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 |
22:29 | TRANSFER |  Salamandar |
22:28 | CONFIRMED |  As far as I can tell, it appears to be working |
22:27 | C# | I've added entry extraction to Stach.... Which had to be done anyway.... Stach can become a very important tool in the future, you know.... |
17:46 | TEST |  Take II |
17:46 | SECRET |  Black Orb placed! |
17:46 | FIXED |  ??? Scyndi way back ??? (Will need to be tested) |
17:46 | FIXED |  Objects not responding to Dernor |
17:45 | FIXED |  Dominance issue |
17:35 | TEST |  Take I |
17:35 | MAP |  Area 002 |
- = 19 Feb 2020 = - |
23:18 | TEST |  Take MCMLXXXII |
23:18 | FIXED |  Wrong object |
23:01 | TEST |  Take MCMLXXXI |
23:00 | FIXED |  Reversed effect if Dernor is not in the lead |
22:56 | TEST |  Take MCMLXXX |
22:55 | SCRIPT |  Next step.... DERNOR ONLY! |
22:40 | CONFIRMED |  That's more like it! |
22:35 | TEST |  Take MCMLXXIX |
22:35 | EXPERIMENT |  Let's change a few parameters |
22:31 | TEST |  Take MCMLXXVIII |
22:31 | FIXED |  C string format error |
22:27 | TEST |  Take MCMLXXVII |
22:26 | DEBUG |  The outcome is not right, and the skill hides everthing, even when it shouldn't... This time eating debug line must explain way |
22:26 | NOTE |  Deliberate bug... The alphas do not yet react to Dernor alone, but they will.... |
22:25 | FIXED |  No hide during tutorial |
22:09 | TEST |  Take MCMLXXVI |
22:09 | NALA |  must be rebuilt as a result |
22:09 | FIXED |  No Alpha field in API |
22:08 | C# | Adeption to API needed |
22:04 | TEST |  Take MCMLXXV |
22:04 | TEST |  Took many takes |
22:03 | FIXED |  Many fixes |
21:36 | TEST |  Take I (wish me luck) |
21:36 | LINK |  Linking it all together |
21:36 | MAPSCRIPT |  Referred to all this |
21:36 | SCRIPT |  The actual alpha calculations have been scripted |
20:48 | SCRIPT |  A module base has been set up for Dernor's nature scanning |
19:39 | ACHIEVEMENT |  I've added some on the Game Jolt page... They've not all be put in the game yet though, but that will likely happen soon.... |
17:42 | NOTE |  Will have no effect now, as I didn't yet script this effect |
17:42 | TUTORIAL |  Brendor's nature vision |
17:41 | MAP |  Area 001 |
0:55 | STATUS |  Sheck-Lock concluded... for now! |
0:55 | CONFIRMED |  Sheck-Lock |
0:25 | FIXED |  Sheck-Lock Related bugs |
- = 18 Feb 2020 = - |
22:30 | WORLDMAP |  Sheck-Lock Preparation |
21:50 | BOSS |  Sheck-Lock |
21:38 | STATUS |  Sheck-Lock too fast! |
21:38 | STUPIDITY |  Sheck-Lock |
21:36 | GAMEJOLT |  Sheck-Lock |
21:25 | TEST |  Sheck-Lock |
21:25 | ARENA |  Sheck-Lock (and the rest of the Marshes) |
21:14 | MAPSCRIPT |  Sheck-Lock |
21:11 | ACHIEVEMENT |  Sheck-Lock |
21:10 | SASKIA |  Sheck-Lock |
19:03 | MAP |  Sheck-Lock |
17:04 | MAP |  Area 000 |
13:08 | TRANSFER |  Marsh textures |
11:53 | TECHNO |  The marshes was one of the dungeons in which my artist took most effort in the texturing of the floor textures, and that also makes using them in any map editor a bit harder in order not to leave their effect.... Also I got the feeling that (thanks to Kthura) it will also be easier to work out Dernor's nature illusion effect (in original game was terribly slowed down by it, but I think that doesn't have to happen thanks to the magic Kthura gives me). |
9:41 | STATUS |  And with that I am set for now to leave Independence for what it is, and to move on to the Marshes |
