Malabia |
20:32 | MAP |  Preps |
20:28 | TRANSFER |  A certain boxtext portrait |
20:28 | BUBBLE |  Alias |
20:24 | SCENARIO |  a few more needed adaptions |
20:22 | MAP |  A few adaptions |
20:19 | TRANSFER |  A certain sprite transferred |
17:54 | STATUS |  Be back soon! |
17:54 | CONFIRMED |  As well as the forced error |
17:53 | CONFIRMED |  So far this crap works |
17:49 | TEST |  Take III |
17:49 | FIXED |  I think |
17:48 | SOLVED |  Ah.... I see now! |
17:48 | BUG |  but the error it gives now is a very extremely strange one! |
17:48 | CONFIRMED |  My earlier notice |
17:44 | TEST |  Take II |
17:44 | VOID |  Let's save once more and see what happens |
17:44 | FUCKYOU |  That error message is a lie |
17:38 | TEST |  Take I |
17:31 | MAPSCRIPT |  I've set up a forced crash for now if you try to leave the prison once Eric has been released |
17:30 | LINK |  Eric |
17:30 | SASKIA |  Eric |
17:30 | MAPSCRIPT |  Eric |
17:26 | GAMEJOLT |  Linked them to their Game Jolt Trophy Counterparts |
17:23 | ACHIEVEMENT |  Personne l'echappe a la mort! |
17:22 | ACHIEVEMENT |  Revelations |
17:22 | ACHIEVEMENT |  Serious Black |
16:33 | STATUS |  Now it would be prudent to make sure the events around Eric will work properly.... |
16:32 | CONFIRMED | FINALLY |
16:24 | TEST |  Take IV |
16:24 | VOID |  Did I void it now properly? |
16:24 | FUCKYOU |  Still not wanna listen, eh? |
16:20 | TEST |  Take III |
16:20 | VOID |  Well if you really want it the hard way, let's go for the hardway then! |
16:20 | COCKROACH |  Things are worse than I thought |
16:15 | TEST |  Take II |
16:15 | CONFIRMED |  Stealing from Mort will get you an Ambrosia... good! |
16:15 | VOID |  I think I voided it |
16:14 | BUG |  I see there's a bug in NIL... No matter, fixing it will be undoable, but voiding it is not! |
16:08 | TEST |  And that brings us to take I |
16:07 | LINK |  And that should link it all together just fine! |
16:07 | MAPSCRIPT |  Set up the startup code for the fight against Mort |
16:07 | CHECKED |  Restarted my console and tried it again.... and the check is OK now! |
15:49 | FAILURE |  Trying to check my music base didn't work out so well.... |
15:43 | GENERAL |  Yeah, only one fight, and yet this was needed.... funny, eh? |
15:43 | ARENA |  Black Prison |
11:03 | MEDICAL |  Although I do not feel as bad as yesterday (yet), I do have migraine again, so I'm prepared for the worst. |
0:21 | LINK |  Boss picture linking |
0:14 | SCRIPT |  I have tried to set up a script that will adept Mort's statistics to Merya's |
- = 27 May 2020 = - |
20:39 | MEDICAL |  Finally beginning to feel a little bit better, but it's not 100%, and another day wasted! |
19:31 | MEDICAL |  Struck by migraine.... And still not better.... Oh well |
12:21 | STATUS |  After I had a break I'll try to work things out here.... |
12:07 | NOTE |  Some extra scripting is required though, as Mort will always be as strong as Merya is. |
12:07 | BOSS |  Mort |
11:39 | CONFIRMED |  That's okay! |
11:39 | SASKIA |  Pre-Boss |
- = 26 May 2020 = - |
23:18 | MAPSCRIPT |  Mort welcomes you |
23:18 | TRANSFER |  Art Mort Field Sprite |
23:17 | STATUS |  I did a bit calmer today.... I do need some rest, after all.... I DID do a few things though |
10:08 | CONFIRMED |  Things appear to be in order now! |
9:19 | FIXED |  One more |
9:08 | FIXED |  A few hide/show issues |
9:00 | MAP |  Area 007 |
1:40 | BACKUP |  Restarted.... It will definitely rebuild the GINI source for the BlitzMax directory a lot faster now.... |
1:39 | VISUALSTUDIO |  Let's recompile my backup tool, though |
1:38 | NOTE |  Only programs which are fully recompiled after this moment will benefit from that though. |
1:38 | ENHANCEMENT |  The GINI source generator has been sped up.... |
- = 25 May 2020 = - |
22:28 | BACKUP |  Running -- This will be a totalredo backup, so it WILL take time |
