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23:00STATUS
STATUSThe moment... of truth....
23:00NOTE
NOTE (Especially since this is the next dungeon that will be put in, after I get the red teleporter pads to work)
22:59TECHNO
TECHNOCrystal Remember, since you can change the music for "The Hawk" once you've completed the Space Observatorium (as that along with the Münchhausen ARM)) is your reward for that... And t's handier to make sure support is fully available before I reach that point
22:58MAPSCRIPT
MAPSCRIPTMusic Player for "The Hawk"
22:58MUSIC
MUSICSome stuff made by Kevin McLeod I need later has been transferred
22:51MUSIC
MUSICMusic set for the Hawk
22:47MAPSCRIPT
MAPSCRIPTBakina Transfer to the Hawk should work now... Well sort of as I do have a few things to do here...
22:30CHECKLIST
19:04C++
C++I've expanded Apollo with message box functionality....
17:22TECHNO
TECHNORolf And that kiddo's is why you make backups!
17:22RECOVERED
RECOVEREDThank goodness I have a backup,so most could be recovered... If everything was recovered properly will have to be seen... The damage was minimal... Even though I did have to re-clone my github repository, and many changed that I did not yet push were therefore not on it, I still could get most changes back in.... For now it appears to look like nothing was lost, except for my builder's checklog file (which is no problem as that will be created anew automatically), and some .git data (which was the reason I had to re-clone).
17:20FAILURE
FAILUREAn accidental mass deletion took place....
14:24C++
C++Cosmetic, but the Death figure in the Blue Screen of Death could get bigger or smaller depending on when an error occured in events in which scaling was used, and that got a bit on my nerves
13:55SITE
SITEAdded tag TFT
- = 1 Mar 2021 = -
22:43DONE
DONEEnd of combat should undo all deaths
22:41DEBUG
DEBUGAn extra debug line has been added to see why the impossible appears to happen here!
22:40COCKROACH
22:07FIXED
FIXEDElemental crashes
21:55MAP
MAPAnd area 004 looks fine... I guess I was learning my lesson about obstacles and blockmap pretty soon.... Why did I wait so long with deprecating that?
21:54MAP
MAPBlockmap workout on area 003
21:31CONFIRMED
CONFIRMEDSo far... so good!
21:22DONE
DONEBlockade on the boss guarding the entrance to the Observatorium, which will be lifted once you've been aboard the Hawk at least once
21:10FIXED
FIXEDI think I fixed Wendicka's survival issue
20:57BUG
BUGWendicka survives water attacks... She shouldn't... Why?
20:56FIXED
FIXEDDodge rolls always fail
20:56FIXED
FIXEDSwitch error
20:55FIXED
FIXEDPart of the junkyard fixed
20:18BUG
BUGWendicka Well, the transfer to the junkyard went all right, but there the nice story ends, as due to the crapload of obstacles the blockmap is pretty much busted... So I guess we got work to do here.

