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16:15 | KTHURA |  I've checked the second part of the facility, and all appears well, except for the room of "the mole", but since that room will not be out of reach in this game (as the secret door giving access to it will not open in this game), there is not much point in fixing that.... |
16:07 | TEST |  Let's make sure though! |
16:07 | FIXED |  So it should be fixed now |
16:07 | SOLVED |  THANK GOODNESS! It was just a code typo and not a busted swap file |
16:04 | BUG |  They should NOT have closed again.... |
16:04 | BUG |  Error on the barriers to the facility |
15:55 | TEST |  Take V |
15:55 | CONFIG |  I've altered a few settings and hopefully this will grant me my cigar (although I don't smoke, but you get the picture) :P |
15:54 | JUDGMENT |  Close! But no cigar! |
15:45 | TEST |  Let's first test Tsunami -- Take IV |
15:44 | STATUS |  Music resource update can wait |
15:44 | MUSIC |  Quality Downgrade "Water Prelude" |
15:37 | FIXED |  I THINK I fixed that |
15:37 | COCKROACH |  No more crashes, but what I see now is beyond terrible anyway, so I need to sort this out! |
15:35 | FIXED |  Wrong skill group experience on Poison Cloud |
15:32 | TEST |  Take III |
15:32 | FIXED |  Wrong class called |
15:28 | TEST |  Take II |
15:28 | DONE |  A few distractions taken care of |
14:33 | FIXED |  Declaration error |
14:29 | TEST |  Time for the test |
14:28 | LINK |  Linked spellani to the ability itself |
14:28 | FIXED |  Wrong skill EXP on tsunami |
14:27 | SPELLANI |  Tsunami |
14:04 | TRANSFER |  Water |
1:08 | STATUS |  And that's all for not... The black dragon comes later |
1:07 | FIXED |  Sheck-Lock should disappear on blinking |
0:57 | TEST |  Take VII |
0:57 | FIXED |  Text tag error |
0:51 | TEST |  Take VI |
0:51 | FIXED |  Target error |
0:34 | TEST |  And when that's done test V should automatically start.... |
0:33 | JCR6 |  Unfortunately this forces me to rebuild the music resource |
0:33 | FIXED |  Bad alias request in music build script |
0:32 | CONFIRMED |  That appears to fix things ideed |
0:17 | TEST |  Take IV |
0:17 | EXPERIMENT |  Let's check it out! |
0:17 | INVESTIGATION |  I did find a double Zone Action definition... Is that the source of evil? |
0:15 | JCR6 |  Repack |
0:14 | OPTIMIZATION |  I'm sorry, but it is required to keep the size managable :( |
0:14 | MUSIC |  Several tracks downgraded in quality |
0:10 | TEST |  Take III |
0:10 | DEBUG |  Extra debug lines must help me here |
0:10 | MYSTERY |  The error cannot be, and yet it happens, so I wonder what is going on |
0:05 | GAMEJOLT |  Alphapush |
0:03 | TEST |  Take II |
0:03 | VOID |  Attempt to void that |
0:02 | HUH |  WTF |
- = 22 Jan 2020 = - |
23:59 | TEST |  Take I |
23:59 | TEST |  so here goes |
23:59 | STATUS |  It SHOULD work now, but nothing has been tested yet |
23:58 | SASKIA |  Post-boss script |
23:48 | JCR6 |  Repacked music resource |
23:48 | JCR6 |  Music alias for Sheck Lock |
23:47 | NOTE |  No way to unlock it yet, and even if you could, going there now will crash the game until the work on the cave has actually begun |
23:47 | WORLDMAP |  Black Dragon's cave |
23:46 | BOSS |  Sheck-Lock |
23:33 | NOTE |  This ability has many effects, and the kinds of effects it can cause will increase each battle... In other words, we'll see that one some more times |
23:33 | ABILITY |  Crystal Blade |
