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 |
12:07 | MAP |  All stuff in Jeracko's section up to the door that leads to Jeracko himself is now down (trying to pass through that door, will for now crash the game). |
- = 5 May 2020 = - |
23:07 | STATUS |  I'll get more done soon... I hope |
21:42 | TEST |  Take V |
21:39 | GENERATION |  I had to regenerate the entire enemy data asa result (which only takes little time, but still) |
21:39 | FIXED |  Error in Foe compiler regarding stealing |
21:33 | TEST |  Take IV |
21:32 | DUMMIED |  Forced error on stealing |
21:27 | TEST |  Take III |
21:27 | BOOST |  Hag was TOO easy to kill |
21:22 | TEST |  Take II |
21:22 | FIXED |  Blockmap issue blocking the way to the boss room |
21:15 | TEST |  Take I |
21:13 | STATUS |  This altogether should make the boss work |
21:13 | MAPSCRIPT |  Boss setup |
21:10 | BOSS |  Super Hag |
21:06 | ABILITY |  Damnnation |
21:05 | TRANSFER |  Super Hag art |
21:04 | NOTE |  At the present time the game will crash as soon as the boss starts, and that is NOT a mistake! |
21:04 | LINK |  Linked to map |
21:03 | SASKIA |  Boss start script |
17:49 | MAP |  Encounters set |
17:45 | FOE |  Hell Hound |
17:41 | BUBBLE |  Alias alterings in project file |
17:40 | TRANSFER |  Art Hell Hound |
12:58 | JCR6 |  Unfortinately I had to rebuild the Music Resource file |
12:48 | MAP |  Jeracko 102 |
12:39 | FIXED |  Alias fix on the music for Kirana's section |
12:34 | TEST |  Quick test, however no trouble should be expected |
11:57 | MAPSCRIPT |  Basis |
11:43 | VOID |  Faulty record causing errors removed... No idea what data it contains, but as it only concerns this develog, who cares! |
11:41 | SASKIA |  Jeracko script |
11:41 | MAP |  Jeracko 200 |
11:41 | KTHURA |  Created Jeracko's section |
3:10 | UPDATED | |
3:10 | NOTE |  It works now |
3:10 | FIXED |  Too much to mention here |
1:19 | COCKROACH |  Stealing request ignored |
0:37 | TEST |  Take IV |
0:36 | FIXED |  Tons of fixes |
0:26 | TEST |  Take III |
0:26 | FIXED |  Illegal record call |
0:19 | TEST |  Take II |
0:19 | FIXED |  Class issue |
0:14 | STATUS |  And NOW it's time to put it all to da test! |
0:14 | MAPSCRIPT |  Aldarus boss initiator |
0:13 | CHECKED |  Boss music for Aldarus (I needed to make sure the file was ok) |
0:11 | STATUS |  I'm not there YET! |
0:11 | BOSS |  Aldarus - Meeting 2 |
0:06 | DONE |  Order of Onyx Members can be made immortal when key is not stolen now |
- = 4 May 2020 = - |
23:48 | TUTORIAL |  Stealing |
23:31 | SCRIPT |  And that makes sure the Dark Storage Key steals from the Order of Onyx members will work |
23:27 | ITEM |  Dark Storage Key |
23:22 | NOTE |  This is not yet adapted to the members of the order of onyx, though! |
23:21 | DONE |  The general stealing stuff has been implemented |
23:16 | DONE |  You can steal only once! |
22:51 | SCRIPT |  I've set the boolean StolenFrom to Foe records... This begins on False, however if Merya manages to steal something from the enemy, this will be set to true. This should not only prevent Merya from stealing again, but also from dropping stuff... Either you steal, or you await the drop after the kill.... Nothing in between! |
22:47 | GENERATION |  Set up lic data |
22:47 | NOTE |  Either way trying to steal will for now crash the game |
22:46 | SCRIPT |  Set up a model for stealing stuff |
15:39 | NOTE |  As Aldarus is a special boss I'll need to do some extra scripting, so it'll take awhile to get things done here |
13:36 | TEST |  Let's go! |
13:36 | NOTE |  When the boss fight starts the game will crash, but at least I can test if the pre-boss stuff works! |
13:36 | SASKIA |  Party Pop |
13:36 | COSMETIC |  Party pop |
13:23 | SASKIA |  Aldarus |
