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 |
14:32 | GITHUB |  Updated |
14:28 | FIXED |  Appears to be fixed now.... |
14:26 | BUG |  Somehow it now also hides Brendor's needs, although he has all skill groups (just one) by default.... Hmmmm.... |
14:23 | TEST |  Let's see.... |
14:22 | EXPERIMENT |  I've set up an experimental system to hide, non-obtained magic groups |
13:34 | TEST |  First a small test for a little cosmetic change I did which is easier to test PRIOR to the 'grand fix'.... |
13:33 | BUG |  Unfortunately this still shows missing gods... This spoils a few secrets in Scyndi only, but in Eric's case this would even mean downright spoilers, so I need to set a few things up here.... |
13:33 | STATUS |  This fixes any bugs |
13:29 | TEST |  Let's try this again.... |
13:29 | FIXED |  "nil" error in Scyndi's ability sheet |
13:07 | LINK |  This ability should with the current configuration automatically linkt to Scyndi's character sheet, however as Scyndi's magic group are obscured until a certain moment in the story line, I cannot be sure everything works YET! |
13:06 | ABILITY |  First Aid |
1:56 | STATUS |  All's well! |
1:46 | TEST |  Is Take XVI gonna be the final test for today then? |
1:46 | FIXED |  Label reference error |
1:38 | TEST |  Take XV, and then I'll go to call it |
1:31 | DONE |  One final thing... The Traveler's Emblem has been put in! |
1:24 | TODO |  E> Which will also lead to working out Eric, but that is of lesser importance now.... |
1:23 | TODO |  D> And make sure no conflicts can come from non-activated magic groups |
1:23 | TODO |  C> Work out Scyndi's "First Aid" spell |
1:23 | SECRET |  I will hide the Traveler's emblem in the main hall as a result |
1:22 | TODO |  B> Weniaria unlock door, and make script that way, that it will close again after the dungeon's been completed... So despite the dungeon being open (the main hall then) the moster part will count as a "disappearing dungeon".... |
1:21 | TODO |  A> Statue remark on zone "Awe" |
1:21 | STATUS |  Listing a few things out for myself for the next session |
1:09 | TEST |  Take XIV (At least I don't have to check EVERYTHING now, so that saves me some time) |
1:09 | FIXED |  Transparency issues |
1:06 | FIXED |  A typo in Scyndi's skill list fixed |
1:06 | STATUS |  FINALLY! |
0:55 | TEST |  Take XII then? |
0:55 | FIXED |  Should be taken care of now! |
0:55 | BUG |  For starters, Scyndi's ability screen crashes the game, but I already expected this wouldn't yet work well, as Scyndi does (just like Eric, but there I didn't yet work out his ability config yet, so that's why it didn't matter up until now) not have all her magic groups from the start... This will be a later work out |
0:53 | BUG |  But it's still not yet good |
0:53 | STATUS |  At last no more error messages |
0:48 | FUCKYOU |  Test Take XII |
0:48 | RECOVERED |  Should be recovered now |
0:47 | FUCKYOU |  Nope.... Another issue (which was never possible from the start, but I guess data CAN disappear without a reason) has to pop up |
0:43 | TEST |  Take XI |
0:43 | FIXED |  Did I get all bugs now... please? |
0:43 | FUCKYOU |  When it's not allowed to work, it's not allowed to work, eh? |
0:28 | TEST |  Take X |
0:28 | FIXED |  Scenario substitution errors |
0:27 | FIXED |  Wrong Dungeon reference! |
0:23 | TEST |  Take IX |
0:23 | FIXED |  Syntax error in SASKIA script |
0:23 | FIXED |  Cosmetic issue with Scyndi running out |
0:20 | TEST |  take VIII |
0:20 | COSMETIC |  Camera re-aimed |
0:19 | FIXED |  Illegal function call |
0:05 | TEST |  Take VII |
0:05 | FIXED |  Whatever |
- = 20 Dec 2019 = - |
23:59 | TEST |  Take VI |
23:59 | FIXED |  Conversion error |
23:57 | TEST |  Take V |
23:57 | ENHANCEMENT |  Panic Stations will play when the time comes |
23:57 | OFFTOPIC |  And somebody is playing with explosives outside... They are not Fester Addams... I think... So why are they pretending to be? |
23:56 | MAP |  Placed them in the map |