21:46 | TEST |  Take VI |
21:46 | FIXED |  Missing tag |
21:43 | TEST |  Take V |
21:43 | FIXED |  Blockmap issue |
21:39 | TEST |  Take IV |
21:37 | COSMETIC |  Dominance issue fixed |
21:32 | TEST |  Take III |
21:32 | FIXED |  A glitch (in the true sense of the word) that allowed you to solve the puzzle quicker.... Nope! Not gonna do that! (this was not a bug, this was really a glitch) |
21:25 | TEST |  Take II |
21:25 | FIXED |  And that fixes another issue |
21:25 | MAPSCRIPT |  Done |
21:24 | STUPIDITY |  I forgot a few adaptions to the script are required.... Silly me! |
21:14 | TEST |  Take I |
21:13 | MAP |  Area 005 |
20:23 | NOTE |  I should have done that sooner, though! |
20:23 | COSMETIC |  And that goes for Frendor too |
20:21 | COSMETIC |  Dominance issue on Xenor tackled |
20:21 | KTHURA |  Recompiled Kthura |
20:17 | KTHURA |  Well, I can worry about that one later.... The current fixes already came a little late (now most maps are already done) :P |
19:37 | KTHURA |  There is still a bug with the choice for the Obstacles or TiledArea tab, but I cannot yet truly find out where the evil lies with that one |
18:02 | ENHANCEMENT |  Quicker scroll in Kthura textures |
18:01 | ENHANCEMENT |  A bit of an enhancement to the scroller so Used and All have their own setting here |
18:01 | FIXED |  Some input issues in the textbox selector of Kthura |
0:00 | STATUS |  And that's all for today |
0:00 | BACKUP |  Running |
- = 24 May 2020 = - |
23:57 | NOTE |  Does not warrant another test, though! |
23:57 | FIXED |  A few puzzle fixes |
23:50 | TEST |  Take I |
23:50 | MAP |  Area 005 |
21:17 | CONFIRMED |  All appears to be fine now |
21:16 | TEST |  Take II |
21:16 | FIXED |  Link to this room was not working properly |
21:04 | TEST |  I still need to test if it works, though |
20:54 | NOTE |  Nothing more but a save room |
20:53 | MAP |  room 004 |
11:59 | CONFIRMED |  Everything works the way it should work |
11:53 | TEST |  And so we still need a take II (sigh) |
11:53 | FIXED |  Script macro error |
11:49 | TEST |  Take I (and only take I hope) |
11:49 | STATUS |  Time to check this all out, eh? |
11:48 | COSMETIC |  And Some decorations done |
11:45 | MAP |  Area 003 - Black Prison |
10:25 | POWERSHELL |  I've run my compilation script |
10:25 | NALA |  I've put in a "NoCrash" mode, which should allow the game to continue of the Out Of Memory error occurs... that is, if the error doesn't happen during closure, as that is something I cannot yet properly tell. |
- = 23 May 2020 = - |
22:59 | STATUS |  Tomorrow is a busy day, so very likely not much time to work on the game.... However, setting the rest of the dungeon up is easy now, so doncha worry! |
22:57 | BACKUP |  Running |
22:47 | EXPERIMENT |  What will THIS do? |
22:46 | COCKROACH |  GRRR! |
22:42 | TEST |  Take VI |
22:41 | FIXED |  Lack of "Self" |
22:38 | TEST |  Take V |
22:38 | EXPERIMENT |  Let's see if this fixes Merya not lying dead |
22:30 | TEST |  Take VI |
22:30 | FIXED |  I hope this fixes that! |
22:30 | BUG |  But not quite |
22:30 | STATUS |  Almost |
22:25 | TEST |  Take V |
22:25 | FIXED |  Illegal Method Call |
22:22 | TEST |  Take IV |
22:22 | FIXED |  That's now been fixed (of course) |
22:21 | FUCKYOU |  Wrong constructor |
22:16 | TEST |  Take III |
22:16 | FIXED |  Field attached to wrong class |
22:12 | TEST |  Take II |
22:12 | FIXED |  And I did make a little error on the actor texturing |
22:08 | TEST |  Of course, we only know for sure once we tested that, so here goes! |
22:08 | STATUS |  Guards should now kill Merya when they see her |
22:08 | SASKIA |  Guard check script |
22:07 | MAPSCRIPT |  Guard check script |
22:04 | TRANSFER |  Gunshot sound |
21:58 | FIXED |  Wrong debug data |
19:01 | CONFIRMED |  Fix |
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