Worklog Star Story

This is my actual worklog. Things are added here as they are done. I must note that the timezone this site is on may not be matching yours. (The times imprinted below should be the local time in the Netherlands).

Very important is that this log only affects the development build, not any stable download.

If you are interested in development builds, please contact me, though I most note that I'm on mac so the windows build may always be a bit behind on the mac version.

Feb 20th 2017

Posted by Tricky

17:33:02FIXEDThe link to the walkthrough on the Game Jolt page was wrong. That has been fixed. Walkthrough

Dec 15th 2016

Posted by Tricky

22:21:08ARTThis box cover is not official, but I guess it looks nice. Nice enough to post here at least ;)

Nov 30th 2016

Posted by Tricky

10:51:25FIXEDThe project has ended, but any bugs reported will still be fixed, and a little HP transition error has been fixed. When you start a new game + Wendicka’s, Crystal’s and Briggs’ HP will be sure it’s back to 100%

Nov 28th 2016

Posted by Tricky

12:27:27ANNOUNCEMENT

PROJECT ENDED!

12:26:05DONEIssue #387 has been taken care of
12:19:54FAILUREIt took over an hour to write "TADAAA!" in chrome. If that is the future of browsers (with even an OS based on that), we're doomed.

Nov 27th 2016

Posted by Tricky

15:10:25*RELEASE*The upload to IndieDB is almost done. As you should know IndieDB is a site with some quality requirements and if they reject the game, I am NOT going to make another attempt to get them to accept. It was quite a chore to get the game uploaded at all.
14:42:05*RELEASE*Uploading the game to Indie DB. As Indie DB has a very inefficient uploading system only the full versions will be uploaded in zip form. Sorry about that.
14:29:57*RELEASE*The game has been successfully released on Itch.io
14:05:57*RELEASE*The game is currently uploading to itch.io, as we speak.
11:31:02GameJoltOh I forgot to remove the "ß" tag in the distros. That's been taken care of ;)
2:20:23*RELEASE*FINALLY! SourceForge accepted the Mac Installer...
2:11:19BACKUPRunning... just in case.

Nov 26th 2016

Posted by Tricky

0:28:34*RELEASE*The Windows Installer has been succesfully uploaded. I've now tried to upload the Mac Installer inside a zip instead of a dmg. We'll soon know if THAT worked.
0:24:35*RELEASE*The music versions are now also there. That leaves only the installers to be done.
0:11:37*RELEASE*The music-less versions of the game have succesfully been uploaded to sourceforge.
0:07:04FAILURESourceforge refused the Mac Installer.
22:07:48*RELEASE*Mac Installer now also released on GJ, and it should appear any moment now.
22:00:43NOTEThe releases for SourceForge, IndieDB and Itch.io are planned for after the weekend. They will be done. ;)
21:59:34MAC
Windows
Mac Installer on the way.
21:59:09*RELEASE*Game Released on Game Jolt
20:51:44WINDOWS
Windows
Windows installer adapted and rebuilt.
20:32:41*RELEASE*Everything is done, the stable release will be prepared. ;)
20:32:24FINAL TESTNext cycle chain
20:32:11FINAL TESTPost boss
20:32:02FINAL TESTFinal boss
20:31:49NOTESince the upload to itch.io will be done later (very likely somewhere next week), Issue #387 will have to wait till later. This issue was a post-stable issue anyway. ;)
20:12:07DONEThe arrows should work now...
20:04:47FIXED'nil'
19:55:02DONEArrows placed
19:43:43DONEScroll arrows done
18:05:01GITHUBReadme.md updated to final release. And some information in it was even outdated for months now.... Oh well ;)
17:51:10NOTEThe scroller in the Phantasar store is all that is left now, and then we can go into the stable release.... Well let's go for that. ;)
17:50:19BACKUPAs I don't want my hard work to go to waste, I've fired up the backup app.
17:29:04DONEIssue #584
17:25:57FIXEDSome scenario text was forgotten to be hooked up in the game (post final boss). This has now been taken care of.
17:22:47DONEAll level caps and their achievements work
17:12:05FINAL TESTBlack Hole Dweller
17:08:31FINAL TESTFinal Dungeon done except for the final confrontation with the final boss.
17:08:14Walkthrough Black Hole Dweller covered (at last).
17:03:39GameJoltAchievement reorder in the platinumsection.
16:54:13FIXEDIssue #590
15:36:53DONEMade sure the system vars for keys are all deleted when starting a new cycle.
15:36:21FIXEDIssue #589 at least (I hope).
15:31:56TESTEverything seems to work at last, but one more final test is needed. ;)
15:21:02FIXEDSafety precaution.
15:18:35FIXEDTiny bug in the accessor now... :-/
15:15:05FIXEDI think I got it.
15:13:08DEBUGEvery fix I do causes 10 new bugs....
Now it tries to fix things that were not even broken... (breaking them in the process).
15:07:57FIXEDDigit error fixer
15:03:42FIXEDFixer would not re-init keycards as required.
15:03:22FIXEDCRUCIAL BUG FIXED THAT WOULD DELETE ALL KEYCARDS
14:58:40ENHANCEMENTName of floor transfer routine has been improved (this was a bit of a dumb approach anyway).
14:52:48SITEThere was a reason why I wrote that so big, but with CSS tags you can fix things up a little, eh?
14:41:51FIXED
This SHOULD fix our problems, but I hope you understand I'm skeptic after all what's happened so far.
14:32:59MISCELLANEOUSI now used system vars to solve this matter. The point is system vars are SLOWER than actual Lua vars. Due to this I shall use the old table, but REDEFINE IT IN ACCORDANCE WITH THE SYSTEM VARS. This way at least the final dungeon shouldn't slow down any more.
14:31:47FIXEDI placed in a security tag that should make it impossible for the second secret level to get stuck as the bug could remove your red card. Now if you if you solved it, I made sure that when you load from a bugged savegame the card will always be returned to you.
14:27:55DONEGetKey will put in the key.
14:22:20DONEThe transporter routine ONLY uses the new system now, so if everything is done well, nothing should be possible to go wrong in THAT department, but hey, ya never know.
14:14:11DEBUGFalse data received by this. This bug is fighting till the end to save itself from killing,eh?
14:11:04DONEI've set up a system that properly transfers all variables into the new system when you have an older savegame.
13:54:06DEBUGThe debugger showed an ever bigger mess than I ever dreamed to be possible. I'll have to remove the entire keycard system as it is now, and to completely rewrite it from scratch. Of course, this will deem all savegames in the final dungeon useless, so I must see how I can transfer this data in older savegames. I really don't understand anymore how this could happen. I even found data from the "Mjöllnir" spell in the keycard data. If you can explain this I'd be grateful, but I cannot.
13:49:08DEBUGIt almost looks like I got to rewrite the entire system from the start.... (GRR!!!) I've put in a debug line that has to answer me why this keeps going wrong.
13:44:55DEBUGThings get stranger and stranger and stranger.
13:38:44FIXEDMapScript reference error.
13:30:18FIXEDIn my hurry to get this fixed I something to stupid things.
13:28:13MISCELLANEOUSI did a few more things that could work out the maps more properly.
13:16:21DEBUGBugfix ignored... WHAT THE HELL?
13:06:21FINAL TESTFloor 013
13:06:12COSMETICIt was never the intention to hide locked floors but they had to be marked as "locked" in stead until unlocked.
13:05:09FIXEDI should have brought a "dirty" fix to Issue #589, but at least that will stop the player from experiencing a non-solvable situation.
12:43:14FINAL TESTFloor 11 final dungeon.
I was not planning to not every floor here, but I needed something positive to note. Oh yeah floor 12 was done too. :P
12:42:12FIXEDSome things never get fixed, but I WILL prevail (now this is just a debug feature so you guys will never notice).
12:31:32FIXEDIssue #588
12:31:18FAILUREWebbrowsers. Destroying computers since 1995!
12:24:11FIXEDIssue #587
12:19:37GITHUBA milestone has been set up for all post stable release issues.
12:02:52GITHUBClosed
12:00:41DONEMax Level achievements SHOULD be working now, although I cannot yet test this. If you have older savegames in which this system did not yet trigger, don't worry, as soon as you load the game, all the max level achievements will be checked and be awarded if applicable.
11:47:39FIXEDXenobi's portrait was on Game Jolt missing in the "I've got the power" achievement.
11:44:20ACHIEVEMENT
The max level achievements will on Game Jolt be moved from Gold to Platinum considering how long it takes to get to level 10,000 even with cheat codes and new game+ bonuses.
11:43:25FIXEDHome-Sweet-Home did not get sent to Game Jolt

