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21:10 | FIXED | Tag failure |
21:10 | TEST | Take V |
21:06 | FIXED | Party pop failure |
20:38 | TEST | Take IV |
20:34 | FIXED | Forgotten to make Foxy kick Reggie on the appropriate moment in this event |
20:24 | FIXED | Bad for-each syntax |
19:56 | TEST | Take III |
19:54 | FIXED | Unknown Identifier |
19:41 | TEST | There are still means to get stuff done, though, and speed is not my main concern for testing this crap So here comes TAKE II |
19:40 | BACKUP | Is running and it slows my entire system down.... Bummer, but hey, this also needs to be done |
19:34 | FIXED | Link error |
19:26 | NOTE | The event in the Ji-Temple following up won't take place yet... I will do that once I through all this! |
19:25 | TEST | Take I |
19:08 | STATUS | I need to put it to the test now.... Wish me luck, folks! |
19:05 | MAPSCRIPT | Ji cyborg event |
17:11 | TEST | Quick test |
16:22 | NOTE | The event itself does not yet work, but when I'm done, it will ;) |
16:21 | LINK | Which links Y Anhysbys to the Ji Rubble event |
16:21 | MAPSCRIPT | I've set up the exit |
14:23 | NOTE | This support is (for now) only available for C#.... I may make the Go and C++ libraries compatible too, but that is not really something I'm in a hurry about at all... |
14:23 | JCR6 | I've set up a driver for JCR6 which can read and extract from Westwood PAK files.... Although this is the worst kind of packing format I've encountered so far, and it was quite a challenge to link that up with the high sophistication JCR6 has.... However since this was possible, it had to be there.... |
0:45 | NOTE | Aside from having extra bullets (if you upgraded those) none of Crystal's upgrades will take effect YET... As for that I need to alter the combat code, and time didn't allow me to do that yet, but that's already on my planboard, so doncha worry about that.... |
0:44 | DONE | Upgrading ARMS does work now! |
0:02 | NOTE | Here the same rules as in the original game do still apply... well mostly |
0:02 | DONE | Upgrading should work now |
- = 8 Mar 2021 = - | ||
23:37 | STUDY | I need to see how things were in the old game on this, although differences are allowed here, but still |
23:37 | SCRIPT | All pre-upgrade stuff for Crystal's ARMS done.... |
22:24 | FIXED | Idiocy |
22:13 | TECHNO | Hey, that's fun... Code that can help me to write a Westwood-PAK manager for JCR6 (which I wanted to do for some time), however, as the format has no signature or anything like that, we might have a bit of trouble recognizing the file... Dang.... |
20:52 | SCRIPT | A message of rejection if you try to upgrade ARMS with any character whose name is not Crystal. |
19:50 | COSMETIC | CHA-CHING sound on making and spending money |
19:33 | CONFIRMED | The basic concept works pretty nice, actually |
19:32 | NOTE | no crashes, just a small calculation error which could unbalance what I was trying to set up |
19:32 | FIXED | Upgrade fault |
19:25 | TEST | Take XIX |
19:24 | DONE | The actual upgrade |
18:54 | TEST | Take XVIII |
18:54 | FIXED | Wrong data given for upgrade prices |
18:50 | TEST | Take XVII |
18:50 | STUPIDITY | If you're gonna do it, do it right! |
18:48 | TEST | Take XVI |
18:48 | COSMETIC | Readability issue taken care of |
18:47 | TEST | Take XV |
18:47 | DONE | explanation |
16:32 | TEST | Take XIV |
16:32 | FIXED | Coloring error header line |
16:32 | FIXED | Alignment errors |
16:31 | TEST | Take XIII |
16:31 | FIXED | Moar of that crap |
16:24 | TEST | Take XII |
16:24 | FIXED | coordinate error |
16:09 | FIXED | Scale error on weapon image |
16:06 | TEST | Take XI |
16:01 | FIXED | Tag error |
15:58 | TEST | Take X |
15:58 | FIXED | Get error |
15:52 | TEST | Take VIII |
15:52 | FIXED | Missing class field |
15:44 | TEST | Take VII |
15:44 | FIXED | .png missing |
15:44 | TEST | Take VI |
15:40 | FIXED | Boolean syntax error (rather a typo) |
15:37 | TEST | Take V |
15:36 | FIXED | Syntax error |
15:26 | TEST | Take IV |
15:25 | FIXED | Constructor error |
15:25 | FIXED | Code typo |
15:17 | TEST | Take III |
