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23:00 | STATUS | The moment... of truth.... |
23:00 | NOTE | (Especially since this is the next dungeon that will be put in, after I get the red teleporter pads to work) |
22:59 | TECHNO | 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 |
22:58 | MAPSCRIPT | Music Player for "The Hawk" |
22:58 | MUSIC | Some stuff made by Kevin McLeod I need later has been transferred |
22:51 | MUSIC | Music set for the Hawk |
22:47 | MAPSCRIPT | Transfer to the Hawk should work now... Well sort of as I do have a few things to do here... |
22:30 | CHECKLIST | |
19:04 | C++ | I've expanded Apollo with message box functionality.... |
17:22 | TECHNO | And that kiddo's is why you make backups! |
17:22 | RECOVERED | Thank 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). |
17:20 | FAILURE | An accidental mass deletion took place.... |
14:24 | 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 |
13:55 | SITE | Added tag TFT |
- = 1 Mar 2021 = - | ||
22:43 | DONE | End of combat should undo all deaths |
22:41 | DEBUG | An extra debug line has been added to see why the impossible appears to happen here! |
22:40 | COCKROACH | |
22:07 | FIXED | Elemental crashes |
21:55 | MAP | And 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? |
21:54 | MAP | Blockmap workout on area 003 |
21:31 | CONFIRMED | So far... so good! |
21:22 | DONE | Blockade on the boss guarding the entrance to the Observatorium, which will be lifted once you've been aboard the Hawk at least once |
21:10 | FIXED | I think I fixed Wendicka's survival issue |
20:57 | BUG | Wendicka survives water attacks... She shouldn't... Why? |
20:56 | FIXED | Dodge rolls always fail |
20:56 | FIXED | Switch error |
20:55 | FIXED | Part of the junkyard fixed |
20:18 | BUG | 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... :-/ |
19:50 | STATUS | I will later test if this is fully working, though... I do need a little break.... |
19:50 | LINK | Start scenario linked to the map |
19:49 | 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 |
19:47 | SCENARIO | Junkyard start scenario ref adaption |
19:46 | FAILURE | I really hate that C# has no true equivalent of C's "systen" command |
19:43 | DONE | Link to the junkyard |
19:41 | MUSIC | Configured for the Junkyard |
19:39 | STATUS | Next step.... Going to the Junkyard |
19:39 | CONFIRMED | It FINALLY works! |
19:35 | TEST | Take VI |
19:35 | FIXED | Code Typo |
19:25 | TEST | Take V |
19:25 | FIXED | Death of king should kill all subjects |
19:25 | FIXED | King not invulnerable by default |
19:25 | TEST | Take IV |
19:25 | FIXED | Crap-load of issues |
18:57 | TEST | Take III |
18:57 | FIXED | Directory fault |
18:44 | TEST | Take II |
18:44 | STUPIDITY | Yeah, that was really dumb |
18:44 | FIXED | Missing function definition |
18:42 | TEST | Take I |
18:42 | SCRIPT | The script that should make this boss possible |
18:11 | LINK | Code to link that up now available |
18:10 | TECHNO | This is needed due to this boss' unique nature |
18:10 | SCRIPT | Start Script feature in the combat start up script |
15:49 | SPELLANI | Flame thanks to Reggie |
15:37 | SPELLANI | Flame |
15:23 | FIXED | |
14:36 | NOTE | While on the road I also gotta test the switch in battle, so issues can still be expected, though |
14:36 | TEST | Take III should take me further on, until the point I can reach the boss? |
14:35 | FIXED | Door tag issue too |
14:35 | FIXED | Okay... that appears to do the trick? |
14:31 | TEST | Take II |
14:31 | EXPERIMENT | Well? |
14:31 | BUG | Buttons hit, but nothing happens, not even the reset takes place when it should |
14:26 | TEST | Take I |
14:26 | MAPSCRIPT | I could try to get Ivo's puzzle going though |
14:26 | MEDICAL | Migraine... I'm trying to keep myself going, but I feel weak! |
0:37 | VOID | A little void for the future... Doesn't fix the true bug, but will prevent touble in the future |
0:23 | BUG | A 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 = - | ||
