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
0:00STATUS
STATUS And that's all for today
0:00BACKUP
BACKUP Running
- = 24 May 2020 = -
23:57NOTE
NOTE Does not warrant another test, though!
23:57FIXED
FIXED Dernor A few puzzle fixes
23:50TEST
TEST Take I
23:50MAP
MAP Area 005
21:17CONFIRMED
CONFIRMED All appears to be fine now
21:16TEST
TEST Take II
21:16FIXED
FIXED Link to this room was not working properly
21:04TEST
TEST I still need to test if it works, though
20:54NOTE
NOTE Nothing more but a save room
20:53MAP
MAP room 004
11:59CONFIRMED
CONFIRMED Everything works the way it should work
11:53TEST
TEST And so we still need a take II (sigh)
11:53FIXED
FIXED Script macro error
11:49TEST
TEST Take I (and only take I hope)
11:49STATUS
STATUS Time to check this all out, eh?
11:48COSMETIC
COSMETIC And Some decorations done
11:45MAP
MAP Area 003 - Black Prison
10:25POWERSHELL
POWERSHELL I've run my compilation script
10:25NALA
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 = -
22:59STATUS
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!
22:57BACKUP
BACKUP Running
22:47EXPERIMENT
EXPERIMENT What will THIS do?
22:46COCKROACH
COCKROACH GRRR!
22:42TEST
TEST Take VI
22:41FIXED
FIXED Lack of "Self"
22:38TEST
TEST Take V
22:38EXPERIMENT
EXPERIMENT Rebecca Let's see if this fixes Merya not lying dead
22:30TEST
TEST Take VI
22:30FIXED
FIXED I hope this fixes that!
22:30BUG
BUG But not quite
22:30STATUS
STATUS Almost
22:25TEST
TEST Take V
22:25FIXED
FIXED Illegal Method Call
22:22TEST
TEST Take IV
22:22FIXED
FIXED That's now been fixed (of course)
22:21FUCKYOU
FUCKYOU Irravonia Wrong constructor
22:16TEST
TEST Take III
22:16FIXED
FIXED Field attached to wrong class
22:12TEST
TEST Take II
22:12FIXED
FIXED And I did make a little error on the actor texturing
22:08TEST
TEST Of course, we only know for sure once we tested that, so here goes!
22:08STATUS
STATUS Guards should now kill Merya when they see her
22:08SASKIA
SASKIA Guard check script
22:07MAPSCRIPT
MAPSCRIPT Guard check script
22:04TRANSFER
TRANSFER Gunshot sound
21:58FIXED
FIXED Wrong debug data
19:01CONFIRMED
CONFIRMED Fix
18:55TEST
TEST Take IV
18:55FIXED
FIXED ? nil index?
18:45TEST
TEST Take III
18:45FIXED
FIXED Another
18:41TEST
TEST Scyndi Take II
18:41FIXED
FIXED Unknown identifiers
18:36TEST
TEST Let's put it all to the test, shall we?
18:35NOTE
NOTE This does NOT yet mean the guards will register Merya, as that part has not yet been done. I merely set up the data generation scripts needed to make this all possible, that's all!
18:35CONFIG
CONFIG The Guard Auto-Configuration script has been written
17:42MEDICAL
MEDICAL Illness struck me today.... That is a major setback due to the complicated stuff I got to do today, but I guess that's Murphy's Law!
- = 22 May 2020 = -
23:46STATUS
STATUS Laterz!
23:46NOTE
NOTE Wish me luck on that one
23:46NOTE
NOTE As the guards themselves can give me some complicated code, I'll leave that for tomorrow
23:46CONFIRMED
CONFIRMED Except for the guard ignoring you for now, everything works.....
23:41TEST
TEST Let's check it all out!
23:41NOTE
NOTE the guard's not yet been scripted so for now he'll ignore you, but I needed him here already so I can lateron write my initiation script
23:40STATUS
STATUS Ready for testing
23:40LINK
LINK Everything's properly linked
23:40MAPSCRIPT
MAPSCRIPT Put into the mapscripting
23:40TUTORIAL
TUTORIAL Sneaking
23:27TRANSFER
TRANSFER Guards for the Black Prison
21:46STATUS
STATUS And that will do for the time being... see ya later!
