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 |
17:52 | FIXED |  Aziëella skill ref error |
17:37 | COCKROACH | |
17:36 | CONFIRMED |  Mental Gymnastics works |
17:26 | NOTE |  And the independent forest seems the perfect place for that test! |
17:26 | STATUS |  Right, before I more on to the next section, I first wanna see if Scyndi learns Mental Gymnastics and if Azië can shoot properly |
11:34 | STATUS |  But that has to wait.... First breakfast and then some real life business to take care of! |
11:34 | NOTE |  And Rebecca's War Shout also has this issue... for now... Will all be "fixed" in once |
11:33 | NOTE |  Same notice as for Mental Gymnastic applies here |
11:33 | ABILITY |  Barrier |
11:19 | NOTE |  This is a buff move and buffing/debuffing, does NOT yet work! |
11:19 | ABILITY |  Mental Gymnastics for Scyndi |
11:14 | ART |  Aziëlla's attacking pose |
1:49 | STATUS |  And after that I will, before I start on chapter 4, first take care of The Abyss |
1:49 | STATUS |  Those two things will (for now) be my main target point |
1:48 | TODO | |
1:46 | TODO | |
1:27 | TEST |  Again! |
1:27 | FIXED |  Achievement didn't get awarded |
1:27 | FIXED |  Formula misplaced |
1:26 | COCKROACH |  Not quite |
1:14 | TEST |  Let's see |
1:14 | FIXED |  I hope? |
1:12 | BUG |  Before I can continue though.... I need to find out why Aziella's Befindo Enchants are not turned on |
1:06 | NOTE |  This time I don't need to recompile NALA, so that saves time! |
1:06 | TEST |  Take SIX! |
1:06 | FONT |  ë in 20 pixel height version of Coolvetica |
1:03 | CONFIRMED |  Works.... (at last) |
0:56 | TEST |  Take FIVE! |
0:56 | FIXED |  moved it up a little, and yet that fixes the issue |
0:56 | STUPIDITY |  Declaration error causes the fix to be ignored |
0:48 | TEST |  Take FOUR! |
0:48 | FIXED |  I hope I fixed that |
0:48 | BUG |  New letter is added, but not substituted.... |
0:38 | TEST |  Take THREE! |
0:38 | FIXED |  I think I could fix the reason why |
0:36 | BUG |  Text doesn't appear at all anymore |
0:33 | TEST |  Take TWO! |
0:33 | FIXED |  C# code |
0:32 | FAILURE |  Compile failed |
0:32 | TEST |  Take ONE! |
0:31 | C# |  As I adapted the C# TQMG module |
0:31 | NALA |  And recompiling NALA is required |
0:31 | TEST |  I need to test out how that looks |
0:31 | FONT |  Coolvetica.35 now has the ë character..... For the English version all I need for sure, as the name Aziëlla is spelled like that... In Dutch ë is the most likely letter you'll encounter, but I cannot rule out more letters like that may come |
0:07 | STATUS |  Very well, now to break open some stuff in TQMG |
0:01 | FIXED |  Aziëlla's level is not what it should be |
0:01 | TEST |  Take IX |
- = 23 Feb 2020 = - |
23:56 | ITEM |  Toga |
23:49 | ITEM |  Bolt |
23:47 | NOTE |  This ability will automatically be used by Aziëlla whenever she performs a normal attack |
23:46 | ABILITY |  Shoot |
23:39 | TEST |  Take VIII |
23:39 | FIXED |  Another spot error |
23:35 | TEST |  Take VII |
23:35 | FIXED |  Spot error |
23:23 | TEST |  Take VI |
23:23 | FIXED |  Fixed it |
23:23 | STUPIDITY |  Wrong script checked.... But confusion was only obvious here |
23:20 | TEST |  Take V |
23:20 | TEST |  Retry |
23:19 | COCKROACH |  Fix ignored |
23:14 | TEST |  Take IV |
23:14 | FIXED |  Illegal class call |
23:09 | TEST |  Take II |
23:09 | FIXED |  Declaration fault |
23:05 | NOTE |  Some strange things may be seen in Aziella's name, but that is a later concern as I will need to modify TQMG (and thus recompile NALA) to take care of that! |
23:04 | TEST |  Take I |
23:02 | SASKIA |  Aziella's intro script |
22:35 | LINK |  Game Jolt |
22:35 | ACHIEVEMENT |  People long forgotten |
