1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 | ||
16:06 | ALPHA | I hope I can cover the mines of Airom properly now |
12:18 | DONE | Oh, I changed the names of the junk colleciton areas to names more fitting for the current political situation |
12:00 | ALPHA | Let's go for the Eugorvnia caves |
11:59 | NOTE | |
11:58 | STATUS | Another day, let's get things done. |
1:01 | STATUS | Time to call it though |
0:58 | VOID | The decimal error in Eugorvnia Caves. I already had my suspicions |
- = 12 Oct 2021 = - | ||
23:56 | CONFIRMED | Apparently this fixes the issue. Not sure how this could happen, though. |
23:51 | ALPHA | Talked enough let's resume the action |
23:50 | ALPHA | Now I also tested the sideway in the Volcania plains dungeon |
23:50 | ALPHA | It goes without saying also that this means the Flower Jungle has been succesfully tested |
23:46 | ALPHA | Oh yeah, I guess it was obvious I was testing Excalibur now |
23:46 | FIXED | Did I fix it? |
23:43 | HUH | No "LeaveTrans"? My source code says otherwise |
20:45 | STATUS | With that the end of the final alpha is coming near, at least! |
20:45 | ALPHA | Eugorvnia science facility II |
17:02 | ALPHA | Time now to set Marlon's Garden in order |
17:01 | ALPHA | Testing of the graveyard concluded |
12:57 | ALPHA | Let's go... again! |
12:57 | NOTE | For the casual mode no changes |
12:56 | BOOST | Higher level boss graveyard in hard mode |
12:56 | NERF | Lower level in easy mode, boss Graveyard |
- = 11 Oct 2021 = - | ||
23:11 | ALPHA | And let's resume the test! |
23:10 | FIXED | Boss in Dark Graveyard really had the wrong level calculation. That has been fixed |
22:46 | ALPHA | Let's resume the action! |
22:46 | FIXED | Syntax error |
22:46 | STUPIDITY | Don't be too fast, Jeroen |
22:46 | ALPHA | Belioss |
22:37 | NOTE | Testing will go along the way, but for now this will do |
22:37 | FIXED | |
18:58 | TECHNO | Not that it mattesr for Star Story anymore, though, but for "The Fairy Tale REVAMPED","63 fires of lung" and "Star Story II" (the latter two in particular) this will still matter |
18:58 | KTHURA | And this will make my work in Kthura much easier |
18:58 | C++ | Some updates for June19 |
- = 10 Oct 2021 = - | ||
13:00 | CONFIRMED | Void confirmed |
12:42 | ALPHA | In which I am now testing Frendor bushes of the "Phantasar" sidequest |
12:42 | ITCH.IO | Updating the alpha |
12:41 | FUCKYOU | And I lost a lot of fucking data with that crash too. |
12:41 | NOTE | And I hope that covers them all now! |
12:41 | VOID | Well, let's void that for Blizzard. |
12:40 | COCKROACH | Crash in multi target spellani (that famous impossible cockroach that keeps popping up) |
- = 9 Oct 2021 = - | ||
21:00 | NOTE | #167 Must be easy to fix, however, this is not yet important to make the game go into beta. It's only cosmetic after all. |
20:59 | ALPHA | Black Castle (side quest tested) |
20:48 | BUG | |
17:37 | ALPHA | Alpha done up to the point where the first stuff on Nizozemska is done |
13:22 | ALPHA | Complete up to Volcania completed |
12:02 | OFFTOPIC | |
11:38 | CLOSED | Oh, I see #165 was already fixed... Closed it! |
11:36 | ALPHA | Let's roll it! |
11:36 | GENERATION | vUpdate |
11:36 | GITHUB | Updating |
11:33 | CLOSED | For now I'll close #166, however I *is* possible things are not in order yet! |
10:43 | STATUS | But I'll continue that later today |
10:42 | ALPHA | The Alpha is by the way up to the point where I gotta start on Volcania |
10:41 | TECHNO | Only on the next wipe I'll know if this works, as this is hard to test at the present time, but for now this will do. |
10:41 | FORCE | I'll force my way though then |
10:38 | FUCKYOU | It's that fucking scheduling conflict again... I'm gonna go to very drastic measures now! |
10:38 | STUDY | |
- = 7 Oct 2021 = - | ||
21:57 | ALPHA | Completed up to the point where Crystal has to fight her solo-boss |
20:55 | NOTE | This particular bug however will need to be looked at when I got my debugger fully turned back on, as this is a rather complex one, I'm afraid |
20:54 | BUG | |
13:01 | ALPHA | I've tested the game up to the point where you get onto the Hawk.... So far so good. |
- = 6 Oct 2021 = - | ||
23:28 | ALPHA | Let's continue in the Dark Caves |
23:24 | VOID | Ah, a miscalculation in Neil's bug for decimals without leading zero |
23:23 | BUG | For some odd reason the boss' level in the Dark Caves in incredibly high in the easy mode |
22:41 | ALPHA | Yaqirpa completed |
19:36 | STATUS | A few important things came in between, however I got myself a start up savegame now in the Yaqirpa |
