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1:26 | FIXED | Take IX |
1:14 | COSMETIC | Sped up fade-out sequence darkness effect in cell... This really took far too long |
1:13 | FIXED | Alpha issue bar fight |
1:10 | TEST | Take VIII |
1:10 | FIXED | Bad Scenario references |
1:10 | FIXED | Fade-out darkness not showing |
1:09 | TEST | Take VII |
1:09 | VOID | Issue |
0:54 | TEST | Take VI |
0:54 | FIXED | Illegal object usage in the creation of Foxy |
0:45 | TEST | Take V |
0:45 | FIXED | String!=Identifier |
0:45 | FIXED | Unprefixed macro |
0:43 | TEST | Take IV |
0:43 | FIXED | Syntax error |
0:42 | TEST | Take III |
0:38 | FIXED | Microsoft DIE with you stupid backslashes! |
0:38 | COSMETIC | Fight coordinate boundaries set to screen boundaries |
0:34 | TEST | Take II |
0:34 | FIXED | Conflict |
0:29 | TEST | Take I |
0:29 | STATUS | WISH ME LUCK! |
0:28 | MAPSCRIPT | Foxy & Reggie |
- = 27 Feb 2021 = - | ||
23:27 | MAPSCRIPT | Step one in speaking to Yirl |
23:24 | NOTE | NOT yet tested, though! |
23:24 | CHARACTER | Yirl's abilities and business points system has been set up |
22:48 | CLOSED | |
22:26 | CHARACTER | Combat menu: Foxy |
22:26 | CHARACTER | Combat menu: Yirl |
22:08 | STATUS | Now I need to prepare for Yirl and Foxy to join the party |
22:01 | LINK | Exit |
20:26 | TODO | Speak to Yirl |
20:26 | TODO | Leave the bar (not needed, but it makes the game more complete) |
20:00 | DEBUG | Let's find out why |
19:57 | BUG | Unpopping doesn't |
19:57 | CONFIRMED | Popping works |
19:53 | TEST | Let's see now! |
19:53 | CONFIRMED | The basic concept works, though |
19:53 | FIXED | Some issues |
19:38 | TEST | Gotta test this all |
19:38 | MAPSCRIPT | Stork |
19:36 | SCRIPT | PartyPop |
19:07 | MAPSCRIPT | Yirl priror to speaking to Stork |
18:24 | MAPSCRIPT | Bladeh at the bar scripted |
18:18 | CLOSED | |
18:18 | CONFIRMED | Yup! #80 is fixed now! |
18:17 | NEIL | It looks like #80 was a bug in Neil itself.... (one of the core features)... and the "d" is now also explained... figures.... let's see how stuff works now! |
17:21 | TEST | The latter is about to be put to the test! |
17:21 | MAPSCRIPT | The two astrilopups can be overheard when Wendicka is in the lead. The other two can try but won't understand a word of what they are saying. |
17:21 | LINK | Bartender's speech autolinked |
17:20 | LINK | Entrance linked to the bar's inside |
16:38 | NOTE | Yup, a real music generator was used for this... I hate this kind of music,but this one came out quite well, and was actually perfect for this particular location.... I would otherwise just have disposed it XD |
16:37 | MUSIC | The generated music piece "Don't talk too much" has been added to the bar inside |
14:24 | APOLLO | API added for this |
0:02 | CONFIRMED | And NOW it works! |
0:01 | TEST | Take V |
0:01 | FIXED | More crap |
- = 26 Feb 2021 = - | ||
23:35 | TEST | Take IV |
23:35 | SOLVED | I think i got it! |
23:21 | TEST | Take III |
23:21 | FIXED | One more fix |
23:19 | TEST | Take II |
23:19 | FIXED | A few fixes are required here |
23:12 | TEST | Take I |
23:12 | DONE | Selling by dragiing |
22:01 | CONFIRMED | Buying works |
21:59 | TEST | Take III |
21:59 | FIXED | Prefix conflict |
21:45 | TEST | Take II |
21:44 | FIXED | Group error |
21:43 | TEST | Take I |
21:43 | COSMETIC | Cosmetic yet important... On the bottom of the shop panel you can see how much credits you have.... |
21:42 | DONE | Buying should work now |
