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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 |
17:53 | TEST |  take XVII (all should work now... at least in room 002) |
17:53 | FIXED |  Barrier did not open |
17:52 | CONFIRMED |  All bugs in the linked button script accounted for... Only one more thing, left for me to do! |
17:49 | TEST |  Take XVI |
17:49 | FIXED |  Illegal method call |
17:47 | TEST |  XV |
17:46 | FIXED |  Illegal function call |
17:43 | TEST |  Take XIV |
17:43 | EXPERIMENT |  Did I fix this, yes or no? |
17:42 | SOLVED |  I think I found out what I can do about this, but let's see |
17:31 | TEST |  Take XIII |
17:31 | DONE |  SOme shit beyond any right person's understanding |
17:29 | NOTE |  I realized that can NEVER work |
17:29 | NOTE |  HOLD THE SHOW! |
17:28 | TEST |  Take XII |
17:28 | COCKROACH |  I think I need to use some brute force... especially since the better method failed already it no longer matters |
17:25 | TEST |  Take XI |
17:24 | EXPERIMENT |  I think I found a fix for that, or at least a way to crash out when it still happens |
17:24 | NOTE |  It's clear that some buttons have many dupe definitions, leading to one definition neutralizing the other |
17:07 | TEST |  Take X |
17:06 | FIXED |  At least that issue's been fixed... Next issue |
17:06 | SOLVED |  Multiple ZA_Enter causes some issues, eh? |
17:03 | DEBUG |  And some extra debug to provide some anwers, as this is getting beyond me |
17:03 | FIXED |  Tiny fix |
17:03 | COCKROACH |  still no good |
16:22 | TEST |  Take IX |
16:22 | EXPERIMENT |  so I'll go for the manual approach.... |
16:21 | COCKROACH |  the auto-approach doesn't appear to work well |
16:06 | TEST |  Resuming Take VIII (which I was still running) |
16:06 | NOTE |  Distrubed by another important phone call |
15:36 | TEST |  Take VIII |
15:36 | FIXED |  Main table not updated |
15:25 | TEST |  Take VII |
15:25 | STUPIDITY |  Timeout declaration error |
15:22 | TEST |  Take VI |
15:21 | FIXED | |
15:13 | TEST |  Take V |
15:13 | DEBUG |  And an debug timeout enforcer has been put in place also |
15:12 | EXPERIMENT |  I hope I tackled that |
15:09 | BUG |  Apparently an infinite loop is taking place |
15:07 | TEST |  Take IV |
15:07 | FIXED |  Hopefully |
15:07 | SCRIPT |  New Setup |
15:07 | DUMMIED |  False setup |
15:02 | TEST |  Take III |
15:02 | FIXED |  Code Typo |
14:57 | FIXED |  Illegal function calls |
14:50 | TEST |  Take II |
14:50 | NOTE |  I HATE case sensitivity..... (It's for a reason I'm experimenting with my own engine (and if unsuccesful I'm gonna make an improved version of Scyndi in order to replace NIL) |
14:50 | FIXED |  Case Error |
14:46 | TEST |  Take I |
14:46 | NOTE |  It's for a reason I'll save the encounters for this dungeon for the very last moment |
14:45 | STATUS |  And now it's time to get the test running... Which me luck as this ain't gonna be easy.... |
14:45 | MAP |  Area 002 |
14:44 | DONE |  Answered a long but important phone call |
12:58 | LINK |  Achievement linking to mapscript and game jolt |
12:52 | ACHIEVEMENT |  Sanity is not required for the job! You're not mad enough to be rejected! |
12:49 | MAPSCRIPT |  I've set up system which will check the button puzzles.... No idea if it works though |
- = 23 Mar 2020 = - |
14:58 | CLOSED | |
14:58 | CONFIRMED |  It works |
10:59 | DONE | #149 Although before I close that issue, I first wanna do a quick test. |
10:36 | CONFIRMED |  Not only that, but the permanencer on the bridge works too.... |
10:36 | CONFIRMED |  The bridge works |
10:31 | TEST |  Take IV |
10:31 | FIXED |  Bridge didn't appear (although the game did not crash) |
10:26 | TEST |  Take III |
10:26 | FIXED |  Another |
10:23 | TEST |  Take II |
10:23 | FIXED |  State error |
10:18 | TEST |  Gotta test it, though |
10:18 | NOTE |  And the crash is "fixed" in the process.... |
10:18 | MAPSCRIPT |  The bridge should now appear |
10:14 | FIXED |  Door room 001 didn't open |
10:14 | FIXED |  Way back didn't work |
10:03 | NOTE |  Target on the right will for now crash the game, as I didn't yet write the mapscript for that |
10:02 | MAP |  Area 001 |
- = 22 Mar 2020 = - |
