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 |
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! |
12:25 | MAP |  Area 002 |
11:51 | STATUS |  Stuff is fine.... At least for the time being.... |
11:48 | NOTE |  It's not likely I get too many collumns anyway.... The game's big but not THAT big! |
11:48 | COSMETIC |  Collumn length worldmap enlarged |
11:46 | FIXED |  Blockmap error |
11:42 | TEST |  ... |
11:42 | FIXED |  .... |
11:36 | TEST |  ..... |
11:36 | FIXED |  SASKIA error |
11:07 | TEST |  Let's see if this all works the way it's intended to work |
11:07 | MAP |  Area 001 |
11:07 | MAPSCRIPT |  Exit |
0:55 | STATUS |  LATER! |
0:55 | BACKUP |  Running |
0:53 | UPDATED | |
0:48 | CLOSED | #117 -- closure overdue! |
0:47 | REMINDER | |
0:37 | TEST |  Take IX |
0:37 | FIXED |  And I forgot to set the music correctly |
0:37 | FIXED |  Chain to Area 000 |
0:36 | REMOVED |  Another obsolete scenario tag |
0:34 | STATUS |  At least that takes care of the "hard part" |
0:34 | CONFIRMED |  And now Dernor and Merya DO walk away when they have to |
0:29 | TEST |  Take VIII |
0:29 | NOTE |  I refuse to call that a fix, but at least this should get things going again |
0:29 | VOID |  Made a new tag and linked the SASKIA script to that |
0:29 | HUH |  The required tag has gone missing, though the debug logs indicate it's still there |
0:26 | BUG |  And neither Dernor nor Merya will walk away, and maybe I need to make a little mapcheck for that one |
0:25 | REMOVED |  Bugging tag, leftover original game |
0:24 | FIXED |  Grammar error in Dernor's opening sentence.... How did that one get past my notice in the original game's release? |
0:23 | FAILURE |  MANY things are NOT right! |
0:17 | TEST |  Take VII |
0:17 | VOID |  I hope I voided that one now.... But ya can never be sure I guess |
0:16 | MYSTERY |  The question is now why spaces are added for no apparent reason making my texture reference invalid |
0:12 | TEST |  Take VI will have to tell |
0:12 | FIXED |  Alternate boxtext loader fixed???? |
0:06 | TEST |  Take V |
0:06 | FIXED |  Ah... Found the little bugger |
0:05 | INVESTIGATION |  Let's see if we can find out why.... |
0:05 | BUG |  Apparently the spawning of Merya didn't work out well.... |
0:02 | TEST |  Take IV |
0:02 | FIXED |  Hide error |
- = 24 Jan 2020 = - |
23:59 | TEST |  Take III |
23:59 | RECOVERED |  That should count as a "recover" rather than a fix I think |
23:59 | LINK |  Put in in again |
23:58 | HUH |  Somehow the music script link disappeared |
23:55 | TEST |  Take II |
23:55 | LINK |  Linked the world map |
23:35 | STUPIDITY |  I wanted to do this TOO quickly |
23:30 | TEST |  take I |
23:30 | TODO |  And BANZAAAAÏ! |
23:30 | TODO |  Fix a cup of coffeee |
23:30 | STATUS |  And that means things can be tested now.... As things are a bit more complex than they usually are, I do expect some trouble here.... |
23:28 | CLEANUP |  Oh yeah, the actors had to be removed from memory... This to prevent any bugs when the Rondomo sequence begins, which is in the same section |
23:27 | SASKIA |  I've scripted out the part where the party meets Dernor and Merya.... The script should also make them go away |
23:25 | SCENARIO |  Tag adaptions which were needed in the old game, but serve no purpose here, and would even only bug things up |
23:22 | SCENARIO |  Tag placement in order to make portraits appear properly accordingly |
23:19 | OFFTOPIC |  Damn, that was a highload of text.... |
23:19 | SCENARIO |  As the outside of the cave was a separate map in the original game, I am condemned to loading a separate scenario file (as there's also text with the dragon), and I have no merger, and writing one will take more time and effort than it's worth, since I only need to do this once, and the merger takes more time to write, than this way around takes me.... |
23:17 | TRANSFER |  Imported scenario for Dernor and Merya |
23:14 | MAPSCRIPT |  The actors for Dernor and Merya should spawn now |
23:07 | ITCH.IO |  For Itch.io things are not yet certain when it comes to uploads. I could not yet see if Itch.io actually supports hidden downloads only for personally picked alpha testers to see |
23:05 | GAMEJOLT |  Alpha Update |
23:02 | MAPSCRIPT |  Due to the meeting with Dernor and Merya I have a few complicated things set up to deal with loading the place from the world map |
22:47 | SASKIA |  Empty base script |
21:40 | BUG |  There are a few issues with character specific skill exp gainings |
