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11:01DONE
DONEPrep code for the boss
0:50STATUS
STATUSThe boss fight itself comes later
0:50STATUS
STATUSWendicka That ought to do
0:46TEST
TESTPorbably now, but we'll see... I guess
0:45VOID
VOIDThe Goddess Does it work now?
0:45FUCKYOU
FUCKYOUKota Now this is REALLY getting on my nerves
0:36TEST
TESTPlease!
0:36FIXED
FIXEDPlease?
0:36FUCKYOU
FUCKYOUAAARGH!
0:33TEST
TESTGRRR!
0:33FUCKYOU
FUCKYOUKthura Tag Case error (yeah, even when using a case insensitive langauge, that is kind of an issue)
0:29TEST
TESTurgh
0:29FIXED
FIXEDscope error
0:26TEST
TESTA little test
0:21OFFTOPIC
OFFTOPICWTF?

0:14MAPSCRIPT
MAPSCRIPTPre-Boss stuff
- = 14 Feb 2021 = -
22:56VISUALSTUDIO
VISUALSTUDIOAnd let's compile, eh?
22:50APOLLO
APOLLOAll mixed up together
22:50NEIL
NEILGlue
22:50C++
C++Kill Char API
22:40CONFIRMED
CONFIRMEDWorks the way it should!
22:32TEST
TESTDr. Sal’pr’drita Small test is in order, but nothing spectecular expected here
22:32MAP
MAPAdeption to link savebook 2 more properly to the mapscript
22:23COSMETIC
COSMETICMade the "YOU WIN" animation a bit faster
22:13STATUS
STATUSAs the end of the dungeon is now nigh, things will get a bit more complex from here, as I not only have to script out the boss, but I must also make sure Briggs is properly removed from the party permanently (and also removed), and make sure the game will chain properly to the next map. This is pretty delicate.... However it should not be too hard either....
22:10CONFIRMED
CONFIRMEDNow it works
22:01TEST
TESTTake TWO!
21:55FIXED
FIXEDAnd fixing this issue
21:55LINK
LINKI should never forget the ZA link commands
21:55STUPIDITY
STUPIDITYAstrilopup IDIOT!
21:47TEST
TESTReggie Well a small test is required, but no serious issues are expected here
21:46SCRIPT
SCRIPTActivated the two Astrilopups on the top
20:33NOTE
NOTE They will ignore you for now though
20:33KTHURA
KTHURAAstrilopups have now been placed manually into the map
19:16TEST
TESTTake V
19:16FIXED
FIXEDClass issue
19:10TEST
TESTTake IV
19:10FIXED
FIXEDAnd that should take care of that!
19:10LINK
LINKFinal stairway event linked to zone
19:09STUPIDITY
STUPIDITYI forgot something REALLY important, I see
19:01TEST
TESTTake III
19:01FAILURE
FAILUREConflict with the scenario tool. I really must fix that thing!
19:00COCKROACH
COCKROACHI *DID* save the script
19:00COCKROACH
COCKROACHFIx ignored?
18:57TEST
TESTTake II
18:57FUCKYOU
FUCKYOUTHIS WAY THEN?
18:57FUCKYOU
FUCKYOUGRRR!
18:46TEST
TESTRolf Take I
18:44NOTE
NOTE Now Wendicka will regard all Apple devices as "Mac". This is a bit of an issue maybe, but since I don't have plans for iPhone and iPad, due to Apple's paranoid policy for those devices and Apollo's license not even being compatible with the AppStore, that should not really matter.
18:42SCRIPT
SCRIPTWendicka is now able to break the forth wall when the time comes!
16:29CONFIRMED
CONFIRMEDSo far.... so good!
16:26TEST
TESTTake IV
16:26FIXED
FIXEDSyntax error
15:16TEST
TESTTake III
15:16FIXED
FIXEDSue Error in the script that makes Wendicka whine
15:03TEST
TESTAdmiral Lovejoy Take II
15:03FIXED
FIXEDAnd fixed some data in the Kthura data as well, now that I was at it anyway
15:02LINK
LINKForgot to link the show code
15:02BUG
BUGNot quite
14:58TEST
TESTTake I
14:42NOTE
NOTE Neither has the top of the tower
14:42NOTE
NOTE The 4th wall joke has not yet been covered though
14:42SCENARIO
SCENARIOAnd Wendicka will start her whine if she hasn't yet done so already
14:41MAPSCRIPT
MAPSCRIPTThat has now been taken care off
14:35NOTE
NOTE The visibility scripts have not yet all been set up, so things will not yet fully work the way they should
14:34LINK
LINKI've linked all stairways together
- = 12 Feb 2021 = -
23:13MAPSCRIPT
MAPSCRIPTfloor 1 of the tower should be working now?
