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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! |
13:22 | TECHNO | This is needed for the release |
13:22 | C# | Builder now has global config |
12:18 | NOTE | First lunch, but then I'm gonna see if I can configure the Apollo builder for releases |
12:17 | CONFIRMED | All is okay here |
12:15 | APOLLO | Build date more accurate now |
12:03 | STUDY | A bit of study for things in PowerShell |
11:50 | CONFIRMED | AT LAST! |
11:37 | TEST | Take XII |
11:20 | VOID | That voids another issue |
11:14 | DUMMIED | Leftofer from old situation causing crashes now |
11:12 | FIXED | A font fix, but that's not really relevant, right now |
10:51 | TEST | Take XI |
10:51 | VOID | Let's try this! |
10:49 | HUH | And no transport anymore, this is getting fucking annoying now! |
10:34 | TEST | Take X |
10:33 | CONFIRMED | I could see that ï worked, though |
10:33 | VOID | Perhaps this voids that? |
10:33 | HUH | What the.....? |
10:22 | TEST | Take IX |
10:22 | HUH | Reactivated then |
10:22 | HUH | Transport deactivated? |
10:22 | FONT | ï |
10:14 | HUH | But why didn't the transporter work? |
10:14 | CONFIRMED | Well that worked |
9:55 | TEST | Take IX |
9:55 | EXPERIMENT | Let's try a different approach then, eh? |
9:53 | COCKROACH | First dupe player and now no player, but we did have to crash, didn we? |
9:24 | TEST | Take VIII |
9:24 | EXPERIMENT | DA FUCK? |
9:18 | TEST | Take VII |
9:17 | VOID | ??? |
9:17 | HUH | ??? |
9:13 | TEST | Take VI |
9:13 | VOID | Another one |
9:13 | FIXED | Crash |
9:01 | TEST | Take V |
9:01 | KTHURA | In order to fix the crash I've adusted the intro map a bit |
8:51 | GAMEJOLT | And the API on Game Jolt has been disabled forever... Older games cannot access the API anymore (and the new game doesn't support it). |
8:48 | COSMETIC | I made "LOADING" appear sooner to prevent confusion |
8:48 | CONFIRMED | Stuff works as intended, but |
8:43 | TEST | Take IV |
8:43 | CONFIRMED | At least I know that the debug console is indeed no longer operative |
8:43 | NOTE | There's more wrong, but first a little test if stuff does work so far |
8:42 | COSMETIC | "Loading" when the game itself works |
8:41 | FIXED | The game still asked for Game Jolt, which it shouldn't do |
8:37 | TEST | Take III |
8:37 | FIXED | Ah, should have known the booleans were also still there |
8:27 | TEST | Take II |
8:26 | FIXED | And indeed that happened, as the New Game routine was not yet fully set for use with the new internal system |
8:23 | TEST | Take I |
8:22 | NOTE | When this works, the old Game Jolt API will be terminated PERMANENTLY even for older versions of the game! |
8:22 | CHECKED | Game Jolt is indeed deactivated |
8:21 | NOTE | I am first gonna start my own personal open alpha test... This was planned anyway, however I won't test much of the game's content prior to release, just the start up.... Due to all my own New Game+ cycles some issues could have arisen here |
8:16 | NOTE | (If needed I can always turn it back on, you know) |
8:15 | DEBUG | The debug mode has been turned off... That means nobody (myself included) can access the debug console anymore |
8:14 | ARCHIVE | Archived all my old savegames.... It's not likely I'll need those anymore, but ya never know |
- = 17 Jul 2021 = - | ||
21:50 | STATUS | And with that the game can be prepared for the first alpha release... Please note, this will take some measures to be taken first.... I don't have a release mode in my builder yet, or it has at least never been fully put to the test so I need to sort that one out. A few engine adaptions are also required, so I doubt that release will take place tomorrow, but don't worry... Rome wasn't built in one day either.... |
20:54 | TEST | Again! |
20:53 | FIXED | Is that all? |
20:53 | STUPIDITY | Another one? |
20:43 | TEST | Well, here we go ... AGAIN! |
20:43 | FIXED | Code typo |
20:38 | TEST | And again (no not take XXI, as that was only for BlitzKrieg, and that part is over). |
