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23:19FIXED
FIXEDA few fixes are required here
23:12TEST
TESTTake I
23:12DONE
DONESelling by dragiing
22:01CONFIRMED
CONFIRMEDBuying works
21:59TEST
TESTTake III
21:59FIXED
FIXEDAdmiral Lovejoy Prefix conflict
21:45TEST
TESTTake II
21:44FIXED
FIXEDGroup error
21:43TEST
TESTTake I
21:43COSMETIC
COSMETICCosmetic yet important... On the bottom of the shop panel you can see how much credits you have....
21:42DONE
DONEBuying should work now
19:46DONE
DONETrashing now also possible in stores
19:45DONE
DONEItem drag store
17:36TEST
TESTTake VI (or is it DC by now?)
17:36FIXED
FIXEDI lost what I all fixed
17:30TEST
TESTTake V
17:30FIXED
FIXED....
17:30STUPIDITY
STUPIDITYIDIOT!
17:25TEST
TESTTake IV
17:25FIXED
FIXEDRolf Stupidity
17:23DONE
DONEStock
17:10CONFIRMED
CONFIRMEDSo far, so good!
17:08TEST
TESTTake III
17:07FIXED
FIXEDBakina Fixed Item data link type
17:07TEST
TESTTake II
16:51FIXED
FIXEDTons of syntax errors
16:43TEST
TESTTake I
16:43LINK
LINKDum-de-dum
16:42MAPSCRIPT
MAPSCRIPTLinkup
16:42SCRIPT
SCRIPTI've set up the basics for a store... You can neither buy nor sell at the moment, but at least this gives a bit of a view on things, eh?
10:17STATUS
STATUSAdmiral Johnson Crystal McLeen - Big alternate Still a long way to go before I can set up the stores, though
10:14CONVERT
CONVERTDatabases converted
9:22STATUS
STATUSNow the time will come to add the first item shop.... There are only a very few of these, but hey they need to be set up well anyway
0:20FIXED
FIXEDSome issues we got here
0:20MAPSCRIPT
MAPSCRIPTAurina exchange
- = 25 Feb 2021 = -
23:42MAPSCRIPT
22:15TEST
TESTWell, it's not much,but let's put it to the test anyway 😁
22:13MAPSCRIPT
MAPSCRIPTIntroduction upon arrival
22:11LINK
LINKBack to the Grass Jungle, for what good it will do, as it's not like you'll get very far there anyway, but hey, this prevents whiners 😜
21:33NOTE
NOTE All that works is the transporter pad. All else doesn't work yet. NPCs will ignore you and you cannot yet enter the bar.
21:32DONE
DONESome preps for the bar
19:59JUDGMENT
JUDGMENT GOOD!
19:56TEST
TESTI guess
19:56TEST
TESTTake II
19:56FIXED
FIXEDClear screen error
19:55FIXED
FIXEDCoordinate recalc error
19:46TEST
TESTWell?
19:46MAPSCRIPT
MAPSCRIPTJump at the end
19:32CONFIRMED
CONFIRMEDBoss works!
19:15TEST
TESTXenobi Boss - Take II
19:15FIXED
FIXEDHotfixes
19:10TEST
TESTWell?
19:09MAPSCRIPT
MAPSCRIPTKota Boss tutorial set
18:56CONFIG
CONFIGBoss fight
18:03TEST
TESTThen TAKE XVIII should be the final test as far as this part is concerned (trying to challenge the boss should (for now) crash the game)
18:03NOTE
NOTE Briggs Although this does not cover all speed issues (so it seems) it does at least cover a few up, which is already worth a lot, I tell ya!
18:02STATUS
STATUSand so stuff should really be okay... Wheew!
18:02FIXED
FIXEDSome blockmap issues
17:59CONFIRMED
CONFIRMEDThis appears to be working now
17:55STATUS
STATUSTrust me... this is SOOOOO true!

