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
19:41
CONFIRMED
As far as I can check, things appear to be working
19:37
TEST
Take II
19:37
DONE
Re-entered it
19:37
MYSTERY
Out of the blue the meta data has disappeared
19:20
TEST
But I can at least do the first test
19:20
STATUS
My rice is in the rice boiler now, and when it's done I can do the rest of my food, and I'm hungry
19:00
NOTE
It goes without saying, but those links now lead to nothing as I must still design these sub-dungeons, so an error will occur
19:00
LINK
Link code for the sub-dungeons
18:09
SASKIA
Base script for the ground floor
17:47
JCR6
That is once I ran that script in order to do the rebuilding... that is now happening....
17:46
LUA
Configured the music build script for the Dark Storage... All 4 sub parts plus the main part should now be covered
17:46
TRANSFER
I've transferred the required textures
17:35
STATUS
When you played the first game, you'll know that the Dark Storage is actually not one dungeon, but four dungeons tied together by a central map. That will be no different in this game (easier to work out, and saves a lot of needless RAM usage too), and it's easy to fool things around. The central level will also be the gate the Game Jolt only bonus level. and this time I will take you to the world of Kthura. The world of Mörker, which so far never was fully created. I hope that Kthura won't be my Asagi, though...... The access to this dungeon will however only be there once you took on all the four sub-dungeons, so that is not a first concern yet.....
17:19
TEST
Let's put all this to da test!
17:19
NOTE
But it's not yet properly linked
17:19
WORLDMAP
Dark Storage
17:15
MAPSCRIPT
Set up the script to open the Dark Storage
16:32
OFFTOPIC
Me playing the old classic Wolfenstein 3D
0:44
STATUS
I've set the game so I can script Jennifer's story about the Lord Dzgjymza history
0:27
STATUS
PLEASE?
0:27
FIXED
Of course there had to be an error in the world map data.... DOH!
0:21
STATUS
is everything OK now... at last.... please?
0:21
FIXED
MOAR of that?
0:17
FIXED
No encounters allowed in area 010
0:17
FIXED
Treasure error
0:11
LINK
Some linkage script
0:07
MAP
Area 010
0:01
ITEM
Garnet
- = 29 Apr 2020 = -
23:48
CONFIRMED
AT LAST!!!!!
23:44
TEST
Take IV
23:44
FIXED
Recall error
23:44
TEST
Take III
23:38
FUCKYOU
I guess I really need to get rid of case sensitive languages (I got a case INSENSITIVE one in the planning).
23:38
FIXED
case error
23:36
TEST
And so we still need a Take II for something as simple as the, eh?
23:35
FIXED
Code Typo
23:29
TEST
Let's see if stuff works!
23:29
MAPSCRIPT
And give the achievement, plus all characters level up as bonus (providing the travel level allows it).
23:28
MAPSCRIPT
Open door to the bonus room
23:28
ACHIEVEMENT
Tales from the Basement
22:45
FIXED
Linkup fixes
22:10
TEST
Let's see if this works!
22:10
LINK
000 => 009
22:08
LINK
009 => 000
20:39
PASCAL
Well, I've for now put the finishing touches on my Pascal project.... I may have to do a bit more work to polish it up even more, though
20:37
HUH
Well And suddenly as a stroke of magic, the internet works again..... Odd!
10:02
FAILURE
For some reason all my internet has gone down! (You can see this message because this devlog does not update instantly, but is updated every once in awhile, and can queue messages up).
- = 27 Apr 2020 = -
15:34
PASCAL
More work done, but not there yet!
- = 26 Apr 2020 = -
18:44
PASCAL
In the meantime I am doing a little side project
18:44
SITE
Added tag PASCAL
18:44
NOTE
I need to take a rest from this project so I'm putting it on hold for now
- = 24 Apr 2020 = -
23:38
STATUS
I'll be back after I had a little break to make the link up..... With that I'm not completely done, though......
23:37
CONFIRMED
So far everything works
23:10
TEST
Still I can test all that comes before that now, so let's go for that!
23:09
NOTE
Area 009 will connect to area 001 in the place where you could not get before, in order to gain access to the room where you can get your prizes.... This is not yet put in.....
Well, things are getting the right way... I think :)
16:28
FIXED
Coordinate errors Shine
16:08
FIXED
Missing darkness effect Basemet
16:08
FIXED
Heaven's Light Target error
16:07
FIXED
Mixed Spell Data
15:59
FIXED
Alpha recover forgotten
15:59
FIXED
Code Typo
15:52
FIXED
Code Typo
15:48
TEST
And again!
15:48
UPDATED
Repo
15:48
BUBBLE
Alias Focus
15:38
MAP
Area 004
15:38
MAP
Encounters further worked out
15:29
FOE
Corpse
15:29
FOE
Zombie Doctor
13:14
STATUS
This covers all for Scyndi as far as Malabia is concerned except for "Holy Shit"... However that move requires quite a lot of grinding to obtain, so I'll test that out later.....
13:12
SECRET
Yeah, there is a certain reference here.....
13:12
ABILITY
Hellfire
13:09
ABILITY
Heaven's Light
13:07
ABILITY
Smite
13:04
ACHIEVEMENT
Resident Evil
12:57
ABILITY
Pray (Hey, she's a priest after all).
12:55
STATUS
But there's more to come....
12:55
STATUS
This is merely so I can test out Scyndi's new spells
12:54
MAP
I've set the random encounters to Zombies only.... but I will add more soon enough....
11:06
STATUS
This animation can be used for all light spells, except "Holy Shit"
11:05
SPELLANI
Shine
10:30
ABILITY
Shine
1:08
FIXED
So that fixes that issue!
1:08
CONFIRMED
Works!
1:04
EXPERIMENT
Will this work it up?
1:04
BUG
Didn't work, as expected
0:58
TEST
A little test is in order, though!
0:57
MAP
Area 003
0:43
MAP
Area 002
0:05
STATUS
The stage is set to start on the basement.... This will be a pretty regular thing to do....
Let's see how things will work out when it comes to flying to Cat Island
Furthermore, before I go on with the main question I'll first be working out the basement in Frundarmon's house, and I must also make sure the kids don't pop up now that Frundarmon has gone
Not a bug, Scyndi will in the medium mode get the average level of the other skill levels always rounded up (to prevent level 0). In the easy mode it's a bit more, and in the hard mode it's still always 1