20:37 | VOID | Something is really wrong with the drones surrounding the Goddess. I hope I cheated it that way around that they cannot be harmed anymore |
20:09 | TEST | Take XX |
20:09 | VISUALSTUDIO | Compiling |
20:09 | EXPERIMENT | I hope I got the speed covered |
20:07 | MYSTERY | All scripts for the achievement look in order, so no idea why that didn't work |
20:06 | COSMETIC | The moment is also a bit slow, but that's because the game runs on a bigger screen now, and the scripts do not yet take that into account |
20:05 | FIXED | Smoke direction ok now? |
20:02 | BUG | And the smoke's direction is not well.... Bug in the script, or the engine? |
20:02 | BUG | Achievement is nog awarded.... That's only a minor thing, but still |
20:01 | STATUS | Making progress, but |
19:50 | TEST | Take XIX |
19:50 | FIXED | Scale issue |
19:27 | MYSTERY | But how that brown screen could happen, no clue at all |
19:27 | FIXED | At least I fixed one crash |
19:22 | FAILURE | Actually this won't do at all! |
19:21 | JUDGMENT | No crashes, but for sure is that this is totally NOT working at all the way it should |
19:16 | TEST | XVIII |
19:12 | POWERSHELL | Barf |
19:12 | FIXED | A glue order issue |
19:04 | VISUALSTUDIO | Take XVII |
19:04 | LINK | API to Scripting engine thatis |
19:04 | FIXED | Missing Link |
18:43 | VISUALSTUDIO | No matter - Take XVI |
18:43 | FAILURE | Conflict |
18:42 | VISUALSTUDIO | Take XV |
18:41 | FIXED | THAT should do it! |
18:41 | SOLVED | Wait, I found the source of evil |
18:38 | INVESTIGATION | But why? |
18:38 | DEBUG | So, the "blend mode" is to blame? |
18:36 | FIXED | Typo in Johnson's new ability quote |
18:24 | VISUALSTUDIO | Take XIV |
18:24 | POWERSHELL | Barf to make sure |
18:24 | APOLLO | Link script adapted |
18:22 | SCRIPT | Adapted to this new situation |
18:21 | C++ | I've set a few things right underwater |
18:04 | VISUALSTUDIO | Take XIII |
18:04 | NOTE | That means BIG BIG TROUBLE |
18:04 | MYSTERY | A complete total crash without any warning it all.... |
17:58 | TEST | Take XII |
17:58 | FIXED | Fixed now, then? |
17:58 | COCKROACH | I really hate this |
17:44 | TEST | Take XI |
17:44 | VISUALSTUDIO | Now then? |
17:44 | STUPIDITY | Forgot to do as I said |
17:39 | TEST | Take X |
17:38 | VISUALSTUDIO | Compiling.... Again! |
17:38 | LAZY | Alias in Apollo itself |
17:16 | TEST | Take IX |
17:16 | FIXED | Missed one old method conflict |
17:10 | TEST | Take VIII |
17:04 | FAILURE | Still the case eh? |
17:03 | POWERSHELL | A "forced build" is now required, though |
17:02 | FIXED | Which fixes ANOTHER crash |
17:02 | APOLLO | Aliasses added |
16:55 | TEST | Take VII |
16:55 | APOLLO | Project file adaption |
16:49 | RECOVERED | An another one |
16:41 | TEST | Take VI |
16:24 | APOLLO | I should note that both recoveries required an adaption of the project file |
16:04 | RECOVERED | And another picture recovered |
15:55 | TEST | Take V |
15:55 | FIXED | This fixes another crash |
15:55 | STATUS | Good thing I archived the old |
15:54 | RECOVERED | A picture from the archive that didn't yet make it to the new game..... |
14:55 | TEST | Take IV |
14:55 | FIXED | Conflict by adding an extra method |
14:55 | FIXED | Function ref issue |
14:49 | TEST | Take III |
14:49 | FIXED | This should fix this particular issue |
14:49 | CHECKED | I've checked some more stuff and... |
14:46 | REFERENCE | All references should be right, eh? |
14:45 | REMOVED | False reference |
14:43 | NOTE | SOOOO TRUE! |
14:40 | BUG | I see |
14:04 | NOTE | This is still in the middle of test take II |
14:04 | DEBUG | Now I can go in full for this new move |
14:04 | DONE | All sorted out.... 20 manual kills isn't such a big hurdle |
13:46 | FAILURE | Something went wrong in the move calculation, but that shouldn't be too hard to fix |
12:53 | NOTE | I must make sure #162 has been taken care of BEFORE releasing the game in any form.... |
12:12 | TEST | Take II |
12:11 | FIXED | Time and event issues |
12:11 | BUG | Hold it! |
12:09 | TEST | Take I |
12:09 | STATUS | Let's go! |
11:57 | STATUS | Time to put all this to the test! |
