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
12:30FIXED
FIXED Unfinished string
12:27TEST
TEST Take L
12:27FIXED
FIXED And a type issue, but that couldn't cause THIS particular thing, but at least it's fixed...
12:25DEBUG
DEBUG Very werll, an extra debug line in order to track this issue down
0:54BACKUP
BACKUP Running
0:53BUG
BUG I'll sort that out later, as now I'm really reaching my limit for today
0:49STATUS
STATUS Works.... partially.... The parameters do not come in....
0:40TEST
TEST Take K
0:40DONE
DONE String functions to link to mapscripts in clickables
0:39CONFIRMED
CONFIRMED Right-o
0:31TEST
TEST Take J
0:31FIXED
FIXED But I think I fixed one issue
0:26STATUS
STATUS Things do still not work, but I'm tired, so this is how far things'll go I'm afraid for today....
- = 27 Nov 2019 = -
23:20TEST
TEST Take I
23:20FIXED
FIXED Illegal object readout
23:17TEST
TEST Take H
23:17FIXED
FIXED Another issue in this link
23:11TEST
TEST Take G
23:11FIXED
FIXED Illegal state link
23:08TEST
TEST Take F
23:08FIXED
FIXED Brendor ? I hope ?
23:04TEST
TEST E
23:04FIXED
FIXED Illegal function call
22:39TEST
TEST Take D
22:39FIXED
FIXED Double "for" ==> double "end"
22:36TEST
TEST Take C
22:36FIXED
FIXED Keyword code typo error
22:33TEST
TEST Take B
22:33FIXED
FIXED Case error
22:32TEST
TEST Take A
22:31DEBUG
DEBUG Added some debug stuff
22:28SCRIPT
SCRIPT I've set up a way to create clickables from MapScripts
21:43STATUS
STATUS WHATEVER!
21:42TEST
TEST Take VII
21:42FIXED
FIXED ?
21:20TEST
TEST Take VI
21:20VOID
VOID For now I voided this, but this MUST get fixed somehow, one way or another
21:20COCKROACH
COCKROACH Other than that no other options seem possible.....
21:19INVESTIGATION
INVESTIGATION At least I can rule out that the generator is the source of all evil
21:00TEST
TEST Take V
21:00FIXED
FIXED Debug syntax error
20:58DEBUG
DEBUG Hopefully some answers will now be provided!
20:58BUG
BUG Ah, it's that boxtext issue when quotes are in the scenario, and it's completely beyond me (nor anybody with good sense) why this happens
20:49BUG
BUG A linkthrough routine complains about a missing ) and that can be looking for a needle in a haystack to get fixed
20:48TEST
TEST Take IV
20:48FIXED
FIXED Irravonia BoxText Tag case error
20:35FIXED
FIXED Roll 6 = crash!
20:33TEST
TEST Take III
20:33FIXED
FIXED Field error
20:31TEST
TEST Take II
20:31FIXED
FIXED Syntax error
20:25TEST
TEST Does that work?
20:25LINK
LINK And to the hint sign
20:24LINK
LINK Linked the script to the map
20:24SCRIPT
SCRIPT Init puzzle
13:17MAP
MAP I created the puzzle room... All I can check for now is if the room works as intended
- = 26 Nov 2019 = -
19:51FAILURE
FAILURE First the GMail notifier and then a PROPER WORKING Google Drive App.... I guess Google really wants to become a company with no more good things in the on-line field
- = 25 Nov 2019 = -
22:38BALANCE
BALANCE Set up the skill experience for several moves more in order
22:38FIXED
FIXED AT LAST!
22:25FIXED
FIXED AAAARGH!
22:16BALANCE
BALANCE I've set a command to neutralize this issue
22:05BALANCE
BALANCE End of skill bar way too high... That has been lowered
21:29FIXED
FIXED Oh yeah, that issue
21:25DEBUG
DEBUG I've set up way to check the character skills.... I have the feeling there is some off balance situation here, but I need to check it out!
11:42SKELETON
SKELETON Init puzzle
11:38CLOSED
2:05FIXED
FIXED Did I fix that?
2:05HUH
HUH WTF?
2:02TEST
TEST Another test
2:02FIXED
FIXED Hopefully I fixed the bug that always showd the caster's bar in stead of the target's bar
1:33FIXED
FIXED Eric Spell name error
1:29FAILURE
FAILURE How well people manage to "counter" Lubach after he exposed "right" politics the way it truly is....
