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 |
1:31 | STATUS |  See ya! |
1:31 | NOTE |  For now the game crashes on that, since Rondomo is not properly scripted yet, but I'll take care of that soon enough |
1:30 | CONFIRMED |  NOW it works |
1:28 | TEST |  Take V |
1:27 | FIXED |  For real now.... please? |
1:26 | COCKROACH |  When it comes to the Rondomo sequence still no good! |
1:25 | ITCH.IO |  I will likely open this page soon, but no alpha versions uploaded there, as the workout of this is far from ideal. |
1:24 | BITBUCKET |  Updated |
1:24 | GITHUB |  Updated |
1:22 | TEST |  Test Take IV |
1:22 | FIXED |  I THINK I fixed that |
1:20 | BUG |  The "Rondomo" sequence does not start |
1:19 | FIXED |  One Black Dragon spell required a higher level than the skill level cap |
1:14 | TEST |  Take III |
1:14 | FIXED |  Forgot to link up the last skill group |
1:10 | TEST |  Take II |
1:10 | LINK |  Final linkups |
1:08 | BOSS |  Black Dragon |
0:54 | STATUS |  time to get stuff really to work |
0:54 | CONFIRMED |  Pre-Script works |
0:46 | TEST |  Take I |
0:46 | STATUS |  Let's get ready to rumble |
0:46 | CHECKED |  Stuff properly defined so the Rondomo script will react |
0:45 | SCENARIO |  Checked and a few spelling and grammar errors in both the English as the Dutch version corrected |
0:39 | TRANSFER |  Dragon scenario |
0:39 | SASKIA |  Dragon script |
0:26 | TEST |  A small test is in order |
0:26 | MAP |  Area 009 |
0:26 | MAP |  Area 008 |
0:13 | STATUS |  Back to business |
0:13 | C# | I've set a basis up for GENIE which may be either work as an addition to or a replacement of GINI.... (Too many tools of mine still rely on GINI to completely ditch it, you know). |
- = 26 Jan 2020 = - |
23:31 | FIXED |  I think Irravonia's issue! |
23:15 | TEST |  Take 04 |
23:15 | NERF |  HP nerf boss |
23:15 | DEBUG |  Randomly Irravonia still tries to learn meditation while this may not be possible in any way.... Some extra checkups must tell me why |
23:06 | TEST |  Take 03 |
23:06 | FIXED |  Fixing the problem in the process |
23:04 | TRANSFER |  Done |
23:03 | STUPIDITY |  Forgot to transfer the Black Guardian graphic |
22:55 | TEST |  Take 02 |
22:54 | FIXED | |
22:45 | TEST |  Let's get ready to rumble! |
22:44 | BOSS |  Black Guardian |
22:41 | CHARACTER |  Linked to character |
22:38 | ABILITY |  Gloom |
22:34 | FAILURE |  For some reason my computer has begun to lag like crazy |
22:33 | ABILITY |  Disintegrate |
22:30 | ABILITY |  Death |
22:17 | FIXED |  Memory kill not properly set up.... (This fix was needed, or the game would no longer be finishable if you lost to the black guardian.... Losing this battle now will just reset the puzzle if you get back here). |
22:16 | SASKIA |  Transporting you to area 007 if guardian is defeated |
22:16 | SASKIA |  As well as the SASKIA Link scripting |
22:16 | MAPSCRIPT |  Memory puzzle solving script written |
22:01 | TEST |  Take IX |
22:00 | COSMETIC |  This fixes some cosmetic issues that came along |
22:00 | MAP |  A few dominance changes |
22:00 | MAP |  Area 006 |
21:55 | FIXED |  Coordinate error |
21:54 | JUDGMENT |  Getting closer, but not yet quite |
21:46 | TEST |  Take VIII |
21:45 | FIXED |  Code typo |
21:42 | TEST |  Take VII |
21:42 | FIXED |  Room cycle request error |
21:42 | FIXED |  Not properly linked all 16 tiles |
21:35 | TEST |  Take VI |
21:35 | FIXED |  Code typo |
21:31 | TEST |  Take V |
21:31 | FIXED |  Illegal meta-index call |
21:28 | TEST |  Take IV |
21:27 | FIXED |  MOAR |
21:27 | TEST |  Take III |
21:20 | FIXED |  MOAR |
21:15 | TEST |  Take II |
21:15 | FIXED |  Lack of "self" |
21:11 | TEST |  Take I |