22:19STATUS
STATUSBut that comes later!
22:18STATUS
STATUSNext stop the door
22:18CONFIRMED
CONFIRMEDAll cool!
22:04COSMETIC
COSMETICWalkTo
21:57MAPSCRIPT
MAPSCRIPTKey
18:29TEST
TESTTake VII
18:29TEST
TESTThat should do it... I hope
18:29CONFIG
CONFIGXenobi Halved the duration
18:24TEST
TESTTake VI
18:24CONFIG
CONFIGThis should slow down the speed... I hope
18:23COSMETIC
COSMETICNow this is only cosmetic and all easy to fix
18:23BUG
BUGGaat te snel en duurt te lang
18:23JUDGMENT
JUDGMENT But what I see LIJKT NERGENS OP!
18:23CONFIRMED
CONFIRMEDBakina It works
18:18TEST
TESTAdmiral Johnson Take V
18:18FIXED
FIXEDCode typo
18:13TEST
TESTTake IV
18:13FUCKYOU
FUCKYOUGRRR!
18:09TEST
TESTTake III
18:09VOID
VOIDAnd that should void the issue until a FIX can be found, but that is out of my hands
18:09FUCKYOU
FUCKYOUWrite up better documentation idiots!
18:08SCRIPT
SCRIPTAdapted to this idiotic situation
18:05VERIFIED
VERIFIEDThe negative versions do appear in my JCR file lists... good
18:05POWERSHELL
POWERSHELLAdapted my scripts
17:36C#
C#Well Let's get my old Neg tool out of the closet them.... No point in keeping stuff that is not gonna help me, eh?
17:31FAILURE
FAILUREWonderful SDL2 refuses to do what it has to do... The joke is... people on the internet claim this to be impossible... But here's the rub... a program I use to pre-render this, written in C# uses monogame to make this happen... MonoGame uses SDL2, so whatever SDL2 cannot do, MonoGame can't either... Why can MonoGame do something SDL2 can't? Yup, that canot be possible.... Why this happens this is beyond me, but it will have to be sorted out later....
16:54DEBUG
DEBUGthis is odd... very odd
16:34VISUALSTUDIO
VISUALSTUDIOAn access violation... These can always be rather nasty
16:02BUG
BUGThat makes it clear stuff is NOT working the way it should under the hood
16:02BUG
BUGTotal crash
15:58TEST
TESTTake II
15:58STUPIDITY
STUPIDITYAnd one that was really really really dumb stupid and idiotic
15:57FIXED
FIXEDSyntax error
15:55TEST
TESTFoxy Take I
15:55STATUS
STATUSTime to resume the action
14:39NOTE
NOTE Don't give me that look... Resting is an important part of the job too, you know!
14:39STATUS
STATUSI will test soon.... First I need a cup of coffee....
14:37SCRIPT
SCRIPTNegger start and end and cycling
14:29NOTE
NOTE Kota Yeah, this may finally allow me to get to see if the effect works... or not....
14:28SCRIPT
SCRIPTBriggs "Negative" view for enemies in action
11:45CONFIRMED
CONFIRMEDAll's well now!
11:36TEST
TESTTake IV
11:36STATUS
STATUSAll okay now?
11:36FIXED
FIXEDAstrilopup facing wrong direction
11:35FIXED
FIXEDMusic issue?
11:34FIXED
FIXED2 Astrilopups now?
11:34CONFIRMED
CONFIRMEDScheduled event does work properly, though
11:34BUG
BUGMusic doesn't change
11:34BUG
BUGOnly one astrilopup, I asked for two
11:33BUG
BUGAstrilopup enemies facing into the wrong direction
11:33CONFIRMED
CONFIRMEDCombat starts but
11:30TEST
TESTTake III
11:30FIXED
FIXEDFuck you!
11:28TEST
TESTTake II
11:28FIXED
FIXEDSyntax error
11:26TEST
TESTLet's test - Take I
11:26VOID
VOIDI voided a few bugs due to the wipe out feature that has been planned
11:25CONFIG
CONFIGCombat
10:53CONFIRMED
CONFIRMEDThis appears to be working... cool
10:53TEST
TESTYirl Take V
10:52NOTE
NOTE However an extra test is now required with my older savegame to see if everything is "perfect"
10:51JUDGMENT
JUDGMENT so far so good
10:46TEST
TESTTake IV
10:46FIXED
FIXEDReggie Minor issue due to being too fast
10:43TEST
TESTDr. Sal’pr’drita Take III
10:43DONE
DONEPermakills should now work when loading a savegame (at least, I hope so)
10:25ANALYSIS
ANALYSISAt least the swap data shows that the permakills are saved
10:20BUG
BUGClearly not
10:19TEST
TESTTake II will serve to see if the Astrilopup removal was indeed permanent
10:19FIXED
FIXEDCode order
10:16TEST
TESTTake I
10:16SCRIPT
SCRIPTUndummied checkups
10:16SCRIPT
SCRIPTThis marks also the first two permanent actor removals.... Of course I gotta test if that works the way it should....
