Title
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12:53SCYNDI
SCYNDITake DCCCLXXXIV
12:53STATUS
STATUS Yeah, I guess the 1000th take will happen before the first dungeon is complete. The number of takes increases quickly enough, doesn't it?
12:52FIXED
FIXED replacement
12:51SCYNDI
SCYNDITake DCCCLXXXIII
12:51SCYNDI
SCYNDINo script in SCI without libs/sci/sys in a #use clause
12:46SCYNDI
SCYNDITake DCCCLXXXII
12:46SCYNDI
SCYNDIMore
12:45SCYNDI
SCYNDITake DCCCLXXXI
12:45SCYNDI
SCYNDIAnother #use
12:44SCYNDI
SCYNDITake DCCCLXXX
12:44VOID
VOID Declaration + definition issue
12:43SCYNDI
SCYNDITake DCCCLXXIX
12:43SCYNDI
SCYNDIMore #use commands needed than Neil ever did... I guess that's the downside of this type of compiler
12:34SCYNDI
SCYNDIDCCCLXXVIII
12:34STUPIDITY
STUPIDITY Forgot to save before compiling
12:25SCYNDI
SCYNDITake DCCCLXXVII
12:25MYSTERY
MYSTERY And mysteriously enough the crash doesn't happen again... Oh well
12:24FIXED
FIXED Scope error
12:23VISUALSTUDIO
VISUALSTUDIO Take DCCCLXXVI
12:23FAILURE
FAILURE Another one of THOSE!
12:15TEST
TEST Rachel Take DCCCLXXV
12:15VOID
VOID I had to remove one entire function. But it was not an important one, anyway.
12:14SCYNDI
SCYNDITake DCCCLXXIV
12:13VOID
VOID I need to fix a few things, that for sure. But this was easy to void anyway
12:08SCYNDI
SCYNDITake DCCCLXXIII
12:08SCYNDI
SCYNDIDone
11:49SCYNDI
SCYNDIConverting that one to Scyndi shouldn't be too hard.
11:49SEARCH
SEARCH The xmath library Neil
11:47SCYNDI
SCYNDITake DCCCLXXII
11:47SCRIPT
SCRIPTMore adaptions
11:45SCRIPT
SCRIPTDue to the new way the data has been stored I needed to rewrite the loader from scratch
10:04SCYNDI
SCYNDIDCCCLXXI
10:04DONE
DONE Several adaptions
9:43SCYNDI
SCYNDITake DCCCLXX
9:42TEST
TEST I wil have to make some takes for the compiler. As long as Scyndi won't compile we're getting nowhere, anyway
9:30TRANSFER
TRANSFER Script from TFT... I only need to adapt it in order to work properly with Scyndi
9:30TRANSFER
TRANSFER Gauge graphic
- = 20 Oct 2023 = -
22:41NOTE
NOTE This WILL be a time consuming operation. The combat part has always been the most complicated part of my RPG games and Luna's father will be no different.
22:40STATUS
STATUS With all the data I need now generated I can finally get into the actual fighting itself.. that is, the routines that initiate the fight in game, and of course the fighting flow itself.
22:38C++
C++Layer data editing added
20:01DONE
DONE Poured some dissovler in my shower drain.... It was stuck
12:01TECHNO
TECHNO Adding to Renc it will be... No need to write an entire app which can do so little
11:43TECHNO
TECHNO I've been thinking whether or not to make a "Layer Data" editor, but I am not fully sure about that. The number of maps where I'll need it will be relatively small (there are not as many things to handle as in Star Story II due to different approaches between the two games, you know), and I wonder if just putting these in the Renc editor wouldn't be the better approach due to this. Ince encounter blocks or alternate numbers of encounters are the most likely things to happen anyway (the only non-combat thing is alternate titles for locations. Oh my, big deal), I think that will be the best way to go.
11:39STATUS
STATUS I have less time than I usually have today, but I will try to get a few things done
10:57TRANSFER
TRANSFER Let's not reinvent the wheel where I don't need to. There are already too many things I have to redo from scratch....

I copied the several kinds of enemy pictures I need for the first dungeon

- = 19 Oct 2023 = -
23:49STATUS
STATUS Aziella The boss section is not yet done, but that doesn't matter at all at this time, as the first boss won't appear until the Feenalaria's tutorial caves have been reached. I now have the basis to get working on the random encounters in the game, which is already an important thing on its own.... right?
23:43C++
C++Encounter management tool
20:49MUSIC
MUSIC "Boss Battle" by Eric Matyas will now be imported to the game for basic boss fights
13:49STATUS
STATUS That takes the enemy creation in order... But a few more steps are required to get this show on the road, I'm afraid.
