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23:19 | FIXED | A few fixes are required here |
23:12 | TEST | Take I |
23:12 | DONE | Selling by dragiing |
22:01 | CONFIRMED | Buying works |
21:59 | TEST | Take III |
21:59 | FIXED | Prefix conflict |
21:45 | TEST | Take II |
21:44 | FIXED | Group error |
21:43 | TEST | Take I |
21:43 | COSMETIC | Cosmetic yet important... On the bottom of the shop panel you can see how much credits you have.... |
21:42 | DONE | Buying should work now |
19:46 | DONE | Trashing now also possible in stores |
19:45 | DONE | Item drag store |
17:36 | TEST | Take VI (or is it DC by now?) |
17:36 | FIXED | I lost what I all fixed |
17:30 | TEST | Take V |
17:30 | FIXED | .... |
17:30 | STUPIDITY | IDIOT! |
17:25 | TEST | Take IV |
17:25 | FIXED | Stupidity |
17:23 | DONE | Stock |
17:10 | CONFIRMED | So far, so good! |
17:08 | TEST | Take III |
17:07 | FIXED | Fixed Item data link type |
17:07 | TEST | Take II |
16:51 | FIXED | Tons of syntax errors |
16:43 | TEST | Take I |
16:43 | LINK | Dum-de-dum |
16:42 | MAPSCRIPT | Linkup |
16:42 | SCRIPT | I'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? |
10:17 | STATUS | Still a long way to go before I can set up the stores, though |
10:14 | CONVERT | Databases converted |
9:22 | STATUS | Now 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 |
0:20 | FIXED | Some issues we got here |
0:20 | MAPSCRIPT | Aurina exchange |
- = 25 Feb 2021 = - | ||
23:42 | MAPSCRIPT | Large complex mapscript. here you can find full information about it! |
22:15 | TEST | Well, it's not much,but let's put it to the test anyway 😁 |
22:13 | MAPSCRIPT | Introduction upon arrival |
22:11 | LINK | Back 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 😜 |
21:33 | 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. |
21:32 | DONE | Some preps for the bar |
19:59 | JUDGMENT | GOOD! |
19:56 | TEST | I guess |
19:56 | TEST | Take II |
19:56 | FIXED | Clear screen error |
19:55 | FIXED | Coordinate recalc error |
19:46 | TEST | Well? |
19:46 | MAPSCRIPT | Jump at the end |
19:32 | CONFIRMED | Boss works! |
19:15 | TEST | Boss - Take II |
19:15 | FIXED | Hotfixes |
19:10 | TEST | Well? |
19:09 | MAPSCRIPT | Boss tutorial set |
18:56 | CONFIG | Boss fight |
18:03 | TEST | Then 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) |
18:03 | NOTE | 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! |
18:02 | STATUS | and so stuff should really be okay... Wheew! |
18:02 | FIXED | Some blockmap issues |
17:59 | CONFIRMED | This appears to be working now |
17:55 | STATUS | Trust me... this is SOOOOO true! |
17:54 | TEST | Take XVII |
17:54 | FIXED | Object error |
17:52 | TEST | Take XVI |
17:52 | FIXED | And I fixed another issue in the Reject assignment routine |
17:51 | FIXED | Blockmap which was still a total disaster (this I had to do anyway) |
17:40 | FIXED | I already suspected that some enemies were placed wrong.... This was based on that there could never be this many enemies sharing reject zones |
17:34 | DUMMIED | Some 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") |
17:28 | TEST | Take XV |
17:28 | FIXED | Pointer issue? |
17:24 | TEST | Take XIV |
17:24 | DONE | And taken care of real-life stuff |
17:24 | FIXED | Some idiot things in the way |
13:05 | TEST | Take XIII |
13:05 | VOID | Declaration issue |
13:04 | TEST | Take XII |
13:04 | DEBUG | What are the facts? This list must show that |
13:04 | BUG | It appears enemies NEVER get rejected even when they should (the map and the log indicate so) |
12:45 | TEST | Take XI |
12:45 | FIXED | Reject swapup fix |
12:41 | TEST | Take X |
12:41 | DONE | Made myself some coffee |
12:32 | FIXED | period error |
12:29 | TEST | Take IX |
12:29 | FIXED | Fixed Static error |
12:29 | TECHNO | Good that I know about this, though, and I think I know what causes this.... Oh well.... |
12:28 | CONFIRMED | Void succesful..... (figures) |
12:26 | TEST | Take VIII |
12:26 | VOID | CSayF " issue? |
12:19 | TEST | Take VII |
12:19 | FIXED | List fuckery |
12:17 | TEST | Take VI |
12:17 | FIXED | Reject resetting error |
12:16 | STATUS | All PARSE ERRORS appear to be accounted for |
12:13 | TEST | Take V |
12:13 | FIXED | Property fault |
12:13 | DONE | The cat has her food now |
12:10 | TEST | Take IV |
12:10 | FIXED | Function definition syntax error |
12:07 | TEST | Take III |
12:07 | TODO | I really must feed my cat now |
12:07 | FIXED | Dupe identifier |
12:05 | TEST | Take II |
12:05 | DONE | Eating |
11:14 | MAP | And a meta data fix |
11:11 | FIXED | ID issue |
11:09 | TEST | Take I |
11:08 | EXPERIMENT | And hopefully this helps me to resolve #89 |
11:08 | EXPERIMENT | Rejected foes will also move back to their original positions |
11:06 | EXPERIMENT | And the system has been set up NOT to check rejected actors |
11:05 | EXPERIMENT | Routine which will reject the foes has been set up |
11:00 | EXPERIMENT | The reject zones are being detected, and enemies are also scanned for these zones |
10:33 | EXPERIMENT | I'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 = - | ||
23:37 | SCREENSHOT | |
23:02 | FIXED | Achievement save |