10:15SCRIPT
SCRIPTAfter
9:45JCR6
JCR6Alias for Astrilopup (otherwise they would not work properly in combat)
0:14STATUS
STATUSSo far for today... I'll get into the actual fight and what happens after that tomorro!
0:13STATUS
STATUSFINALLY!
0:10TEST
TESTTake IV
0:10FIXED
FIXED?
0:05COCKROACH
COCKROACHApparently not
0:04TEST
TESTTake III
0:04FIXED
FIXEDI think I found the "evil"
0:02BUG
BUGInteresting.... No text at all, just a blank textbox without only the header
0:02TEST
TESTTake II
0:02VOID
VOIDOkay
0:02FUCKYOU
FUCKYOUExHuRU Huh?
- = 11 Feb 2021 = -
23:58TEST
TESTTake I
23:58SCRIPT
SCRIPTAlternate fonts supported now... Or at least, they should be
23:49STATUS
STATUSAdmiral Lovejoy Just as I thought... The alternate font stuff is not yet coded..... No matter, that shouldn't be too hard (I hope)
23:45MAPSCRIPT
MAPSCRIPTRolf The text prior to the Astrolpup fight should now pop up

(the check if this has happened before does NOT YET tale place. This was done on purpose for debugging purposes).

22:40LAZY
LAZYYeah, it's lazy, but Kthura was actually made to tweak like this, so why didn't I do it back then.... Because I was new to my own system, most likely....
22:39TECHNO
TECHNOIn the old game they spawned on their respective spots, but that is too much of a bummer now
22:39MAP
MAPAstrilopups added
22:33FIXED
FIXEDDominance failure
22:32LINK
LINKZA Link
22:29NOTE
NOTE The Astrilopup encounter does not yet work, though
22:29MAPSCRIPT
MAPSCRIPTOffice in Yaqirpa will now change the visibility settings
21:14STATUS
STATUSIn the next room there's an encounter with two Astrilopups, resulting into a fight... That is my next target.... Once that is done I might do some more things on the combat engine, but the hard work there is now as good as done....
21:09NOTE
NOTE This allows me to let the combat engine be for a short while and focus a bit on the scenario... Not for too long, though, but still
21:08NOTE
NOTE This should solve all issues I have for now....
21:08SPELLANI
SPELLANIPhoton Gun
19:44STATUS
STATUSBut that has to wait till later....
19:44STATUS
STATUSI will have to put in a spellani for photon gun.... (easy)
19:44FIXED
FIXEDRight that should cover the portrait issue
19:43NOTE
NOTE Oh wait... it was less idiotic than I intially thought... Brigg's protrait did get me here.... Still things are not right!
19:41BUG
BUGIt appears a lot works, not not fully... not only does it copy the last hero's move, but even it's picture.... We can therefore safely state that things didn't go the way they should...
19:38TEST
TESTTake IX
19:38CONFIRMED
CONFIRMEDToo little AP does indeed cause an ability to be cancelled
19:37FIXED
FIXED...
19:37FUCKYOU
FUCKYOUBad class member
19:05TEST
TESTTake VIII
19:05FIXED
FIXEDCrystal AHA!
19:00TEST
TESTTake VII
19:00DEBUG
DEBUGAdmiral Johnson So i need to find out why the impossible still becomes possible
19:00MYSTERY
MYSTERYXenobi The impossible happens
18:46TEST
TESTTake VI
18:46FIXED
FIXEDCode Typo in AI script
18:44TEST
TESTTake V
18:43FIXED
FIXEDDirectory error
18:41TEST
TESTTake IV
18:41FIXED
FIXEDSyntax errors
18:39TEST
TESTTake III
18:39STUPIDITY
STUPIDITYForgot to save
18:37TEST
TESTTake II
18:37FIXED
FIXEDUnknown identifier x5
18:33TEST
TESTTake I
17:52STATUS
STATUSI'll get to test this all out later!
17:52LINK
LINKLinked this to the combat flow
17:51SCRIPT
SCRIPTDefault AI has been scripted
17:19NOTE
NOTE This will not show much yet, but this script is required for the enemy's AI... At least the default AI
16:25SCRIPT
SCRIPTEnemy target selector
- = 10 Feb 2021 = -
22:35NOTE
NOTE It's not yet ready, as the AI itself will have to be taken care of
22:35SCRIPT
SCRIPTThe run-time foe compiler now pre-configures the AI
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