11:56 | SPELLANI | BlitzKrieg |
11:06 | TECHNO | Here too I will take the easy way to go.... By converting the original Lua script into this game.... It will otherwise be too much of a hassle |
11:05 | STATUS | So that will be the next hurdle to tackle |
11:05 | NOTE | Important to note is that the move itself will at this point crash the game, as it refers to a non-existent SpellAni |
11:05 | HACK | I've created a hacked savegame. This savegame will enforce Rolf, ExHuRU (unavailable at this point) and Johnson to learn BlitzKrieg |
9:59 | STATUS | Before I start on BlitzKrieg I must first make a little check up on things |
- = 16 Jul 2021 = - | ||
20:30 | NOTE | I've come to the point that only 2 things matter.... BlitzKrieg and checking if the Game Jolt login screen is succesfully deactivated. For the latter I need to start a new test session, which I was planning to do anyway once the open alpha has begun (although I might focus on The Fairy Tale then for a few weeks to set my mind on other things for awhile), and BlitzKrieg is not a good idea to do now as I will need more time and energy to work on that than I have now.... |
18:34 | CONFIRMED | All level 10,000 achievements appear to be working |
15:28 | OFFTOPIC | BRILLIANT |
13:07 | NOTE | This is one of those bugs in which I can only be sure if it's fixed if luck is on my side, so we'll have to see how things go |
13:03 | FIXED | This crash has been fixed |
12:39 | NOTE | |
12:30 | DATABASE | Prepare data to allow fix |
10:59 | BUG | Right a terrible crash could still happen in the boss fight in the Eugorvnia caves... 1 strike justifying another cycle before moving on to the public alpha |
9:36 | STATUS | Now that Sky Dragon Slash appears to be working all that remains is testing all level 10,000 achievements and of course "BlitzKrieg".... The latter may require a bit of forcing though.... Oh well.... |
- = 15 Jul 2021 = - | ||
17:38 | TEST | Take V |
17:38 | FIXED | Timer needed or things go too fast |
17:38 | FIXED | Rectangle not correct |
17:37 | JUDGMENT | Close but no cigar |
17:21 | TEST | Take IV |
17:21 | FIXED | Two old code identifiers - Conflict |
16:49 | BUG | And that does NOT work |
16:48 | CONFIRMED | Charging works, but now the move itself |
16:40 | TEST | Take III |
16:40 | FIXED | Fixing a crash |
16:40 | REMOVED | Old conflicting trash |
16:33 | TEST | So NOW I can go for Take II |
16:33 | NOTE | Some things came in between |
13:33 | TEST | Take II |
13:33 | FIXED | Reference error |
12:58 | TEST | Take I |
12:58 | DEBUG | I've set Foxy to force her to learn the Sky Dragon Slash combination |
12:32 | FAILURE | And the latter counts for something... |
12:32 | NOTE | As SDL screen capturing doesn't appear to work the way it should the animation suffers a bit. I hope some people can help me to get that one on the run, as the documentation about that is terrible and the and the answers on StackOverflow and similar sites even worse.... |
12:31 | SPELLANI | Sky Dragon Slash |
11:21 | STATUS | Time for the next step.... The actual slash itself |
11:19 | SCRIPT | Scripted |
11:13 | NOTE | (THAT is the EASY part) |
11:13 | STUDY | Scenario during charging |
10:56 | STUDY | I need to study a few things out for "Sky Dragon Slash".... I will try to copy as much of the old code as possible, but some adaptions WILL be required anyway. |
10:56 | CONFIRMED | The fix works |
- = 14 Jul 2021 = - | ||
20:17 | NOTE | For closed alpha testers.... Sorry, but broken savegames will remain broken forever. This issue is NOT worth going through the trouble for all kinds of fixups |
20:17 | FIXED | I think I fixed the max level achievement issue (affected the entire front row). |
20:04 | DONE | And some other real life business... |
20:04 | DONE | Visited my barber.... That was way overdue |
13:39 | FAILURE | |
11:57 | STATUS | Today I wanna focus on Foxy's "Sky Dragon Slash" sequence. When that's done only BlitzKrieg remains as an important thing... But that is a later concern |
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