And today I hope I can make a start on getting the time gauge to work, which may not be easy, but ya never know... I've done this before, so I hope I still remember how I did it before :P
9:41
TODO
making myself some baguettes with cheese and ham for breakfast....
1:04
STATUS
So far... Gonna call it... mesa tired
0:58
JCR6
Oh yeah, I made a secret alias... but that will come down to spoilers :P
0:36
STATUS
Hey, they had to be done anyway, and this way I can't forget about them anymore... XD
0:34
ART
Gauge Icon Shanda
0:33
ART
Gauge Icon Scyndi
0:31
ART
Gauge Icon Rebecca
0:27
ART
Gauge Icon Merya
0:25
ART
Kirana
0:23
ART
Gauge Icon Dernor
0:22
ART
Gauge Icon Brendor
0:21
ART
Gauge Icon Aziëlla
0:20
ART
Gauge Icon Eric
0:19
TODO
Although the order of speed has been determined, this says NOTHING about the starting positions on the start bar, which can be over the entire startbar... of course, when in pre-emptive strike all heroes will have a huge advantage over the enemies (and always have a big head start then) and in ambush the enemy will have this advantage.
How the battle goes on after that will be the same in all situations.
0:16
DONE
Enrollments for pre-emptive strkes and ambushes.... Please note that in the easy mode you'll never get ambushed, and in the hard mode you'll never get a pre-emptive strike....
There is still a chance factor deciding on how high your travel level is compared to the dungeon's travel level. If yours is higher than the levels, then the chance for ambushes decreases and for pre-emptive strikes will increase (if applicable for the chosen difficulty).
- = 13 Sep 2019 = -
21:58
NIL
They too will be added to the pre-menu loader, for the same reasons
21:57
ART
Time Pointers
21:52
NIL
As the combat gauge will be one of the most used assets, even though it's only in battle I did place it in the pre-main menu loading sequence in order to shorten the loading times later in the game
21:49
ART
Time gauge itself
21:48
ART
Irravonia's combat gauge icons
20:23
NOTE
Yeah, I had that luck...XD
20:23
JUDGMENT
BETTER!
20:21
NOTE
I need the luck that 2 enemies appear though
20:21
TEST
Let's see how that looks
20:21
COSMETIC
Adepted the calculation
20:19
UNDESIREABLE
When there are multiple enemies they are needlessly close to each other, so I need to do some recalculating here
20:19
CONFIRMED
It works!
20:17
TEST
Take XI
20:17
FIXED
I think....
20:15
TEST
Take X
20:15
EXPERIMENT
Let's see....
20:13
DEBUG
Extra fuck!
20:09
TEST
Take IX
20:09
FUCKYOU
CRAP!
20:07
TEST
Take VIII
20:07
DEBUG
More information, as the impossible was claimed
20:03
TEST
Take VII to see what will happen now...
20:02
FIXED
Ah... just a mistake in the error message
20:01
HUH
Type 0?
19:58
TEST
Take VI
19:58
NOTE
Or rather return
19:58
FIXED
Illegal property call
19:56
TEST
Take V
19:56
FIXED
Lacking sense of self
19:54
TEST
An onto take IV
19:54
FIXED
Fixing a crash in the process
19:54
GENERATION
Regenerated ANYWAY
19:52
TEST
Take III
19:52
FIXED
Malformed #accept line
19:51
TEST
Take II
19:51
FIXED
Knudde!
19:48
TEST
Take I
19:48
LINK
Calculator linked to combat start up
19:33
OFFTOPIC
Aha... I see that Godot is not offering C# support.... That could be nice to give it a try, but not for the short term, but hey, I know they support it, and that's cool ;)
18:01
DONE
Gauge speed calculator.... Contrary to the first version of the game, this will just base itself on who is quickest and who is slowest, making an order, and not a direct agility to setup as the original game had.
17:27
LINK
RPG Data linked in Hero Compiler
17:09
STATUS
Wow... It works... IN ONE GO!
17:07
TEST
OF course, what SHOULD BE and what IS, are two different things, so let's get rocking
Take I
17:06
DONE
Foes SHOULD now be drawn
17:05
EXPERIMENT
various
16:23
LINK
Linked those spots to the ingame Foe End Compiler
16:20
FIXED
Spot generator did work when it came to the calculation of coordinates, but did not create the actual spots
I've added the call to my FoeCompiler in my building script
13:51
STATUS
Time for a break, though!
13:47
STATUS
Shouldn't be too hard, but I've seen simpler things causing cockroaches
13:47
STATUS
The next step will be to make sure the enemies actually appear
13:44
TECHNO
It appears that NIL takes all "ground scopes" of the main script and all scripts in imports through "#use" as one big scope, and that was how the false "dupe identifier" errors were thrown.... Not sure what I can do about it, but it's good to know nonetheless...
13:43
CONFIRMED
It appears I'm correct
13:42
TEST
Take XVI to see if I'm correct
13:41
EXPERIMENT
I wonder....
13:37
STATUS
Anyway as far as I can judge at this specific moment everything looks like it's in order...
13:35
DONE
Real life stuff
13:08
TEST
And into Take XV
13:08
GENERATION
Recompile all foes
13:08
DONE
Foe compiler should now also take care of generating a "Points" record for Foes holding their HP
13:05
FIXED
Always HP and not Hp
13:01
BUG
But the crap is not yet completely over
13:01
STATUS
At least no more parse errors
12:59
TEST
Take XIV
12:59
VOID
I've written some void code to get past all that, but I really need to find out what I can do to fix that nasty issue!