23:26 | REMOVED |  Invalid file |
23:23 | LINK |  All complete |
23:23 | GAMEJOLT |  Link up |
23:21 | NOTE |  Not all data accounted for yet, so still a lot to do! |
23:21 | CONFIG |  Boss fight configured |
23:21 | SASKIA |  Shecklock pre-boss |
23:21 | MUSIC |  Quality Downgrade "Tempting secrets" |
23:20 | ACHIEVEMENT |  Who gives a damn about you? Your new name is "Mid-Boss"! |
23:11 | MAPSCRIPT |  SheckLock should now appear if both dragons have been defeated |
23:03 | TRANSFER |  Art Shecklock |
22:48 | TEST |  Take IV |
22:47 | FIXED | |
22:46 | BUG |  Oh, missing assets, eh? |
22:32 | TEST |  Take III |
22:31 | STATUS |  Oh, no matter..... |
22:31 | CHECKED |  Hmmm, hard to check, but seeing that she fled when she saw me does indicate a bad concience |
22:30 | TODO |  Checking out what the cat is doing as I hear suspicious noises |
22:30 | CONFIRMED |  they are ok |
22:30 | CHECKED |  SASKIA script settings |
22:30 | STUPIDITY |  I forgot to regulate the showing of the heroes |
22:25 | TEST |  Take II |
22:25 | FIXED |  Linking issue |
22:13 | NOTE |  Takes longer, as I included a little update on this devlog gitpusher, and it does some housekeeping now...... |
22:11 | TEST |  Let's see if this all works |
22:08 | BOSS |  Green Dragon |
20:36 | STATUS |  But first a break! |
20:36 | STATUS |  Well the answer is NO, because I did not yet set the data for the dragon fight itself |
20:36 | STATUS |  The question is.... Does it work |
20:35 | LINK |  Map linked |
20:35 | MAPSCRIPT |  All set |
20:25 | CHARACTER |  Activator Eric's Green Dragon skill line |
20:20 | SASKIA |  Dragon script |
19:25 | STATUS |  Stuff works |
19:11 | TEST |  No trouble expected, but since you never know.... |
19:09 | MAP |  area 004 |
19:08 | MAP |  Area 003 |
18:43 | CONFIRMED |  Stuff seems to be in order now |
18:31 | TEST |  That was during Take III, so now I'm in Take IV |
18:31 | FIXED |  Typo in Irravonia's ability list causing the game to crash when you learn "Fireblast" |
18:25 | FIXED |  Added "__white" after the fighter draw, which should prevent turning everything green when character # 4 is poisoned |
18:23 | FIXED |  Bad SASKIA instruction |
18:03 | STATUS |  But first I'll be watching the news... brb |
18:03 | TEST |  Take II |
18:03 | NERF |  Nerfed a few stats, as this would otherwise take too long |
17:54 | TEST |  Take I |
17:54 | STATUS |  I do not have all the time in the world to test, but I can make a start to it! |
17:54 | BOSS |  Green Guardian |
17:45 | MAP |  Area 002 |
17:25 | SCRIPT |  Start Script Green Guardian |
17:24 | TRANSFER |  Art Green Guardian |
14:16 | TODO |  Real-life business |
13:03 | STATUS |  Time of a little break! |
13:03 | FIXED |  A few data specifications set right |
13:02 | BUBBLE |  Alias command for JCR6 in project |
13:01 | ABILITY |  Vitalize |
12:58 | ABILITY |  Biohazard |
12:48 | TEST |  Take D |
12:48 | FIXED |  linkback not set well |
12:44 | TEST |  Take C |
12:43 | FIXED |  Case error |
12:41 | TEST |  Take B |
12:41 | FIXED |  Syntax error |
12:36 | TEST |  Does it work? |
12:36 | DONE |  Temp Crash if correct, since the boss fight has not yet been set up |
12:35 | DONE |  Reset if false |
12:35 | DONE |  Reveal the poison |
11:45 | CONFIRMED |  FINALLY! |
11:42 | TEST |  Take III |
11:42 | LAZY |  Expanded TImage |
11:11 | TEST |  Test II |
11:11 | FIXED |  Code typo |
11:08 | TEST |  Let's see if the hovering works the way it should |
