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 |
14:54 | TEST |  Take XII |
14:54 | VOID |  Old NIL issue |
14:41 | TEST |  Take XI (should be the final test when it comes to this before I get to either #102 or #103 ) |
14:41 | COSMETIC |  Better margin for leaves |
14:37 | TEST |  Take X |
14:36 | FIXED |  Blue Flower was called "Red Flower" on screen... |
14:36 | OPTIMIZATION |  And it should also prevent more lagging.... |
14:35 | COSMETIC |  I've also set the leaf generation frequency lower, so less leaves appear for a better visual effect |
14:34 | COSMETIC |  Made rotation negative for better effect |
14:34 | STATUS |  getting closer, but NOT there yet! |
14:27 | TEST |  Take IX |
14:27 | MYSTERY |  I refuse to call this a fix... it was never broken in the first place, but a malfunction in Windows.... I did at least move the files to the right spot now... that SHOULD avoid crashes now, unless they magically move back again (which would NOT be the first time that happens). |
14:26 | MYSTERY |  How do files move by themselves and folders suddenly disappear? |
14:19 | TEST |  Take VIII |
14:19 | GENERATION |  I suddenly realized I also forgot to neg the images, which would lateron also lead to crashes, so let's take care of that in one go |
14:17 | FIXED |  Image Typo |
14:13 | TEST |  Take VII |
14:13 | FIXED |  Art misreferrence |
14:03 | TEST |  Test Take VI |
14:03 | FIXED |  Not a group, but a module.... idiot! |
13:57 | TEST |  Take V |
13:57 | FIXED |  And fixed |
13:57 | STUPIDITY |  THAT was stupid |
13:54 | TEST |  Take IV |
13:54 | FIXED |  Lack of "self" |
13:50 | TEST |  Take III |
13:50 | FIXED |  Missing "end" |
13:47 | TEST |  Take II |
13:47 | FIXED |  Lack of self |
13:44 | TEST |  Let's see how the encounters work... I haven't yet taken care of #102 and #103 .. One thing at the time.... |
13:43 | CHECKED |  Final checkup |
13:42 | LINK |  Enemies linked to the map |
13:41 | FOE |  Purple Flower |
13:41 | FOE |  Blue Flower |
13:41 | ABILITY |  Purple pollen |
13:40 | ABILITY |  Blue Pollen |
13:40 | ABILITY |  Red Pollen |
13:38 | CHECKLIST | |
13:07 | DATABASE |  DataCopy |
13:06 | FOE |  Red Flower |
12:32 | NOTE |  This is the first (maybe even also the last, but that remains to be seen) that has a script on its own without a depency template. This is because this is quite a unique setup which I don't expect to repeat later.... |
12:31 | ARENA |  Botanica |
12:16 | TRANSFER |  Art Purple Flower |
12:16 | TRANSFER |  Art Blue Flower |
12:16 | TRANSFER |  Art Red Flower |
2:17 | NOTE |  Whatever... |
0:33 | STATUS |  For now I'll just call it.... Tomorrow is another day.... I am not celebrating Christmas.... so for me it's a good day to get things done.... |
0:32 | NOTE |  This will also be when I take care of issues #102 and #103 |
0:32 | STATUS |  The next step will of course be the random encounters and let's not forget about, the boss.... |
0:22 | TEST |  Let's try that again! |
0:22 | FIXED |  Missing exit spot |
0:19 | TEST |  One more test |
0:19 | FIXED |  BlockMap Issue |
0:11 | MAP |  Random Treasure |
0:02 | CONFIRMED |  Yay! It works! |
- = 24 Dec 2019 = - |
23:57 | TEST |  Again! |
23:57 | FIXED |  Missing "end" command |
23:55 | TEST |  before putting in the treasure stuff, let's first check the backlink, as that can be fragile stuff |
23:54 | LINK |  I've done the link between area 002 and area 005 |
23:41 | ITEM |  Spores |
23:40 | ITEM |  Pepper |
23:37 | ITEM |  Aloë Vera |
23:35 | CONFIRMED |  ALl the stuff that had to work works |
23:31 | TEST |  A little test is in order! |
23:31 | MAP |  Area 005 |
23:31 | MAP |  Area 004 |
23:00 | TEST |  Another test! |
23:00 | MAP |  Area 003 |
22:34 | TEST |  Let's see if it all works, since this is a rather strange map to work out |
22:21 | MAP |  Area 002 Botanica |
22:03 | STATUS |  Right! Now stuff works, the way it should.... At least, it looks that way |
