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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158
23:38TEST
TEST Take V
23:38DEBUG
DEBUG Debugging impossible, but let's at least put on some markers which hopefully tell me more
23:38BUG
BUG Aziella Irravonia .NET error
23:34TEST
TEST Take IV
23:33FIXED
FIXED Forgotten link
23:29TEST
TEST Merya Take III
23:29FAILURE
FAILURE Merya Build Failure
23:27TEST
TEST Take II
23:27FIXED
FIXED Dernor Definition errors
23:21TEST
TEST And That's what I'm gonna test first right now!
23:20NOTE
NOTE Important note!

The boss fight is skipped for now, as I do first want to test if the True Abyss is actually being unlocked or not

23:20SASKIA
SASKIA Rebecca Basis Boss Script
23:12ACHIEVEMENT
ACHIEVEMENT Beyond Infinity
23:01NOTE
NOTE I will NOT start with the True Abyss right away.... That is really something for later!
23:01TUTORIAL
TUTORIAL Scyndi The True Abyss
22:52LINK
LINK up module
22:30LUA
LUA A Lua Script (written as a string in the core of BUBBLE) has been adapted to be able to contact this crap
22:30C#
Brendor I've done a few adaptions to the core of bubble for configuration purposes...
22:06STATUS
STATUS All is fine now.... But now I need to find a good way to get "The True Abyss" unlocked, and that ain't gonna be easy
20:46TEST
TEST Take VIII
20:46FIXED
FIXED Irravonia Curse error
20:46TODO
20:46ABILITY
ABILITY Blast
20:34TEST
TEST Eric Take VII
20:34FIXED
FIXED Loading error
20:31TEST
TEST Take VI
20:31FIXED
FIXED ANother... GRRR!
20:27TEST
TEST Take V
20:27NOTE
NOTE Time for the next take, but the news comes soon.... Oh crap!
20:27DONE
DONE Woof.... I'm full!
20:03STATUS
STATUS Before I continue.... first my dinner
20:03FIXED
FIXED Dernor Another Arena Syntax Error
20:00TEST
TEST Take IV
20:00FIXED
FIXED Dir error
19:56TEST
TEST Take III
19:56FIXED
FIXED Arena Syntax Error
19:53TEST
TEST Take II
19:52FIXED
FIXED Missing Arena Link in Map
19:48TEST
TEST Take I
19:48BUBBLE
BUBBLE Project update due to new graphic contributor
19:41NOTE
NOTE The boss is not yet there.... This comes later if all else works the way it should....
19:41ARENA
ARENA Abyss
19:31CONFIG
CONFIG Enemies for Abyss set
19:31FOE
FOE Alien
19:26FOE
FOE U.F.O.
18:04FOE
FOE Pinky
17:38TRANSFER
TRANSFER Art Pinky
17:38TRANSFER
TRANSFER Art Alien
17:38TRANSFER
TRANSFER Art UFO
17:25CONFIRMED
CONFIRMED All as well for now....
12:33TEST
TEST Take XXXIII should confirm this
12:33STATUS
STATUS With that everything should be in order for the next stage of this place.... Random treasures
12:33FIXED
FIXED Exit floor 10 not working
12:32FIXED
FIXED Dominance conflict
12:22TEST
TEST All I can do is run a test, and if I can make it to level 10, I must assume all is fine
12:21NOTE
NOTE This is the kind of bug though of which you never know it's fixed, unless the evidence is shown that it's not
11:56EXPERIMENT
EXPERIMENT Rebecca I hope this will prevent the no-exit bug
9:50TEST
TEST Take XXXII
9:49DEBUG
DEBUG Extra data
9:49BUG
BUG For some reason it appears possible a level is generated without an exit
9:30TEST
TEST Take XXXI
9:30FIXED
FIXED Untagged plasmas
9:17TEST
TEST Take XXX
9:17FIXED
FIXED Script Error
9:13TEST
TEST Take XXIX
9:13FIXED
FIXED I think?????
9:11DEBUG
DEBUG The long shows MINUS widths and heights..... Kthura can't understand such things (for obvious reasons)
9:02TEST
TEST Take XXVIII
9:02FIXED
FIXED Compile error in NALA discovered and fixed
9:01TEST
TEST Take XXVII
9:01FIXED
FIXED Script error
8:58TEST
TEST Take XXVI
8:58DONE
DONE Operation Tiled Zone
8:58STATUS
STATUS Awake now
1:23STATUS
STATUS And I gotta find some sleep as I am dead tired now
1:23NOTE
NOTE Exits can better be replaced with TiledAreas so I can ZA_Enter them
1:12TEST
TEST Take XXV
1:12DEBUG
DEBUG More detail on debug, so hopefully I can see a few things can may be able to go wrong
1:08BUG
BUG However the loose platform bug is as horrible as I feared as it can (and did) cause unreachable exits
1:08CONFIRMED
CONFIRMED That takes care of a few dupe issues
1:03TEST
TEST Take XXIV
1:03FIXED
FIXED Scyndi Duped
1:03DONE
DONE BREAK!