Nov 25th 2016

Posted by Tricky

0:21:33BACKUPLet's run the backup and call it a day.
0:21:09ANNOUNCEMENTWith a little bit of luck I can test out the final part tomorrow and fix the last 3 issues. I hope no more issues come in... :-/ And then, we might see the first official stable version at last... whooohooo!
0:20:14FINAL TESTFinal dungeon floors 0 till 10
23:46:07FIXEDLabel issue first secret level - Final Dungeon
22:23:26FINAL TESTFinal Dungeon floor 001-003
22:22:25FIXEDLabel issues area 004 in Final Dungeon
21:37:21FIXEDKthura Issue #56
20:03:15FINAL TESTSewers
20:03:01FINAL TESTFlower Forest
18:59:16NOTEIssue #586 has ben rendered harmless, and I don't want to talk about it.
18:41:08BUGAnother dirty method to get this shit FIXED!
18:26:29FIXEDAnd another fix on this (an more time wasted in the process).
18:23:14FAILUREAnd a lot of time that was not allowed to be wasted, was wasted in the process. Thanks PUC-RIO :P
18:22:02FIXEDPrevious enhancement.
Why are things only solvable with dirty code straight from hell?
18:07:46FIXEDCamera issue mentioned in Issue #583
18:02:13FIXEDBug mentioned below.
18:02:00ENHANCEMENTEnhanced debug feature. Only for my benefit to speed things up in the final process.
17:52:39BUGCase Crash in Debugger
17:41:58DONESome stuff
Related to
"Real Life"
Ever heard
of something
ridiculous
like that?
14:35:54BACKUPRunning
14:35:17FINAL TESTVolcanic Caves
14:34:28FINAL TESTScience Facility Part II
13:02:53TO_DOIssue #585
12:49:04TO_DOIssue #584
12:48:37FINAL TESTThe Ghost House
12:48:28FINAL TESTSlagimon Forest
12:46:53FINAL TESTThe City of Frendor
12:46:43FINAL TESTFrendor Bushes