21:48 | NOTE |  The current events will not get me to remove Eric's super file spell "Corona", though |
21:48 | CONFIRMED |  Oh yeah.... achievement 180 worls |
21:46 | SYSTEM |  Defragmentation of my portable devices was way too long ago, so let's do that.... This will mostly likely take very extremely long (those are MAGNETIC devices, so I still have to do this). |
21:44 | STATUS |  For now this will do.... On Sundays I'm always short on time |
21:44 | CONFIRMED |  Alright |
21:44 | TEST |  Let's see |
20:49 | FIXED |  Not quite, but I got on the right trail... Now it must be fixed for real! (I hope) |
20:46 | TEST |  Another take must confirm that |
20:45 | FIXED |  I think I fixed that |
20:43 | BUG |  for some reason leaving and re-entering crashes the game.... |
20:43 | CONFIRMED |  The bolt appears to work, BUT..... |
20:28 | NOTE |  And about time too |
20:28 | UPDATED |  vUpdate |
20:10 | SECURITY |  Shootings will be terminated immediately if something disappears while the bolt still flies |
20:09 | STATUS |  still slower, but already a bit quicker than it was... This WILL have to do for now, I'm afraid |
20:08 | TEST |  Let's see |
20:07 | NOTE |  This is not entirely safe.... No objects may be removed as long as the bolt is running, and if that still has to happen, a new table must be created... I hope this will work out, though |
20:06 | EXPERIMENT |  I've done a little bit of experimenting to see about #151 |
- = 21 Mar 2020 = - |
22:05 | NOTE |  Setting up that mapscript is NOT for today, though |
22:05 | STATUS |  Right... Stuff works now....At least the crash I now got is the crash for the non-existent mapscript method, and that crash could only occur when all other bugs are fixed.... |
22:01 | NOTE |  Final take I hope! |
22:01 | TEST |  Take XIX |
22:01 | FIXED |  Syntax error |
21:58 | TEST |  Take XVIII |
21:58 | GITHUB | |
21:58 | TEST | |
21:39 | NOTE |  (And I'm hope I'm there now, as this is taking its toll on me now) |
21:38 | TEST |  Take XVII |
21:38 | FIXED |  Tex reference incorrect |
21:30 | TEST |  Take XVI |
21:30 | FIXED |  Loop kill crash |
21:22 | TEST |  Take XV |
21:22 | FIXED | |
21:22 | SOLVED |  Misformed function call |
21:13 | TEST |  Take XIV |
21:13 | DEBUG |  I need to know more now |
21:13 | NOTE |  The outcome is astounding |
21:09 | TEST |  Take XIII |
21:09 | DEBUG |  Still no good on the targets though, so this debug line must get me some answers |
20:59 | TEST |  Take XII |
20:58 | STATUS |  closing in |
20:49 | TEST |  Take XI |
20:49 | FIXED |  Kthura issue? |
20:49 | CONFIRMED |  Right, that appears to be working... Well for a part |
20:45 | TEST |  Take X |
20:45 | EXPERIMENT |  I see... let's see what happens if I ..... |
20:31 | TEST |  Take IX |
20:31 | DEBUG |  Added an extra line that should provide some answers |
20:28 | COCKROACH |  Still "no" eh? |
20:25 | TEST |  Take VIII |
20:25 | EXPERIMENT |  Another attempt |
20:20 | COCKROACH |  Didn't work |
20:15 | TEST |  Take VII |
20:15 | FIXED |  Syntax Error |
20:11 | TEST |  Take VI |
20:11 | COSMETIC |  And the bolt should move faster now |
20:11 | FIXED |  A different approach to fix this? |
20:08 | BUG |  No more crashes on shooting itself, but the barriers it should cross are not crossed, and I think I know why |
20:03 | TEST |  Take V |
20:03 | VOID |  WTF? |
20:00 | TEST |  Take IV |
20:00 | FIXED |  Illegal Method Call |
19:56 | TEST |  Take III |
19:56 | STUPIDITY |  Not really a bug, rather stupidity |
19:56 | FIXED |  Property mismatch |
19:48 | TEST |  Take II |
19:48 | FIXED |  Syntax error |
19:43 | TEST |  Nevertheless a test is possible now, so let's do it! |
19:43 | NOTE |  At the present time the game will crash on this as the required mapscript function has not yet been written |
19:43 | NIL |  I did set the bolt to move now and even activate the target |
15:03 | NOTE |  Time to be out for awhile... I need it (no Corona won't stop me)... |
15:02 | CONFIRMED |  But what had to work, works now |
15:01 | TEST |  And many takes later |
15:01 | FIXED |  Tons of bugs |
14:27 | TEST |  Take I |
14:26 | CONFIG |  Done |
14:25 | DONE |  I've set up the creation of a bolt now... However I do need to do some extra configuration and it doesn't move yet! |