23:52 | TRANSFER |  Sprites of Scyndi's old man and her tutor |
23:50 | NOTE |  Well, that is what these tests are for, but still.... :-/ |
23:50 | STUPIDITY |  I forgot something important... Dang! |
23:47 | TEST |  Take IV |
23:47 | FIXED |  Another declaration and definition issue |
23:43 | TEST |  Take III |
23:43 | FIXED |  Scenario substitution issue |
23:41 | FIXED |  Not declared |
23:37 | TEST |  Take II |
23:37 | FIXED |  I hope |
23:37 | BUG |  Map link up doesn't work... great |
23:33 | TEST |  Take I |
23:33 | STATUS |  Wish me luck! |
23:29 | STATUS |  Now this SHOULD get the transition from the crypt to Weniaria's temple to work |
23:29 | MAP |  Entrance Hall Weniaria's Temple |
23:14 | SASKIA |  Scyndi start up script |
22:48 | CHARACTER |  Set up the function which will create the Scyndi character at last! |
21:57 | UPDATED |  repository.... On my local system, not yet on github! |
21:56 | TRANSFER |  Scenario transfer |
20:21 | STATUS |  Time for a break as I'm beat! |
20:21 | TRANSFER |  Texture transfer |
20:03 | TRANSFER |  Squirrel |
20:00 | MAP |  Hub for Scyndi intro |
19:45 | ITEM |  Whip |
19:43 | SITE |  Some fixes and a few small enhancements that were are few years overdue |
19:06 | CHARACTER |  Scyndi's spell list (that is which spells she can get for skill incrementation) |
18:47 | CHARACTER |  Scyndi's skill level up chart |
18:40 | CHARACTER |  Scyndi Creation Script |
18:37 | STATUS |  Well before moving on, since there are no bosses or anything, it's only handy I work things out a bit in a whole.... For starters, Scyndi will join the game as a playable character now, so it's only fitting I get to her workout first.... |
17:36 | NOTE |  That all looks good to me.... |
17:33 | STATUS |  (Well almost as the script linking to Scyndi's story is not yet written, of course!) |
17:33 | TEST |  Take I |
17:33 | MAP |  Area 008 and the end of the crypt has been set up... Only a last test, and poof, this part of the game is over! |
17:19 | CONFIRMED |  All is cool! Yeah! |
17:11 | TEST |  Fourth test! |
17:11 | FIXED |  Hint => Crash |
16:59 | BUG |  And I also discovered #99 But that wasn't so bad this time as it saved me a lot of time while testing the false switches |
16:57 | BUG |  The hit sign crashes the game |
16:57 | CONFIRMED |  The puzzle itself works, but |
16:45 | TEST |  Third test! |
16:45 | FIXED |  Forgotten exit spots |
16:41 | TEST |  Second test! |
16:41 | FIXED |  NIL Syntax error |
16:39 | TEST |  All I can do now is fire the first test, so let's go! |
16:28 | SCRIPT |  Script for the right one |
16:28 | CONFIG |  Constructor set up wrong switches |
16:24 | CONFIG |  class pre-configuration |
16:22 | SASKIA |  Twisted! |
16:22 | NOTE |  Please note that trying to hit any switch at the current time will likely crash the game! |
16:21 | SCENARIO |  "Hey! That's twisted!" |
16:20 | SCENARIO |  Final puzzle hint |
16:00 | NOTE |  Also the boss fight does not engage again if you defeated it... It's just the the sprite in the map re-appeared when it shouldn't... That has been fixed! |
15:59 | NOTE |  Older savegames will keep suffering here! |
15:59 | FIXED |  Boss does not disappear permanently after being defeated! |
15:58 | FIXED |  Button for cracking will not activate a walk request anymore |
15:53 | TEST |  Take II, then? |
15:53 | FIXED |  Ah, at least one object is needed with that label, eh? |
15:47 | TEST |  Quick test, but no oddities should be possible |
15:47 | MAP |  Area 007 |
15:29 | OFFTOPIC | |
14:25 | STATUS |  First a bit of a break... I'll continue soon |
14:20 | JUDGMENT |  balance appears to be in order |
14:05 | TEST |  Again! |
14:04 | VOID |  Lies |
14:00 | TEST |  Again! |
14:00 | FIXED |  Arena typo |
13:53 | TEST |  Again! |
13:53 | NOTE |  I guess I should make sure all mapscripts have the start combat library included by default, as this is getting annoying |
13:52 | TEST |  It *is* time for a little test, however the boss has not yet reached its full potential, but I can at least test out a few balancing issues (or hopefully lack thereof).... |