Nov 24th 2016

Posted by Tricky

1:33:33NOTEThings go well
Only a few minor things to dig through.
I guess...
1:32:58GameJoltChristmas avatar activated :P
22:19:32NOTEWell on the way.
We're almost there ;)
22:17:17BACKUPRunning
22:17:06FINAL TESTUnlocking Phantasar
22:16:46FINAL TESTMarlon's Garden
22:16:33FINAL TESTDark Graveyard
22:16:22FINAL TESTBelioss
22:15:59FINAL TESTGroenhart bos
22:15:45FINAL TESTNizozemska Space Port
11:48:32FINAL TESTMid-Boss
11:48:18FINAL TESTVolcanic Plains
11:47:58FINAL TESTVulpina Town

Nov 23rd 2016

Posted by Tricky

20:56:45FINAL TESTScience Facility Complete
18:57:54BACKUPRunning
18:57:40FINAL TESTPart of Science Facility
18:47:53FINAL TESTEugorvnia
18:06:58ARTAlpha corrected of Insetto picture.
17:42:57FINAL TESTEugorvnia Caves
15:39:55ANNOUNCEMENTAll cool these boosts, but after the next upload you'll only notice effect if a character enters the party as a newbie, or if he/she levels up.
15:39:14BOOSTXenobi Will (awesome)
15:39:01BOOSTFoxy Will
15:38:53BOOSTWendicka Will
15:35:45BOOSTHurricane Stronger
15:35:30BOOSTQuake Stronger
15:35:20BOOSTBlizzard stronger
15:21:11FINAL TESTBlack Castle.
15:20:54FINAL TESTY anhysbys complete

Nov 22nd 2016

Posted by Tricky

22:56:36FINAL TESTA part of Y Anhysbys.

Nov 21st 2016

Posted by Tricky

0:20:01GameJoltPreparations for the installer download, as that will be uploaded as well once the stable version is released.
21:20:30BACKUPRunning
21:19:50*RELEASE*Well all the former demo stuff has now been tested for release, but (of course) the FULL game must be approved before the game can be released as stable. We are on the road, but we do have a long way to go still. I'm on it. ;)
21:18:18FINAL TESTObservatorium
21:17:55FIXEDThe "disappearing platform" bug in the observatorium (finally I found out what caused it. It was just an dominance conflict with the star background (which is nothing more but a Kthura object automatically moved by the script). Yeah that was silly, I know).
21:14:45FINAL TESTThe Dark Caves of Shillington
21:14:33FINAL TESTGrass Jungle - Part #3
21:14:23FINAL TESTGrass Jungle - Part #2
18:35:05FINAL TESTGrass Jungle - Part #1
15:37:50FINAL TESTExcalibur - Secret Hangar
15:37:37FINAL TESTExcalibur - Secret corridor
15:37:04FINAL TESTExcalibur - Corridor under attack.
15:36:42FINAL TESTExcalibur - Pre Attack
14:15:07FINAL TESTExcalibur - Prologue only part.
12:31:51ANNOUNCEMENTOh, my... we're off at last ;)
12:31:18FINAL TESTYaqirpa
12:31:09FIXEDA small debug issue
12:11:29DEBUGA few codes to speed up my progress
11:56:48OffTopic(That's a very good start.... NOT!)
11:56:24FIXEDBroken level range Yaqirpa in cycle 10
11:51:22SITEThe FINAL TEST tag has been added.Not something to think to heavily about. It's basically "FINAL" as in "FINAL" before the stable release. Of course, I can never be sure it's 100% stable, but at least the beta will be over once these tests are all done and no serious bugs arise.

Nov 20th 2016

Posted by Tricky

18:08:33NOTEThese two bugs are too minor to change my earlier statement, so the status will proceed as originally planned.
18:07:52FIXED003 to 002 fixed. The other bug comes later.
18:05:44BUGJust when I make an announcement like that two bugs turn up. Only minor bugs though Issue #583
16:08:48GITHUBETA filled out in the last open milestones.
16:06:04GameJoltThe status on Game Jolt is now changed to "complete". Although the game is still beta, the game should be pretty stable now. Tomorrow (Monday, Nov 21st, 2016) will be the day the final test of the game will begin. If no more trouble pops up during my "final" journey in the game, the game will be deemed "stable". Of course you can still report any issue you find, as I don't believe in the phenomenon "Bug-Free".

Nov 16th 2016

Posted by Tricky

15:47:39ß BETA ßCurrent beta uploaded to Game Jolt.

Nov 15th 2016

Posted by Tricky

21:09:53NOTEAs it is now, I am close to finishing the test of Cycle #9. After that is done, I've decided to suspend all work on Star Story until the weekend is over. After the weekend the final test will start with the last fixes, and once that's done, I will wave the checker flag, and all that is left then is uploading the game to itch.io and indiedb as well. Any bugs reported after that will be fixed, of course, but that's where it will end.

A beta upload to Game Jolt is planned for Wednesday and it is very like to pass through, as no spectecular things came on my way yet.