1:00TEST
TEST Take XXIII
1:00VOID
VOID False generations will not lead to extra bottom textures
0:59NOTE
NOTE And a little order movement... perhaps that helps
0:58EXPERIMENT
EXPERIMENT Forcing tagmap rebuild and let's see if that does add the exit, which didn't pop up in the tag list (for some silly reason).
0:57COSMETIC
COSMETIC Exit coordinates not right
0:56BUG
BUG There are still some issues though... BIG issues
0:55CONFIRMED
CONFIRMED That seemed to be it... indeed
0:51TEST
TEST Take XXII
0:51NOTE
NOTE I do not know if that was the main issue, but it's fixed now, anyway (which had to happen anyway)
0:50FIXED
FIXED
0:50STUPIDITY
STUPIDITY No ref to the file yet made
0:45TEST
TEST Take XXI
0:45DEBUG
DEBUG Hopefully this makes a bit clearer, or at least as clear as they can be in this bizarre situation
0:45ENHANCEMENT
ENHANCEMENT Spawn error chatcher expanded
0:45HUH
HUH And now the log doesn't make sense
0:38TEST
TEST Take XX
0:38DEBUG
DEBUG A debug line must gimme a bit of clarity on a few matteres
0:38BUG
BUG The error thrown by .NET is useless as it doesn't give me the right pinpoin data... At least I do know it goes wrong in .NET and thus inside the generator itself (but that was given the situation also not otherwise possible)
0:31TEST
TEST Take XIX
0:31NALA
NALA Compile and
0:31LINK
LINK Linked that to the generator internally
0:31LINK
LINK That Also links this to game itself in the process
0:30NIL
NIL part done
0:30C#
Brendor C# part done
0:28STUPIDITY
STUPIDITY Right!!!! The exit texture had to be configurable
0:25TEST
TEST Let's see!
0:25C#
The generator itself has been done.... Well sort of as I have NO IDEA AT ALL if it works.....
0:01STATUS
STATUS The harder part is now to arrive.... The actual generation
- = 25 Feb 2020 = -
22:35STATUS
STATUS Cool! Still a lot to do, but now the stage has been set to actually get into the creation of the generator itself (which will already be pretty hard.... I think)
22:30TEST
TEST Take XVII
22:30FIXED
FIXED Forgot the texture attachment
22:25TEST
TEST Take XVI
22:25C#
I've added the routine that will add the bottom parts of the platforms.... Since the start plate will be added along with the other plates the generator will add, this should be perfectly safe for the start plate and also later the finish plate
22:17STATUS
STATUS Not there yet.... FAR from it!
22:16CONFIRMED
CONFIRMED An NOW stuff works the way it should in this stage of the project
22:10TEST
TEST Take XV
22:10EXPERIMENT
EXPERIMENT Let's see if Alpha is the evil here
22:07TEST
TEST Take XIV
22:07INVESTIGATION
INVESTIGATION NOTHING in the code justifies what I see, so I need an extra debug line to get more clarity
22:03NOTE
NOTE This was however not the issue, as I could only check layer 001 in game (002 came up when checking in Kthura)....
22:02FIXED
FIXED Bad dominance in layer 002
22:01RESULT
RESULT The blockmap output confirms everything to be right, however I do not see the starting platforms... This could be a visibility error (which I doubt, as I explicity set it) or a dominance issue with the background plasma... The latter is not unlikely
21:57NOTE
NOTE If it goes wrong now.... Extra debug code could be required, I think
21:56TEST
TEST Take XIII
21:56FIXED
FIXED Bad Operator
21:52TEST
TEST Take XII
21:52FIXED
FIXED Compilation failure for NALA (C# code typo)
21:51TEST
TEST Take XI
21:51FIXED
FIXED Irravonia Bad formula causes bad start position
21:47TEST
TEST Take X
21:47FIXED
FIXED Wrong field
21:34TEST
TEST Take IX
21:34FIXED
FIXED Start exit spot not tied to starting position of starting plate
21:29TEST
TEST Take VIII
21:28FIXED
FIXED Fixed that stupid issue
21:22BUG
BUG Haha, I forgot to set the texture for the plates..... What an idiot I am
21:17TEST
TEST Take VII NEXT!