21:11 | NOTE |  But I can get start the testing stage nonetheless, so here goes nothing |
21:11 | NOTE |  And solving it now will crash the game, as the init functions to start the boss fight has also not yet been written |
21:11 | NOTE |  And the puzzles is also not yet tested, so no telling if it works |
21:10 | NOTE |  And I should note the puzzles are generated randomly |
21:09 | SCRIPT |  I've written the code that should make solving the memory puzzle possible |
14:49 | CONFIRMED |  ALL IS COOL NOW! |
14:45 | TEST |  Take X |
14:45 | FIXED |  I think I fixed that time-out issue |
14:39 | TEST |  Take IX |
14:39 | DEBUG |  This can allow me to more properly analyse the logs |
14:38 | DEBUG |  Time-out protection put in |
14:38 | BUG |  Game freezes on memory puzzle generation |
14:34 | TEST |  Take VIII |
14:34 | FIXED |  Code typo |
14:34 | DONE |  Shopping |
14:01 | NOTE |  That experiment is a success, so I can solve it that way.... Will be easier than trying to fix ZA_Cycle |
13:55 | TEST |  Take VII to run this little experiment |
13:55 | EXPERIMENT |  Let's see if I can cover this up like this |
13:49 | INVESTIGATION |  As I though ZA_Cycle was to blame..... I wonder how this could happen though |
13:46 | TEST |  Take VI |
13:46 | HUH |  Stack overflow... But nothing can stack up at all, so this is gonna be a long search to clear up |
13:46 | EXPERIMENT |  ??? |
13:39 | TEST |  take V |
13:39 | TECHNO |  The keyword "do" is at the end of a for line obsolete in NIL anyway |
13:38 | REMOVED |  Code typo |
13:30 | FIXED |  Note to self... No more C formatting through macros in NIL for the time being... |
13:28 | TEST |  Take IV |
13:28 | EXPERIMENT |  Let's see what this does |
13:25 | HUH |  Wait a minute.... Things seem to be getting wrong... elsewhere? |
13:22 | TEST |  And another test... Take III already |
13:22 | DEBUG |  So this extra debug line must tell mewhy |
13:22 | BUG |  Invalid use of % reported by C, but it's hard to pinpoint why that is |
13:18 | TEST |  Again! |
13:18 | FIXED |  #use error |
13:15 | TEST |  So a test run is still in order |
13:15 | NOTE |  It's hard to test if it all works now, as there's no visual effect, but maybe the logs can already tell me a lot |
13:15 | LINK |  And linked them to the map already |
13:14 | SCRIPT |  I've written the initiator and loader |
12:40 | TECHNO |  As there will be multiple dungeons with a memory puzzle (3 to be exact) I will put the memory puzzle script in a separate library to be reloaded each time.... Strictly speaking a hated dependency, but hey, since everything is packed by JCR6 anyway, no danger! |
12:39 | STATUS |  Like always time is an issue today, however I can at least get a few things done.... well at least I hope so |
2:01 | STATUS |  Next stop the memory puzzle |
2:01 | STATUS |  No matter, that's a later concern |
2:01 | MYSTERY |  And it works now? |
1:38 | COCKROACH |  Somehow Irravonia once again tries to learn meditation while nothing in the script allows her to.... |
1:23 | TEST |  Take XVI |
1:23 | FIXED |  Another tiny fix? |
1:20 | DUMMIED |  Redummied the debug lines I no longer need |
1:20 | TEST |  Take XV |
1:19 | FIXED |  And I think I fixed it |
1:19 | SOLVED |  I think I got it |
1:05 | TEST |  Take XIV |
1:05 | COCKROACH |  For some reason the skill unlocker doesn't work due to an earlier fix.... The code as it looks renders this impossible, so let's re-activate some debug lines to get to the bottom of this |
0:52 | TEST |  Take XIII |
0:52 | FIXED |  Ability Swap |
0:50 | FIXED |  More cosmetic crap |
0:46 | TEST |  Take XI |
0:46 | STATUS |  Getting there.... Only some fine tuning now |
0:42 | FAILURE |  Windows refuses to work out properly on .NET forcing me to quit the game for some odd reason |