15:17 | LINK | Stupid! Forgot to link to the map |
14:00 | TEST | Take II |
14:00 | FIXED | Extension error |
13:58 | TEST | Take I |
13:57 | NOTE | I have taken the differences in mind with the original game, and things will be attempted to recalculate to come close to things, and to even "correct" a few things, although it will never be fully the same. Sorry about that |
13:57 | NOTE | The pricing and calculations of upgrades is NOT the same as in the original game... A few new formulas have been put into place... The reason was just because that was the easier way to go, actually... And also a few technical reasons |
13:55 | SCRIPT | I've set up an empty template script to code the ARMS upgrade upon.... |
13:45 | SCRIPT | Upgrade weapons system has been set up |
11:06 | JCR6 | In other words ALIASing |
11:06 | APOLLO | Project file adaption for easier access |
- = 7 Mar 2021 = - | ||
23:55 | CONFIRMED | Banika now works the way she should |
23:44 | TEST | IDIOT! (Take III) |
23:43 | FIXED | IDIOT! |
23:43 | STUPIDITY | IDIOT! |
23:39 | TEST | Take II |
23:39 | DEBUG | And a debug line that must provide me a few answers |
23:39 | HUH | Rather odd error on the availability check.... Extra security set up |
23:19 | TEST | Take I |
23:17 | LINK | Done |
23:00 | NOTE | Not yet linked to the map, so the game will still crash when you try to talk to her |
23:00 | SCRIPT | menu for Banika |
14:26 | NOTE | But when it concerns Banika... That was the easy part |
14:26 | CONFIRMED | That all works |
13:49 | NOTE | She should appear in the Hawk in this process, but the upcoming tests will (of course) have to prove this.... |
13:49 | MAPSCRIPT | Banika |
13:48 | TECHNO | This was needed to make Banika disappear from Y Anhysbys after you spoke to her there... but it wouldn't make sense if she instantly disappeared, so this way I could make things a bit more fitting. |
13:47 | TECHNO | This will not remove an object from a map right away, but mark it as removed for the next time the map is loaded..... |
13:47 | SCRIPT | PostKill() |
12:06 | TEST | Take III |
12:02 | FIXED | Blockmap Issue |
11:53 | FIXED | Hopefully some texturing issues fixed |
11:53 | FIXED | Blockmap fault |
11:53 | FIXED | Doors would close in an instant (nothing can move that fast) |
11:49 | TEST | Take II |
11:49 | FIXED | Code typo |
11:48 | TEST | Take I |
11:48 | NOTE | I didn't yet script Banika... This because she's easy to do, and speaking to her has consequences for the Hawk that I need to study first |
11:47 | MAPSCRIPT | I've set the door at the end |
0:28 | CONFIRMED | It works |
0:21 | TEST | Quick test (with a cheat all is possible now) |
0:20 | FIXED | Ahah... Wrong floor number, eh? |
0:20 | INVESTIGATION | Why? |
0:20 | BUG | Although you can hit the door North, it does not slide open, while it was scripted to do so |
0:05 | TEST | Does it work? |
0:05 | MAPSCRIPT | Boss |
- = 6 Mar 2021 = - | ||
23:38 | FIXED | Although a small bug had to be taken care of, but that's alright |
23:38 | CONFIRMED | That works |
23:32 | TEST | Take XV |
23:31 | LINK | Link Established |
23:12 | STUPIDITY | I only forgot to link the animation function to the drawing routine.... This is not a very serious issue, but still a bit of a bummer |
23:11 | CONFIRMED | And Paralysis DOES do what it has to do |
23:11 | CONFIRMED | Inflicting a status change works |
22:46 | TEST | Take XIV |
22:46 | NOTE | (This was the dungeon I feared the most for with the bugged tiler. I do have an idea though, but I will need more time to put that to action. If that idea works, my issues should belong to the past... at least I hope so). |
22:45 | STATUS | Are they all accounted for now? |
22:45 | FIXED | Moar |
22:36 | TEST | Take XIII |
22:36 | FIXED | Some Kthura Map issues |
22:27 | TEST | Take XII (Dungeon as a whole) |
22:27 | STATUS | I was still on a general test which ended in take XI, so that test will now me resumed at take XII |
22:26 | FIXED | #111 - At least I hope so |
22:20 | FIXED | Direction error on Kicking Reggie East and South |
22:20 | DONE | Kick Reggie on board the Hawk if applicable |