21:45GAMEJOLT
GAMEJOLT Updated
21:44STATUS
STATUS I will have to sort out the stuff for the guard sneak game later....
21:43BITBUCKET
BITBUCKET Respository Updated
21:43GITHUB
GITHUB Respository Updated
21:42BACKUP
BACKUP Running
21:29TEST
TEST Let's see now!
21:29FIXED
FIXED Blockmap was not yet entirely solid it seems
21:24TEST
TEST Brendor And let's see how it all comes together now!
21:24FIXED
FIXED Leaving the exterior south made nothing happen at all
21:24FIXED
FIXED Blockmap issue on exterior part of the Black Prison
21:23FIXED
FIXED Spot error
21:09TEST
TEST Why does this happen all the time?
21:08FAILURE
FAILURE again?
21:06TEST
TEST Let's do it again!
21:06FAILURE
FAILURE Bad build
21:03TEST
TEST Let's see what'll happen, eh?
21:03LINK
LINK And That should link it all together
21:03MAP
MAP MapTag set welll
21:02MAPSCRIPT
MAPSCRIPT Ask to leave
20:54SASKIA
SASKIA Dernor
20:51DEBUG
DEBUG In concern of #153.... No alarming beeps were heard during a savegame. All this means though is that all entries are properly closed before disposal from the memory, so I cannot really draw conclusions as far as the bug itself is concerned.
20:49CONFIRMED
CONFIRMED So far this all works
20:41TEST
TEST Let's see if it works now
20:40MAPSCRIPT
MAPSCRIPT And I made sure it doesn't appear again when you leave and come back before completing this place
20:40LINK
LINK And the intro text will now also appear
20:40FIXED
FIXED Scyndi scenerion not properly tagged, so link didn't work
18:59NOTE
NOTE Except Dernor... speaking to him will (for now) crash the game
18:58LINK
LINK All NPCs should be linked now
18:58MAPSCRIPT
MAPSCRIPT Barrier to the dungeon itself should remove itself when you didn't do this mission before (this saves me the trouble of having to remove all guards later on... More trouble than it's worth, I tell ya!)
18:56MAPSCRIPT
MAPSCRIPT Only Merya will remain as playable when you arrive here UNLESS you already did this place before
18:54MAPSCRIPT
MAPSCRIPT Preparations to get some start things going
18:48MAP
MAP Added all playable characters, except Merya (and Eric for obvious reasons) to the entrance of the prison
18:35TRANSFER
TRANSFER Irravonia Black Prison Scenario
16:03DEBUG
DEBUG I've added a few extra debug lines in order to investigate #153 -- Please note I do not know if the evil of the error lies here, but at least this should rule it out AND even produce a warning! If beeps sound now during the savegame sequence, we can be pretty sure the evil lies here, or at least it means it cannot be ruled out!
- = 21 May 2020 = -
22:38CONFIRMED
CONFIRMED So far, everything works the way it should.... Good!
22:30TEST
TEST So let's get to it... Take I
22:29STATUS
STATUS Now the dungeon will NOT function the way it should... as a matter of fact a barrier will even appear at the first floor, but at least I can test a few other things along the way
22:29MUSIC
MUSIC Configured
22:25SASKIA
SASKIA Basis map Script
22:23MAP
MAP Area 001 Black Prison
22:23MAP
MAP Entrance Area Black Prison
14:51NOTE
NOTE Please note! Just as in the original game, the Black Prison is different than other dungeons. Merya has to do this place all alone, and won't go into random encounters, but in stead she must sneak her way around the guards without being seen. Only the boss will be a fight here.
14:49MAP
MAP Texture selection Black Prison
- = 20 May 2020 = -
21:14CONFIRMED
CONFIRMED Well, I'll be... for a change everything works the way it should in ONCE!
21:14TEST
TEST Let's see
21:04MAPSCRIPT
MAPSCRIPT Exit of this dungeon at the completion point done
21:04ACHIEVEMENT
ACHIEVEMENT Run (through the) Forest! Run!
19:43WORLDMAP
WORLDMAP Black Prison
18:37DONE
DONE But I could do a few preps for putting in the dungeon completion event
18:37STATUS
STATUS It's too hot to work today
- = 18 May 2020 = -
21:39BACKUP
BACKUP Running
21:39STATUS
STATUS See ya later
21:39FUCKYOU
FUCKYOU But I'm done for today..... I need some rest now, and the game is quite certain not to allow me to take it, so I guess I'll have to go for this forcefully
21:39FIXED
FIXED Another one of this kind
21:32TEST
TEST Take XII
21:32FIXED
FIXED Now then?