13:48FOE
FOE Blue Slime
13:43C#
C#Status resistances done
12:26C#
C#Well the Foe editor is almost done
- = 18 Oct 2023 = -
23:58C++
C++A quick stat program. It's not much, but it can allow me a quick view into savegame stats in order to balance the enemy properly
22:06STATUS
STATUS The next stop will be the statistics
22:05C#
C#AI parameters all fine
21:03C#
C#Which actions may and which actions may not be performed by an enemy?
20:14DATABASE
DATABASE A little preparation
18:57C#
C#AI Script can be chosen.... and now I need a break.... and food too.
18:38C#
C#Yup this code makes it possible, I guess...
18:34FOE
FOE Meta Data For Gobin... But of course, this does not nearly count to what data we're gonna need
18:34SITE
SITE Added tag FOE
17:35C#
C#I'm now working on the Foe Editor.... That is always a very time consuming thing, so please hang on.
16:33SITE
SITE Added tag C#
14:57TEST
TEST Take DCCCLXIX
14:57STUPIDITY
STUPIDITY Idiot!
14:54TEST
TEST Take DCCCLXVIII
14:54FIXED
FIXED method miswritten
14:53FIXED
FIXED Portrait Jake was missing
14:49TEST
TEST Take DCCCLXVII
14:49FIXED
FIXED Missing Link
14:41TEST
TEST Scyndi Take DCCCLXVI
14:41FIXED
FIXED Wrong function
14:38TEST
TEST Take DCCCLXV
14:38FIXED
FIXED Syntax error
14:37TEST
TEST Take DCCCLXIV
14:37FIXED
FIXED Use error
14:35TEST
TEST Take DCCCLXIII
14:35MAPSCRIPT
MAPSCRIPTJake's event at the start of the dungeon
13:57TEST
TEST Take DCCCLXII
13:57KTHURA
KTHURAJake, Osha and Asha should now appear in Frendor Bushes. Please note that Osha and Asha will already respond to you if you try to talk to them. Jake will not yet do so.
13:28ART
ARTSprite for Jake
13:04STATUS
STATUS The next step will be, of course, to put in the random encounters.... But before that can happen some things need to be taken care of. First of all the opening talk with Jake at the entrance, the Foe Editor, and when I got all then I can start on the combat routines and the encounter trigger... Well at least there will be no bosses in this area.
13:02CONFIRMED
CONFIRMEDOverall I can say that the Frendor Bushes work
12:57TEST
TEST Take DCCCLXI
12:57TRANSFER
TRANSFER Tai's portrait
12:45SEARCH
SEARCH While I focus on a few other things first, the system can look for the assets I need to make Jake appear here
12:45SITE
SITE Added tag SEARCH
12:42TEST
TEST Take DCCCLX
12:42COSMETIC
COSMETIC Loading
12:41RECOVERED
RECOVERED music link missing in Frendor bushes
12:10TEST
TEST Take DCCCLIX
12:10MAPSCRIPT
MAPSCRIPTLeave camp site
12:02TEST
TEST Take DCCCLVIII
12:02COSMETIC
COSMETIC alignment issue
11:53TEST
TEST Take DCCCLVII
11:53COSMETIC
COSMETIC Luna One tiny more touch
11:51TEST
TEST Take DCCCLVI
11:51FIXED
FIXED code typo
11:50TEST
TEST Take DCCCLV
11:50TEST
TEST Back to the game now
11:49CONFIRMED
CONFIRMEDNOW it compiles
11:49SCYNDI
SCYNDITake DCCCLIV
11:48FIXED
FIXED Huh, did I REALLY forget the do-scopes in Scyndi? What the fuck...
11:33DEBUG
DEBUG Let's try to narro this out
11:31HUH
HUHNo good, eh?
11:30TEST
TEST Take DCCCLIII
11:30DEBUG
DEBUG let's force thigns a little
11:30HUH
HUHComplaint about an "end" for no reason
11:26TEST
TEST Take DCCCLII
11:26DONE
DONE Healing can be shown now in hover text
11:02CLOSED
11:01TEST
TEST #13 Take DCCCLI
11:01FIXED
FIXED #13 Doh!
10:59TEST
TEST #13 Take DCCCL
10:59FIXED
FIXED #13 Coordinates
10:58FIXED
FIXED #13 Only show hover text when hovering
10:56TEST
TEST #13 Take DCCCXLIX
10:56NOTE
NOTE The same will be done on the ability and alchemy overview later, but that will not be part of #13 anymore
10:49LINK
LINK #13 Linked to inventory overview
10:46STATUS
STATUS #13 All compilation errors accounted for
10:45TEST
TEST Francis #13 Take DCCCXLVIII
10:45FIXED
FIXED #13 Syntax error
10:44TEST
TEST #13 Take DCCCXLVII
10:44FIXED
FIXED #13 Code typo
10:43TEST
TEST #13 Take DCCCXLVI
10:43TEST
TEST #13 All I can test is if no compiler errors pop up now as things have not yet been linked through, but gotta start somewhere, eh?
