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 |
19:37 | SITE |  Added tag LORE |
19:37 | BUBBLE |  Alias in code for portrait Kirana under her persona "Kara" |
19:36 | CHECKED |  Kirana Boxpic Ok |
19:35 | CHECKED |  Kirana Actor |
19:30 | STATUS |  Everything is cool now, and I can start on giving life to the one of the most despicable women I ever created.... Kara Irana aka Kirana |
19:22 | TEST |  Take I |
19:22 | DONE |  news and dinner |
17:52 | SASKIA |  Karl |
17:52 | STORE |  Added this to Karl's |
17:16 | ITEM |  Cardinal's robe |
17:14 | ITEM |  Leather Armor |
17:14 | ITEM |  Red dress |
12:06 | NOTE |  Trying to Karl at this point WILL crash the game, though! |
12:05 | STORE |  Karl's Weapon Stand |
12:01 | ITEM |  Wrecker |
11:57 | ITEM |  Hard Bat |
11:56 | ITEM |  Thief's knife |
11:49 | ITEM |  Whiplash |
1:22 | VOID |  I did place two barrels which must prevent the player from needlessly entering the NE house... This was already an issue in the original game, but a very annoying one.... This will affect both the populated as the deserted version of town, so no need to make two tests |
1:20 | CONFIRMED |  All NPCs who got to disappear do so accordingly |
1:13 | TEST |  So that's why one more test in deserted mode |
1:13 | TEST |  Now except for Kara, all NPCs are present, but Kara won't disappear... in fact she's already off the map as soon as the mission that will spell the disaster starts.... |
1:12 | CONFIRMED |  Dog works, and the fact that only Scyndi can understand animal language is picked up too |
1:11 | CONFIRMED |  Cynthia works |
1:11 | CONFIRMED |  Guards worl |
1:08 | BACKUP |  Running in the background |
1:08 | TEST |  Another test |
1:08 | NOTE |  I'm getting tired, mind you! |
1:07 | FIXED |  Code typo |
1:04 | MAP |  Cynthia and her dog |
0:50 | MAP |  Juggernaut guards |
0:25 | STATUS |  Almost there.... I only have left Cynthia and her dog, and the guards guarding the Juggernaut room.... Once those two have been taken care of I'll activate the store, and last but not least Kara, the NPC that is actually the key to get further in the game..... |
- = 9 Feb 2020 = - |
23:45 | TEST |  Wesley and Arjen |
23:36 | SECRET |  Yes, they have been named after the Dutch soccer players Arjen Robben en Wesley Sneijder. |
23:35 | MAP |  Wesley and Arjen have been added to the map (the city guards) |
23:32 | GAMEJOLT |  Rosetta article, although it's been scheduled for later |
22:48 | STATUS |  And that concludes Rosetta, or at least as far as Gagolton is concerned as after the disaster in Gagolton Rosetta will move to Independence |
22:48 | CONFIRMED |  Rosetta |
22:44 | TEST |  Rosetta Again |
22:44 | FIXED |  Illegal group definition |
22:38 | TEST |  Rosetta |
22:38 | FIXED |  Rosetta |
22:35 | TEST |  Rosetta |
22:34 | TRANSFER |  Rosetta Portrait |
22:30 | STONEMASTER | Rosetta |
22:20 | MAPSCRIPT |  Rosetta |
22:19 | SASKIA |  Rosetta |
22:18 | TRANSFER |  Sprite Rosetta |
22:09 | STATUS |  All cool now |
22:03 | TEST |  Again! |
22:03 | FIXED |  A few blockmap issues |
22:03 | NOTE |  Good thing I tested that |
21:57 | TEST |  Quick test in deserted form |
21:45 | NOTE |  That does not yet mean all NPCs are accounted for, but at least we can work out things more normally |
21:43 | NOTE |  that will make all NPCs actively blocking treasures, so I need to check both the populated town as the deserted |
21:43 | MAP |  NPC Hans |
21:09 | ITEM |  Ambrosia |
20:49 | TEST | |
20:49 | LINK |  Entering and leaving house 3 |
20:35 | OFFTOPIC | |
20:33 | TEST | |
20:33 | SCENARIO |  Retag |
20:33 | MAP |  NPC John |
20:20 | CONFIRMED |  All cool |
20:14 | TEST | |
20:14 | MAP |  Placed one in the city.... In thend you can only obtain it after the city's been deserted |
20:13 | ITEM |  Aquamarine |
13:59 | JUDGMENT |  Almost, but not yet quite |
13:52 | TEST | |