22:23 | SCENARIO |  Adeptions to make sure Aziella's portrait appears from the start |
22:12 | CHECKED |  Ability Script present, although it must be worked out, but at least it should NOT cause crashes |
22:11 | CHARACTER |  Quick setup creation script Aziella |
22:09 | NOTE |  And this also prevents 0 levels which can cause the game to crash |
22:08 | CHARACTER |  In the Easy mode Aziëlla will NEVER start lower than level 30, regardless of the levels of the rest of the party. In the casual mode that minimum is 15 and in the hard mode 10. |
22:07 | CHARACTER |  Azieëlla will start on the level that is average of your party, although a small bonus is there in the easy mode and a malus on the hard mode |
20:40 | MAPSCRIPT |  Set to appear during the Aziella intro part, but not if Aziella's intro part is not playing for any reason... |
20:40 | MAP |  heros on beach |
20:28 | NOTE |  Trying to speak to him will (for now) crash the game! |
20:28 | MAP |  Aziella's guard will now appear on the beach of Independence if appliccable.... |
20:28 | TRANSFER |  Befindo basis NPC characters |
14:15 | STATUS |  As a matter of fact... He just arrived! |
14:15 | STATUS |  I am expecting a friend of mine to arrive any minute, so that's where it ends now |
14:15 | CONFIRMED |  Works now! |
13:58 | TEST |  Let's see |
13:58 | FIXED |  Link back did indeed not work, but now it should |
13:34 | TEST |  So.... |
13:34 | LINK |  Back also, although, I wonder |
13:34 | LINK |  Town to beach should work now |
11:03 | ACHIEVEMENT |  Bunda! Identify yourselves |
- = 22 Feb 2020 = - |
22:18 | TEST |  Let's test if Trixia says what she has to say |
22:17 | NOTE |  I did not yet create the beach, so you cannot yet get there |
22:17 | LINK |  Scenario linked to the map |
22:16 | CONFIRMED |  I get the error I wanted to see |
22:14 | TEST |  Does that happen? |
22:14 | NOTE |  It will cause the game to check if Aziëlla is present though |
22:13 | MAPSCRIPT |  Independence will now check for Aziëlla having arrived or not |
22:09 | PLAN | |
22:08 | PLAN | |
22:03 | TEST |  Take V |
22:02 | FAILURE |  Bad build |
22:01 | TEST |  Take IV |
22:01 | FIXED |  Non-working party pop |
21:32 | TEST |  Take III |
21:32 | FIXED | |
20:30 | STATUS |  I'll fix that later after "Wie is de Mol?" |
20:30 | BUG |  Leaving temple will change music, but will not change rooms |
20:20 | TEST |  Take II |
20:20 | FAILURE |  Failed build |
20:19 | TEST |  And now to find out if it actually works, at all! |
20:07 | MAPSCRIPT |  Entering and leaving the temple should change the music |
19:59 | CHARACTER |  Scyndi's skill with Hando Stillor will unlock |
19:51 | SASKIA |  Hando Stillor |
18:05 | TEST | |
18:04 | MAP |  Area 005 |
15:36 | TEST |  Take II |
15:36 | BOOST |  And for help Merya can mark the spot |
15:36 | FIXED |  Missing Hookspot tag |
15:28 | TEST |  Take I |
15:25 | MAP |  Area 004 |
11:14 | TEST |  Take V (likely final as I don't have to fight the boss for this anymore) |
11:14 | FIXED |  And the bug itself has also been fixed |
11:14 | MAPSCRIPT |  Autofixer will cover that damage up |
11:13 | CONFIRMED |  Boss works, but a clean up bug still causes permanent damage |
11:13 | TEST |  Take IV |
10:59 | FIXED |  Oh, daaaaaaaaaaaaaaaaaaaaamn! |
10:45 | TEST |  Take III |
10:45 | FIXED |  NIL != Python (AND THAT IS A GOOD THING!) |
10:42 | TEST |  Take II (Unfortunately) |
10:42 | FIXED |  And that fixes a crash coming after you defeat the boss |
10:41 | MAPSCRIPT |  Re-config Dernor swamp objects |
10:31 | TEST |  Take I |
10:31 | STATUS |  Time to put all this to the test |
10:30 | FIXED |  SASKIA error |
10:18 | FIXED |  Some boss achievements that wouldn't award even when you rightfully got them |