12:57
HUH
Dupe identifier my ass!
12:56
TEST
Take XIII
12:55
FUCKYOU
No force
12:55
COCKROACH
WHAT THE????
12:53
TEST
Take XII
12:53
FIXED
that issue
12:52
STUPIDITY
Oh, I made the same mistake TWICE.... Now I see
12:52
COCKROACH
Fix ignored
12:50
TEST
Take XI
12:50
FIXED
Case error in compiler
12:49
TEST
Take X
12:49
FIXED
This crash in the process
12:49
LAZY
Name link up
12:47
FUCKYOU
Do DAMN!
12:44
TEST
Take IX
12:44
FIXED
Fixed that too
12:44
STUPIDITY
AH!
12:42
COCKROACH
NOW I don't believe the claim anymore
12:37
TEST
Take VIII
12:37
FIXED
Directory error
12:36
STUPIDITY
Just as I suspected
12:36
COCKROACH
Apparently not....
12:34
TEST
Take VII will show if this all went the way it should
12:34
ART
Blue Slime
12:32
ART
Goblin
12:28
JCR6
But my JCR viewer appears to confirm this claim
12:27
STATUS
Ah yeah, it appears the enemy pictures are missing (or at least the system claims so, but it should be possible)
12:25
TEST
Take VI
12:25
FIXED
Put in an empty Draw() method to make at least sure its abstract has been overridden
12:24
FIXED
Replaced abstract GetTeamName
12:21
TEST
Take V
12:21
GENERATION
Recompiled all enemies
12:20
FIXED
missint enter when there should be one
12:18
CHECKED
Script doesn't look like it, but, ya never know...
12:18
TEST
And Take IV will show you if it's NOT ignore this time...
12:17
GENERATION
And recompiled the foe scripts
12:17
FIXED
I also fixed the missing name
12:15
COCKROACH
Fix ignored???
12:13
TEST
Take III
12:12
FIXED
That's been fixed
12:12
BUG
Translation misforming in compiler program
12:10
TEST
Take II
12:10
FIXED
"Reg"
12:04
TEST
Take I
12:04
STATUS
That's all done, so let's start testing
11:48
STATUS
I first need to feed my cat and get to other real life issues, and after that it'll be testing time
11:47
LINK
I've linked the foe compiler to the start up script
11:27
CONFIRMED
Miracles DO happen....
11:27
CONFIRMED
Okay, there are really no parse errors...
11:27
FIXED
Devlog issue
11:26
NOTE
Oh, wait, I think I know what's happening.... Duh...
11:26
FAILURE
What the hell?
11:25
TEST
Take II to make really sure everything's alright!
11:25
GENERATION
Let's run Anyway to make sure everything is actually loaded at all
11:25
STATUS
Well I'll be... none pop up
11:22
TEST
Take I
11:22
STATUS
This has not yet been linked, but some parse errors should now definitely be visible if they are there....
So the current task at hand is to make sure they are all removed!
11:21
DONE
Compiler script set up
11:12
STATUS
I guess the compilation of foes can now truely begin....
10:49
BUG
Why QuickNIL throws (nonsensical) errors for the quickmeta example is completely beyond me, tough.... But not really relevant at the present time, either....
I see that "physical" is misspelled in the foe editor... I must not forget to fix that
23:46
FIXED
that "fixes" the issue indeed
23:45
VOID
Dirty code straight from hell, but it's the easiest way to prevent tons of needless work!
23:43
JUDGMENT
Ah.... The fatal elements is not yet the way it should be I suppose, hahaha....
23:42
VISUALSTUDIO
the default AI data will be properly compiled
23:41
NIL
Set up a class for foes
23:10
STATUS
How sweet... Kitty seeks my attentions ;)
23:09
DONE
Also compile if target doesn't exist!
23:09
GENERATION
Combat dir generator
23:05
NOTE
A "force" mode is there to do it anyway... Most of all brought in for if files got corrupted or anything!
23:05
DONE
I've set up a scanner which has to see if a foe file has been modified.... It's no use to regenerate even if nothing's changed!
23:04
TECHNO
This will save me some trouble in a later stage, trust me!
23:03
VISUALSTUDIO
I'm setting up a quick way to do some pre-compiling on foes
22:54
STUDY
Right... Now that I see how leafo did things on moonscript when it comes to linguist I guess it's easy... Just add NIL to the yaml script and dump in some sample code, and make a pull request... I feel a bit silly, but then again, the documentation (or lack thereof) did make things so easy on me...
21:57
TECHNO
Now I do not feel like copying GINI stuff into the game itself, although it can still be an option.... Well generated code seems to me like the most plausible way to go....
21:55
STATUS
The next stup of evolution in this game will be.... The FOE compiler, and THAT is gonna be a challenge...
21:54
OFFTOPIC
my IQ is only above average... I'm not beyond insanity, so don't expect too much of me....
21:54
OFFTOPIC
Let's just say I'm too stupid for this....
21:45
EXPERIMENT
I'm messing a bit with linguist, but the documentation (or rather lack thereof) is so fantastic I frankly have NO IDEA what I'm doing!
21:30
GITHUB
Also updated
21:30
BACKUP
Running, as I wanna make sure this remains here
21:30
MYSTERY
Some things will never be solved by mankind.... Or at least so it seems!
21:27
HUH
And suddenly without any kind of explanation... it works....