17:54TEST
TESTTake XVII
17:54FIXED
FIXEDObject error
17:52TEST
TESTTake XVI
17:52FIXED
FIXEDAnd I fixed another issue in the Reject assignment routine
17:51FIXED
FIXEDBlockmap which was still a total disaster (this I had to do anyway)
17:40FIXED
FIXEDI already suspected that some enemies were placed wrong.... This was based on that there could never be this many enemies sharing reject zones
17:34DUMMIED
DUMMIEDSome code in C++ that will only lead to information I no longer need, at least, at the moment I definitely don't. (If i need it in the future it'll be easy to "undummy")
17:28TEST
TESTTake XV
17:28FIXED
FIXEDPointer issue?
17:24TEST
TESTTake XIV
17:24DONE
DONEAnd taken care of real-life stuff
17:24FIXED
FIXEDSome idiot things in the way
13:05TEST
TESTTake XIII
13:05VOID
VOIDDeclaration issue
13:04TEST
TESTTake XII
13:04DEBUG
DEBUGWhat are the facts? This list must show that
13:04BUG
BUGIt appears enemies NEVER get rejected even when they should (the map and the log indicate so)
12:45TEST
TESTTake XI
12:45FIXED
FIXEDReject swapup fix
12:41TEST
TESTFoxy Take X
12:41DONE
DONEDr. Sal’pr’drita Made myself some coffee
12:32FIXED
FIXEDReggie period error
12:29TEST
TESTTake IX
12:29FIXED
FIXEDFixed Static error
12:29TECHNO
TECHNOGood that I know about this, though, and I think I know what causes this.... Oh well....
12:28CONFIRMED
CONFIRMEDVoid succesful..... (figures)
12:26TEST
TESTTake VIII
12:26VOID
VOIDCSayF " issue?
12:19TEST
TESTTake VII
12:19FIXED
FIXEDList fuckery
12:17TEST
TESTTake VI
12:17FIXED
FIXEDReject resetting error
12:16STATUS
STATUSAll PARSE ERRORS appear to be accounted for
12:13TEST
TESTTake V
12:13FIXED
FIXEDProperty fault
12:13DONE
DONEThe cat has her food now
12:10TEST
TESTTake IV
12:10FIXED
FIXEDFunction definition syntax error
12:07TEST
TESTTake III
12:07TODO
TODOI really must feed my cat now
12:07FIXED
FIXEDDupe identifier
12:05TEST
TESTTake II
12:05DONE
DONEEating
11:14MAP
MAPAnd a meta data fix
11:11FIXED
FIXEDID issue
11:09TEST
TESTRolf Take I
11:08EXPERIMENT
EXPERIMENTAnd hopefully this helps me to resolve #89
11:08EXPERIMENT
EXPERIMENTRejected foes will also move back to their original positions
11:06EXPERIMENT
EXPERIMENTAnd the system has been set up NOT to check rejected actors
11:05EXPERIMENT
EXPERIMENTYirl Routine which will reject the foes has been set up
11:00EXPERIMENT
EXPERIMENTAdmiral Lovejoy The reject zones are being detected, and enemies are also scanned for these zones
10:33EXPERIMENT
EXPERIMENTI'm setting up a reject system... This wil reject all enemies outside the zone the player is now in... I only plan to use this in places where the number of enemies can be quite large and therefore slow the game down. It basically rejects all enemies that are not relevant.
- = 24 Feb 2021 = -
23:37SCREENSHOT
23:02FIXED
FIXEDAchievement save
22:56TEST
TESTA little test is in order, but no trouble should be expected
22:55LINK
LINKAnd that links back, of course, to the grass jungle
22:55MAPSCRIPT
MAPSCRIPTLeave the cave
22:20STATUS
STATUSThe next step will be to exit the cave, in order to return to the Grass Jungle.....
22:20STATUS
STATUSAnd with that the Dark Caves is completable
22:08TEST
TESTTake I for the jewels and the second jump + experience + achievement
22:07TODO
22:06DONE
DONEEmerald and Ruby
21:40TEST
TESTTake I for the jumpdowns though....
21:40NOTE
NOTE I do need to see to it that the special rewards you can get here are given... This uses a special system, and I need to do a bit of study behind that
21:39MAPSCRIPT
MAPSCRIPTJump Down
20:55CONFIRMED
CONFIRMEDAnd the first Aurina dropped at last!
20:54CONFIRMED
CONFIRMEDAnd that actually worked easier than I could have imagined
20:50TEST
TESTTake III
20:50LAZY
LAZYVoid Stat Stats conflict... both will work from now on!
20:46TEST
TESTTake II
20:46FIXED
FIXEDXenobi Bad map read-out
20:41TEST
TESTTake I
20:41NOTE
NOTE I am preparping food also now, but as my rice will need time to boil.... I can start a few takes.... Don't know how many I need, but here goes nothing!
20:35STATUS
STATUSYes, I do expect a LOT of trouble here....
20:35MAPSCRIPT
MAPSCRIPTBoss fight set up (I hope)
18:17DEBUG
DEBUGI really need to know why aurinas never drop
17:15TODO
17:12SCRIPT
SCRIPTCancel effect on Crystal's "Dart" ARM
16:43FIXED
FIXEDBug on 1 target attacks learning new moves
16:30FIXED
FIXEDAdmiral Johnson ExHuRU A little mistake
16:25DONE
DONEReload Crystal's ARMS on recovery spots and save zones
16:24FIXED
FIXEDDA FUUUUUUCK!
16:05OFFTOPIC
OFFTOPICPoep gebeurt
16:05FIXED
FIXEDGroup error
16:03NOTE
NOTE I have not yet implemented she reloads her ARMS on save zones and recovery spots, but I need a recovery spot to check that
16:02DONE
DONECrystal's ARMS should now be usable in combat
14:07FIXED
FIXEDI think I fixed it!
14:05INVESTIGATION
INVESTIGATIONAnd that will be something to sort out why
14:05BUG
BUGThe system crashes on multi-target attacks
14:04COSMETIC
COSMETICAlthough that was only a cosmetic bug
14:04FIXED
FIXEDWendicka's information for obtaining a new spell was not correct once she has more than one spell
13:50CHARACTER
CHARACTERThis also affected both characters so I had TWO characters to fix
13:49FIXED
FIXEDDupe learning (I think)
13:42FIXED
FIXEDThe Goddess Maybe THIS should fix that?
13:42BUG
BUGThe game no longer crashes, however the ability is NOT added to the ability list
13:36FIXED
FIXEDFoxy FUCK YOU!
13:36FIXED
FIXEDspellani
13:31FIXED
FIXEDExperience definition fix
13:25FIXED
FIXEDBad reference
13:24FIXED
FIXEDBad background
13:10CHARACTER
CHARACTERThat affected both characters so these are generally TWO fixes
13:10FIXED
FIXEDAbility error
13:09FIXED
FIXEDTarget first, then learn
12:55GENERATION
GENERATIONI also had to rerun the "Neg" tool because of this
12:54TRANSFER
TRANSFERImage of "Syss" was not yet added to the new version
12:46TEST
TESTWell?
12:45CHARACTER
CHARACTERAnd ExHuRU has also been setup for this
12:21CHARACTER
CHARACTERWendicka has been treated for this
12:19SCRIPT
SCRIPTBriggs Learn script has partially been done!
10:38FIXED
FIXEDCrystal Secret passage 4 was a bit busted...
I fixed that up...