20:47 | STATUS |  AS this requires full concentration to do well, I think I'll first take a little break.... |
20:46 | TECHNO |  Not only that, but I also must be careful on working out the music, as that'll need to be done differently. I must also think on how to do the inspawning from the worldmap, but the latter I know an easy cheat for, which I actually also used on the village of Dreshka in The Fairy Tale (both the original game as the revamp.... a very easy way to "cheat") |
20:44 | TECHNO |  This requires them to be fully functional actors, and thus I'll need to be creative in scripting |
20:43 | TECHNO |  This will be a bit harder to do, as Dernor and Merya will not join the party yet, but walk away in stead (only to return later as fully playable characters) |
20:42 | MAP |  Outside Area where Dernor and Merya will enter the game |
19:53 | STATUS |  And now to bring the game outside the madhouse, so I can start the works on the Black Dragon Cave and complete this chapter |
19:53 | STATUS |  And that should be all errors accounted for |
19:53 | FIXED |  Map referrence error |
19:48 | TEST |  Take XII |
19:48 | LINK |  Way back into the madhouse |
19:46 | NOTE |  I do suffer from some dominance issues... This was already a problem in the original game, and trying to fix those will only make things worse, so I won't |
19:46 | CONFIRMED |  Achievement works |
19:16 | TEST |  Take XI |
19:14 | LINK |  Linked the achievement to the proper place on the map |
19:10 | NOTE |  The name is a referrence to Wild ARMS 4, where Yulie often exclaims this during battle |
19:09 | ACHIEVEMENT |  I wish I could forget all about the facility |
18:28 | TEST |  Take X |
18:28 | DUMMIED |  Debug lines dummied... I can get them back if the bug persists |
18:28 | FIXED |  I think I fixed it |
18:22 | TEST |  During Take IX I hope the debug log will tell me why Irravonia tries to learn "Meditation" |
18:22 | CLOSED | #120 As at least that has been confirmed to work |
18:18 | DEBUG |  So these debug lines must give some clarity |
18:18 | CHECKED |  The way the code has been written should make this impossible... |
18:03 | BUG |  Irravonia tries to learn "Meditation" when not all skill levels are at the required height |
17:55 | TEST |  take IX |
17:55 | FUCKYOU | |
17:51 | TEST |  Take VIII |
17:50 | FIXED |  Extra declaration required |
17:48 | TEST |  Take VII |
17:48 | LAZY |  Yeah it takes a few bytes more of RAM and nobody will ever care, mind you! |
17:48 | LAZY |  Voided an issue in the #120 fix.... Doing it the correct way is too much work.... |
17:43 | TEST |  Take VI |
17:43 | STATUS |  Before I push that in order to close #120 I want to do more testing, but that will be done in this entire test session along with the test of the facility |
17:42 | FIXED | |
17:34 | FIXED |  No experience on casting freeze for Eric |
17:13 | TEST |  Take V |
17:13 | BALANCE |  I've made sure the speed between faster and slower characters in battle is less excessive |
17:03 | TEST |  Take IV |
17:03 | LINK |  Back to the facility |
16:54 | TEST |  Take III |
16:54 | NOTE |  Not the must beautiful fix, but caring about that will only create even uglier code |
16:54 | FIXED |  AHA! That was the evil! |
16:50 | TEST |  Take II |
16:49 | DEBUG |  Extra data about why the transporter pad refuses to work |
16:48 | STATUS |  Which was about time |
16:48 | DONE |  Replaced by work chair |
14:24 | TEST |  Take I |
14:24 | STATUS |  Does it work? |
14:24 | MAP |  Transporter pad area 018 active now |
14:22 | SASKIA |  I've expanded the SASKIA script for the transporter.... Was the easier way to go |
14:05 | ACHIEVEMENT |  I'll be back! |
14:04 | BUG | |
14:01 | BUG |  When a 100% poison resistent enemy can get poisoned, I do know the resistance checkup is not working properly.... (And I think I already know why) |
13:54 | TEST |  Take Three! |
13:54 | NERF |  HP down.... This would take too long and end up in an extremely BORING fight! |
13:49 | TEST |  Take Two! |
13:49 | FIXED |  Music referrence |
13:25 | TEST |  Take One! |
13:25 | STATUS |  Time is not my biggest friend today, but I'll see how much time I got to throw in some tests |
13:25 | SECRET |  Yes, those who played Star Story may be able to guess the boss.... Try it! |
13:24 | BOSS |  ??? |
13:19 | ABILITY |  Kuusi |
13:18 | ABILITY |  Nelja |
13:15 | ABILITY |  Kolme |
13:15 | ABILITY |  Kaksi |
13:13 | ABILITY |  Yksi |
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