| 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 | ||
| 13:17 | TEST | Let's see then.....Take I |
| 13:11 | STATUS | Will it work? |
| 13:11 | LINK | |
| 13:04 | NOTE | |
| 13:04 | NOTE | |
| 13:02 | LINK | |
| 12:46 | LINK | |
| 12:00 | TECHNO | ![]() The combat engine and the status screens will need this |
| 12:00 | LINK | |
| 11:53 | NOTE | (And also only affects the character whose inventory is changed... that will always remain that way, but in normal gameplays started with the stable releases not an issue, of course). |
| 11:51 | NOTE | |
| 11:50 | NOTE | |
| 11:50 | SCRIPT | |
| - = 22 May 2021 = - | ||
| 20:02 | VOID | Actually it's not really a fix, but a void of some dirty scripting I used there, which would be exposed if you loaded a quit-save 🤣 |
| 20:00 | FIXED | And also in the Yaqirpa |
| 20:00 | FIXED | I've blocked Quit-Saves in all areas of Excalibur |
| 19:57 | STUDY | |
| 15:30 | STATUS | Everything appears to be in order up to the point where ExHuRU joins the party |
| 15:21 | CONFIRMED | Good! |
| 15:16 | COSMETIC | |
| 15:15 | FIXED | Should be fixed now |
| 15:13 | BUG | Cosmetic issue, but a serious one.... It shows stuff when you enter your home for the first time |
| 13:50 | CONFIRMED | Up to the boss everything appears to work |
| 13:44 | FIXED | Prevent walk error on Astrilopups top floor Yaqirpa |
| 12:49 | STATUS | Time to eat! |
| 12:10 | NOTE | |
| 12:06 | TEST | ![]() Some more tets for the Yaqirpa |
| 11:51 | FIXED | |
| 11:41 | CLOSED | |
| 11:35 | UPDATED | |
| 11:31 | CLOSED | |
| 11:31 | CONFIRMED | ![]() Yup, that works |
| 11:23 | TEST | Take II |
| 11:19 | FIXED | Syntax error |
| 11:17 | TEST | Let's see if the fix works |
| 11:15 | FIXED | |
| - = 21 May 2021 = - | ||
| 21:57 | NOTE | This is however not for now... It's 9pm time to get my rest... I work too much on this project anyway, so I need my rest! |
| 21:57 | BUG | |
| 21:56 | CONFIRMED | This is all fine now |
| 21:45 | TEST | Take IV |
| 21:45 | COSMETIC | |
| 21:44 | COSMETIC | |
| 21:28 | JUDGMENT | |
| 21:11 | TEST | Take III |
| 21:11 | FIXED | Cycle check error |
| 21:08 | FIXED | Another Syntax error |
| 21:05 | TEST | Take II |
| 21:05 | FIXED | Syntax error |
| 19:29 | TEST | Take I |
| 18:48 | SCRIPT | |
| 15:30 | STATUS | Okay, as far as I can judge the transfer into a new cycle works now |
| 15:12 | TEST | Take V |
| 15:12 | VOID | ? |
| 15:11 | BUG | But I must say why uniform Crystal enters the new game on level 6 in stead of the 100+ as she should be |
| 15:11 | STATUS | ![]() almost there |
| 14:53 | TEST | Take IV |
| 14:53 | FIXED | ![]() Load Image issue |
| 14:52 | HUH | |
| 14:50 | TEST | Take III |
| 14:50 | FIXED | Transpad kill issue? |
| 14:25 | TEST | Take II |
| 14:25 | NOTE | |
| 14:24 | FIXED | KillReset Link Error |
| 14:20 | TEST | Take I |
| 14:19 | NOTE | |
| 14:19 | TECHNO | For Wendicka this is not needed, as although listed as two different characters in the database, all her data is linked to the same memory addresses, so if one character changes, the other will too. |
| 14:18 | SCRIPT | |
| 14:05 | SCRIPT | |
| 13:44 | NOTE | |
| 13:44 | FIXED | ![]() Small blockmap issues |
| 13:43 | CONFIRMED | Seems ok |
| 13:20 | TEST | Take II |
| 13:20 | FIXED | Oops! |
| 13:17 | TEST | A quick test |
| 13:14 | LINK | |
| 13:14 | SCRIPT | |
| 13:13 | SCRIPT | |
| 13:04 | STATUS | The next step is to clean the swap data |
| 12:49 | STATUS | The "No new cycle" error appears... which was supposed to happen at this specific point |
| 12:46 | TEST | ![]() Take II |
| 12:44 | TECHNO | ![]() Sounds illogical, I know, but what sounds logical and what is logical are two different things |
| 12:44 | CONFIRMED | At least the raw data is loaded correctly, otherwise this error message was not possibe |
| 12:43 | FIXED | ![]() Loop error |
| 12:43 | TEST | Take I |
| 12:11 | SCRIPT | |
| 11:39 | FIXED | Post Game Hawk should recover.... (as always... It's supposed to fool you to think it's the same map, after all) :P |
| 11:38 | CONFIRMED | So far... so good! |
| 11:36 | TEST | Take II |
| 11:36 | FIXED | Fixed it! |
| 11:36 | STUPIDITY | |
| 10:27 | BUG | As expected |
| 10:25 | TEST | So here goes! |
| 10:25 | NOTE | |
| 10:24 | NOTE | |
| 10:23 | LINK | |
| 10:23 | CONFIRMED | Yippee |
| 10:08 | TEST | Take II |
| 10:08 | FIXED | Syntax error beyond stupidity |
| 10:08 | STUPIDITY | |
| 9:42 | TEST | ![]() Well? |
| 9:42 | SCRIPT | |
| 9:42 | CONFIG | |
| - = 20 May 2021 = - | ||