Nov 14th 2016

Posted by Tricky

0:57:11FIXEDA cosmetic fix in the first secret level of the final dungeon, which was bothering me for a long time, but still I was too lazy to fix it. Now i fixed it before I forget it.
23:08:38ANNOUNCEMENTI was hoping cycle #7 would suffice as "final cycle", but it's clear 10 cycles will have to do. If everything goes as planned, I will make another update next Wednesday. If no more bugs are discovered/reported after Wednesday, this will be the final beta update, before the game goes into the "stable release". Once that's done, the downloads for both itch.io and indiedb will also be prepared. I would LOVE to release the game on Steam as well, but financial reasons don't allow me, and I ain't very sure this game will get a greenlight either (or am I just being too modest. Your choice). Once the game has been released next Wednesday I will make one more thorough playthrough of the game, and I will also finish the walkthrough, and after that the checkered flag will be woven. That means the development of Star Story will then definitely have come to an end, at last, and that all that will happen after that are fixes of bugs reported. After that I will first put some focus in the demo version of The Fairy Tale REVAMP, and I also am brainstorming for an arcade game which will very likely be developed with LÖVE2D. This arcade game will be as retro as I can go for, and my plan is to use 16 color graphics only. EGA will live again :P In the meantime Pymtheg will also be released soon, so in other words, I'll be busy :P
23:02:20BACKUPRunning
23:01:32MAPCycle #10 - Final Dungeon Part #2
23:01:11MAPCycle #10 - Final Dungeon Part #1
23:00:48MAPCycle #9 - Final Dungeon Part #2
23:00:01MAPCycle #9 - Final Dungeon Part #1
20:42:35MAPCycle #10 - Sewers
20:42:12MAPCycle #9 - Sewers
20:40:56MAPCycle #10 - Flower Garden
20:40:34MAPCycle #9 - Flower Forest
11:05:41BACKUPRunning
11:05:07MAPCycle #2 - Science Facility - Part #2
11:04:41MAPCycle #9 - Science Facility Part #2

Nov 13th 2016

Posted by Tricky

12:13:34GITHUBClosed Issue #579 as the issue has been resolved now.
12:11:34DONEThe Phantasar store should now have all prices from the database, and this should cause more proper balancing of prices. Before I update the database I must make sure this works.
11:12:03MAPCycle #10 - The Ghost house
11:11:48MAPCycle #10 - Slagimon Forest
11:11:14MAPCycle #10 - Frendor Bushes
11:10:51MAPCycle #9 - The Ghost House
11:10:36MAPCycle #9 - Slagimon Forest
11:10:23MAPCycle #9 - Frendor Bushes
10:47:23DATABASEPrices in shilders set in the database, the game itself does not yet pick that up, though.
10:42:34DATABASEDatabase structure adapted to: Issue #579

Nov 12th 2016

Posted by Tricky

17:12:15MAPCycle #10 - Belioss
17:12:00MAPCycle #9 - Belioss
16:05:56MAPCycle #10 - Groenhart
16:05:35MAPCycle #9 - Groenhart
14:38:43MAPCycle #10 - Volcanic Plains
14:37:23MAPCycle #9 - Volcanic Plains
12:12:26COSMETICResolved Issue #581
10:57:25FIXEDIssue #582
10:06:18NERFDrop ratings Cyborg Ji nerfed, this is very likely the trigger for Darkbloodbane to suffer, and maybe it even crashed my game when there were more than one Cyborg Ji. It may be needed to nerf its list even more.
10:03:54MISCELLANEOUSListing out all enemies Facility Part #2
  1. Astrilopup,20
  2. AstrilopupGuard,5
  3. Cyborg Captain,5
  4. Cyborg Gunner,10
  5. Cyborg Medic,10;
  6. Myr,10
  7. Flysky,10
  8. Flirmouse,2;
  9. Insetto,5;
  10. Cow,1;
  11. Cyborg Ji,25;
  12. CyberAstrilopup,2
Based on this data the evil one crashing must be either the cyborg ji or cyberastrilopup. the Ji is most likely.
9:59:12FIXEDRight part of the problem in Issue #575 is fixed.... Whoohooo

Nov 11th 2016

Posted by Tricky

12:56:32DONEIssue #574
12:36:22ß BETA ßSince I cannot replicate this bug on my Mac, I will have to prepare a new release of the game after the next test is done, so Darkblood can try from himself if this bug is really gone or not.
12:35:23FOEThere were pretty high values in the spider item drop sequence. This this is all handled by pure Lua could it should not be allowed to make a different between Mac and Windows, but I think that is what it did. I've set up new values for this, and I hope, the spider will not crash the game anymore in Windows, and if it still does, a removal of this enemy from the game will unfortunately be in order.
12:31:48DATABASEAlthough nothing suspicious was found, I removed all item drops from the spider.
12:30:03BACKUPAll foe files have been backed up. I'm going to "hack" the spider file to make sure the file is clear of anything that could cause DarkBloodbane to suffer whenever this enemy is loaded into his game.
12:28:04MAPCycle #10 - Science Facility
12:27:48MAPCycle #10 - Eugorvnia Caves
12:27:31MAPCycle #10 - Eugorvnia
12:26:28MAPCycle #9 - Science Facility
12:26:09MAPCycle #9 - Eugorvnia Caves
12:25:49MAPCycle #9 - Eugorvnia

Nov 10th 2016

Posted by Tricky

15:38:32WINDOWS
Windows
Darkbloodbane keeps telling me the game crashes whenever the "Spider" is being loaded, in the Eugorvnia Caves. On my Mac, this enemy just works the way it should, and it's in my current setup impossible for me to do thorough tests in Windows. I've tried set up a few "isolation lines" around the code causing the error, which should make it impossible to create such an error. As a result, the spider won't drop any items nor allow Foxy and Wendicka (once she learned the Pickpocket move from Foxy) to steal any items from it, but at least the crash should no longer happen. If it still does, I'm gonna make a database cleanup, resetting all item drop data for the spider, and if that still doesn't solve the problem, I'm afraid the enemy will have to be removed from the Windows version, or from the game entirely. I'm trying to work this out! Stay tuned.
15:34:25MAPCycle #10 - The Black Castle.
15:34:07MAPCycle #9 - The Black Castle
13:51:18MAPCycle #10 - The Ruins of Y Anhysbys
13:51:06MAPCycle #9 - The Ruins of Y Anhysbys