19:46 | DONE | Trashing now also possible in stores |
19:45 | DONE | Item drag store |
17:36 | TEST | Take VI (or is it DC by now?) |
17:36 | FIXED | I lost what I all fixed |
17:30 | TEST | Take V |
17:30 | FIXED | .... |
17:30 | STUPIDITY | IDIOT! |
17:25 | TEST | Take IV |
17:25 | FIXED | Stupidity |
17:23 | DONE | Stock |
17:10 | CONFIRMED | So far, so good! |
17:08 | TEST | Take III |
17:07 | FIXED | Fixed Item data link type |
17:07 | TEST | Take II |
16:51 | FIXED | Tons of syntax errors |
16:43 | TEST | Take I |
16:43 | LINK | Dum-de-dum |
16:42 | MAPSCRIPT | Linkup |
16:42 | SCRIPT | I've set up the basics for a store... You can neither buy nor sell at the moment, but at least this gives a bit of a view on things, eh? |
10:17 | STATUS | Still a long way to go before I can set up the stores, though |
10:14 | CONVERT | Databases converted |
9:22 | STATUS | Now the time will come to add the first item shop.... There are only a very few of these, but hey they need to be set up well anyway |
0:20 | FIXED | Some issues we got here |
0:20 | MAPSCRIPT | Aurina exchange |
- = 25 Feb 2021 = - | ||
23:42 | MAPSCRIPT | Large complex mapscript. here you can find full information about it! |
22:15 | TEST | Well, it's not much,but let's put it to the test anyway 😁 |
22:13 | MAPSCRIPT | Introduction upon arrival |
22:11 | LINK | Back to the Grass Jungle, for what good it will do, as it's not like you'll get very far there anyway, but hey, this prevents whiners 😜 |
21:33 | NOTE | All that works is the transporter pad. All else doesn't work yet. NPCs will ignore you and you cannot yet enter the bar. |
21:32 | DONE | Some preps for the bar |
19:59 | JUDGMENT | GOOD! |
19:56 | TEST | I guess |
19:56 | TEST | Take II |
19:56 | FIXED | Clear screen error |
19:55 | FIXED | Coordinate recalc error |
19:46 | TEST | Well? |
19:46 | MAPSCRIPT | Jump at the end |
19:32 | CONFIRMED | Boss works! |
19:15 | TEST | Boss - Take II |
19:15 | FIXED | Hotfixes |
19:10 | TEST | Well? |
19:09 | MAPSCRIPT | Boss tutorial set |
18:56 | CONFIG | Boss fight |
18:03 | TEST | Then TAKE XVIII should be the final test as far as this part is concerned (trying to challenge the boss should (for now) crash the game) |
18:03 | NOTE | Although this does not cover all speed issues (so it seems) it does at least cover a few up, which is already worth a lot, I tell ya! |
18:02 | STATUS | and so stuff should really be okay... Wheew! |
18:02 | FIXED | Some blockmap issues |
17:59 | CONFIRMED | This appears to be working now |
17:55 | STATUS | Trust me... this is SOOOOO true! |
17:54 | TEST | Take XVII |
17:54 | FIXED | Object error |
17:52 | TEST | Take XVI |
17:52 | FIXED | And I fixed another issue in the Reject assignment routine |
17:51 | FIXED | Blockmap which was still a total disaster (this I had to do anyway) |
17:40 | FIXED | I already suspected that some enemies were placed wrong.... This was based on that there could never be this many enemies sharing reject zones |
17:34 | DUMMIED | Some code in C++ that will only lead to information I no longer need, at least, at the moment I definitely don't. (If i need it in the future it'll be easy to "undummy") |
17:28 | TEST | Take XV |
17:28 | FIXED | Pointer issue? |
17:24 | TEST | Take XIV |
17:24 | DONE | And taken care of real-life stuff |
17:24 | FIXED | Some idiot things in the way |
13:05 | TEST | Take XIII |
13:05 | VOID | Declaration issue |
13:04 | TEST | Take XII |
13:04 | DEBUG | What are the facts? This list must show that |