21:51 | CONFIRMED | The text on board the hawk changes.... Good |
21:44 | VOID | It's good to know that a ZonaAction conflict is possible when loading a new map |
20:14 | TEST | Take I |
20:13 | MAPSCRIPT | Wendicka |
20:00 | STATUS | FINALLY |
19:51 | TEST | Take XV |
19:51 | FUCKYOU | no matter |
19:51 | MYSTERY | And I wonder how this could happen, as the system is set to schedule all those kind of actions to a safe moment |
19:51 | VOID | Issue itself.... "Self-kill" commands are a bit risky in a non-garbage-collector-like environment |
19:50 | FIXED | I hope |
19:34 | COCKROACH | It doesn't |
19:34 | TEST | Take XIV |
19:30 | TECHNO | I think I know why this happens though, but let's forcefully crash it now to test if the error screen works the way it should! |
19:30 | C++ | This particular issue has now been caught in a proper error message |
19:20 | VISUALSTUDIO | Take XIII |
19:20 | TECHNO | This can only mean that C++ has thrown an exception which Apollo was not yet able to handle |
19:19 | HUH | Solving this instantly crashes Apollo, without a crash notice |
19:16 | TEST | Take XII |
19:16 | FIXED | Yup! |
19:15 | STATUS | Well the example shows... but as soon as you click the game crashes... The error shown is even more ridiculous, but perhaps I overlooked an old instruction that is different in Apollo, who knows... Syntax highlighters only bring you this far, eh? |
19:11 | TEST | Take XI |
19:11 | FIXED | Okay, that was a stupid thing to do.... |
19:09 | TEST | Test Take X |
19:09 | VOID | FUCK |
19:06 | TEST | Take IX |
19:06 | FIXED | Wrong type in declaration |
19:03 | TEST | Take VIII |
19:03 | FAILURE | Weak typing in Lua.... Very nice thing in Neil (NOT!) |
19:03 | FIXED | Type error |
18:59 | TEST | Take VII |
18:59 | VOID | Voids issues like these in the future |
18:59 | JCR6 | Alias for MBOX1 |
18:52 | FIXED | And that "fixes" another crash |
18:52 | AUDIO | The sounds used for the memory buttons in Y Anhysbys were among them.... Although I already had some files from this creator, these were demo files in the original. Y Anhysbys was the first non-demo dungeon of the original game. Since I won't make any demo now but go for the entire game in once, this is no longer applicable, but some "scars" remain |
18:49 | TRANSFER | Missing audio files |
18:45 | TEST | Take VI |
18:44 | FIXED | Conflict caused by the differences between classic Lua and Neil |
18:21 | TEST | Take V |
18:21 | VOID | I see that += is bugged in combination with comments.... This is a bug in Neil, but a hard one to fix |
18:17 | TEST | Take IV |
18:17 | VOID | ??? |
18:07 | TEST | Take III |
18:07 | STATUS | SIGH! |
18:07 | FIXED | And still there was more.... |
18:01 | FIXED | "Unknown indetifier" x∞ |
17:55 | TEST | Take II |
17:55 | FIXED | Anyway is always required (I named that library that way for a reason) |
17:50 | TEST | Ready for take I (memory) |
17:50 | LINK | That completes the link |
17:49 | KTHURA | Done |
17:48 | KTHURA | I do need to set something right here first! |
17:48 | LINK | That should link everything together |
17:48 | MAPSCRIPT | Script for the memory puzzle here |
17:17 | SCRIPT | Ported the original puzzle from LAURA II to Apollo |
16:51 | STATUS | I'll leave combat be for now... We got a little minigame to concern about now |
15:52 | TEST | Take XI |
15:29 | FIXED | Crash on initiating status change |
15:03 | NOTE | I've activated the God mode as testing is impossible with enemies like these otherwise |
14:52 | TEST | Take X |
14:52 | FAILURE | Unfortunately the game crashed before I could save that, so that ability to debug this phenomenon any further slipped through my fingers |
14:52 | CONFIRMED | I thought obtaining ability bonuses didn't work, but since Foxy did obtain TWO of them in the last fight, I know that DOES work... They don't show in the menu though |
14:51 | FIXED | Crash |
14:42 | TEST | Take IX |
14:42 | VOID | hmmmm? |
14:36 | TEST | Take VIII |
14:36 | FIXED | Illegal function call |
14:34 | TEST | Take VII |
14:34 | FIXED | Syntax error |
14:34 | TEST | Take VII |
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