18:57 | ALPHA | Starting an easy-mode game in order to make the final alpha test myself. I do hope my alpha tester can also do a bit more before XMas as I really hope I can release the game as beta before 2022 |
18:56 | CONFIRMED | Fixed at last! |
18:54 | TEST | Take III |
18:54 | EXPERIMENT | Will THIS do the trick then? |
18:53 | COCKROACH | Nope, that didn't do anything |
18:30 | TEST | Take II |
17:53 | FIXED | I do not not what causes the crash when you cancel loading a new savegame... All I can hope it's fixed now |
- = 25 Sep 2021 = - | ||
21:53 | ANNOUNCEMENT | Meet Gavida Klahré She's planned to be the main protagonist for Star Story II |
- = 19 Sep 2021 = - | ||
21:46 | STATUS | And that will be all for now.... |
21:46 | ALPHA | My main alpha tested could play the game in alpha up to the savespot halfway the dungeon.... This is great progress, already.... I hope I can start up my own big alpha test soon |
21:44 | ITCH.IO | A quick devlog update could be in order there.... |
21:43 | ITCH.IO | Uploading the new version |
21:43 | POWERSHELL | Complete rebuild |
21:36 | UPDATED | License data |
21:36 | JUDGMENT | As far as I can judge for now, this fixes the issue, but like I said before, this is one of those issues of which you never know it's fixed... you can only know it isn't if this happens again! |
21:34 | TEST | Take V |
21:34 | VOID | Oh well! |
21:34 | FAILURE | C++ can really get under my skin sometimes |
21:33 | TEST | Take IV |
21:33 | EXPERIMENT | No clue if this will work, but here goes nothing! |
21:20 | FAILURE | Clearly this only makes matters worse... But why? |
21:18 | FAILURE | Well that didn't work out too well, either! |
21:17 | TEST | Take III |
21:17 | FORCE | Let's force it then! |
21:16 | FAILURE | VisualStudio won't compile as this didn't require C++ code to get modified (crap) |
21:16 | TEST | Take II |
21:16 | FIXED | Internal script syntax error (had nothing to do with this, but got in the way) |
21:14 | TEST | Take I |
21:14 | TECHNO | This is however one of those bugs you can never be sure of, if they are fixed or not. You can only be sure it's not if the error pops up again... That makes this issue in particular very frustrating. |
21:13 | FIXED | Not sure but I've done some study to Lua's core features, as it appear s the mysterious stack overflow errors are caused there. That SHOULD therefore be fixed now, but I cannot be sure |
- = 29 Aug 2021 = - | ||
20:29 | NOTE | I may not yet be able to do something about that, but I hope I can plan a full Star Story day the upcoming week |
20:28 | BUG | |
- = 27 Jul 2021 = - | ||
19:43 | FAILURE | I just need to post this again |
16:49 | FAILURE | CUCKOO!!!! |
12:01 | NOTE | I didn't put this into a library in order to make sure some game specific adaptions could still be needed, that's all |
12:00 | TRANSFER | BoxText routine transferred from Star Story to The Fairy Tale |
- = 26 Jul 2021 = - | ||
11:46 | MYSTERY | I'll never figure this out, I suppose |
11:45 | HUH | And it works? |
11:40 | INVESTIGATION | WTF is going on here? |
11:39 | COCKROACH | But the game still says "no"? |
11:39 | CONFIRMED | OpenURL.exe not copied any more |
11:17 | APOLLO | Build all crap |
11:15 | APOLLO | Console off again |
11:10 | DUMMIED | Copy of OpenURL.exe in the game's Apollo Project File |
11:05 | STATUS | Compilation succesful |
11:05 | VISUALSTUDIO | Compile |
11:04 | C++ | I now handled this a different way now... This should make the entire call to OpenURL.exe unneeded |
9:22 | TODO | Natural break first... |
9:22 | NOTE | And that is the reason for all this suffering, for sure |
9:21 | SOLVED | Aha!!!! Directory creation goes through OpenURL.exe as well.... |
9:20 | INVESTIGATION | Let's investigate the results, shall we? |
9:20 | SEARCH | Antonius is now going through Apollo |
9:18 | MYSTERY | In the scripts I can find nothing more that is causing this issue, so I guess I most turn Apollo upside down |
9:17 | DONE | Bug tracker should now be called directly, without OpenURL.exe |
8:54 | SEARCH | A full scan of all files to a passible call request |
8:23 | INVESTIGATION | Let's see if I can get rid of all references to OpenURL.exe |
- = 25 Jul 2021 = - | ||
22:09 | TODO | I made an issue on this in #163 |
22:09 | NOTE | For now this will do |
22:03 | ITCH.IO | A new version will be uploaded momentarily |
22:02 | NOTE | For now I'll leave the console on to prevent trouble, and I hope I can get some time this week to fix this issue and to be able to remove that program from the game entirely, but for now, this will have to do... |