10:39DONE
DONE #13 I've set up the script to make it possible
9:53DONE
0:45CONFIRMED
CONFIRMEDAT LAST!
0:40TEST
TEST Take DCCCXLV
0:40DEBUG
DEBUG Reactivated crashy line
0:40FIXED
FIXED The source of evil has been found
0:37NOTE
NOTE And now to find out why the NUM property causes that odd error
0:37FIXED
FIXED Database issue
0:36TEST
TEST Take DCCCXLIV
0:36CONFIRMED
CONFIRMEDFor a part as a few things are still not right here
0:33TEST
TEST Take DCCCXLIII
0:33STATUS
STATUS First the next take
0:33NOTE
NOTE And it appears to go wrong in going for the number of items you have in your inventory. I need to properly sort that out.
0:32FIXED
FIXED Filererror
0:28TEST
TEST Take DCCCXLII
0:28EXPERIMENT
EXPERIMENT Is this it then?
0:27TEST
TEST Take DCCCXLI
0:27DEBUG
DEBUG Now then?
0:26TEST
TEST Take DCCCXL
0:26DEBUG
DEBUG Myrah Steady
0:24TEST
TEST Take DCCCXXXIX
0:24DEBUG
DEBUG Further
0:23TEST
TEST Take DCCCXXXVIII
0:23DEBUG
DEBUG One more line
0:20TEST
TEST Take DCCCXXXVII
0:20NOTE
NOTE I gotta find it some time
0:20DEBUG
DEBUG One line more
0:16TEST
TEST Take DCCCXXXVI
0:16DEBUG
DEBUG Next step
0:14DEBUG
DEBUG Right! I can now resume the true action, which is still as mysterious as ever!
0:13TEST
TEST Take DCCCXXXV
0:13FUCKYOU
FUCKYOU I really need to work out underscores in XAML as a serious mistake was the result of that now.
0:10TEST
TEST Take DCCCXXXIV
0:10FUCKYOU
FUCKYOU ) misplaced
0:08TEST
TEST Take DCCCXXXIII
0:08FIXED
FIXED Syntax error
0:07TEST
TEST Take DCCCXXXII
0:07DEBUG
DEBUG Part of the issue fixed, but more trouble is coming in. And I need more information
0:04TEST
TEST Take DCCCXXXI
0:04FIXED
FIXED ???
- = 17 Oct 2023 = -
23:58TEST
TEST Take DCCCXXX
23:58DEBUG
DEBUG A harsh debug method, but something is just NOT right at all!
23:55TEST
TEST Take DCCCXXIX
23:55DEBUG
DEBUG One more checkup, as things are getting stranger every minute
23:51TEST
TEST Marrilona Take DCCCXXVIII
23:51DEBUG
DEBUG Now the data shows no table reference was sent, yet the IAA repports something else. Let's do more research!
23:48TEST
TEST Take DCCCXXVII
23:48DEBUG
DEBUG I need to figure out why the system tries a table reference to load an item, as only strings should be acceptable
23:44TEST
TEST Take DCCCXXVI
23:44FIXED
FIXED But the problem at hand (well not the core of all misery in the first place, but it had to be fixed anyway) is fixed now
23:43TECHNO
TECHNO This takes a long compile time, I know, but at leat I know stuff will work then
23:42TEST
TEST Take DCCCXXV
23:42C++
C++TRUE FORCE THIS TIME! DELETE ALL COMPILED C++ DATA!
23:40TEST
TEST Take DCCCXXIV
23:40FIXED
FIXED Scheisse
23:39TEST
TEST Take DCCCXXIII
23:39C++
C++Forced build
23:38TEST
TEST Take DCCCXXII
23:38FIXED
FIXED No .HASMEMBER?
23:29TEST
TEST Take DCCCXXI
23:29EXPERIMENT
EXPERIMENT I need to sort something out. If no errors pop up, a bug in Scyndi would be confirmed
23:27TEST
TEST Take DCCCXX
23:27DEBUG
DEBUG Well?
23:27HUH
HUHI don't see a way any nils could have been sent, but apparently they have been sent. Very very odd...
23:20TEST
TEST Take DCCCXIX
23:20STATUS
STATUS I'm just getting tired
23:20FIXED
FIXED Syntax errors
23:18TEST
TEST Take DCCCXVIII
23:18DEBUG
DEBUG A different issue now getting in my way, but also needs fixing and debugging
23:15TEST
TEST Rachel Take DCCCXVII
23:14FIXED
FIXED Filter issue (not related to the issue itself, but it did have to be fixed never the less)
23:09TEST
TEST Take DCCCXVI
23:08DEBUG
DEBUG And another debug line is in order, as well.
23:08FIXED
FIXED I think I fixed one scroll issue. That might explain the strange outcome for TWO items, while neither could have worked as far as my information so far goes.
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(c) Jeroen P. Broks