23:57 | DONE | Switching in combat |
23:54 | DONE | Item drops |
22:37 | TEST | Well, let's see what kind of silly issue we got next |
22:37 | FIXED | Backrow issue? |
22:17 | DUMMIED | Obsolete debug stuff |
22:10 | UPDATED | |
22:07 | DONE | Crystal's HP gain when on backrow |
22:07 | FIXED | Backrow AP issue |
21:59 | SPELLANI | Rock throwing |
21:33 | STATUS | Case closed ;) |
21:28 | TEST | Take VII |
21:28 | CONFIG | Cooldown finetuning |
21:24 | TEST | And so I still need a take VI (GRRR!) |
21:24 | FIXED | Delegate issue |
21:21 | TEST | Take V (and hopefully the final take for this puzzle) |
21:21 | BOOST | And experience is given when solving too |
21:20 | MAPSCRIPT | To prevent any issues after the puzzle is solved, all plates will disappear after solving the puzzle.... |
21:18 | CONFIRMED | Yup, 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.... |
21:15 | CONFIRMED | At least the savegame routine is saved |
20:42 | TEST | Take IV |
20:42 | FIXED | 2x Syntax error |
20:41 | TEST | Take III |
20:41 | FIXED | Code typo |
20:39 | TEST | Take II |
20:39 | VOID | I hope I voided that with a double-click-prevention.... |
20:39 | BUG | And the puzzle itself also has trouble.... It starts to check the outcome halfway, while it shouldn't.... |
20:38 | VOID | That SHOULD do it.... (I hope) |
20:37 | FIXED | 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 |
20:10 | TEST | Take I |
20:09 | STATUS | Let's go for it! |
20:07 | TECHNO | I 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. |
20:04 | MAPSCRIPT | Clock puzzle |
19:01 | 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. |
19:00 | CHARACTER | Foxy's ability have been added |
18:40 | TEST | Testing! |
18:40 | LINK | Linked Cell section to main part of the Dungeon |
15:23 | TEST | Switching - Take VII |
15:23 | FIXED | Wrong name shown in switch menu |
15:22 | STATUS | The basis appears to be working, yet there's one thing I must take care of |
15:18 | TEST | Switching - Take VI |
15:18 | COSMETIC | Coordinate corner error |
15:18 | FIXED | Illegal function call |
15:12 | TEST | Switching - Take V |
15:12 | FIXED | Syntax error |
14:28 | TEST | Switching - Take IV |
14:27 | FIXED | Code typo |
14:26 | TEST | Switching - Take III |
14:26 | FIXED | Scope error |
14:23 | TEST | Switching - Take II |
14:23 | FIXED | Syntax error |
14:21 | TEST | Switching - Take I |
14:19 | NOTE | I'll wait with putting this to the test.... The feature is available now, and that's what matters :) |
14:17 | KTHURA | Kthura 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.... |
14:01 | SCRIPT | Switching should now be possible, however in combat this is hard to check until the next battle arives, and THAT may take awhile |
12:37 | STATUS | The next thing on my agenda is.... Switching characters... Now that we have more than 3, this feature should be made available.... |
12:30 | DONE | Taken care of! |
12:23 | NOTE | There are however some resistance scripts required, so let's get to that |
12:23 | CONFIRMED | It does work |
12:14 | TEST | That is if it works the way it is intended. as that we can never fully tell. |
12:14 | DONE | And these characters should now be able to lead and to open the menu just like the front row characters |
12:12 | DONE | Level up from back row possible now, but that happens in silence |
11:56 | DONE | The portraits of the back row SHOULD appear now |
10:20 | NOTE | I can however check if Wendicka, Crystal and ExHuRU respond properly to this though..... |
10:20 | MAPSCRIPT | The 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.... |
1:35 | FIXED | I think I fixed the issue of Reggie not returning back to his original spot after being kicked |
1:32 | TEST | Take XI |
1:31 | FIXED | Illegal Insterstate Function Call |
1:26 | TEST | Take X |
1:26 | LINK | Missing link for blocked areas |
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 |
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