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20:17 | MAPSCRIPT | Boss fight should work now |
20:17 | REMINDER | |
16:39 | NOTE | But first a little break. |
16:38 | STATUS | Right, all's ready now to set up the boss in Airom. This boss is unique in the game as this is the only boss who can all be fought once in all cycles together. This because this boss is only a guardian for Crystal's ultimate ARM. The Ark Smash. (This will also be the only dungeon which will in all cycles that come next be unlocked from the start if you did it in an earlier cycle, although you will need to unlock the world world Phantasar first, which is (I guess) only obvious. |
16:20 | FIXED | Return Error in "Follow Me" |
16:00 | FIXED | Wrong class member in "Follow Me" |
15:46 | FIXED | Panacea icon missing |
15:23 | FIXED | Combat start = Crash! |
15:14 | FIXED | Hmmm? Did I just have a syntax error getting these oddities? |
14:58 | NOTE | And with this the map should work except for the boss and "prize". This however comes later. |
14:57 | MAPSCRIPT | Random encounters (this is a Phantasar mission after all) |
14:10 | TEST | Take II |
13:44 | FIXED | Meta error |
13:37 | TEST | I will first test if everything works the way it should, before I add the random encounters Take I |
13:36 | FIXED | Small error spot in time |
13:35 | MAPSCRIPT | Secret passages will be hidden and shown |
13:27 | FIXED | And the background music didn't work, which has been fixed now |
13:27 | MAPSCRIPT | The save spots have been activated |
12:07 | TEST | Before I script everything out, I first need to make a quick checkup if everything works properly or not! |
10:23 | CONFIRMED | So far, so good! |
10:04 | TEST | Again! |
10:04 | FIXED | Da fuuck? |
8:55 | NOTE | Please note, when completing Airom (which you cannot do yet, as the map is present, but it's script is not yet),the game will for now crash, as I will script obtaining the Ark Smash itself later |
8:54 | MAPSCRIPT | Rachel has been set to unlock Airom |
- = 7 May 2021 = - | ||
18:36 | STATUS | So far... I need a break now! |
18:36 | CONFIRMED | All's well that ends well! |
18:33 | TEST | Well? |
18:33 | FIXED | There was however a fault in the reference to the Rising Nova ARM |
18:33 | CONFIRMED | Yup, that part of the problem is confirmed now by the log |
18:31 | TEST | .... |
18:31 | FIXED | ? |
18:19 | BUG | Rachel doesn't appear in Frendor when she should... This is what I need to sort out when I resume my actions |
17:19 | TEST | Fuck it more! |
17:19 | VOID | Right then? |
17:18 | MYSTERY | WTF is going on there |
15:36 | TEST | Fuck it! |
15:36 | VOID | Well, whatever magic caused it, a void has been set up to prevent this from happening again! |
15:35 | HUH | WTF? Nothing could have caused a target to be a nil value |
14:08 | TEST | Let's see, then... |
14:08 | FIXED | Dominance issue (cosmetic) |
14:07 | FIXED | Blockmap issue on last door (very important) |
12:46 | FUCKYOU | Boss Take IX |
12:12 | FUCKYOU | I keep doing that! Much much longer will I torture myself with that? |
11:53 | MYSTERY | the crash didn't happen again... odd |
11:53 | VOID | decimal issue in Neil |
11:40 | VISUALSTUDIO | Boss Take VIII |
11:39 | HUH | Stuff is getting stranger by the minute |
11:37 | TEST | Boss Take VII |
11:37 | VOID | Non-existent barrier appears to be a problem |
11:36 | HUH | I don't know what happened, but I do know that it was not right! |
11:27 | TEST | Boss Take VI |
11:27 | FIXED | .... |
11:27 | FUCKYOU | CODE TYPO! Oh I hate myself for this! |
10:52 | TEST | Boss Take V |
10:52 | TECHNO | Extra debug item for me |
10:37 | TEST | Boss Take IV |
10:37 | FIXED | Right-on |