11:40 | NOTE |  Although Aldarus is here, you cannot fight him yet... Trying to do so will (for now) crash the game! |
11:40 | MAP |  Aldarus 106 |
11:23 | TEST |  And let's see now...... |
11:23 | FIXED |  A link to a previous room didn't work |
11:22 | MAP |  Aldarus 105 |
- = 3 May 2020 = - |
22:24 | MAP |  Aldarus 104 |
0:52 | STATUS |  This will allow me to fully work out Merya's stealing ability (which I need for the confrontation with the Order of Onyx members). |
0:23 | GENERATION |  Generated new data |
0:23 | C# | Adapted Foe Compiler |
0:07 | NOTE |  The game won't see any of this yet, as the Foe compiler has not yet been adapted |
0:06 | DATABASE |  Foe Data updated for this |
- = 2 May 2020 = - |
23:59 | LINK |  And that should link it all together |
23:59 | C# | Update done |
23:58 | NOTE |  Will for now be ignored as the code of the editor is not yet fully updated! |
23:57 | VISUALSTUDIO |  I've done some adaptions to my XAML template of the FOE editor. |
19:46 | STATUS |  And now to see if this boss works out! |
19:45 | CONFIRMED |  SOLVED!!! |
19:40 | TEST |  Take XII |
19:40 | FIXED |  Group misusage |
19:39 | SOLVED |  I think I know why the freeze happens... I don't think the game freezes... I think the Foe compiler generated too much data... I brought htis down |
19:36 | TEST |  Take XI |
19:36 | FIXED |  Unrelated character error |
19:36 | NOTE |  It appears that only the boss fight suffers here... The random encounters still appear to work normally |
19:27 | TEST |  Take X |
19:27 | DEBUG |  I hope these debug lines can give some answers here |
19:13 | COCKROACH |  FANTASTICO! NOW THE GAME FREEZES COMPLETELY!!! |
19:06 | TEST |  Take IX |
19:06 | STATUS |  Did I get all this out of the way, now? |
19:06 | FIXED |  Syntax error |
19:02 | TEST |  Take VIII |
19:02 | FIXED |  I hope |
19:02 | COCKROACH |  MOAR! |
18:58 | TEST |  Take VII |
18:58 | FIXED |  THIS should get them all (unless Geany is bugged) |
18:58 | FRUSTRATION |  AAAAARGH! |
18:57 | COCKROACH |  AAAAARGH! |
18:54 | TEST |  Take VI |
18:54 | FIXED |  SIIIIIGH! |
18:53 | COCKROACH |  Nope! |
18:50 | TEST |  Take V |
18:50 | FIXED |  Did I get them all now? Please? |
18:50 | COCKROACH |  ...... |
18:44 | TEST |  take IV |
18:44 | FIXED |  Ah, that's why! |
18:43 | COCKROACH |  fix ignored |
18:40 | TEST |  Take III |
18:40 | FIXED |  Some code in the AltAttack function |
18:40 | CONFIRMED |  Yes |
18:40 | TEST | #1 -- Correct link? |
18:40 | RECOVERED |  I hope I recovered that |
18:39 | FAILURE |  Something went wrong in this very devlog |
18:35 | TEST |  Take II |
18:35 | FIXED |  Versioning conflict in code |
17:46 | TEST |  Take I |
17:46 | STATUS |  Now we are ready to get this show on the road.... I hope! |
17:44 | LINK |  Which should link everything together |
17:44 | MAPSCRIPT |  Scripted out the boss start up |
17:43 | STATUS |  Not there yet! |
17:43 | BOSS |  Giant Squid |
17:33 | NOTE |  I will need to create the boss first before I can test this though |
17:22 | SCRIPT |  I've worekd out the script that should make Kyokudo no tsunami possible |
17:03 | NOTE |  some extra work-out is needed to make this spell work though |
17:03 | ABILITY |  Kyokudo no tsunami |
16:51 | NOTE |  Yes, this will cause a lot of records with crappy extra data in the future |
16:50 | DATABASE |  I've adapted the IAA database to make more kinds of attacks possible |
15:31 | TRANSFER |  art Giant Squid |
15:15 | FIXED |  Smite showed the name "Shine" |
15:14 | BUG |  One thing has been found, which does not require any testing once fixed |
15:14 | STATUS |  That will do for now |
15:05 | TEST |  Take XI |
15:05 | FIXED |  VERY trivial and unrelated, but it DID crash the game... An error in Aziella's ability learning script fixed |