21:17NOTE
NOTE Yeah, it was that trivial
21:17FIXED
FIXED Malformed C-string format query
21:17NOTE
NOTE Clearly the system not understand how to generate the layer tag
21:13FIXED
FIXED Forgot to update method to new situation
20:39TEST
TEST Take VI
20:38FIXED
FIXED Map Linkups
20:31TEST
TEST Take V
20:30FIXED
FIXED Illegal class call in field linker
20:23TEST
TEST Take IV
20:23TEST
TEST Fixed Tag errors in Kthura map itself
20:23STATUS
STATUS Outsider: Feenalaria, daughter of Vandar The game starts, but I'm NOT there yet
20:19TEST
TEST Take III
20:19FIXED
FIXED Linker code typos
20:15TEST
TEST Take II
20:15FIXED
FIXED And that is the first bug fixed
20:15LINK
LINK Did that now anyway
20:15STUPIDITY
STUPIDITY Eric Forgot to link the generator to the API list in NALA
20:10TEST
TEST Take I
20:10NALA
NALA It goes without saying that all tests coming now require a rebuild of NALA, so I won't note that all the time
20:04MAPSCRIPT
MAPSCRIPT Outsider: Feenalaria, daughter of Vandar Connected to Generator
20:04LINK
LINK LinkScript for MapScripts
19:58STATUS
STATUS From this point there is no telling if it will work..... I do first need to link the map, though, so let's get onto that....
19:58LINK
LINK
19:58NIL
NIL Link code
19:50C#
Basis of the map generator has been set up... That is, all it does at the present time is generate the start plate.... Nothing more.... And some cosmetic things also need to be done there.... But at least I can now link this to NIL, giving me the possibility to make the first test runs
16:25NOTE
NOTE And it goes without saying that once the gnerator is about to be put to the test, I will have to recompile NALA all the time
16:25STATUS
STATUS I do require some rest before the actual generator will be made
16:25STATUS
STATUS With that the pre-work is most of all done....
16:19C#
Cleaner
16:19CONFIG
CONFIG Max sizes set
16:08LINK
LINK All VERRRRY important, you know
16:08NIL
NIL Link code also available
16:08C#
Size config possible now
15:52CONFIG
CONFIG Textures for top and bottom configured
15:40C#
Merya More config possible now
15:13NOTE
NOTE This is still only to make configuration possible
15:13C#
Part done for the Kthura Map Generator
13:45STATUS
STATUS And from here the actual work can start
13:43TECHNO
TECHNO The original texture was designed for TeddyBear, and since TeddyBear is a tile based map engine, this was easy..... Kthura being an object based editor, didn't seem like a good idea to me, and hence the way it's been done now
13:42ART
ART I had to "break" up the original Abyss platform texture....
13:18ENHANCEMENT
ENHANCEMENT The automated Plasma reconfiguration has been done
12:23LINK
LINK Aziella Music Link Up
11:11SASKIA
SASKIA Empty script... Will very likely remain that way until the boss has been implemented
10:55TEST
TEST Again!
10:55FIXED
FIXED Syntax error
10:19NOTE
NOTE Trying to enter the Abyss now WILL crash the game!
10:19TEST
TEST Small test
10:13LINK
LINK Linking everyhing together
10:12MAPSCRIPT
MAPSCRIPT Reading the notes should now unlock the Abyss
10:09WORLDMAP
WORLDMAP Hub to Abyss
10:05MAP
MAP The note in which the Abyss is mentioned is put in the secret lab (which you can only enter after the city has been deserted)
10:05NOTE
NOTE Before I can truly start on the Abyss, I first need to work a small thing out in Gagolton
1:37STATUS
STATUS The rest will be done some other time!
1:37MAP
MAP I've Attached this to the starting ground of the Abyss (since that part never changes anyway)
0:46GENERATION
GENERATION And I need to generate a new plasma animation
0:46FIXED
FIXED A black line I don't has been removed, though
0:45CHECKED
CHECKED A quick check turned out that the basic animation works.... As I expected this turned out too big, but that is another issue, and easy to optimize
0:28NOTE
NOTE As this is memory and diskspace consuming, I may have to go for some data reduction.... This is a later concern though.....
0:27GENERATION
GENERATION Generating plasma animation... Or at least, that's my intention, as I am not 100% sure
0:27VOID
VOID Voiding (not fixing as the bug was never there) this issue....
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