21:31FUCKYOU
FUCKYOU fix ignored
21:27TEST
TEST Eric Take XI
21:27FIXED
FIXED
21:27FUCKYOU
FUCKYOU Illegal encounter definition
21:21TEST
TEST Take X
21:21FIXED
FIXED Blockmap issues
21:02TEST
TEST Take IX
21:02NERF
NERF Random encounter settings
21:01BUBBLE
BUBBLE Project file set
20:58ART
ART Kirana attacking animation
20:48CLOSED
20:48CLOSED
20:46ART
ART Kirana death pose
20:26STATUS
STATUS Things are running smoothly, but a few more things really need to be done here....
20:19TEST
TEST Take VIII
20:19FIXED
FIXED Wrong math function for alt attack calculation
20:08TEST
TEST Take VII
20:08FOE
FOE Cheetah
19:57TEST
TEST Take VI
19:57FIXED
FIXED AltAttack Code typo
19:51TEST
TEST Take V
19:51FIXED
FIXED Case Error
19:40TEST
TEST Take IV
19:39CONFIRMED
CONFIRMED Stone Master Sheck-Lock works
19:39FIXED
FIXED Error in Dernor's ability list
19:35TEST
TEST Take III
19:34FIXED
FIXED Aziella Defintion fault in Stone Master Sheck-Lock
19:30TEST
TEST Take II
19:30LINK
LINK So that has been done now
19:30FIXED
FIXED Forgot to link Sheck-Lock to the mapscript as stone master
19:24TEST
TEST Take I
19:22STATUS
STATUS The "moment suprème"
19:21MAP
MAP And a few more savespots placed
19:20MAP
MAP Random treasure spots placed
19:18STATUS
STATUS And the map should work now except for the exit not yet being scripted... Trying to exit the dungeon through the official exit will do nothing at this point
19:17MAPSCRIPT
MAPSCRIPT More config
19:16FIXED
FIXED Unreachable savespot
19:16MAP
MAP Random encounters set
19:13FOE
FOE Eagle
19:12ITEM
ITEM Rock
18:49FOE
FOE Imp
17:23ABILITY
ABILITY Dive
17:21TRANSFER
TRANSFER Imp art
16:15TRANSFER
TRANSFER Hawk art
11:29SASKIA
SASKIA Stone master Sheck-Lock
11:28STONEMASTER
Sheck-Lock
0:19STATUS
STATUS Next stop: Stone Master Sheck-Lock
0:19CONFIRMED
CONFIRMED It works
0:02TEST
TEST Take.... how many are we?
0:02FIXED
FIXED AI issues
- = 17 May 2020 = -
23:48TEST
TEST Take II
23:48FIXED
FIXED Merya A few more setups errors
23:48FIXED
FIXED Arena
23:37LINK
LINK Linked to the script
23:14BOSS
BOSS Sheck-Lock incarnation 3
23:06ABILITY
ABILITY The third version of Sheck-Lock will feature a few more nasty effects on your 3rd encounter with this guy
12:16STATUS
STATUS The Pre-Boss stuff WORKS (wooohooooo)
12:12TEST
TEST Take III
12:11FIXED
FIXED Forgotten return command
12:08TEST
TEST Take II
12:08FIXED
FIXED Illegal meta use
12:05MAPSCRIPT
MAPSCRIPT Pre boss Sheck-Lock III
0:19FIXED
FIXED An error that I came past
0:19UPDATED
UPDATED Copyright data
0:16MAP
MAP SheckLock has been put onto the map
0:06NOTE
NOTE I'll have to see later if Kirana's switch icon is properly disabled
0:06CONFIRMED
CONFIRMED That works
0:02TEST
TEST Take I
0:02DONE
DONE I've blocked Kirana from being switched in the field menu
- = 16 May 2020 = -
23:09CONFIRMED
CONFIRMED The map appears to be working! Good
22:54TEST
TEST Take I
22:53NOTE
NOTE The map is far fromdone, but at least we can test a few things out now....
22:28UPDATED
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