21:58 | TEST |  Take IV |
21:58 | FIXED |  Missing file extension |
21:54 | TEST |  Take III |
21:54 | FIXED |  Illegal Method Call |
21:49 | TEST |  Take II |
21:49 | FIXED |  Syntax error |
21:44 | TEST |  Time to put this all to the test! |
21:44 | LINK |  Link between prison and Botanica |
21:41 | SASKIA |  Empty mapscript |
19:46 | JCR6 |  I do need to repack my music resource as result, but no matter, I can take a break in the meantime..... |
19:45 | MUSIC |  "Kalimba Relaxation Music" by Kevin McLeod has been chosen for Botanica |
19:36 | LINK |  The gate to Botanica should work now |
19:33 | MAP |  Area 001 of Botanica |
19:22 | ART |  I've drawn a "leaf", but I personally hate it, but as a place holder.... I'll do..... |
19:22 | FAILURE |  I guess PD clipart is no longer available on the internet |
18:28 | CONFIRMED |  It appears to be working |
18:18 | TEST |  Take XVII |
18:18 | VOID |  quote issue |
18:18 | COCKROACH |  FUCK YOU! |
18:02 | TEST |  Take XVI |
18:02 | EXPERIMENT |  I wanna try what will happen when I do this |
18:02 | COCKROACH |  I guess the string generation is not the way it should be |
17:50 | TEST |  Take XVI |
17:50 | FIXED |  Bad database read-out |
17:46 | TEST |  Take XV |
17:45 | DEBUG |  An extra debug line must give me some answers |
17:43 | COCKROACH |  I guess it's not gonna happen, eh? |
17:37 | TEST |  Take XIV |
17:37 | FIXED |  Generated definition error |
17:35 | COCKROACH |  Still NO GOOD! |
17:31 | TEST |  Take XIII |
17:31 | FIXED |  I fixed it, but what the hell was I doing there? |
17:31 | HUH |  What the.....? |
17:24 | TEST |  Take XII |
17:24 | FIXED |  Argumentation error |
17:16 | TEST |  Take XI |
17:16 | EXPERIMENT |  Maybe THIS will fix that issue |
17:11 | TEST |  Take X |
17:11 | DEBUG |  debug Let's see if this gets me some more answers, as the claim done is NOT correct, after all! |
17:10 | HUH |  That's odd... Checking my database the data appears to be in order! |
17:08 | NOTE |  Aha! Now it becomes clear! The data for "Who is the Virus?" is invalid, eh? |
17:03 | TEST |  Take IX |
17:03 | MYSTERY |  I wonder why this bug hasn't surfaced before.... |
17:03 | FIXED |  icon check bug in Annoy feature |
16:59 | TEST |  Take VIII |
16:59 | FIXED |  Globalisation error |
16:52 | TEST |  Take VII |
16:52 | FIXED |  Code typo |
16:47 | TEST |  Take VI |
16:47 | DEBUG |  Extra debug line must give me some answers as things that should not be possible happen |
16:42 | TEST |  Take V |
16:42 | FIXED |  "nil" |
16:39 | TEST |  Take IV |
16:39 | FIXED |  Missing class |
16:37 | TEST |  Let's try this again! |
16:37 | LINK |  Established |
16:33 | STUPIDITY |  Forgot to link the Kthura zone to the specific code.... DOH! |
16:28 | TEST |  Take II |
16:28 | FIXED |  Syntax error in Map Script |
16:22 | TEST |  And let's get ready to rumble! Take I |
16:22 | CHECKED |  a few final checkups |
16:21 | DONE |  Mesa back |
15:31 | TODO |  Okay, first a few real-life things... Since it's Christmas tomorrow, I guess the stores won't be open as long as normally, so.... :( |
15:31 | DONE |  A few more preparations |
15:16 | WIKI |  Documented Game Jotl API support |
15:16 | SITE |  Added tag WIKI |
14:55 | ACHIEVEMENT |  Feed Me, Seymour |
14:54 | STATUS |  Must of the work is done now, but I cannot go into testing just yet! |
14:44 | MAPSCRIPT |  I've done some checkups and responses to that.... But I think this can be done in a better way, but I'll leave it for now... |
14:34 | STATUS |  NOT there yet |
14:31 | SECURITY |  The secret code that will process the Game Jolt stuff has been written |
14:08 | LINK |  A few quick links for my own benefit |
14:04 | POWERSHELL |  Let's run my NALA build script, as it will take awhile anyway before I can run the next test |
14:04 | NALA |  The NALA side of this entire adventure has now been taken care of... |