Nov 9th 2016

Posted by Tricky

14:00:29MAPCycle #10 - Space Observatorium
13:47:09MAPCycle #10 -Junkyard
13:46:42MAPCycle #9 - Junkyard
13:45:40MAPCycle #10 - Dungeon
13:45:29MAPCycle #9 - Dungeon
13:44:29MAPCheckup: Dark Caves of Shillington
13:34:26MAPCycle #10 - Grass Jungle - Part #3
13:32:50MAPCycle #9 - Grass Jungle Part #3
13:09:17MAPCycle #10 - Grass Jungle part #2
13:09:05MAPCycle #9 - Grass Jungle part #2
13:05:28NOTEI did do a little investigation to the "Spider" enemy. It did crash the foe compiler a few times on on of my players. Nothing suspicious has been found in the database though, so I am a bit puzzled what caused this to happen then. Since this all happened very randomly this is hard to replicate.
13:01:45MAPCycle #10 - Grass Jungle Part #1
13:01:28MAPCycle 9 Grass Jungle Part #1

Nov 7th 2016

Posted by Tricky

22:09:11BACKUPRunning.
22:08:32COSMETICI can confirm that hiding the "AP"/"HP" headings in the charbar works when the HP/AP goes too high. This does not yet work in the game menu though (and is thus still on my issue tracker).
22:07:34TESTAll cycle 9 maps below tested.
13:55:50MEDICALThe past days I've had a very extremely serious case of otitis. This has not affected Star Story, solely because I was having a break between two cycles. I feel a lot better now, but the disease has not entirely gone away, so I do need to say that this can still work as a setback here. Ya never know.
12:52:01MAPCycle #10 Excalibur secret catwalks
12:51:49MAPCycle #9 Excalibur secret catwalks
12:49:54MAPCycle #10 Excalibur Corridor
12:49:39MAPCycle #9 Excalibur Corridor
12:32:43MAPCycle #10 Yaqirpa
12:32:31MAPCycle #9 Yaqirpa

Nov 3rd 2016

Posted by Tricky

22:52:09MISCELLANEOUSI could now defeat the Black Hole Dweller with minimal debug codes. I now got a clear picture on how to update the Walkthrough for this. Also this was the milestone set to get the game out of beta and into the final release. A few more bugfixes are still in order now, but the end is finally getting in sight, and that is worth a lot. A cycle #9 will still be added. Cycle #10 will very likely be added in the same go, but be tested later. It's pretty certain now Cycle #10 will be the final cycle in the terms of actual level increase.
22:47:56BACKUPRunning
22:47:43ß BETA ßThat finishes cycle #8. The new beta will be prepared as soon as I can, but for now I need a break. The new beta will very likely be uploaded tomorrow.
22:46:08FIXEDHandicapped animation went to bag locked
22:31:15FIXEDSystem crash when opening the menu in the post final boss part.
17:42:53MAPCycle #8 Final Dungeon
17:42:39MAPCycle #8 Sewers
17:42:24MAPCycle #8 Flower Forest

Nov 2nd 2016

Posted by Tricky

13:11:57BACKUPAnd another backup is in order
11:52:51RESEARCHI've tried to find out why the game sometimes crashes on the enemies here, but no clue has been found yet.
11:52:20MAPCycle #8 - Facility - Part #2

Nov 1st 2016

Posted by Tricky

20:07:56DEBUGIssue #575 MUST be fixed, but at the present time this is impossible. The reason for that is simple. I cannot replicate the bug, and the system sees fit to instead of a regular error cause an unprintable error, only letting me know two "nil" values were compared somehow and not a single clue what causes this to happen, or why. This also makes the screenshots I have pretty useless. For as far as i can judge the foe compiler must be to blame for this, and that is what I'll aim for. I've added some markers which will appear in the debug log. If it happens again after the next beta release, at least I can figure out where it should go wrong. At least that what you'd suppose, eh?
12:20:14BACKUPIs running
11:58:51COSMETICIssue #581 needs to be taken care of.
9:12:14MAPCycle #8 Ghost House
9:09:10MAPCycle #8 Slagimon Forest
9:07:37MAPCycle #8 Frendor Bushes.
8:56:28FIXEDI forgot the Phantasar missions in my Cycle #9 list.

Oct 31st 2016

Posted by Tricky

21:09:40FAILUREUpgrade failed. I'm afraid a "clean install" will soon be inevitable... :(
20:00:17FIXEDWell before that bug #580 has been fixed
19:58:19UPGRADEWell, OS X was whining all the time about having to update, and I gave in, and I already regret it. Estimated time was 8 minutes. It has already been updating for ONE STINKING HOUR!!!!!
13:57:17BUGIssue #580
11:01:33BACKUPAnd an extra backup
11:01:12DONEA few extra checkups
11:00:42MAPCycle #8 Groenhart
11:00:18MAPCycle #8 - Belioss

Oct 30th 2016

Posted by Tricky

9:35:09DONEA mapout to myself for Cycle #9. If you didn't train your characters well, you ain't gonna like Cycle #9.
9:20:06MAPCycle #8 Volcanic Plains