13:52 | LINK |  House 2 entry + exit |
13:31 | TEST | |
13:31 | LINK |  Arya |
13:27 | CONFIRMED |  That works |
13:17 | TEST |  Let's go! |
13:17 | MAP |  I've placed in Xenethor and his wife Fryda... Since Xenethor is the owner of that lab, I can best work this out while I'm still at that place..... so here goes |
13:13 | CONFIRMED |  That works! |
13:10 | TEST |  So I can test if the scientist will actually kick you out of his basement if you try to enter it |
13:10 | CONFIG | |
13:08 | CONFIRMED |  Now THAT works |
13:05 | TEST |  Another test |
13:05 | FIXED |  Link up fix to basement |
12:58 | TEST |  Let's see if this works |
12:58 | LINK |  Linked the interior of that house with the city main part |
12:54 | TRANSFER |  City scenario, but really working that part out is a later concern, but I needed the "get out of my lab" message to be present already |
12:49 | MAP |  I've worked out the lab, and also created the entrance to the Sugarland bonus dungeon for Game Jolt users, however I will not concern myself with actually creating this dungeon prior to the city being deserted. You cannot enter the place any time sooner anyway |
12:25 | TEST | |
12:19 | NOTE |  The actual opening of Juggernaut's room and fighting it will of course have to wait until the moment the fight can be unlocked |
12:18 | DONE |  A few preparations for Juggernaut Anti-Chamber |
12:10 | CONFIRMED |  NOW it works |
11:47 | TEST |  Take II |
11:47 | FIXED |  But that has been fixed |
11:47 | BUG |  Leaving does not |
11:47 | CONFIRMED |  Entering wokrs |
11:47 | CONFIRMED |  Start setup works |
11:43 | TEST |  And let's now put this to the test |
11:40 | MAPSCRIPT |  I've automated the zones being shown and hidden as the player enters them.... This is vital here, as this, as a former TeddyBear map has no layer support, so I have to do with transporting on the same layer. |
11:35 | MAP |  ZONE markings |
10:34 | LINK |  Back to town |
10:24 | CONFIRMED |  FINALLY! |
10:18 | VOID |  A value Lua returns which spooks up my GoToLayer function |
10:12 | TEST |  Again! |
10:12 | FIXED |  Some busted blockmap things |
10:12 | FIXED |  Illegal function call |
10:07 | TEST |  Again! |
10:07 | FIXED |  Case Error |
10:04 | TEST |  Let's see |
10:04 | SECRET |  That hall leads to the ultimate boss Juggernaut |
10:04 | MAP |  Some reworkings on the big hall of the Juggernaut basement |
9:57 | MAPSCRIPT |  QuickLink routine... Will make it easier for me to go from one place to another |
9:53 | CONFIRMED |  Around the emblem stuff's been fixed |
9:31 | FIXED |  A few blockmap and dominance issues |
3:54 | STATUS |  ENOUGH for today... I've seen that the empty town works.... |
3:49 | CONFIRMED |  FINALLY!!!!!! |
3:46 | TEST |  I hope so |
3:45 | FIXED |  Did I fix it? |
3:38 | DEBUG |  It's getting beyond me.... really |
3:29 | TEST |  Okay, again.... |
3:29 | DEBUG |  Extra line to confirm this |
3:29 | COCKROACH |  Function value my @ss |
3:24 | TEST |  One more (I hope only one!) |
3:24 | STATUS |  I'm getting tired |
3:24 | FIXED |  Code typo |
3:12 | FIXED |  Case error (I hate these trival errors... I really should have made NIL case insensitive) |
3:07 | TEST |  I hope it works now |
3:07 | EXPERIMENT |  Let's try to do this differently |
2:55 | HUH |  Eerr... This is getting strangery by the minute |
2:41 | HUH |  Wat? |
2:36 | TEST |  Take III |
2:36 | STUPIDITY |  LUL! |
2:32 | TEST |  Take II |
2:32 | NOTE |  The Crash does confirm the game does take note of the city being deserted though |
2:32 | FIXED |  Bad linking => Crash |
2:29 | TEST |  Here goes nothing |
2:28 | CONFIRMED |  The city in populated form appears to work, let's not force it deserted |
2:18 | TEST |  Let's see now! |
2:18 | LINK |  Worldmap record properly linked |
2:17 | NOTE |  with a few quick macros I can easily force the town to be empty for testing purposes |