13:25 | COSMETIC |  A little fix of something that was bothering me for quite awhile now |
13:23 | SECURITY |  A few system updates done |
13:18 | SECURITY |  Some extra data input to get things done in this department |
13:09 | CONFIG |  Secu update |
13:07 | STATUS |  Well, time has come to turn the engine upside down |
2:10 | STATUS |  See ya! |
2:01 | DATABASE |  Right, a database has been set up which helps me with generating the data I need |
1:41 | STATUS |  Well as much as I want to continue now... It's getting late |
1:39 | GITHUB |  Updated |
1:35 | ENHANCEMENT |  And so there's also a trophy fetcher on my GJ API |
1:35 | STUDY |  Complete, and with good results.... I guess the documentation was better than I thouht... Haha! |
0:13 | NOTE |  Still better than most syntax highlight documentation, though, and given the poor state of the GJ API documentation, THAT counts for something.... |
0:13 | STUDY |  What I need to do now will require a bit more study on the Game Jolt API, which won't be easy as the Game Jolt API documentation is horrible at best |
0:03 | STATUS |  The next issue for me to tackle will be to get the gate to Botanica open.... |
0:01 | CONFIRMED |  "Are you not entertained!" |
0:01 | CONFIRMED |  "Kill the hireling" |
0:00 | NOTE |  Although #103 is considered high priority, it's not the first thing to be taken care of.... That will come once the combats in Botanica are in order, as well as Scyndi's #102 issue..... |
0:00 | BUG | |
- = 23 Dec 2019 = - |
23:42 | TODO | |
23:42 | TEST |  Take VII |
23:42 | FIXED |  Floor and wall textures in area swapped |
23:39 | TEST |  Take VI |
23:39 | FIXED |  "end" too much |
23:37 | TEST |  Take V |
23:37 | SOLVED |  5 characters was the issue.... More than 4 was not allowed to be counted for the random encounter generator |
23:29 | TEST |  Take IV |
23:28 | FUCKYOU |  No way |
23:26 | TEST |  Take III |
23:25 | FIXED |  Encounters in area 999, where that was (due the the scenario hub status) not allowed (to prevent conflicts) |
23:18 | TEST |  Take II |
23:18 | DEBUG |  traceback added so I can see more |
23:15 | BUG |  Collections multi array has an out of bounds error, but refuses to give me more information than that, which... sucks! |
23:05 | TEST |  Take I |
23:05 | STATUS |  But I *can* test how things fare until that point has been reached, let's go! |
23:04 | NOTE |  I will NOT test the boss for now... This because the moment has come the first Game Jolt Only mission has been set up, and I'll be needed to set up some very important stuff then... After all, the full achievement check will then have to be done, and that will be quite a challenge.... |
23:02 | MAP |  Random encounters set up! |
22:58 | STATUS |  Well, with that all out of the way, I can configure the prison for enemies.... Hold, on! |
22:58 | GENERATION |  Hireling negged |
22:58 | TRANSFER |  Hireling art |
22:56 | STATUS |  Not there yet! |
22:56 | ARENA |  Zoraman Prison arena |
22:43 | UPDATED | |
22:41 | TECHNO |  Yes, this is needed.... Some significant tunings are there between prisons and other kinds of dungeons, making the two incompatible.... This is a bit of an issue in how the prison walls were drawn, and since my graphics designer is no longer available, no fix is possible for that.... |
22:40 | ARENA |  Template prison |
21:59 | FOE |  hireling |
21:34 | TEST |  Take XI |
21:34 | HUH |  Fix undone by the computer for some reason??? |
21:30 | TEST |  Take X |
21:29 | FIXED |  Cosmetic issues |
21:25 | TEST |  Take IX |
21:25 | FIXED |  GRRR! |
21:20 | TEST |  And now to test things out |
21:20 | LINK |  Linked the travel zones to the hide and show |
21:20 | DONE |  I also had a short break |
20:17 | TODO |  But first I'm gonna put my chicken into the grill, as I'm getting hungry 
|
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 |