So let' s open the Kthura Map Editor to get it all done... :-/

19:50STATUS
STATUSI will later test if this is fully working, though... I do need a little break....
19:50LINK
LINKStart scenario linked to the map
19:49NOTE
NOTE Plan is that once I got just before the point the party beams up to the Hawk for the first time to make sure some stuff is done for The Fairy Tale REVAMPED.... Prime target will (for now) be Star Story, still, though
19:47SCENARIO
SCENARIOJunkyard start scenario ref adaption
19:46FAILURE
FAILUREI really hate that C# has no true equivalent of C's "systen" command
19:43DONE
DONELink to the junkyard
19:41MUSIC
MUSICConfigured for the Junkyard
19:39STATUS
STATUSNext step.... Going to the Junkyard
19:39CONFIRMED
CONFIRMEDKota It FINALLY works!
19:35TEST
TESTTake VI
19:35FIXED
FIXEDCode Typo
19:25TEST
TESTTake V
19:25FIXED
FIXEDXenobi Death of king should kill all subjects
19:25FIXED
FIXEDKing not invulnerable by default
19:25TEST
TESTTake IV
19:25FIXED
FIXEDCrap-load of issues
18:57TEST
TESTTake III
18:57FIXED
FIXEDDirectory fault
18:44TEST
TESTTake II
18:44STUPIDITY
STUPIDITYYeah, that was really dumb
18:44FIXED
FIXEDMissing function definition
18:42TEST
TESTTake I
18:42SCRIPT
SCRIPTThe script that should make this boss possible
18:11LINK
LINKCode to link that up now available
18:10TECHNO
TECHNOThe Goddess This is needed due to this boss' unique nature
18:10SCRIPT
SCRIPTStart Script feature in the combat start up script
15:49SPELLANI
SPELLANIFlame thanks to Reggie
15:37SPELLANI
SPELLANIFlame
15:23FIXED
14:36NOTE
NOTE While on the road I also gotta test the switch in battle, so issues can still be expected, though
14:36TEST
TESTTake III should take me further on, until the point I can reach the boss?
14:35FIXED
FIXEDDoor tag issue too
14:35FIXED
FIXEDOkay... that appears to do the trick?
14:31TEST
TESTTake II
14:31EXPERIMENT
EXPERIMENTWell?
14:31BUG
BUGButtons hit, but nothing happens, not even the reset takes place when it should
14:26TEST
TESTTake I
14:26MAPSCRIPT
MAPSCRIPTI could try to get Ivo's puzzle going though
14:26MEDICAL
MEDICALReggie Migraine... I'm trying to keep myself going, but I feel weak!
0:37VOID
VOIDA little void for the future... Doesn't fix the true bug, but will prevent touble in the future
0:23BUG
BUGA bug in the Kthura editor allows dupe items to be created... And also in the scripting.... I wonder how this could happen....
- = 28 Feb 2021 = -
23:57DONE
DONESwitching in combat
23:54DONE
DONEItem drops
22:37TEST
TESTFoxy Well, let's see what kind of silly issue we got next
22:37FIXED
FIXEDBackrow issue?
22:17DUMMIED
DUMMIEDObsolete debug stuff
22:10UPDATED
22:07DONE
DONECrystal's HP gain when on backrow
22:07FIXED
FIXEDBackrow AP issue
21:59SPELLANI
SPELLANIAstrilopup Rock throwing
21:33STATUS
STATUSCase closed ;)
21:28TEST
TESTTake VII
21:28CONFIG
CONFIGCooldown finetuning
21:24TEST
TESTAnd so I still need a take VI (GRRR!)
21:24FIXED
FIXEDDelegate issue
21:21TEST
TESTTake V (and hopefully the final take for this puzzle)
21:21BOOST
BOOSTAnd experience is given when solving too
21:20MAPSCRIPT
MAPSCRIPTTo prevent any issues after the puzzle is solved, all plates will disappear after solving the puzzle....
21:18CONFIRMED
CONFIRMEDYup, the requests are triggered multiple times.... I've put in a cooldown system that waits at least 100 cycles before plates respond again.... This should prevent some trouble....
21:15CONFIRMED
CONFIRMEDAt least the savegame routine is saved
20:42TEST
TESTTake IV
20:42FIXED
FIXED2x Syntax error
20:41TEST
TESTTake III
20:41FIXED
FIXEDCode typo
20:39TEST
TESTTake II
20:39VOID
VOIDI hope I voided that with a double-click-prevention....
20:39BUG
BUGAnd the puzzle itself also has trouble.... It starts to check the outcome halfway, while it shouldn't....
20:38VOID
VOIDThat SHOULD do it.... (I hope)
20:37FIXED
FIXEDAdmiral Lovejoy Savegame was not very multi-layer friendly... The first save I could get off with as being in the first layer of the map... But the ones further on.... Nope!

I came up with a fix that makes all saves I got so far useless... But I think I got a way to void that..... Just a moment

20:10TEST
TESTTake I
20:09STATUS
STATUSLet's go for it!
20:07TECHNO
TECHNOI needed a different approach, or I would need 12 times the same function. I didn't want that... And not only once, but twice.... Oh my goodness....

Nope, this should turn things differently.