9:35 | TEST |  Yavero Take II |
9:35 | FIXED |  Yavero |
9:31 | TEST |  Yavero |
9:31 | SCENARIO |  Yavero |
9:31 | MAP |  Yavero |
0:42 | STATUS |  And that's enough.... for now! |
0:40 | CONFIRMED |  Good! |
0:33 | TEST |  One more checkup |
0:33 | FIXED |  Wrong item type for two dresses for Irravonia |
0:29 | TEST |  Sylia Take II |
0:29 | FIXED |  SASKIA code typo |
0:26 | TEST |  Sylia |
0:26 | MAP |  Sylia |
0:24 | SASKIA |  Sylia |
0:23 | STORE |  Added those to Syllia's stock |
0:22 | STATUS |  And that should be the tier 6 armors |
0:22 | ITEM |  Scarlet dress |
0:18 | ITEM |  Cardinal's robe |
0:08 | ITEM |  Thief's Cloak |
0:05 | ITEM |  Real Leather Armor |
0:04 | STORE |  First part of Sylia's stock |
- = 17 Feb 2020 = - |
23:47 | STATUS |  and that makes the tier 6 weapons |
23:46 | ITEM |  Backstabber |
23:42 | ITEM |  Strike |
23:37 | ITEM |  Megawhip |
23:35 | ITEM |  Ultra Wrecker |
23:33 | ITEM |  Great Sword |
23:23 | CONFIRMED |  Flora! |
23:20 | TEST |  Flora Take II |
23:19 | FIXED |  Flora Stonemaster stuff |
23:15 | TEST |  Flora |
23:14 | SASKIA |  Flora |
23:09 | STONEMASTER | Flora |
23:05 | MAP |  Flora |
23:04 | TRANSFER |  Flora Art |
21:38 | TEST |  Rosetta take III |
21:37 | FIXED |  Rosetta Player not re-appearing |
21:32 | TEST |  Test Rosetta Take II |
21:32 | FIXED |  Rosetta Brendor not present |
21:26 | TEST |  Rosetta |
21:25 | LINK |  Rosetta |
21:25 | SASKIA |  Rosetta |
21:25 | SCENARIO |  Rosetta CHECKED! |
21:25 | MAP |  Rosetta |
20:17 | DONE |  NPC Groevor (who is actually part of the Phantasar lore) |
12:32 | DONE |  NPC Paroza |
11:04 | MAPSCRIPT |  Trixia |
1:43 | TEST |  Take numero weet-ik-veul! |
1:43 | FIXED |  Scrolling issue... I think? |
1:43 | FIXED |  Illegal method name call |
1:35 | BACKUP |  Runs in the background while I'm on this! |
1:34 | TEST |  And (hopefully) the final test for this session |
1:34 | MAP |  Savespot added to Independence |
1:32 | CONFIRMED |  Scyndi's name does however change accordingly |
1:32 | FIXED |  A few SASKIA scripting issues |
1:32 | FIXED |  Forgot to save the updated scenario file? |
1:23 | TEST |  Take XV oris it XVI already? |
1:22 | WORLDMAP |  Problem solved, however trying to go to the marshes will crash the game, and that's not for today to take care of! |
1:22 | FIXED |  And I remembered I forgot to unlock the marshes, however as that worldmap record has not yet been created no visual effect |
1:21 | FIXED |  A crash along the road |
1:21 | FIXED |  A few scenario issues causing trouble with portraits |
1:14 | TEST |  Time to test! |
1:14 | NOTE |  You won't see it, dirty minded, brat.... It will all happen off-screen!! |
1:13 | SASKIA |  Scyndi and Dernor are gonna make love |
0:58 | FIXED |  A bugged scenario.... Some text was missing in the Dutch part |
0:24 | FIXED |  Ahaha, and extra _ in the maptext tags |
0:24 | FIXED |  Music didn't change at night |
0:23 | FIXED |  Scroll link not working |
0:23 | HUH |  What is that maptext issue? |
0:19 | TEST |  Take XIV |
0:19 | FIXED |  Chain error |
0:14 | TEST |  Take XIII |
0:12 | FIXED |  MOAR! |
0:08 | TEST |  Take XII |
0:08 | FIXED |  GRRRRR! |
0:04 | TEST |  Take XI |
0:04 | FIXED |  Link error |
- = 16 Feb 2020 = - |
23:59 | TEST |  Take X |
23:59 | FIXED |  Illegal variable |
23:54 | TEST |  Take IX |
23:54 | FIXED |  Bad function definitions |