13:34 | LINK |  Linkup script |
13:31 | ACHIEVEMENT |  Proper linkup to achievement with boss |
13:30 | SASKIA |  Script workout |
13:29 | NIL |  Boss configuration |
12:12 | STATUS |  Alright! |
12:05 | TEST |  Well, let's see |
12:05 | FIXED |  I don't want random encounters in my boss rooms... At least in most of them I don't |
11:56 | TEST |  I can however already test a few things |
11:55 | MAP |  Area 005 where the boss lives has been created... Please note, I have not yet scripted the boss to activate, so it will for now, ignore you.... |
11:55 | GENERATION |  Neg |
11:38 | TRANSFER |  Art transfer |
11:38 | BOSS |  Big Scorpion |
1:06 | STATUS |  Well, more work on this later.... Next stop Brendor's boss fight! |
1:01 | JUDGMENT |  BUENO! |
1:00 | TEST |  Take XI |
1:00 | STATUS |  Seems right.... But I need to do one more test.... This to see if the savegame routine has understood everything the way I wanted it to be understood |
0:53 | TEST |  Take X |
0:53 | FIXED |  Illegal method call |
0:49 | TEST |  Take IX |
0:49 | STATUS |  But does it work? |
0:49 | SCRIPT |  That should be done now |
0:43 | STATUS |  Now let's get crackin'..... Literally this time! |
0:43 | STATUS |  Well, now it works |
0:11 | TEST |  VIII |
0:11 | EXPERIMENT |  Let's try THIS then? |
0:11 | COCKROACH |  STILL NO GOOD? |
0:02 | TEST |  Take VII |
0:02 | EXPERIMENT |  Let's try this method to force things |
0:02 | BUG |  The crack doesn't show |
- = 19 Dec 2019 = - |
23:56 | TEST |  Take VI |
23:56 | FIXED |  Case Error |
23:55 | TEST |  Take V |
23:54 | FIXED |  Dominance issue in generator (I think) |
23:53 | FIXED |  Label issue in map |
23:52 | STATUS |  Much of stuff appears to work now, however there are a few issues |
23:44 | TEST |  Take IV |
23:44 | FUCKYOU |  GRRRR! |
23:38 | TEST |  Take III |
23:38 | VOID |  Annoyance! |
23:35 | TEST |  Take II |
23:35 | DONE |  #accept |
23:32 | TEST |  Take I |
23:31 | TEST |  Let's pray! |
23:31 | LINK |  Linked to Map Loader |
23:31 | GENERATION |  Crack generator |
23:22 | GENERATION |  So I could generate a new ANYWAY file that I needed in this process |
23:21 | SCRIPT |  Created empty Crack script |
23:20 | STATUS |  All issues with Brendor's skill leveling up appear to be accounted for (at least the game no longer crashes... for what that's worth.... |
23:16 | TEST |  Again! |
23:15 | FIXED |  Syntax error |
23:12 | FIXED |  #+ is not yet as sophisticated as I want it to be |
23:01 | MAP |  Tagging to allow a way back |
22:57 | FIXED |  Case error |
22:54 | STATUS |  Before I actually work out the action, lemme first work out my test state |
22:53 | CHARACTER |  Brendor's personal action button scripted up to the point that it appears... It does NOT yet work! |
22:53 | FIXED |  Filename typo |
22:47 | CHARACTER |  Brendor's level up script |
22:41 | ART |  Brendor's button |
22:36 | NALA |  Recompiling NALA |
22:34 | KTHURA |  The NIL link code |
22:30 | KTHURA |  I've written the Bubble API function |
22:18 | KTHURA |  I do need to adept the API to make the next move possible.... |
22:17 | TRANSFER |  I've transferred the "Crack" texture from 63 fires of lung.... |
19:37 | STATUS |  After a little break I'll get to that! |
19:36 | BUG |  Ah yeah, I forgot to properly upgrade Brendor on skill ups |
19:30 | TUTORIAL |  Brendor Break |
18:56 | FIXED |  ? |
18:53 | INVESTIGATION | |
18:51 | NOTE |  I've checked it and nobody has a skill5 so I wonder why this leads to an error in Bredor's case! |
18:48 | HUH |  Skill5 doesn't exist error???????? Well skills are numbered 1 till 5, so I wonder why it wants a skill 5.... |
18:04 | CONFIRMED |  It does |
17:55 | TEST |  Does it work... (Can think of a reason not to, but nothing amazes me anymore... I think).... |
17:54 | SCENARIO |  The signs in the crypt |
17:54 | DONE |  Real life business |
12:41 | TODO |  natural break |
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