22:56 | TEST | A little test is in order, but no trouble should be expected |
22:55 | LINK | And that links back, of course, to the grass jungle |
22:55 | MAPSCRIPT | Leave the cave |
22:20 | STATUS | The next step will be to exit the cave, in order to return to the Grass Jungle..... |
22:20 | STATUS | And with that the Dark Caves is completable |
22:08 | TEST | Take I for the jewels and the second jump + experience + achievement |
22:07 | TODO | |
22:06 | DONE | Emerald and Ruby |
21:40 | TEST | Take I for the jumpdowns though.... |
21:40 | 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 |
21:39 | MAPSCRIPT | Jump Down |
20:55 | CONFIRMED | And the first Aurina dropped at last! |
20:54 | CONFIRMED | And that actually worked easier than I could have imagined |
20:50 | TEST | Take III |
20:50 | LAZY | Void Stat Stats conflict... both will work from now on! |
20:46 | TEST | Take II |
20:46 | FIXED | Bad map read-out |
20:41 | TEST | Take I |
20:41 | 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! |
20:35 | STATUS | Yes, I do expect a LOT of trouble here.... |
20:35 | MAPSCRIPT | Boss fight set up (I hope) |
18:17 | DEBUG | I really need to know why aurinas never drop |
17:15 | TODO | |
17:12 | SCRIPT | Cancel effect on Crystal's "Dart" ARM |
16:43 | FIXED | Bug on 1 target attacks learning new moves |
16:30 | FIXED | A little mistake |
16:25 | DONE | Reload Crystal's ARMS on recovery spots and save zones |
16:24 | FIXED | DA FUUUUUUCK! |
16:05 | OFFTOPIC | Poep gebeurt |
16:05 | FIXED | Group error |
16:03 | 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 |
16:02 | DONE | Crystal's ARMS should now be usable in combat |
14:07 | FIXED | I think I fixed it! |
14:05 | INVESTIGATION | And that will be something to sort out why |
14:05 | BUG | The system crashes on multi-target attacks |
14:04 | COSMETIC | Although that was only a cosmetic bug |
14:04 | FIXED | Wendicka's information for obtaining a new spell was not correct once she has more than one spell |
13:50 | CHARACTER | This also affected both characters so I had TWO characters to fix |
13:49 | FIXED | Dupe learning (I think) |
13:42 | FIXED | Maybe THIS should fix that? |
13:42 | BUG | The game no longer crashes, however the ability is NOT added to the ability list |
13:36 | FIXED | FUCK YOU! |
13:36 | FIXED | spellani |
13:31 | FIXED | Experience definition fix |
13:25 | FIXED | Bad reference |
13:24 | FIXED | Bad background |
13:10 | CHARACTER | That affected both characters so these are generally TWO fixes |
13:10 | FIXED | Ability error |
13:09 | FIXED | Target first, then learn |
12:55 | GENERATION | I also had to rerun the "Neg" tool because of this |
12:54 | TRANSFER | Image of "Syss" was not yet added to the new version |
12:46 | TEST | Well? |
12:45 | CHARACTER | And ExHuRU has also been setup for this |
12:21 | CHARACTER | Wendicka has been treated for this |
12:19 | SCRIPT | Learn script has partially been done! |
10:38 | FIXED | Secret passage 4 was a bit busted... I fixed that up... All other secret passages are fine |
10:26 | TEST | A little test is order! |
10:11 | 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.... |
10:07 | MAP | I've tried to set up the things well so the entirely busted blockmap should be fixed now! |
0:56 | STATUS | But that'll be for tomorrow, as I need my rest now.... |
0:56 | BUG | The 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.... |
0:42 | DONE | Green transpads should work now! |
0:38 | 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... |
0:37 | FIXED | Dominance issue fixed |
0:29 | STATUS | A quick look in Kthura has shown me, that I'm gonna have a lot of work here.... |
0:23 | TEST | Let's put that to da test |
0:23 | SCRIPT | Dominance should now be remapped every time more than 60 pixels have been moved either North or South |
0:22 | VISUALSTUDIO | Compiled succesfully, or so it seems |
0:22 | C++ | Dominance remapper added to the Kthura API for Apollo |
0:10 | 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. |
0:07 | CONFIRMED | So far the secret passages do at least appear to be working |
- = 23 Feb 2021 = - | ||
23:55 | TEST | Will that work? |
23:55 | MAPSCRIPT | Secret Handler Dark Caves |
23:18 | DONE | Blue transporter pads will do a spawn reset |
22:32 | DONE | scanning for bosses |
22:14 | LINK | Entrance 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). |
21:55 | MUSIC | Dark City by Maxx will once again be the music in this dungeon |
21:55 | KTHURA | Map reference correction |
19:50 | DUMMIED | For 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.... |
19:48 | JUDGMENT | That's hardly better |
19:47 | TEST | Let's see |
19:46 | EXPERIMENT | I 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 |
19:44 | JUDGMENT | I seems to help a little, but not really much, this could mean that some earlier checkups slow things down... Interesting! |
19:42 | EXPERIMENT | This is an experiment, but let's see if it's a fruitful one |
19:41 | OPTIMIZATION | Well 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... |
19:36 | EXPERIMENT | 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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