13:04 | BUG | It appears enemies NEVER get rejected even when they should (the map and the log indicate so) |
12:45 | TEST | Take XI |
12:45 | FIXED | Reject swapup fix |
12:41 | TEST | Take X |
12:41 | DONE | Made myself some coffee |
12:32 | FIXED | period error |
12:29 | TEST | Take IX |
12:29 | FIXED | Fixed Static error |
12:29 | TECHNO | Good that I know about this, though, and I think I know what causes this.... Oh well.... |
12:28 | CONFIRMED | Void succesful..... (figures) |
12:26 | TEST | Take VIII |
12:26 | VOID | CSayF " issue? |
12:19 | TEST | Take VII |
12:19 | FIXED | List fuckery |
12:17 | TEST | Take VI |
12:17 | FIXED | Reject resetting error |
12:16 | STATUS | All PARSE ERRORS appear to be accounted for |
12:13 | TEST | Take V |
12:13 | FIXED | Property fault |
12:13 | DONE | The cat has her food now |
12:10 | TEST | Take IV |
12:10 | FIXED | Function definition syntax error |
12:07 | TEST | Take III |
12:07 | TODO | I really must feed my cat now |
12:07 | FIXED | Dupe identifier |
12:05 | TEST | Take II |
12:05 | DONE | Eating |
11:14 | MAP | And a meta data fix |
11:11 | FIXED | ID issue |
11:09 | TEST | Take I |
11:08 | EXPERIMENT | And hopefully this helps me to resolve #89 |
11:08 | EXPERIMENT | Rejected foes will also move back to their original positions |
11:06 | EXPERIMENT | And the system has been set up NOT to check rejected actors |
11:05 | EXPERIMENT | Routine which will reject the foes has been set up |
11:00 | EXPERIMENT | The reject zones are being detected, and enemies are also scanned for these zones |
10:33 | EXPERIMENT | I'm setting up a reject system... This wil reject all enemies outside the zone the player is now in... I only plan to use this in places where the number of enemies can be quite large and therefore slow the game down. It basically rejects all enemies that are not relevant. |
- = 24 Feb 2021 = - | ||
23:37 | SCREENSHOT | |
23:02 | FIXED | Achievement save |
22:56 | TEST | A little test is in order, but no trouble should be expected |
22:55 | LINK | And that links back, of course, to the grass jungle |
22:55 | MAPSCRIPT | Leave the cave |
22:20 | STATUS | The next step will be to exit the cave, in order to return to the Grass Jungle..... |
22:20 | STATUS | And with that the Dark Caves is completable |
22:08 | TEST | Take I for the jewels and the second jump + experience + achievement |
22:07 | TODO | |
22:06 | DONE | Emerald and Ruby |
21:40 | TEST | Take I for the jumpdowns though.... |
21:40 | NOTE | I do need to see to it that the special rewards you can get here are given... This uses a special system, and I need to do a bit of study behind that |
21:39 | MAPSCRIPT | Jump Down |
20:55 | CONFIRMED | And the first Aurina dropped at last! |
20:54 | CONFIRMED | And that actually worked easier than I could have imagined |
20:50 | TEST | Take III |
20:50 | LAZY | Void Stat Stats conflict... both will work from now on! |
20:46 | TEST | Take II |
20:46 | FIXED | Bad map read-out |
20:41 | TEST | Take I |
20:41 | NOTE | I am preparping food also now, but as my rice will need time to boil.... I can start a few takes.... Don't know how many I need, but here goes nothing! |
20:35 | STATUS | Yes, I do expect a LOT of trouble here.... |
20:35 | MAPSCRIPT | Boss fight set up (I hope) |
18:17 | DEBUG | I really need to know why aurinas never drop |
17:15 | TODO | |
17:12 | SCRIPT | Cancel effect on Crystal's "Dart" ARM |
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