Oct 29th 2016

Posted by Tricky

20:56:39ß BETA ßDue to the highload of fixes the past few days, a new version has been put on Game Jolt.
17:04:45CLEANUPAnd I removed some debug shit causing needlessly long logs
17:04:17FIXEDFIXED IT!!!!
16:56:30DEBUGTime for some DIRTY CODE STRAIGHT FROM HELL!!!
16:53:39DEBUGI think the "%" mark is the "evil" here, since (after all), the "%" mark is also a mark in C for several things, and Lua does handle a few things the same way C does... We'll see if this update does help... :-/
16:49:07TESTI do not know why this happens.... I'm trying something out so see what happens, and if this fixes the issue.
16:44:01DEBUGInvestigating Issue #577
13:29:42BACKUPAnd another fix requires another backup :-P
13:28:24FIXEDLet's post that again:

Issue #578

13:28:03FIXED[gi]578[/git]
10:09:53BACKUPAnd of course while testing let's run the backup on the background.
10:06:19MAPRemoved the red savespot in Frendor Bushes. It never worked the way it should, and considering the way that place is scripted, it would only lead to confusion if it worked anyway, so let's get rid of that piece of s##t.
9:59:30MAPCycle #8 Science Facility Part #1
9:58:34MAPCycle #8 Eugorvnia Caves
9:56:56MAPCycle #8 Eugrovnia
9:52:50DROPPEDIssue #404
9:41:54FIXEDIssue #572
9:41:26FIXEDIssue #573 *should* be fixed now, however later tests will have to confirm this. This will not affect older savegames.

Oct 28th 2016

Posted by Tricky

10:52:20FAILUREEven Macs can crash, or otherwise act very oddly.
10:29:10FIXEDA grammar error in Xenobi's scolding to his fellow Ji knight when the party first meets him. That error bugged me for quite awhile, but I was always too lazy to start up my scenario editor to fix it. Well, that's done now.
9:42:59BACKUPAnd the backup is running while testing
9:40:58MAPCycle #8 - The Black Castle
9:40:08MAPCycle #8 - The Ruins of Y Anhysbys

Oct 27th 2016

Posted by Tricky

9:45:10TESTI could not complete the test for the Lost Planet missions yesterday, so that has been done today.
8:22:25NOTEAs this error doesn’t crash the game it does not justify a new release. I will (of course) put on a new release when cycle #8 is ready
8:21:42FIXEDThe “No SingleHeal” error has been fixed.

Oct 26th 2016

Posted by Tricky

9:17:48BACKUPAnd while this crap is being tested, I will run the backup on the background. ;)
9:16:26NOTEAh, mean, I hate this log. Well you know what I did.
9:15:56MANUALCycle #8 - Space Observatories
9:14:28MAPCycle #8 - Junkyard
9:13:20MAPCycle #8 - Dungeon
9:13:02NOTESorry, too much trouble to remove that faulty entry
9:12:34ß BETA ß
9:10:24MAPCheck Up - Dark Caves of Shillington
9:10:07MAPGrass Jungle Adepted to Cycle #8

Oct 25th 2016

Posted by Tricky

9:29:44BACKUPAn extra backup is in order, while I fix myself some breakfast!
9:10:12MAPCycle #8 Excalibur Secret Catwalks
9:09:20MAPCycle #8 Excalibur Corridors

Oct 24th 2016

Posted by Tricky

12:22:14MISCELLANEOUSA few data adaptions for the autolicenser
12:19:08MAPCycle #8 Yaqirpa
12:16:48MISCELLANEOUSPreparations for Cycle #8

Oct 21st 2016

Posted by Tricky

1:12:12ARTFoxy was meant to have a fox tail (she named “Foxy” for a reason). I never drew it because I couldn’t do it right. 1-Up Nuke helped me on that one. After the weekend I shell test this version out.

Oct 20th 2016

Posted by Tricky

21:13:44GameJoltStar Story has been submited for the Jolties 2016. I don’t expect it stands a chance, but we gotta try something, eh? ;)
11:26:15BACKUPRunning
11:26:03BUGIssue #573
11:22:45NOTEUnless there are emergency bugs to fix I will not touch the game until next Monday, when I'll be working on Cycle #8, which is, hopefully the final cycle, but time will tell. ;)
11:21:41ANNOUNCEMENTAnd the Walkthrough can now be seen here.
11:20:57BUGIssue #572
11:15:05GITHUBClosed Issue #487
11:14:43Walkthrough Fixed some final TOS info
11:07:55Walkthrough The Grand Finale
11:07:43Walkthrough Optional Boss in the Facility
11:07:29Walkthrough Floor #016-#020 Final Dungeon

Oct 19th 2016

Posted by Tricky

1:01:34BACKUPAnd after all this an extra backup is in order.
1:00:47Walkthrough Final Dungeon Floor #010-#015 covered.
0:51:13Walkthrough The Mines of Airom covered
0:50:52NERFMoar nerfing
0:42:13NERFStats of boss floor #015 final dungeon lowered a bit.
19:58:46BACKUPAnd that is all for now. The backup is running.
19:58:09Walkthrough Eugorvnia caves covered
19:27:58BOOSTDefault speed Healing Shower increased. Please note, if you already have this ARM, nothing will change... unfortunately.
19:06:29Walkthrough Covered floor #006-#010 of the Final Dungeon.
17:25:14FIXEDNo goback in floor #003 Facility
15:30:06Walkthrough Final Dungeon covered until the first boss (on floor #005)
15:29:45ß BETA ßEmergency update done
14:02:39Walkthrough Oh yeah, almost forgot, the sewers have been covered.
14:02:19ß BETA ßDue to the severity of this phenomenon I'll update the beta version on Game Jolt immediately.
13:49:59FIXEDThis needless line did cause the effect not to happen again. I use the "FIXED" tag for easiness, as nothing was fixed. There was never a bug, after all.
13:46:48BUGThe final character crashes the game upon attacking in the Walkthrough game. There is no way this is possible. None of the scripts allowing this to happen were altered since the lasts tests which could only have crashed if this bug was real. The game could impossibly in this stage of production now. I've put in an extra (unneeded line) which should end this to happen and I hope it works, but bugs that are impossible to exist are also impossible to fix, and thus this phenomenon (as I refuse to call it a bug, since the bug could not exist), can threaten this project's life.