10:37 | FUCKYOU | Why wasn't this parse error seen before? |
10:32 | TEST | Boss Take III |
10:32 | VOID | This way then? |
10:32 | COCKROACH | FUCK YOU! |
10:28 | TEST | Boss Take II |
10:28 | FIXED | Unknown identifiers in Inferno SpellAni |
10:27 | BUG | this is a bug in Neil, but I'll void that for now |
10:27 | VOID | Linking members does not really seem to work well, does it? |
2:46 | FIXED | Identifier issue |
2:15 | MAPSCRIPT | Achievement for getting near the Rising Nova |
2:15 | MAPSCRIPT | Boss on secret level |
- = 6 May 2021 = - | ||
19:42 | STATUS | Slow as it may be I'll test the secret area up to the boss. It's only one (optional) area after all. If I can find out what causes this slowdown to happen I'll be on it, but at the present time I got no idea at all. |
19:41 | SCRIPT | Follow me |
18:02 | MYSTERY | The editor also slows down at that point, by the way, so it's hard to pinpoint what's wrong here. |
17:49 | NOTE | Other than the boss, the secret level does appear to work properly though. |
17:49 | MYSTERY | The game slows down like crazy in the secret level. Which is odd. It can't be the number of objects. Frendor bushes has more objects and doesn't show this behavior. |
17:33 | NOTE | NOW the door should open? (I hope) |
17:33 | FIXED | Tag error |
17:30 | TEST | Take III |
17:30 | FIXED | Door didn't open? |
17:10 | TEST | Take II |
17:10 | FIXED | Crashes and a few more bad setups |
16:39 | TEST | Take I |
16:39 | SCRIPT | The way to the secret passage on area 007 |
15:55 | TEST | Let's see |
14:36 | STUPIDITY | Not saved? |
13:40 | STATUS | I'll sort this out, later. |
13:40 | BUG | No response |
13:32 | TEST | Let's see |
13:32 | SCRIPT | Conveyor belt in the first trash department has been scripted |
13:29 | FIXED | Transporter issue when leaving your house |
13:13 | TEST | Gotta test if this all works |
13:13 | LINK | Wendicka's Home => Final Dungeon |
13:12 | LINK | Final Dungeon => Wendicka's Home |
13:11 | NOTE | Older savegames will still show this boss if past that point. No point fixing those savegames as this is only cosmetic. In later tests I will make sure the boss does actually disappear |
12:05 | FIXED | Removal boss actor from map after combat didn't happen |
11:29 | TEST | Take IV |
11:29 | VOID | In order to avoid conflicts I enforced a "stop walking" upon activating the boss on floor 5 |
11:28 | FIXED | Cyborg reference fault |
11:19 | TEST | Take III |
11:19 | FIXED | Missing link |
11:15 | TEST | Take II |
11:15 | FIXED | Fixes another "issue" |
11:15 | REMOVED | Begone! |
11:15 | HUH | How did that loose letter get in my code? |
11:14 | FIXED | Local declaration error |
11:02 | TEST | Take I |
11:02 | MAPSCRIPT | Start up Super Cyborg |
10:53 | MAPSCRIPT | Boss start script (same for all bosses except the Goddess herself, but she has a seperate Kthura map for herself alone). |
9:40 | STATUS | The next stop will be, the first boss... The Super Cyborg |
9:30 | HUH | And suddenly it just works.... |
9:08 | TEST | Take IV |
9:08 | DEBUG | Let's add an extra line to make sure! |
9:08 | HUH | Fuck that! Nil value... It has a function pointer, come on! |
9:00 | TEST | Take III |
8:59 | FIXED | Scope error |
8:57 | TEST | Take II |
8:57 | FIXED | Something went wrong in the macro line |
8:36 | NOTE | And that will only be this floor since the first boss is on floor 5 already |
8:35 | TEST | I'll test floor 4 this way. |
8:35 | MAPSCRIPT | The "Chat" system has been implemented. All 7 spots should work now. |
- = 5 May 2021 = - | ||
22:31 | GITHUB | And I'll update the github repository |
22:31 | BACKUP | Running |