2:17 | MAPSCRIPT |  Auto remover for NPC which have to be removed has been written |
2:14 | LINK |  Some more link code written in order to make Tag scanning easier from non Field Flow scripts |
2:05 | VERIFIED |  File names appear to be in order |
2:04 | MAPSCRIPT |  The system should now play Oregon by Wicky77 when the city is still populated, and Water Prelude by Kevin McLeod once the city is deserted |
1:55 | SASKIA |  Empty mapscript for Gagolton |
1:55 | NOTE |  still a lot to do though |
1:55 | MAP |  A few base settings for Gagolton have be set up.... |
1:39 | TECHNO |  Note to self... I've decided to make all NPCs (and barriers) that have to disappear as a result of emptying the city have a tag suffixed with "_DISA" (Short for "disappear") |
1:38 | NOTE |  Gagolton is not a normal city... After all this is the city that will be empty after you defeated the next boss... This requires a very careful approach on matters and not to mention, on the mapscript |
1:36 | TRANSFER |  Gagolton Map |
1:14 | UNDESIREABLE | |
1:01 | TEST |  Take VI |
1:01 | FIXED |  SASKIA Syntax Errors |
0:59 | FIXED |  Achievement fixed for real now? |
0:53 | TEST |  Take V |
0:52 | SCRIPT |  Defeating this boss will now unlock the city of Gagolton |
0:30 | WORLDMAP |  Gagolton |
0:29 | STUPIDITY |  It really goes beyond ANY level of stupidity |
0:28 | CONFIRMED |  Boss works, except for one tiny stupid issue |
0:24 | FIXED |  Achievement Mountain King was broken |
0:18 | TEST |  Take IV |
0:18 | DONE |  NumVar check for new moves |
0:09 | TEST |  Take III |
0:09 | FIXED |  Unlabelled Hero fix |
0:06 | TEST |  Take II |
0:06 | FIXED |  Filename typo |
0:03 | TEST |  And now to test the boss -- Take I |
0:03 | LINK |  Linked to Game Jolt |
0:02 | ACHIEVEMENT |  Hall of the Mountain King |
0:00 | BOSS |  Mountain King |
- = 8 Feb 2020 = - |
23:55 | TRANSFER |  Art Mountain King |
23:44 | ARENA |  Yasathar's temple |
23:37 | VERIFIED |  All is fine there |
23:37 | MUSIC |  Script check |
23:36 | SASKIA |  Boss Script worked out |
22:53 | MAP |  Additions for showing heroes for scenario |
22:49 | CHECKED |  Scenario looks to be in order |
22:46 | TRANSFER |  Scenario for Yasathar's temple |
22:30 | SASKIA |  At this moment his will force an error |
22:30 | LINK |  Boss link made |
20:15 | JUDGMENT |  Absolutely terrible but the best I can do... for now |
20:10 | TEST |  Take VI |
20:10 | CONFIRMED |  Progress |
20:07 | TEST |  Take V |
20:07 | FIXED |  And a few blockmap issues? |
20:05 | FIXED |  I think I got PART of the problem.... |
20:01 | FAILURE |  These housekeepings always come at the worst possible moment, eh? |
20:00 | TEST |  Take IV |
20:00 | DEBUG |  Extra debug lines will have to tell me what the fuck is going on here! |
19:56 | BUG |  This is NOTHING near what it should look like |
19:54 | TEST |  Take III |
19:53 | FIXED |  And that fixes everything, I hope.... |
19:53 | GO |  Recompiled |
19:53 | SOLVED |  Ah, my fixed Go script (I refuse to call it an application... Go doesn't come near that level) was not written in .exe form |
19:48 | TEST |  Take II will have to note if that fixes or at least voids what just happened.... But I am really beyond what could cause that... |
19:47 | FIXED |  At least I fixed an illegal group call |
19:46 | HUH |  I have NO idea at all what is happen now! |
19:42 | LINK |  Linked the world map to this place |
19:40 | STUPIDITY |  As I realized I forgot something very important |
19:40 | NOTE |  Take Cancelled! |
19:28 | TEST |  And as soon as that's done I've set the system to immediately start test Take I |
19:28 | JCR6 |  That will condemn me to a music rebuild, however that shouldn't take too long |
19:26 | MUSIC |  Angevin will once again be the music used here |
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