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18:40 | STATUS | I hate it, as I cannot yet save afterward, but I must check if it works the way it should now! |
18:40 | SASKIA | And a start of the second story has been set.... |
18:40 | LINK | Chain also set in SASKIA |
18:36 | LINK | Link to next map set up |
18:33 | DONE | More code |
18:00 | FAILURE | Why did my devlogger suddenly quit, though? |
18:00 | STATUS | I'll sort that out later, though |
18:00 | LINK | And the link has been established (but not yet checked) |
17:53 | CHECKED | It was not there in the linkup code as I already expected |
17:53 | CHECKED | Leader routine real |
17:52 | NOTE | I've tried to link stuff the best I can, but I must note that it's extremely hard to check if it all works the way it should, at the present time.... |
17:45 | ABILITY | Except for "Corona" which will be unique to Eric, most fire spells will be in the spell list in both Irravonia AND Eric, however Eric needs to defeat the red dragon first before he can learn them... However by Aliasing Irravonia's moves, I can prevent loads of trouble here.... |
17:43 | ABILITY | These are starting abilities for Irravonia (in adult form, in which she will participate for the rest of the game). |
17:41 | ABILITY | "Rock" |
17:41 | ABILITY | "Breeze" |
17:31 | ABILITY | "Fire" (Burn, baby! Burn!) |
17:26 | ABILITY | "Heal" |
17:18 | LINK | I've written some linkup code that will put Eric and Irravonia into the party and load their start up data... This will not yet set EVERYTHING right, though.... |
17:12 | STATUS | Now a bit of a harder part comes... Eric and (adult) Irravonia will enter the game, and new party members is always a bit of a bummer, but here goes... |
17:06 | CONFIRMED | Yup that voiding worked... I only hope I can find why the game crashes on double quotes.... |
17:01 | TEST | Let's see if the bug won't take place now... |
17:00 | VOID | I've removed the quotes as the source of the bug (it isn't there, so duh) cannot be found (logical since the computer is whining). |
16:41 | MYSTERY | The odd thing is that the type of generated because of this strongly implies a transfer of data containing the quotes between two VMs, but nothing in the boxtext routine seems to make this possible |
16:20 | FIXED | I did fix Jack's face not appearing in the textboxes when it should (although this has not yet been tested!) |
16:18 | INVESTIGATION | I think I solved the riddle... I think the way the current BoxText handler works this out was a bit allergic to the " mark |
16:04 | HUH | ) expected????? In a SASKIA script? |
15:21 | TEST | And I'll test if everything works now, as I'm gettin dead tired of this, and I got more stuff to do.... |
15:20 | DONE | I had a little break... Hey that's important too! |
12:12 | TRANSFER | Yup, that was a transfer from the old game, but hey, that is the whole idea |
12:12 | ART | And I've put in Jack's portrait in game |
12:11 | POWERSHELL | I love my powershell script! |
12:10 | NALA | recompiling |
12:10 | SOLVED | AHA!!!!! NALA source wasn't saved properly before it was recompiled... THAT explains a lot! |
12:01 | TEST | Take One Octilion |
10:56 | COCKROACH | SOme bugs NEVER get fixed, whatever you try! |
10:56 | FUCKYOU | Cockroach |
10:56 | HUH | I don't know but it can find them again |
10:52 | HUH | Nala couldn't find the start up files??? |
10:46 | TEST | I guess I gotta test things once more! |
10:46 | LINK | Made the link back to prison |
10:02 | FIXED | Is it fixed now? |
10:02 | COCKROACH | Right, I guess it was not fixed... or not as quite as I hoped for |
9:57 | TEST | So let's test that now! |
9:57 | NOTE | Oh wait a minute, I think I already fixed that, but did not yet test that |
9:56 | BUG | But before all that I need to sort out why the game crashes when Tephondar enters the room |
9:55 | MAP | And prepared the map for the start of Eric's part |