Oct 18th 2016

Posted by Tricky

10:13:11FIXEDA "no-go-back" bug in Belioss forest has been fixed, yesterday, I forgot to note this in the log.
10:12:43BACKUPRunning
10:08:23Walkthrough Science Facility Part #2 Covered
9:14:41BUGI did make a note of Issue #571, but I don't know if I can fix this, since I have no info at all about how this could happen.

Oct 17th 2016

Posted by Tricky

13:15:29NOTEStuff is going well when it comes to the Walkthrough. Another quick project also came along the way, I hope I can finish that soon.
13:13:12BACKUPRunning
13:12:21Walkthrough The Ghost House
13:10:54Walkthrough Slagimon forest

Oct 16th 2016

Posted by Tricky

12:45:23BACKUPAnd another backup
12:44:17Walkthrough Frendor covered
12:09:34Walkthrough Frendor Bushes covered
2:04:33BACKUPRunning

Oct 15th 2016

Posted by Tricky

1:52:54Walkthrough Belies covered
1:11:23Walkthrough Dark Graveyard covered
13:02:05FIXEDAnd on #009 to #008 too
13:01:32FIXEDSame bug present in the way from floor #008 to #007
13:00:25FIXEDDark blood bane reported to me he could not return from floor #006 to #005. That was a stairway I forgot to tag, that has fixed.
12:57:43Walkthrough Groenhart covered

Oct 14th 2016

Posted by Tricky

11:01:35Walkthrough Covered Mid-Boss
11:01:23Walkthrough Covered Volcanic Plains

Oct 13th 2016

Posted by Tricky

12:44:21Walkthrough Covered the Science Facility

Oct 12th 2016

Posted by Tricky

13:41:46BACKUPNaturally ;)
13:40:49GameJoltAll Game Jolt downloads are up-to-date now
12:24:19ß BETA ßNew beta release is being prepared
12:23:58MISCELLANEOUSCycle #7 complete
Not only that, but some tests I ran on the Bacl Hole Dweller, which is a very important factor in how many more cycles there are to come were pretty positive.

For sure there WILL be a cycle #8, but I don’t deem it unlikely that will be the final cycle to get a serious workover.
9:21:44MAC
Windows
Apple has been pushing me to update from El Capitan to the newest MacOS version Sierra. For the time being I’ve decided to stay on El Capitan a little longer, as I basically don’t think it’s wise to make an OS change when an open project is in the final stage of its development. However, if this all takes “too long” I may still have to update, we shall see...
9:13:50MISCELLANEOUSOf course this all needs to be tested first, once that’s done, the beta will be updated. After the beta update my focus will as far as Star Story is concerned go to the Walkthrough first, after that’s finished Cycle #8 might be done, it is really pending on how the out come of some tests in Cycle #7 will be.
9:12:22MAPCycle #7 - Final Dungeon Part #2
9:12:07MAPCycle #7 - Final Dungeon Part #1
9:11:45MAPCycle #7 - Sewers
9:11:29MAPCycle #7 - Flower Forest

Oct 9th 2016

Posted by Tricky

23:54:50ENHANCEMENTOkay, from the Fairy DevLog tool I can now also quickly update this log (although I am still dependent wheter or not SourceForge is running good).
17:09:28BACKUPRunning
15:31:14FAILUREAnd the IDE I use for my Lua scripting went completely nuts... I wonder why. Well, let's just restart that crappy program ;P
15:30:29FIXEDI fixed a cosmetic issue with Xenobi's "White Apocalypse" spell.
13:53:27MAPThe Ghost House - Cycle #7
13:53:13MAPSlagimon Forest - Cycle #7
13:52:52MAPFrendor Bushes - Cycle #7
13:49:40MAPFacility Part #2 -Cycle #7

Oct 8th 2016

Posted by Tricky

19:38:34NOTEI can't say if I'll do more on the Walkthrough tonight, depends on how things go. ;)
19:38:06BACKUPAnd another backup run
19:37:47Walkthrough Eugorvnia is now completely covered
12:41:41NOTEI do not yet know if some more stuff will be covered in the walkthrough today, once cycle #7 is done, the walkthrough will certainly take priority over cycle #8
12:40:49BACKUPRunning
11:11:07MAPCycle #7 - Dark Graveyard
11:10:14MAPCycle #7 - Belioss
11:09:46MAPCycle #7 - Groenhart Forest

Oct 7th 2016

Posted by Tricky

23:07:20Walkthrough Black Castle covered in the Walkthrough.
21:54:56FIXEDA few walkthrough issues
21:52:01BACKUPRunning
16:20:22SITESite for Itch.io has been set up.
11:20:51MAPCycle #7 - Volcanic Plains
11:17:26UPGRADEAnd the newest version of Opera installed... Sheesh (the browser kept whining I had to).