22:01 | NOTE | Now I know that OpenURL.exe may be called and be to blame for this... I don't know why it's called there... I'll need to turn the savegame routine upsaide down for this. |
22:01 | HUH | Saving works, but still it tries to get to the Windows main screen.... |
21:56 | TEST | And let's see what happens after a build now! |
21:56 | APOLLO | Console off again |
21:50 | TEST | Let's see now! |
21:49 | FIXED | I hope |
21:48 | COCKROACH | System is messing on me |
21:47 | FIXED | A little mistake along the way |
21:44 | C# | I had to adept the Apollo Builder for this |
21:37 | VOID | for now I'll include OpenURL with the release, but that should be done on a better way |
21:33 | SEARCH | During saving the game seems to call OpenURL for some reason.... I don't know why so I'm looking for any script that may do that.... |
21:28 | SOLVED | "OpenURL" called? Why? |
21:26 | VOID | This should void the issue |
21:26 | TECHNO | Until I know how to fix this I'll set the console on in the release version of the game.... |
21:24 | FIXED | A few blockmap issues in Excalibur and the Yaqirpa |
21:24 | VOID | Crash upon learning Jolt under certain circumstances |
21:24 | FAILURE | The savegame feature malfunctions when the console is not up.... I need to do a throrough investigation why this can happen, however due to lack of time now, that will have to wait. This issue will also affect the Fairy Tale and future games, so I need to give this one a view over time anyway |
- = 19 Jul 2021 = - | ||
14:33 | STATUS | Like I said I am going to take a break here, I will start a real big test later, and that should lead to the last things before the checker flag can be waved.... See ya, around! |
8:24 | CONFIRMED | At least the extra console window closes when running from the GUI, and that's most important right now |
8:22 | FAILURE | Not exactly what I had in mind, but for now it will have to do, I fear |
8:16 | FIXED | Console check in Apollo (affects ALL Apollo based games) |
1:04 | C++ | Console release in Apollo if the identify file instructs the builder to |
- = 18 Jul 2021 = - | ||
23:48 | STATUS | I'll first be taking a break from this project... Some final stuff to be done will really come later.... |
23:47 | STATUS | So far for now.... |
22:40 | ITCH.IO | Again! |
22:40 | FIXED | Better now? |
22:40 | COCKROACH | GRRR! |
22:38 | ITCH.IO | Uploading again! |
22:38 | FIXED | I think |
22:37 | FAILURE | Failed |
22:37 | ITCH.IO | Uploading first open alpha |
22:36 | POWERSHELL | Quick script to build and to call Butler |
22:25 | NOTE | The "no music" version will also not be released during the alpha... it will be during the beta and stable |
22:25 | GAMEJOLT | The open ALPHA will NOT be released on Game Jolt... This because gjpush is pain for a game that may require daily updates |
22:24 | STATUS | Now I can prepare the itch release |
22:21 | CONFIRMED | THAT WORKS! |
22:20 | TEST | Let's see.... |
22:20 | STATUS | The question is now: Does the release work? |
22:15 | CONFIRMED | Works! |
22:15 | TEST | Quick test |
22:15 | POWERSHELL | Set up a quick script for release building |
22:12 | CONFIRMED | As far as it looks like stuff appears to be in order now |
22:10 | TEST | Take XI |
22:10 | FIXED | ARF had to be taken care of on its own |
22:06 | TEST | Take X |
22:05 | FIXED | Something snuck into the code that was not right.... Killed it |
22:02 | TEST | Take IX |
22:02 | FIXED | The damage |
22:02 | FAILURE | Sometimes the auto code organizer in Visual Studio can cause more harm than good |
22:00 | TEST | Take VIII |
22:00 | FIXED | Dirry call needed |
21:59 | BUG | But not there yet |
21:59 | CONFIRMED | Yup that does things right |
21:48 | TEST | Take VII |
21:48 | FIXED | Fixed it |
21:48 | SOLVED | Got it! |
21:48 | HUH | No results |
21:46 | TEST | Take VI |
21:46 | DEBUG | Added extra line that must give me some answers |
21:46 | INVESTIGATION | why? |
21:40 | FAILURE | Doesn't do what it must do, though... |
21:40 | TEST | Take V |
21:40 | C# | First set up to copy all required binaries in |
20:56 | STATUS | For the JCR part stuff appears to be working as far as I can check, but not there yet! |
20:40 | TEST | Take IV |
20:39 | C# | Import copy to release |
20:28 | NOTE | Not there yet! |
20:28 | CONFIRMED | So far it works |
20:20 | TEST | Take III |
20:20 | FIXED | Main package error |
13:45 | TEST | Take II |
13:45 | FIXED | Syntax error |
13:44 | TEST | But a little test is possible now! |
13:44 | C# | A few pre-work things taken care of, but not there yet! |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 |