22:31 | STATUS | So far so good.... That covers most of the hard stuff, but it ain't over yet. Excalibur is a large dungeon and in the original version I really put a lot of effort in it. And I don't want that to go to waste, so I'll be busy on this place, that's for sure. |
21:48 | TEST | Take VI |
21:48 | FIXED | Johnson crash in combat |
21:41 | TEST | Take V |
21:41 | VOID | I think I got it! |
21:39 | NOTE | I need a different way to announce Johnson's return, I suppose |
21:13 | TEST | Take VI |
21:13 | VOID | And that should void/fix/whatever another crash |
21:13 | JCR6 | Alias resistance Rolf => Johnson |
20:26 | TEST | Take V |
20:26 | FIXED | Tag error |
20:18 | TEST | Take IV |
20:18 | FIXED | Spawn Johnson crash |
19:57 | TEST | Take III |
19:57 | FIXED | Macro conflict |
19:51 | TEST | Take II |
19:47 | FIXED | Several fixes |
18:54 | TEST | Johnson - Take I |
18:54 | CHARACTER | Johnson |
18:54 | MAPSCRIPT | Johnson |
14:52 | STATUS | I'm going to take a break now, the next stop will be The Lady Of The Lake Artificial Park, where the last new character joins the group. |
14:52 | STATUS | Things do appear to work now |
14:11 | TEST | Take XIV |
14:11 | VOID | Crash |
14:07 | TEST | Take XIII |
14:07 | VOID | Did I void that issue properly? |
14:05 | BUG | I do see though, that the doors that were previously opened do not open again... They should, though |
14:05 | VOID | Issue voided |
14:05 | TEST | Take XII |
14:05 | DEBUG | Let's see |
14:05 | BUG | I do have issues with the distance to keycards, meaning your heroes will refuse to pick it up |
13:41 | FIXED | Door on the right had issues, but that was easy to fix |
13:37 | ITCH.IO | Removed Itch.io downloads of the old version |
13:20 | TEST | Take XI |
13:20 | VOID | Let's do it THIS way then? |
13:20 | FUCKYOU | Fuck you! |
13:16 | TEST | Take X |
13:15 | FIXED | Bad operator |
13:11 | TEST | Take IX |
13:10 | FIXED | Did I fix it? |
12:54 | TEST | Take VIII |
12:54 | DEBUG | Let's see what's wrong |
12:42 | BUG | But the door refuses to open! |
12:42 | CONFIRMED | Key is taken and marker disappears |
12:42 | CONFIRMED | Area behind door shows |
12:38 | TEST | Take VII |
12:38 | FIXED | GRRR! |
12:34 | TEST | Take VI |
12:34 | FIXED | Syntax error |
12:33 | TEST | Take V |
12:33 | FIXED | Forgot some linkup code |
12:24 | TEST | Take IV |
12:24 | DEBUG | Extra info I think I may need |
12:24 | FIXED | Door color issue |
11:55 | FAILURE | |
11:54 | VISUALSTUDIO | I guess I must first recompile Apollo.... Sigh! |
11:51 | TEST | Take III |
11:51 | FIXED | OH FUCK IT! |
11:41 | TEST | Take II |
11:41 | FIXED | Idiocy |
11:33 | TEST | Take I |
11:32 | MAPSCRIPT | I've scripted the automated doors. They should all be functional now, in the entire dungeon |
11:08 | CONFIRMED | But finally it seems I got it all covered |
11:08 | FIXED | and there one ANOTHER |
11:04 | VISUALSTUDIO | Need to recompile both Kthura Editor and Apollo now |
11:04 | FIXED | Ah, another one there |
11:01 | FIXED | Tile framing error in TSQG |
- = 4 May 2021 = - | ||
20:24 | CONFIRMED | NOW it works |
20:21 | TEST | Again!? |
20:20 | FIXED | Forgotten "Return" instruction in order to enforce the rejection |
20:20 | STUPIDITY | Ah, that's why |
20:20 | COCKROACH | No effect? |
20:18 | TEST | A little test |
20:17 | VOID | Getting keys that are too far away should not be possible anymore |
19:42 | GITHUB | Time to update the repository |
19:41 | CONFIRMED | Beaming works |
19:32 | TEST | Take XXVII |
19:28 | FIXED | Back to the field after the beam |
19:27 | VOID | An event flush must prevent a red-card take bug |
19:27 | FIXED | First a coloring bug |
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