Oct 6th 2016

Posted by Tricky

13:27:39BACKUPAnd that's it for today on THIS project. I'll run the back up, and tomorrow is another day.
13:26:50BOOSTFoxy's "Cheer" will now also increase Agility
10:46:33MISCELLANEOUSEating done. Starting the test.
10:07:59MISCELLANEOUSRight, first I'm gonna have breakfast, and then it's time to put these new changes to the test (not that I expect anything noteworthy though).
10:04:17MAPCycle #7 - Facility
10:02:31MAPCycle #7- Eugorvnia Caves
10:00:35MAPCycle #7 - Eugorvnia

Oct 5th 2016

Posted by Tricky

8:43:48MAPThe Black Castle - Cycle #7
8:43:02MAPRuins of Y Anhysbys - Cycle #7

Oct 4th 2016

Posted by Tricky

20:43:27TESTTest complete
11:07:50NOTEThese levels need to be tested now for the new cycle, however time is not on my side today, and I got other duties to attend to. I hope I can get this all done tonight.

I guess I also don't have to tell you that this will undermine any possibility of getting things done for the Fairy Tale REVAMPED.
10:59:52MAPAll maps on The Lost Planet have been adapted to cycle #7

Oct 3rd 2016

Posted by Tricky

11:18:45BACKUPRunning
11:18:25FAILUREA little failure on Sourceforge (what else is new).
11:16:34MAPCycle #7 - Excalibur - Secret Passage
11:15:33MAPCycle #7 - Excalibur Under Attack
10:52:18MAPCycle #7 - Yaqirpa

Sep 30th 2016

Posted by Tricky

12:26:43GameJoltThe versions WITHOUT music are on-line now. The versions WITH music are still uploading and require(duh!) more time.
12:22:40GameJoltThe new beta versions are being uploaded to Game Jolt as we speak.
12:16:16NOTEAfter the weekend the works on Cycle #7 is about to begin. This *may* be the final cycle in terms of level differences compared to earlier cycles. That will depend on how stuff goes. Cycle #7 is also the first cycle that "technically" allows all three difficulty settings to reach level 10,000, which is the ultimate maximum level.
12:14:18ß BETA ßNew beta build is being prepared
12:13:58NOTEAnd with that Cycle #6 is complete
9:38:26MAPCycle #6 - Final Dungeon
9:04:28MAPSewers - Cycle #6
9:02:13MAPFlower Forest - Cycle #6

Sep 29th 2016

Posted by Tricky

10:20:03MAPFacility part #2 -Cycle #6

Sep 28th 2016

Posted by Tricky

14:13:44TO_DOIssue #570. Don't you just hate it when something like this pops up just when you are about to get to the actual release.
14:12:31NERFI also lowered the rate for Foxy's "Sky Dragon Slash" as I realised that now that I could not obtain this move in 6 cycles already, the rate was way too high.
14:11:40NERFLowered Wendicka's rate to get the Power UP Power up for Wendicka's "Mjölnir" spell. (I hope you understand what I mean, as that double term is NOT a grammar error).
11:26:08MAPCycle #6 - Ghost House
11:25:54MAPCycle #6 - Slagimon Forest
9:58:35MAP

Cycle #6 - Frendor Bushes

9:57:59DONEIssue #548 *should* be done now, however the system does see fit to do it wrong even though this cannot be possible. I need to sort out why.

Sep 27th 2016

Posted by Tricky

13:57:55BACKUPRunning
9:24:09MAPCycle #6 - Dark Graveyard
9:23:04MAPCycle #6 - Groenhart
9:03:35MAPCycle #6 - Belioss

Sep 26th 2016

Posted by Tricky

22:18:39GameJoltThe description spoke of the stable-demo, eh? Well I changed that to "Open beta".
21:09:17BACKUPRunning
20:45:27MAPCycle #6 checkup for the Volcania Caves.
20:45:02GameJoltAll maps can now be obtained from Game Jolt if you support me in this project for $1 or more.
20:06:46DONEIssue #567
20:00:49CLEANUPClosed beta removed from Game Jolt. It's heavily outdated anyway and we don't need it any more ;)
12:01:48FIXEDAfter Killing Dard Boorth he remained in the field ignoring you.
10:18:13NOTEThe Facility - Part #2 will be done once my test save is actually up to that point.
10:17:44MAPCycle #6 - Facility Part #2
10:16:34MAPCycle #6 - Eugorvnia Caves
10:15:18MAPCycle #6 -Eugorvnia

Sep 25th 2016

Posted by Tricky

10:09:40MAPCycle #6 - The Black Castle
9:25:12FIXEDThis should fix Issue #569 or at least the game should no longer crash on that. I do need to note that 'double' points are still possible here (why is anybody's guess)
9:05:41MAPCycle #6 Y Anhysbys

Sep 24th 2016

Posted by Tricky

12:03:35BACKUPRunning
11:35:02NOTEAnd that covers all demo dungeons for Cycle #6 - That will make things go a bit faster I guess...
11:33:47NOTEIt’s SPACE OBSERVATORIUM — I HATE autocorrectors.
11:33:16MAPCycle #6 - Space Observatory
11:31:03NERFThe change Foxy learns the Dragon Charge/Sky Dragon Slash combination has been slightly increasing by lowering it learn rate with 10 points. Will not make much difference, but maybe ….
11:04:59FIXEDBuilding mistake
10:51:17MAPCycle #6 - Junkyard
10:50:34MAP

Cycle #6 - Dungeon

Sep 23rd 2016

Posted by Tricky

8:03:30MAPCycle #5 - Dark Caves
8:03:11MAPCycle #5 - Grass Jungle

Sep 22nd 2016

Posted by Tricky

15:04:17BACKUPOkay, let's back this shit up.


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