| 19:40 | STATUS | FINALLY! |
| 19:29 | NOTE | |
| 19:29 | TEST | Take VII |
| 19:29 | FIXED | ![]() Instance error |
| 19:23 | TEST | Take VI |
| 19:23 | FIXED | Method error |
| 19:07 | TEST | Take V |
| 19:02 | STUPIDITY | |
| 19:01 | FIXED | Callbacks need to be global |
| 18:58 | TEST | Take IV |
| 18:58 | FIXED | Okay, that's x3 |
| 18:58 | TEST | ![]() Take III |
| 18:39 | FIXED | x2 |
| 18:39 | FIXED | Member error |
| 17:32 | TEST | Take II |
| 17:32 | STATUS | THAT should do it! |
| 17:32 | NOTE | |
| 17:31 | GENERATION | |
| 17:31 | FIXED | I saw a quick error in the data generator |
| 17:30 | FIXED | Faulty Scenario Tag |
| 17:04 | TEST | Take I |
| 17:04 | STATUS | At least I can test a few things out this way, so here goes |
| 17:03 | TECHNO | ![]() I prefer to work step by step whereever possible, you know |
| 17:03 | NOTE | |
| 17:02 | LINK | |
| 17:02 | MAPSCRIPT | |
| 17:01 | TECHNO | This has to do with the way the game has been set up to make it easily expandable as I create the game, but it is a bit nasty in situations like these I suppose |
| 17:01 | NOTE | |
| 17:00 | GENERATION | Generation complete |
| 16:59 | NEIL | |
| 10:06 | C# | |
| 9:57 | STATUS | Very well, now it is important to note that I've come to the point that the New Game+ can start, or rather, that you can start a new cycle of the game. This is a pretty delecate process. A lot of data has to be reset, but a lot of data must remain... An extra generator tool will be in order to accomplish all this, so the next step will be to write that generator in order to prepare for the big cycle transfer itself |
| - = 18 May 2021 = - | ||
| 12:58 | STATUS | I'll be taking a few days off now... I need my rest... Soon I'll setup the start of the New Game+ and run more test and dig through my issue tracker to get more and more dealt with....See ya soon! |
| 12:57 | CONFIRMED | It all works... yeah! |
| 12:50 | TEST | Take IV |
| 12:49 | FIXED | Syntax error |
| 12:46 | TEST | Take III |
| 12:46 | FIXED | A few linkup issues |
| 12:42 | TEST | Take II |
| 12:39 | GENERATION | |
| 12:39 | FIXED | Typo in generated code |
| 12:36 | TEST | Take I |
| 12:36 | LINK | |
| 12:34 | NOTE | A temp crash will happen when the credits have done rolling. This is a safety measure. |
| 12:34 | SCRIPT | |
| 12:10 | GENERATION | |
| 12:01 | NOTE | |
| 12:01 | STATUS | I will take a break now.... I will get onto the preparations for the end credits later.... |
| - = 17 May 2021 = - | ||
| 18:08 | STATUS | FINALLY! |
| 18:01 | TEST | Take V |
| 18:01 | MYSTERY | |
| 18:01 | FIXED | Scenario tag typo |
| 17:58 | TEST | Take IV |
| 17:58 | VOID | ![]() Crash? |
| 17:45 | TEST | Take III |
| 17:45 | FIXED | ![]() Another conflict? |
| 17:42 | TEST | Another go then? |
| 17:42 | FIXED | Identifier conflict |
| 17:39 | TEST | Let's see |
| 16:14 | ENHANCEMENT | Actor and other objects can beam now (if this is done well, that is) |
| 14:06 | FIXED | Syntax error |
| 13:45 | TEST | I will first test if up to that forced crash it all works |
| 13:29 | NOTE | |
| 13:28 | NOTE | |
| 13:28 | MAPSCRIPT | |
| 13:07 | CONFIRMED | Right.... Stuff is not working... |
| 12:43 | TEST | Take III |
| 12:43 | STUPIDITY | IDIOT! |
| 12:32 | TEST | Take II |
| 12:32 | FIXED | Scope error |
| 12:30 | TEST | Let's see |
| 12:30 | MAPSCRIPT | |
| 11:39 | MAPSCRIPT | |
| 10:42 | NOTE | |
| 10:42 | STATUS | The final boss appears to be working properly |
| 10:11 | TEST | Well, since this is still the Goddess fight we're talking about let's count on... -- Take XXXIII |
| 10:11 | SCRIPT | |
| 9:52 | COSMETIC | |
| 8:46 | STATUS | ![]() Next stop is to implement the spell effect script "Dispell Everything" |
| 8:45 | STATUS | So far everything works |
| 8:36 | TEST | Take XXXII |
| 8:36 | COSMETIC | |
| 8:36 | FIXED | I think i fixed it! |
| 8:35 | RESULT | |
| 8:32 | TEST | Take XXXI |
| 0:47 | STATUS | But I need to know when to quit a sessions in order not to overwork myself into the far deep of the night, so this will be for tomorrow! |
| 0:46 | DEBUG | |
| 0:46 | JUDGMENT | |
| 0:45 | NOTE | |
| 0:45 | STATUS | ![]() I need to code the dispell script |
| 0:40 | TEST | Take XXX |
| 0:40 | FIXED | Forgotten members |
| 0:31 | TEST | Take XXIX |
| 0:31 | FIXED | Syntax error |
| 0:28 | TEST | Take XXVIII |
| 0:28 | DONE | |
| 0:28 | REMOVED | Removed a plan I first had... Too much trouble |
| 0:16 | TEST | Take XXVII |
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