11:06 | FAILURE |  egg timers are so useful when they come to a standstill without asking and without a warning |
11:05 | SCRIPT |  Hover detection |
0:58 | STATUS |  later! |
0:58 | UPDATED |  Repository |
0:56 | STATUS |  And the rest comes later! |
0:40 | TEST | |
0:40 | FIXED |  Missing "end" |
0:38 | TEST | |
0:38 | NOTE |  For now that is all that should happen |
0:38 | DONE |  Mouse pointer and selection text should appear |
0:35 | JUDGMENT |  Well I'll be... It all works the way it should work |
0:30 | TEST | |
0:30 | LINK |  And link to the stage where the player can make a choice, but that stage is still empty now |
0:30 | SCRIPT |  The flasks should move now |
0:12 | JUDGMENT |  BETTER! |
0:09 | TEST |  Let's see if this is better! |
0:09 | BOOST |  More time |
0:09 | JUDGMENT |  Time is clearly too short! |
0:05 | TEST | |
0:05 | FIXED |  Idiot |
0:02 | TEST | |
0:02 | LINK |  And the link to the stage in which the flasks will move |
0:02 | SCRIPT |  Timer activated |
0:00 | STATUS |  From here we can put in in the timer, yaay! |
- = 21 Jan 2020 = - |
23:59 | JUDGMENT |  I am afraid that'll have to do! |
23:13 | NOTE |  No content in my posts... you know the drill already |
23:13 | TEST | |
23:13 | COSMETIC | |
23:05 | TEST | |
23:05 | COSMETIC |  SIGH! |
23:02 | TEST | |
23:02 | COSMETIC |  Left right needs a bit more |
23:02 | JUDGMENT |  height is cool |
22:53 | TEST | |
22:53 | COSMETIC |  MOAR! |
22:43 | TEST | |
22:43 | COSMETIC |  tuning |
22:42 | JUDGMENT |  Lower and more to the right |
21:20 | DONE |  Skull marker |
19:16 | STATUS |  I'll be back later... A break first! |
19:15 | JUDGMENT |  That oughta do.... |
19:09 | TEST | |
19:09 | COSMETIC |  fine tuning some more |
19:08 | NOTE |  I am still NOT happy |
18:45 | TEST | |
18:44 | COSMETIC |  changed a few values for (hopefully) better effect! |
18:44 | ENHANCEMENT |  magic numbers removed and replaced with macros |
18:43 | STATUS |  Now that the parse errors have all been fixed we can get to business, as there's still a lot of issues |
18:40 | TEST | |
18:39 | SOLVED |  IDIOT! |
18:35 | TEST | |
18:35 | DEBUG |  Hopefull here I'll get some answers |
18:35 | HUH |  The error given does not make sense and should under no circumstances be possible, so I need to sort out what the hell is oging on here... |
18:27 | TEST | |
18:27 | FIXED |  Illegal class usage |
18:21 | FIXED |  Unknown identifier |
18:17 | FIXED |  I guess I needed to include an extra library |
17:55 | FIXED |  Declaration error |
17:54 | BUG |  The state it links to however does not... Oh well :P |
17:54 | CONFIRMED |  The link works |
17:48 | TEST |  Let's see if that is indeed what happens |
17:48 | STATUS |  And (although not yet complete) the flask puzzle should start |
17:48 | LINK |  Creating the link to the puzzle in the process |
17:48 | SASKIA |  And thus I could more easily set up the code to start everything |
17:44 | RESULT |  Right, I know what I wanted to know! |
17:41 | TEST |  Again, as what I wanted to know has not yet been revealed |
17:41 | FIXED |  Syntax error |
17:40 | TEST |  I need to do a little test run, that will lead to a crash, but that will at least set a few things right for me to allow me to do the linkup right.... |
17:37 | DONE |  Some code that should show me something.... Still some work to do, though, but hey, gotta start somewhere, eh? |
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