1:28TEST
TEST Let's do a little test
1:12TODO
1:09DONE
DONE And the kills will count up when you kill an enemy... Oversoul comes later
0:49DONE
DONE I've set up the meta table for oversoul as well, although the oversoul enemies will not come before I begin on Xenor Bushes North
0:47DONE
DONE Okay, I couldn't resist, taking care of this.... The counter how many specimen you killed of a certain monster will now be counted....
- = 24 Nov 2019 = -
23:17BACKUP
BACKUP Running! And I'm outta here :P
23:17BITBUCKET
BITBUCKET Up-to-date
23:17GITHUB
GITHUB Up-to-date
23:14STATUS
STATUS THAT should do it for today
22:28TEST
TEST Take XXV
22:28BALANCE
BALANCE I lowered the HP of the red slime
22:28FIXED
FIXED And the torches not being animated should now be fixed as well
22:28CONFIRMED
CONFIRMED That was confirmed by the last take
22:27FIXED
FIXED I did fix the wall
22:12TEST
TEST Take XXIV
22:12STUPIDITY
STUPIDITY Ah....
22:03TEST
TEST Take XXIII
22:03EXPERIMENT
EXPERIMENT I hope this works....
21:58BUG
BUG Far from satisfying, but at least no more crashes
21:56TEST
TEST Take XXII
21:56VOID
VOID ??
21:55HUH
HUH ???
21:52TEST
TEST Take XX
21:52STATUS
STATUS Aziella Ready to continue
21:14STATUS
STATUS Take XX will wait, as I'm gonna watch "Zondag met Lubach!" ... see you later!
21:14SOLVED
SOLVED Ah, so that takes that cake
21:12FAILURE
FAILURE Tile() cannot be 'nil'
21:10TEST
TEST Take XIX
21:10VOID
VOID Did I void that?
21:10HUH
HUH WHAT?
21:06FIXED
FIXED And that fixes this crash
21:05GENERATION
GENERATION I had to recreate the negative file
21:02TEST
TEST Take XVIII
21:02FIXED
FIXED Illegal function call
21:00TEST
TEST Take XVII
21:00FIXED
FIXED Moar of that
20:58TEST
TEST Take XVI
20:58FIXED
FIXED Case error
20:56TEST
TEST Take XV
20:55FIXED
FIXED Method typo
20:55STATUS
STATUS All parse errors appear to be accounted for
20:47TEST
TEST Take XIV
20:47FIXED
FIXED Illegal function call
20:44TEST
TEST Take XIII
20:44FIXED
FIXED There was confusion over the end end of a 'repeat' scope... I hope I fixed that
20:39TEST
TEST Take XII
20:39FUCKYOU
FUCKYOU Shit computer!
20:39VOID
VOID I shall replace all signs with self. -- Happy now?
20:38FUCKYOU
FUCKYOU Merya Yeah, yeah!
20:34TEST
TEST Take XI
20:34FUCKYOU
FUCKYOU Whatever
20:32TEST
TEST Take X
20:32HUH
HUH WHAT?
20:29TEST
TEST Take IX
20:29VOID
VOID For now I just voided that with replacing them with the keyword 'self'....
20:29BUG
BUG I really must see how I can fix that issue in combination with functions
20:29TEST
TEST Take VIII
20:22VOID
VOID I voided that .... (I refuse to speak of a fix, as the syntax WAS completely legal)
20:21COCKROACH
COCKROACH When it must crash it shall!
20:16TEST
TEST Take VII
20:16VOID
VOID Voided you now?
20:16FUCKYOU
FUCKYOU Okay, okay! Whiner!
20:14TEST
TEST Take VI
20:14VOID
VOID I hope I voided that one
20:13HUH
HUH WTF?
20:11TEST
TEST Take V
20:10FIXED
FIXED NIL != C#
20:09TEST
TEST Take IV
20:08FIXED
FIXED Another one
20:06TEST
TEST Take III
20:06FIXED
FIXED Lack of self
20:02TEST
TEST Take II
20:00FIXED
FIXED Declaration error in arena code
19:51TEST
TEST Test I
19:51MAP
MAP The random encounter setup has been set, so let's roll 'em boys!
19:48FOE
FOE Tiger
19:44TRANSFER
TRANSFER Tiger Art
17:16FOE
FOE Dernor Red Slime
17:05TRANSFER
TRANSFER Red Slime Art
17:02STATUS
STATUS Before I can test this all out, I must first make sure the monsters are properly set, and I must note that I do wanna add a few new enemies here.... so let's get to that first!