13:55 | CONFIRMED |  No errors popped up |
13:55 | POWERSHELL |  For which I'm now using my powershell script to recompile |
13:54 | NALA |  And thus also in NALA |
13:54 | BUBBLE |  Implemented in Bubble |
13:54 | KTHURA |  API code to create obstacles from script |
- = 19 Mar 2020 = - |
17:47 | MEDICAL |  I did need some rest... I'm not feeling too well... so I do things a bit slower now... And I need a break anyway... I am not entirely sitting still though... Just allowing myself a break (and a well-deserved one I might add). |
- = 16 Mar 2020 = - |
18:07 | SCRIPT |  I've set Aziëlla to make her personal action button appear when she is in the lead |
1:11 | NOTE |  Aziella cannot shoot yet, nor does the icon even appear.... Based on how my agenda will be tomorrow (which is unclear for now), I may make a start on that tomorrow, or even do it as a while..... |
1:10 | STATUS |  It works |
0:18 | TEST |  Take IV |
0:18 | FIXED |  Only ONCE should the tutorial appear, bozo! |
0:13 | TEST |  Take III |
0:13 | FIXED |  Scenario map tag |
0:13 | TEST |  Take II |
- = 15 Mar 2020 = - |
22:50 | FIXED | |
22:50 | SOLVED |  Aha...... |
22:48 | HUH |  SASKIA alias ignored??????? |
22:45 | TEST |  Let's test this out |
22:44 | LINK |  Tutorial linked to the map |
14:18 | STATUS |  And I got a visitor now so I gotta test this all later! |
14:18 | LINK |  Linked world map to the dungeon |
14:09 | GITHUB | If you have a use for it, use it! ;) |
13:52 | ACHIEVEMENT |  ONE HUNDRED AND EEEEEEEEIGHTY! |
- = 14 Mar 2020 = - |
23:46 | NOTE |  It's not yet scripted so don't expect it to work yet! |
23:46 | TUTORIAL |  Aziëlla's shooting ability |
23:23 | MAP |  Area 000 Malabia's Caves |
22:54 | CHECKED |  As I suspected no scenario data for Malabia's cave (since that dungeon never needed it in the original).... Since a tutorial will be there about Aziëlla's shooting ability, I suppose I must create that now. |
20:31 | STATUS |  But first I wanna know who the mole is :P |
20:31 | STATUS |  I do need to script Kthura in order to make placement of them more easy.... |
20:30 | ART |  Target points for Aziëlla to target |
17:18 | TEST |  But let's try something anyway |
17:17 | NOTE |  My current possibilities to test this are limited, though |
17:10 | NOTE |  Alpha testers who already have level 100+ characters, the system will then cast the award as soon as the character gains a new level.... |
17:10 | LINK |  I've linked the achievements to the characters... When they reach level 100, the achievement will be awarded. |
16:49 | NOTE |  Please note the achievements do NOT yet work, but I can work them all at once with only pretty little code, so doncha worry! |
16:49 | POWERSHELL |  A rebuild was needed due to this though! |
16:48 | FIXED |  One went wrong, but that's fixed now! |
16:48 | LINK |  All achievements linked to Game Jolt |
16:48 | GAMEJOLT |  I also decided that the Game JOlt only bonus dungeon will have its entrance in the final cellar of the Dark Store House... This might technically mean you can enter this place with Kirana in stead of Eric.... But since all GJ dungeons up to this point grant this possibility.... Not a real issue, is it? |
16:41 | POWERSHELL |  I'll run my building script now, as that is the quickest way to make sure all achievement will be linked to their Game Jolt counterparts |
16:40 | NOTE |  if you are an alpha tester, you also must come here to leave Aeria and get the achievement anyway as soon as you get there, and since the game does not end on Aeria... One way or another you'll get there at this point, so no harm done! |
16:39 | SASKIA |  The latter will be awarded as soon as you arrive on Aeria beach.... You always get here when entering Aeria for the first time, even though it's then only for scenario purposes, but that triggers SASKIA anyway |
16:38 | ACHIEVEMENT |  Ty ymor syrfa dal Aerya |
16:34 | STATUS |  Gonna take care of the latter right now.... |
16:34 | NOTE |  none of these actually work yet though, and they are also not (yet) linked to Game Jolt |
16:33 | ACHIEVEMENT |  Wings! When your heads are in one mind, we can fly through space and time! |
16:28 | ACHIEVEMENT |  I am no man! |
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