23:51 | TEST |  Take VIII |
23:51 | FIXED |  Bad mathematical formula |
23:45 | TEST |  Take VII |
23:45 | FIXED |  Case error |
23:40 | TEST |  Take VI |
23:40 | EXPERIMENT |  ???? |
23:36 | TEST |  Take V |
23:36 | FIXED |  ? |
23:32 | TEST |  Take IV |
23:32 | FIXED |  Exit wind errors |
23:32 | STATUS |  Scroller Syntax Errors accounted for... At least in the link code |
23:29 | TEST |  Take III |
23:29 | FIXED |  Another |
23:25 | TEST |  Take II |
23:25 | FIXED |  Syntax error |
23:16 | TEST |  Take I |
23:16 | SASKIA |  The part by night has been scripted... I mean the party..... The beach by night scene comes later, and requires also some active map development to be done first |
23:06 | NOTE |  Before I can test I need to set some things right, though |
23:05 | LINK |  Full link-up code written |
22:56 | GENERATION |  New Anyway script out |
22:56 | LINK |  Basis linker |
22:54 | DONE |  I've set up a little scroll flow.... This will make some effects in this scenario easier to script with SASKIA and with a callback engine in general! |
22:24 | VOID |  One thing less grammar nazis can use against me |
22:23 | CONFIRMED |  COOL! |
22:20 | TEST | |
22:20 | MAPSCRIPT |  I've linked the SASKIA basis to the map, so it should now start upon entering the city |
22:07 | CONFIRMED |  Finally! |
22:03 | TEST |  Take VI |
22:03 | FIXED |  Layer reference not right |
21:54 | CONFIRMED |  The Shop Hoer II works at least |
21:17 | TEST |  Take V |
21:17 | NOTE |  I hate these distractions! |
21:17 | FIXED |  Shop fix |
21:14 | TEST |  Take IV |
21:14 | FIXED |  Wrong shop for Shop Hoer II |
21:00 | TEST |  Take III |
21:00 | FIXED |  Fixed now????? Please???? |
21:00 | COCKROACH |  Doubline keeps crashing on me |
20:44 | TEST |  Take II |
20:44 | NOTE |  Almost forgot the second "Shop Hoer" in Doubline who should be there from the moment Gagolton gets deserted |
20:40 | FIXED |  Show Hoer 2 |
20:39 | FIXED |  SASKIA Syntax error |
19:52 | FIXED |  Missing meta data |
13:47 | NOTE |  And a friend of mine has arrived, so I guess after this test I won't do much anyway |
13:46 | TEST |  A little test is in order.... The game will throw an error as soon as nightfall comes, as I did not yet script that part |
13:40 | SASKIA |  I've done a bit of scripting concerning entering Independence |
12:46 | TRANSFER |  Art Trixia |
12:37 | NOTE |  This is the most important scenario hub up until now, and a very long scenario part will start immediately when entering the place, so ... wish me luck.... |
12:36 | TRANSFER |  Scenario text |
12:26 | TRANSFER |  The cameo of a famous band from the 1970s |
12:23 | LUA |  Altered my music packing script (still written in Lua) in order to configure the game will for the music in Independence |
12:09 | NOTE |  And thanks to the magic of Kthura it was also easy to create a night version |
12:09 | MAP |  The city of Independence has been complety created anew |
11:15 | TRANSFER |  Made sure all textures for Independence are properly transferred |
1:26 | NOTE |  I will just test the final part of the dungeon... Independence will not be done now... I need my rest too, you know :P |
1:10 | WORLDMAP |  Independence |
1:09 | MAPSCRIPT |  Unlock the city of independence |
1:07 | MAP |  Area 003 |
0:35 | TEST |  Take XII |
0:35 | FIXED |  Swapped abilities |
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 |