9:55 | SASKIA | I did part of the script back in prison |
9:35 | CHECKED | Scenario between Irra's prologue and Eric's story |
2:00 | STATUS | Things are not as they should be, but it's 2am... Enough is enough! |
1:41 | DONE | I've done the script where Tephondar comes in |
1:34 | NOTE | (Probably not!) |
1:34 | STATUS | And now the question is, if it all works or not |
1:34 | LINK | Header code |
1:32 | STATUS | Not there yet, though |
1:32 | LINK | Linked all to the main field flow |
1:30 | NALA | Compiling |
1:26 | LINK | Linked to NIL |
1:24 | C# | Visibility setting for Kthura object now in internal API |
1:05 | CONFIRMED | Okay.... So far it works.... |
0:59 | COCKROACH | Clearly Kthura always puts "Wind" in the wind field... This time the bug confirms it |
0:56 | TEST | Take V |
0:56 | FIXED | Another one |
0:56 | STUPIDITY | MORON! |
0:52 | TEST | Take IV |
0:52 | FIXED | Var typo |
0:30 | TEST | Take III |
0:30 | FIXED | Removal of gauge was NOT in order |
0:25 | TEST | Take II |
0:25 | STATUS | And how will this work out? |
0:24 | FIXED | And THAT should fix that bug in the process! |
0:24 | NIL | and made sure no errors pop up |
0:24 | LINK | And linked to that properly |
0:24 | NIL | I've set an extra method to work out a "no encounter" situation |
0:14 | BUG | It appears that the current game doesn't like maps without random encounters |
0:11 | FIXED | A little bug that come in Kthura due to the last update |
0:06 | TEST | Take I |
0:05 | STATUS | For now I just gotta know if this works, at all! |
0:05 | CHEAT | to prevent crashes during the test I've just copied the base empty script for Eric & Rebecca house to the new file name... Since Wendy will be here and act as a "Stone Master" there will still be a lot to be done |
0:04 | SASKIA | The saskia script to continue in Eric & Rebecca's house has been written |
0:01 | MAP | I've placed Wendy, although she won't appear during the scene with Young Irravonia (she simply wasn't home at the time). |
- = 14 Nov 2019 = - | ||
23:48 | LINK | Set up the link to Eric & Rebecca's home where the story continues |
23:44 | POWERSHELL | But I got a script for that too |
23:44 | NALA | The modifications to Kthura also require me to recompile NALA |
23:44 | POWERSHELL | I have a script for that |
23:42 | KTHURA | I'm not completely rebuilding Kthura so it can be used in these new settings |
23:35 | TRANSFER | Of course, these were merely transfers, but still |
23:35 | ART | Wendy |
23:34 | ART | Jack |
23:34 | ART | Young Rebecca |
23:34 | ART | Young Eric |
23:18 | MAP | And Eric & Rebecca's house appears to be operational |
23:07 | KTHURA | And as Kthura is not fully adepted for editing Pic objects, I do need to make a few adaptions, as otherwise , this map won't work the way it's intended, I'm afraid |
23:06 | TECHNO | The Teddy2Kthura converter removed all textures in order to allow me to set that all in order, however that is not efficient here... I've for now manually restored these texture, however this will need to be automated later on or I'll be in for a lot of time being wasted! |
21:52 | KTHURA | The bug in question could never be true, as older maps should have refused as well, but why did they work (while they couldn't) and did this map not.... I really cannot tell! |
21:24 | HUH | It is suggested (and my artificial error confirms it) that the Kthura Draw Driver is not loaded... Which is not possible, as not a single Kthura map would have worked without it! |
21:18 | KTHURA | Load request seems alright |
21:14 | KTHURA | Whatever THIS means! |
21:00 | KTHURA | The C# version of Kthura does indeed not have support for Pic, but if that is the cause of the error thrown I cannot say as the error message is far too vague |
20:50 | FAILURE | Kthura throws an error, which indicates that I must take a look with the Kthura Text Editor to see what went wrong here |