16:47ARENA
ARENA I've set up the arena for dungeons in general and most notably the exam ruines, but there's no telling yet if they work the way they should
16:47SITE
SITE Added tag ARENA
15:39STATUS
STATUS Now it's time to prepare for the battles though, as I do need a good combat arena for this place....
14:48CONFIRMED
CONFIRMED ANd the label bug I fixed before has also been confirmed to be fixed
14:48CONFIRMED
CONFIRMED That all works
14:46TEST
TEST Take A
14:46LINK
LINK Manual linking done
14:37STATUS
STATUS Since 005 is not connected to room 004 but to room 003 (due to the circular nature of this dungeon), it'll take some manual linking here too, I suppose
14:36MAP
MAP Not that it matters right now, but I've set the area 001 and 005 to non-encounter rooms..... 006 will be the puzzle room, so also no encounters there 008 will (in the current planning) be the room where the boss can be found, so no random encounters there either.
14:35MAP
MAP Area 005
14:21FIXED
FIXED Only one tiny issue with the labeling of the secret passage here.... For the rest everything works
14:08TEST
TEST Take ONE (out of ONE, I hope)
14:05LINK
LINK Done
14:00TECHNO
TECHNO As the numbers do not really catch up this time (as that was impossible) some manual linking needs to be done!
13:59MAP
MAP Set up area 004
12:48FIXED
FIXED Fix confirmed
12:47FIXED
FIXED I think I fixed the issue placing the word "Wind" always as the start wind direction on an exit, in stead of the wind direction the user asked for
- = 23 Nov 2019 = -
20:47NOTE
NOTE Time for a break!
20:47GAMEJOLT
GAMEJOLT Updated there too....
20:17STATUS
STATUS And right on time, as I hear my grill bleeping meaning my dinner is ready ;)
20:16CONFIRMED
CONFIRMED Not that it was to be expected otherwise (since if this didn't work, it couldn't have worked in the editor either since the same class file was used to cause this effect), but it does work in the game....
20:14SYSTEM
SYSTEM Rebecca On this moment my project device is being defragmented.... As I was planning to end this session for today soon, this shouldn't do too much, but it does slow things down a bit....
20:13TEST
TEST I do need to see how well the game picks this up, so here goes....
20:13GAMEJOLT
GAMEJOLT The Game Jolt release comes later...
20:09RELEASE
20:05INNOSETUP
INNOSETUP I've created the new installer for Kthura
20:05SITE
SITE Added tag INNOSETUP
20:03KTHURA
KTHURA Sounds a bit early to come up with that tag,eh? I did so as I will very likely release this new version of Kthura that came out in the process asap....
20:02SITE
SITE Added tag RELEASE
20:02KTHURA
KTHURA Complete rebuild
20:02NALA
NALA I don't have to edit NALA, but I must recompile NALA in order to take advantage of this... NALA uses the same class files as the Kthura editor does, so any change to the editor will affect NALA and vice versa
19:58UPDATED
UPDATED Version info
19:29TECHNO
TECHNO For Pics I needed no changes... First of all... Pics were only meant to easily convert TeddyBear levels and second, Pics are technically the same as obstacles, only without a center hotspot, that's all, but that doesn't matter for animations
19:28FIXED
FIXED I also fixed this for the TiledArea, but I cannot check if that works....
19:27FIXED
FIXED Just as I thought!
19:25INVESTIGATION
INVESTIGATION The animation routine does appear to make the animation cycle, so what is happening to the torch itself?
19:17INVESTIGATION
INVESTIGATION Why?
19:17COCKROACH
COCKROACH NOPE!
19:17TEST
TEST Does it?
19:17KTHURA
KTHURA The animation SHOULD work now
18:46CONFIRMED
CONFIRMED IT DOES!!!
18:46CONFIRMED
CONFIRMED At least THAT appears to be working... Of course, that does not yet do the animations themselves, but at least the data appears to be modified in memory now... Let's see if it also saves well to disk.
18:42KTHURA
KTHURA Modifying should at least pick things up properly now....
17:54KTHURA
KTHURA The modify tab should now respond to the fact if a animation speed was set or not
17:52CHECKED
CHECKED But indeed, the modifier does not appear to notice, so I guess we got some work there...
17:51CHECKED
CHECKED Oh, what the heck... I've checked some of the source.... The data shown does at least indicate that the animation speed should have been appointed to the object upon creation
17:49STATUS
STATUS Scyndi And now the animation issue, although, I may wanna wait until the news is over, as I am short on time now....
17:19NOTE
NOTE Well, I am not fully happy I must say, but for now this will have to do....
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