0:39 | TEST |  Take XI |
0:38 | FIXED |  That should be fixed now... At leat this was an issue I could easily pinpoint |
0:38 | COCKROACH |  still no good, but at least no more crashes |
0:33 | TEST |  take X |
0:33 | MYSTERY |  I'm just doing stuff, hoping it will work out, but at this point I don't understand it anymore |
0:29 | TEST |  Take IX will tell |
0:28 | FIXED |  ???? |
0:21 | TEST |  Take VIII |
0:21 | FIXED |  An "All Allies" bug that has been in the default AI for since this project began, but which only surfaced as the first enemies having an AA move have arrived now |
0:17 | TEST |  Take VII |
0:16 | FIXED | |
0:16 | STUPIDITY | |
0:10 | TEST |  Take VI |
0:10 | FIXED |  Illegal Method call |
0:05 | TEST |  Take V |
0:05 | FIXED | |
0:05 | BUG | |
- = 25 Jan 2020 = - |
23:59 | TEST |  Take IV |
23:59 | FIXED |  Map data switch |
23:58 | REMOVED |  Removed links to deprecated QOpen from Kthura Text Editor |
23:57 | FIXED |  A bug in the Kthura Text editor |
23:57 | SOLVED |  Values switch around |
23:33 | HUH |  WTF?????? |
23:30 | TEST |  Take III |
23:30 | FIXED |  Arena Texture Fix |
23:25 | TEST |  Take II |
23:25 | FIXED |  Declaration error |
23:21 | TEST |  Take I |
23:21 | STATUS |  Up to the room where the puzzle will be the dungeon should work now.... It's technically the same recipe... Once the puzzle has been solved a boss fight against a guardian and then the epilogue part to meet the dragon. |
23:16 | CONFIG |  Encounters configured |
22:38 | ARENA |  Black Dragon Cave |
22:37 | ITEM |  Vocal Herb |
22:30 | ABILITY |  Silence |
22:29 | FOE |  Dark Ghost |
22:22 | FOE |  Black Slime |
22:18 | TODO | |
22:17 | ABILITY |  Void (although that move does nothing yet) |
20:35 | ABILITY |  The power of evil |
20:32 | ABILITY |  Dark Vision |
20:32 | ABILITY |  Phantom Hazard |
20:27 | ABILITY |  Darkness |
20:23 | SPELLANI |  Darkness |
20:10 | TEST |  Another test before I can really get onto the random encounters here (if venom works will have to be tested later, this is just a map test) |
20:08 | LINK |  Linked to Biohazard and poison cloud |
20:08 | SPELLANI |  Venom |
19:56 | ENHANCEMENT |  Width and Height properties for fighter class extensions (gonna need them) |
19:45 | TRANSFER |  Explosion |
19:38 | FIXED |  You couldn't leave area 004 |
19:20 | NOTE |  Due to the auto-achievement system savegames past that point will automatically award this achievement anyway in due time |
19:19 | FIXED |  White dragon achievement didn't work |
19:00 | CONFIRMED |  And NOW it works |
17:36 | TEST |  And let's test it again after that |
17:36 | NALA |  Recompiling |
17:36 | SOLVED |  Bug in the Kthura API for Bubble |
17:24 | TEST | |
17:24 | DEBUG |  Judging by the log and the Kthura editor something went wrong on the normally blocked area... I think the texture which was carring the Impassible flag, just like the zone that had to make hooking possible, is the "evil" here.... Since two blocks is not needed, and the texture block being obsolete, I'll remove that block so that only the zone remains, and let's see what happens |
17:18 | TEST | |
17:18 | DEBUG |  Reactivated debug line |
17:05 | TEST | |
17:05 | INVESTIGATION |  That or a wrong operator was used |
17:04 | BUG |  It appears that Scyndi's hook move does NOT work vertically for some reason |
16:59 | TEST |  I must test out a few things before I add the random treasures and enemies |
16:28 | MAP |  Area 005 |
16:28 | MAP |  Area 004 |
16:10 | ITEM |  Onyx |
12:55 | MAP |  Area 003 |
12:29 | STATUS |  So far everything appears to be fine |
12:25 | TEST |  Just a small test! |
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