20:04MAPSCRIPT
MAPSCRIPTClock puzzle
19:01NOTE
NOTE I cannot yet test them, this due to Foxy learning her moves at random (now there are a few nice things to not about Foxy, as depending on her level and how often she used the abilities she already has the likeliness of learning a new ability increases even to the point where it's actually guaranteed.
19:00CHARACTER
CHARACTERYirl Sue Foxy's ability have been added
18:40TEST
TESTTesting!
18:40LINK
LINKLinked Cell section to main part of the Dungeon
15:23TEST
TESTSwitching - Take VII
15:23FIXED
FIXEDWrong name shown in switch menu
15:22STATUS
STATUSThe basis appears to be working, yet there's one thing I must take care of
15:18TEST
TESTSwitching - Take VI
15:18COSMETIC
COSMETICCoordinate corner error
15:18FIXED
FIXEDIllegal function call
15:12TEST
TESTSwitching - Take V
15:12FIXED
FIXEDSyntax error
14:28TEST
TESTSwitching - Take IV
14:27FIXED
FIXEDCode typo
14:26TEST
TESTSwitching - Take III
14:26FIXED
FIXEDScope error
14:23TEST
TESTSwitching - Take II
14:23FIXED
FIXEDSyntax error
14:21TEST
TESTSwitching - Take I
14:19NOTE
NOTE I'll wait with putting this to the test.... The feature is available now, and that's what matters :)
14:17KTHURA
KTHURAKthura can now be configured to automatically hide stuff out of view.... Perhaps this also voids the needs of rejection zones, but that remains to be seen....
14:01SCRIPT
SCRIPTSwitching should now be possible, however in combat this is hard to check until the next battle arives, and THAT may take awhile
12:37STATUS
STATUSThe next thing on my agenda is.... Switching characters... Now that we have more than 3, this feature should be made available....
12:30DONE
DONETaken care of!
12:23NOTE
NOTE There are however some resistance scripts required, so let's get to that
12:23CONFIRMED
CONFIRMEDAdmiral Johnson It does work
12:14TEST
TESTBakina That is if it works the way it is intended. as that we can never fully tell.
12:14DONE
DONEAnd these characters should now be able to lead and to open the menu just like the front row characters
12:12DONE
DONELevel up from back row possible now, but that happens in silence
11:56DONE
DONEThe portraits of the back row SHOULD appear now
10:20NOTE
NOTE I can however check if Wendicka, Crystal and ExHuRU respond properly to this though.....
10:20MAPSCRIPT
MAPSCRIPTThe bars of the cell should now be removable by Foxy, however the game won't yet allow to put her in the lead. due to the backrow not yet properly being coded....
1:35FIXED
FIXEDThe Goddess ExHuRU I think I fixed the issue of Reggie not returning back to his original spot after being kicked
1:32TEST
TESTTake XI
1:31FIXED
FIXEDIllegal Insterstate Function Call
1:26TEST
TESTTake X
1:26LINK
LINKMissing link for blocked areas
1:26FIXED
FIXEDTake IX
1:14COSMETIC
COSMETICSped up fade-out sequence darkness effect in cell... This really took far too long
1:13FIXED
FIXEDAlpha issue bar fight
1:10TEST
TESTTake VIII
1:10FIXED
FIXEDBad Scenario references
1:10FIXED
FIXEDFade-out darkness not showing
1:09TEST
TESTTake VII
1:09VOID
VOIDIssue
0:54TEST
TESTTake VI
0:54FIXED
FIXEDIllegal object usage in the creation of Foxy
0:45TEST
TESTTake V
0:45FIXED
FIXEDString!=Identifier
0:45FIXED
FIXEDUnprefixed macro
0:43TEST
TESTTake IV
0:43FIXED
FIXEDKota Syntax error
0:42TEST
TESTTake III
0:38FIXED
FIXEDMicrosoft DIE with you stupid backslashes!
0:38COSMETIC
COSMETICFight coordinate boundaries set to screen boundaries
0:34TEST
TESTBriggs Take II
0:34FIXED
FIXEDConflict
0:29TEST
TESTTake I
0:29STATUS
STATUSWISH ME LUCK!
0:28MAPSCRIPT
MAPSCRIPTFoxy & Reggie
- = 27 Feb 2021 = -
23:27MAPSCRIPT
MAPSCRIPTStep one in speaking to Yirl
23:24NOTE
NOTE Astrilopup NOT yet tested, though!
23:24CHARACTER
CHARACTERYirl's abilities and business points system has been set up
22:48CLOSED
22:26CHARACTER
CHARACTERCombat menu: Foxy
22:26CHARACTER
CHARACTERCombat menu: Yirl
22:08STATUS
STATUSNow I need to prepare for Yirl and Foxy to join the party
22:01LINK
LINKExit
20:26TODO
TODOSpeak to Yirl
20:26TODO
TODOLeave the bar (not needed, but it makes the game more complete)
20:00DEBUG
DEBUGLet's find out why
19:57BUG
BUGUnpopping doesn't
19:57CONFIRMED
CONFIRMEDPopping works
19:53TEST
TESTLet's see now!
19:53CONFIRMED
CONFIRMEDThe basic concept works, though
19:53FIXED
FIXEDSome issues
19:38TEST
TESTReggie Gotta test this all
19:38MAPSCRIPT
MAPSCRIPTStork
19:36SCRIPT
SCRIPTPartyPop
19:07MAPSCRIPT
MAPSCRIPTYirl priror to speaking to Stork
18:24MAPSCRIPT
MAPSCRIPTBladeh at the bar scripted
18:18CLOSED
18:18CONFIRMED
CONFIRMEDYup! #80 is fixed now!
18:17NEIL
NEILIt 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!
17:21TEST
TESTThe latter is about to be put to the test!
17:21MAPSCRIPT
MAPSCRIPTDr. Sal’pr’drita 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.
17:21LINK
LINKBartender's speech autolinked
17:20LINK
LINKEntrance linked to the bar's inside
16:38NOTE
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
16:37MUSIC
MUSICThe generated music piece "Don't talk too much" has been added to the bar inside
14:24APOLLO
APOLLOAPI added for this
0:02CONFIRMED
CONFIRMEDAnd NOW it works!
0:01TEST
TESTTake V
0:01FIXED
FIXEDSue More crap
- = 26 Feb 2021 = -
23:35TEST
TESTTake IV
23:35SOLVED
SOLVEDI think i got it!
23:21TEST
TESTTake III
23:21FIXED
FIXEDWendicka One more fix
23:19TEST
TESTTake II
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