All other secret passages are fine

10:26TEST
TESTA little test is order!
10:11NOTE
NOTE There's NEVER a guarantee this is alright.... First of all, Kthura is not entirely 100% waterproof in general (this also due to my current version using MonoGame... And the route MonoGame has gone makes it needed in general to move Kthura into a new environment, but the work it's gonna take me makes me reluctant... That, and there are some issues in the C++ version of the Kthura library I need to address properly first anyway....
10:07MAP
MAPI've tried to set up the things well so the entirely busted blockmap should be fixed now!
0:56STATUS
STATUSBut that'll be for tomorrow, as I need my rest now....
0:56BUG
BUGThe blockmap is beyond busted.... Remember this was the first time Kthura was used in a serious test and some maps do suffer greatly as a result...

This map is a particular example of this, but nothing I can't fix, and it shouldn't be too much work, but not a nice job nonetheless.... This is doable, and the "leavemebe" cheat allows me to test things easily.... So I think I can manage this....

0:42DONE
DONEGreen transpads should work now!
0:38NOTE
NOTE It was a long time, and I wonder what I was thinking when I first designed this map when it comes to using 40 for the default dominance... Well, at least, this void up doesn't hurt things too much...
0:37FIXED
FIXEDDominance issue fixed
0:29STATUS
STATUSA quick look in Kthura has shown me, that I'm gonna have a lot of work here....
0:23TEST
TESTLet's put that to da test
0:23SCRIPT
SCRIPTYirl Dominance should now be remapped every time more than 60 pixels have been moved either North or South
0:22VISUALSTUDIO
VISUALSTUDIOAstrilopup Compiled succesfully, or so it seems
0:22C++
C++Dominance remapper added to the Kthura API for Apollo
0:10NOTE
NOTE Dominance remapping is now one of the issues at hand.... It's needed, but in the same time it can cause serious slowdowns... Since the system fully relies on C++ for this, the slowndown should not be too much, and seeing how fast C++ is able to handle the dark caves, the biggest one-layer map I ever designed for Kthura (and I don't plan to break this record, as it turned out to be a bad idea to make levels that big, which was another reason to switch to layer based maps) this remap should not be the biggest issue.
0:07CONFIRMED
CONFIRMEDSo far the secret passages do at least appear to be working
- = 23 Feb 2021 = -
23:55TEST
TESTWill that work?
23:55MAPSCRIPT
MAPSCRIPTSecret Handler Dark Caves
23:18DONE
DONEBlue transporter pads will do a spawn reset
22:32DONE
DONEscanning for bosses
22:14LINK
LINKEntrance to Caves and the Caves are now linked... One way... You can enter, but you cannot yet leave.... (Can't do all in once, you know).
21:55MUSIC
MUSICDark City by Maxx will once again be the music in this dungeon
21:55KTHURA
KTHURAMap reference correction
19:50DUMMIED
DUMMIEDFor testing I temporarily disabled the move routine... This routine controles if enemies should chase after you or not... I've a reason for this little checkup....
19:48JUDGMENT
JUDGMENT That's hardly better
19:47TEST
TESTLet's see
19:46EXPERIMENT
EXPERIMENTI do still believe the engage range checker is the evil, and I did an extra checkup, which disables this check completely when out of screen
19:44JUDGMENT
JUDGMENT I seems to help a little, but not really much, this could mean that some earlier checkups slow things down... Interesting!
19:42EXPERIMENT
EXPERIMENTDr. Sal’pr’drita This is an experiment, but let's see if it's a fruitful one
19:41OPTIMIZATION
OPTIMIZATIONWell I hope this optimizes stuff, but we'll see... I've set the enemies currently NOT chasing you, nor going back to their original positions to not move at all, nor to detect your presence. The enemies chasing you are not the problem, they merely follow their Dijkstra track, but the enemies not in chasing or return mode can be where the evil lies...
19:36EXPERIMENT
EXPERIMENTWendicka I've done a few things, which hopefully work out the speed issue on enemies a bit, however I'm not sure about if this'll work....
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