20:49 | KTHURA | I got the Kthura Text Editor for a reason, after all! |
20:48 | NOTE | It's not yet said if this works... yet... First of all "PICTURE" is not an official Kthura thing, so I'm not 100% sure if this was already implemented... and second... References to texture that I did not yet transfer can exist.... |
20:48 | TRANSFER | I've transferred the converted version of Eric & Rebecca's home.... |
20:45 | CONFIRMED | Hey, those work! |
20:41 | SCRIPT | Dead poses |
20:24 | SCRAPPED | |
20:24 | SITE | Added tag SCRAPPED |
20:16 | REMINDER | |
20:00 | TEST | Take SIX! |
20:00 | FIXED | And Fixed that |
19:58 | SOLVED | Faulty data in the Kthura map |
18:49 | HUH | Some bugs NEVER cease to amaze me |
18:48 | BUG | Wind direction = "Wind"????? |
18:45 | TEST | Take FIVE! |
18:45 | FIXED | Did I fix a file reference issue? |
18:40 | COSMETIC | I've put the HP restore at a later stage of the defeat mode |
18:36 | TEST | Take FOUR! |
18:36 | VOID | Another try to get past this issue |
18:32 | TEST | Take Three |
18:32 | VOID | Trim exit spot as C# seems fit to add leading spaces (I only have that in C# and not in any other language in which I tied Lua) |
18:01 | FIXED | Lack of "self" |
17:57 | TEST | Let's try that again! |
17:57 | HUH | For some reason the game launced two app instances |
17:54 | FIXED | Spawnplayer issue |
17:52 | SASKIA | Made a start to the post boss script |
17:52 | LINK | And some link code |
17:46 | SCRIPT | I've added a quick function in order to switch layers quickly |
17:32 | VERIFIED | As far as I can check stuff looks in order! |
17:30 | FIXED | Made the tags in order for reading in this particular game |
17:28 | HACK | I hacked that one out, so we're cool again! |
17:28 | SITE | Added tag HACK |
17:27 | FAILURE | For some reason the converter tool added a faulty file without permission containing the word "ERROR!" What exactly caused that to happen is unclear |
17:16 | FAILURE | And it appears the conversion failed |
17:15 | MEDICAL | Or do I need this tag for that one? |
17:15 | DONE | I visited my dentist |
12:47 | CONVERT | Converted Irravonia's ending scenario |
12:24 | TECHNO | These may not be the most wonderful way to transfer things, since Kthura can save a lot of memory where TeddyBear cannot in some ways, which is needed since Kthura is much heavier than TeddyBear to handle... But time will have to tell how things work out... The .NET framework did amaze me with how fast it can process tons of drawable objects, so no need to get into dispair.... yet! |
12:23 | CONVERT | I've converted several maps I didn't want to change to Kthura format with my old mac... I cannot yet tell if the conversions were successful.. These conversions are always nasty things to work out |
11:23 | STATUS | Time to get my Mac out, I suppose |
11:23 | FAILURE | I don't even know why I tried that.... :-/ |
11:19 | KTHURA | Unfortunately my Teddy2Kthura app is Mac only (as I feared)... I can try if NG accepts compilation (which I doubt), but I fear for the worst |
11:17 | BUBBLE | No requirements to update the project file for that... good! |
11:16 | TRANSFER | I made sure all textures for the city of Xenor are properly transferred |
11:14 | SITE | Added tag TRANSFER |
11:08 | KTHURA | Now I hope that my teddybear to kthura converter still works, as I need it bad now.... |
11:06 | TECHNO | This will create the illusion that the screen is blank black... It's a bit of a clunky and ugly method, but it what works best with the boxtext routines |
11:03 | MAP | I've added a "DARKNESS" layer to the forest which contains nothing but a high dominance wall colored black, and an exit spot... |
2:21 | STATUS | See ya later... I'm tired! |
2:09 | CONFIRMED | It all seems to work now... I guess |
2:06 | TEST | Take SIX! |
2:06 | MYSTERY | ??? |
2:02 | TEST | Take FIVE! |
2:02 | FIXED | Syntax Error |
2:00 | TEST | take FOUR |
2:00 | STUPIDITY | Yeah, I'm a moron! |