15:02 | STATUS |  ALMOST there... No more crashes, but I do have a few cosmetic issues |
14:58 | TEST |  Take X |
14:58 | FIXED |  Case error |
14:54 | TEST |  Take IX |
14:54 | FIXED |  C format string error |
14:54 | CONFIRMED |  Indeed Lua gave me the wrong information! |
14:51 | TEST |  Take VIII |
14:50 | VOID |  I think I found the issue! |
14:46 | TEST |  Take VII |
14:46 | DEBUG |  let's see if I can find out where it goes wrong, and find out why the impossible happens |
14:38 | TEST |  Take VI |
14:38 | FUCKYOU |  and some rubbish gone |
13:55 | HUH |  So number 1 is a bad parameter for math.random? How well did the Lua guys code their random routine? |
13:50 | TEST |  Take V |
13:50 | FIXED |  Blockmap issues |
13:49 | FIXED |  code typo |
13:44 | TEST |  Take IV |
13:44 | FIXED |  Case error |
13:41 | FIXED |  Syntax error |
13:26 | TEST |  Take II |
13:26 | FIXED |  self |
13:10 | TEST |  Let's throw everything to da test! |
13:09 | DONE |  Fed my cat... She was getting hungry, and it was about feeding time... |
13:08 | MAP |  Encounters have been configured |
13:06 | NOTE |  With every wing (except the main part) a new enemy will be added, and they can be very very nasty! |
13:06 | FOE |  Hoodlum |
12:58 | STATUS |  before anything let's check out some statistics |
12:57 | TRANSFER |  Art Hoodlum |
12:55 | NOTE |  It's important to note that none of these have been tested yet.... Simply not possible at this point. I need to create encounters first |
12:54 | ARENA |  Rondomo |
12:54 | ARENA |  Kirana |
12:53 | ARENA |  Jeracko |
12:53 | ARENA |  Aldarus |
12:53 | ARENA |  I've set up the template which can be used for the arenas in the Dark Storage |
0:19 | BACKUP |  Running! |
0:18 | STATUS |  Although this comes later... I'm getting tired.... |
0:07 | STATUS |  Before I get onto the boss fights, I first need to work out the random encounters here... This way I can also make sure the arena works.... The rest of this place ain't complicated enough to have a full need to have them off anyway |
0:06 | CONFIRMED |  And now stuff works |
0:01 | TEST |  Take III |
0:01 | FIXED |  blockmap issue |
- = 1 May 2020 = - |
23:56 | TEST |  Take II |
23:55 | FIXED |  Scope error |
23:47 | TEST |  And with that all being said... Let's test this all out! |
23:45 | NOTE |  The boss fight itself won't activate, but I can at least see if all pre-boss stuff works.... |
23:45 | LINK |  Linked to map |
23:42 | SASKIA |  Pre-boss scenario |
23:39 | MAPSCRIPT |  Temporary crash when the boss fight should start |
23:36 | NOTE |  Which will of course not happen yet! |
23:36 | NOTE |  This will also be where the monster boss will come |
23:35 | MAP |  Aldarus 103 |
22:45 | NOTE |  The general setup will be in all wings of this dungeon... A few rooms with a puzzle like setup... A monstrous boss... a few more of these rooms, and then the meeting with the Order of Onyx member. It's essential that I can check the original scenarios in order not to mess things up.... |
22:42 | FIXED |  A few mistaggings |
22:41 | TRANSFER |  Dark Storage Scenario Rondomo |
22:41 | TRANSFER |  Dark Storage Scenario Kirana |
22:40 | TRANSFER |  Dark Storage Scenario Jeracko |
22:40 | TRANSFER |  Dark Storage Scenario Aldarus |
22:40 | TRANSFER |  Dark Storage Scenario Main Section |
21:30 | MAPSCRIPT |  Autohide system |
21:30 | MAP |  Aldarus 102 |
21:30 | MAP |  Aldarus 101 |
21:30 | MAP |  Aldarus 100 |
17:59 | ABILITY |  Blessed Arrow |
- = 30 Apr 2020 = - |
21:47 | SASKIA |  Set up empty script, but I'll need it later (and the game crashes anyway without it). |
21:43 | MAP |  First floor of Aldarus' section |
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