10:15 | BOSS |  Big Salamander |
0:25 | NOTE |  I'll get to the boss itself tomorrow, as it's late now! |
0:24 | CONFIRMED |  All good! |
0:24 | TEST | |
0:16 | MAPSCRIPT |  Boss fight SHOULD start when you put Dernor in front... well that is, if the boss fight was set up already, so for now Dernor will only say a few words and the game will after that (for now) crash! |
0:08 | TEST |  And Let's see |
0:08 | LINK |  All linked |
0:08 | MAPSCRIPT |  Responds |
0:08 | SCENARIO |  No boss |
- = 21 Feb 2020 = - |
22:41 | FIXED |  Blockmap |
22:37 | TEST |  Let's do it! |
22:37 | NOTE |  Not yet scripted,but at least some tests can be done |
22:36 | MAP |  Boss map area done.... |
22:26 | MEDICAL |  RSI in my right thumb is holding me down, a bit |
13:46 | DONE |  Kitty has already been fed, but now it's time to feed my own body :P |
13:46 | TODO |  Fry some eggs and feed myself |
13:28 | NOTE |  Please note that on some slower computers a bit of a slowdown can still be expected, but overall, the speed should do pretty fine |
13:24 | RESOLVED |  Well THAT should do it! |
13:23 | SITE |  Added tag RESOLVED |
13:20 | TEST |  Take VI |
13:19 | FIXED |  I think I fixed it! |
13:12 | TEST |  Take V |
13:12 | EXPERIMENT |  Does this fix this? |
13:10 | STATUS |  Progress.... Part is fixed... but not yet all somehow |
13:05 | TEST |  Take IV |
13:05 | FIXED |  Which has been fixed now though |
13:05 | NOTE |  Something must have gone wrong in building.... I got an error now that could never have taken place in the old settings, so ..... |
13:04 | TEST |  Take III |
13:01 | DEBUG |  Let's check this out! |
13:01 | COCKROACH |  Apparently not! |
13:01 | TEST |  Take II |
12:10 | EXPERIMENT |  Did I fix that now? |
12:10 | BUG |  But the Show/Hide check is not correct so it hides in steads of showing always regardless of the setting |
12:06 | JUDGMENT |  It's a lot faster.... Not yet fast enough I think, but a lot faster already |
11:53 | TEST |  Take I |
11:53 | OPTIMIZATION |  I've done a little experiment on making Dernor's nature vision faster.... I hope it'll work, but I don't know yet! I do have a few more tricks upon my sleeve, but I hope they are not needed |
0:33 | TEST |  Take V |
0:33 | FIXED |  Crash on burping |
0:26 | TEST |  Take IV |
0:26 | FIXED |  Illegal Item tag in Foe record |
0:22 | TEST |  Take III |
0:22 | NOTE | |
0:06 | TECHNO |  I think I know what I can do about that, but I need more time to code that all well, so for now this will have to be what it is |
0:06 | FAILURE |  FUCK! This is REALLY slow! |
0:03 | TEST |  Take II |
0:02 | FIXED |  Well, that fixes an issue I had in this room, okay... this is quicker than having to retag approx 60 obstacles |
0:02 | LAZY |  Added an extra nature detector routine |
- = 20 Feb 2020 = - |
23:57 | TEST |  Take I |
23:57 | STATUS |  Ready to test? |
23:57 | MAP |  Random Treasures configured |
23:51 | MAP |  Encounters configured |
23:51 | FOE |  Salamander |
23:51 | FOE |  Toad |
23:28 | STATUS |  Of course, I need to create the data for them, so let's go! |
23:28 | CHARACTER |  Dernor has been scripted to learn the moves, when the correct foes have been charmed |
23:12 | STATUS |  Part of the job done |
23:12 | ABILITY |  Sick Bite |
23:09 | SCRIPT |  Burp |
22:50 | BUBBLE |  Project file adapted |
22:49 | CONFIRMED |  Sounds good to me |
22:46 | CONVERT |  Burp |
22:41 | TRANSFER |  Burp sound, however that sound will require me to extra conversions since XNA only supports WAV |
22:33 | ABILITY |  Burp |
22:33 | ART |  Those were art transfers |
22:29 | TRANSFER |  Toad |
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