2:00 | FIXED | Unfinished string |
2:00 | TEST | Take THREE |
1:27 | DONE | Another #accept |
1:25 | TEST | Take II |
1:25 | FIXED | Missing "end" |
1:23 | TEST | Take I |
1:15 | OFFTOPIC | I know, that was needlessly cryptic, but what I mean is that if the computer detects your defeat it will go to the defeated stage in combat. |
1:14 | LINK | Defeat linked to actual defeat |
1:10 | NOTE | But yet only suitable for bound-to-lose fights... I do need to set up a good way to cover up normal wipe-outs later. |
1:10 | SCRIPT | Defeat handler particually done |
0:57 | LINK | Defeat banner connected to loader |
- = 13 Nov 2019 = - | ||
22:58 | ART | "You have been defeated!" |
22:46 | GENERATION | Anyway generated |
22:46 | NIL | File for defeat created |
22:39 | CONFIRMED | Yup, everything works the way it was planned |
22:35 | TEST | Take FIVE |
22:35 | FIXED | There was no good AI link for the Big Mama Slime boss... This should with future foe records go automatically, but due this record being old, this could happen |
22:23 | TEST | Take Four |
22:23 | FIXED | Parameter error |
22:21 | TEST | Take Three |
22:21 | FIXED | Case error in combat start itself |
22:21 | FIXED | Wrong exit spot for Boss fight |
22:15 | TEST | Take TWO! |
22:15 | FIXED | Okay, and extra #accept was needed (sigh) |
22:11 | TEST | I need to test this... I must note there is no script yet for lost battles, but that shouldn't be a real issue |
22:06 | DONE | I made it possible for IDDQD to work on enemies |
21:27 | CONFIG | I've set up the start up group to accept the parameters needed for Bound-to-lose fights |
21:10 | PHANTASAR | Wrote my new announcement... Busy busy busy |
20:30 | DONE | It appears the music packer is ready |
19:24 | STATUS | Well my food has to wait a while and the project can't be tested while the music packer is still going on, so let's take on some daily challenges in Mah-Jong, Solitaire and Jigsaw |
19:16 | CHECKED | As far as I can check the combat linker seems at least fine with it, but I do not know about the full stuff |
19:13 | LINK | I've linked the boss config to the SASKIA script, however the combat config contains fields that may not be fully taken up well, so some workout is needed here |
19:07 | CONFIG | I've set up the base config for the fight against the Big Mama Slime, but I need to note that the fact that this is a bound to lose fight may not be taken up well yet. |
19:02 | LINK | Once this operation is done the first part to link the general boss music (and the music of several other bosses as well) to the scripts that should activate bosses is done |
19:01 | NOTE | As this is a very time consuming operation (since the music files are pretty big), I'll in the meantime cook my dinner |
19:00 | JCR6 | And next I'll pack the music file again |
18:59 | LUA | I've adapted the Lua script I use to create the music files to make more alias, particularly of several boss fights |
18:48 | DONE | Sorted out music |
18:31 | CONFIRMED | Well... sort of... At least I've made sure that things work if you win the fight... If that also happens if you lose... I don't know |
18:28 | FAILURE | Lags |
18:27 | UPDATED | Loads of Github stuff updated |
18:22 | SASKIA | Based on this study I've set up the script to make a good linkthrough... It's hard to test this entirely well, as this checkup is only meant to make sure you won the battle before the boss appears.... |
17:59 | NOTE | Cut me some slack will ya, I never used this before, and it's been ages since I set up SASKIA, and if you realize all the work I've done since then, you'd understand :P |
17:58 | STUDY | I needed to look up how SASKIA works on this department |
17:55 | BACKUP | Before I begin though, a little backup |
17:54 | SASKIA | Now the hard part.... SASKIA has not yet been put to the test when it comes to conditional workouts |
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