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 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 | ||
23:57 | NOTE | I realized that I did the entire actor table in NIL wrong |
22:00 | REMOVED | I've (for now) removed the pathfinder.... The chance was pretty big a different pathfinder would be used anyway.... |
21:59 | FAILURE | II guess the compiler doesn't like me for this.... |
21:58 | LINK | Glue code |
21:58 | KTHURA | X and Y catcher (for now specialized on Actors, but over time, regular objects must also be supported). |
21:52 | FAILURE | For some reason Go failed me on getting all I need :-/ |
21:43 | STUDY | https://github.com/github/linguist Not that I understand it... Hey I only have above average intelligece... Don't expect too much of me! |
20:07 | LINK | Spawn Link Code |
20:03 | KTHURA | Spawn |
19:43 | LINK | Please note, this class is fake... All it does is link with the C# Kthura API which will always do the real work, but this class will produce a) cleaner code, and b) can help me for when Bubble would ever be rewritten in a different setup, to maintain the code I already got. |
19:42 | NIL | Basis set up for a NIL class for Kthura |
18:28 | KTHURA | For the sort term Actors will follow the obstacles, however, a lot more will need to be done on the longer term... |
17:11 | KTHURA | I did set up some basic declarations up so I can make things work.... I now need to have a proper look in how to actually do it all best, as this can be a little bit complicated here |
16:23 | STATUS | Time is however not on my side, and I really want to do this right... Well due to a few other projects being on shelf I can do those first, as they require less work |
16:05 | KTHURA | A quick view on the Kthura source I saw (just as expected) that actors are not yet supported.... So I'll need to put in support for them |
15:56 | JUDGMENT | As far as I can currently judge everything works the way it should |
15:53 | COSMETIC | Normally in white letters, when you got the level cap amber letters, when you are over the level cap (can happen to characters new to the party) in red, guest characters in skyblue |
15:53 | DONE | The level numbers will now show (in Roman numbers) at the bottom of the character box |
15:34 | NIL | I've written a little NIL library which can convert arabic numbers into roman numbers |
1:48 | GITHUB | I've closed https://github.com/AnnSerba/A-star/ and I'll try out later if it's actually useful! |
0:13 | TODO | Investigate if there are good pathfinders for C#... Now that I think about it, there must be one.... |
0:13 | DONE | I did an attempt to convert the BlitzMax pathfinder I had to C#, but due to the high number of errors, I've (for now), set it to "None", so it won't compile for now... Time is not on my side now and don't know if this is the right way to go.... |
- = 7 Aug 2019 = - | ||
20:13 | MEDICAL | My shoulder still hurts, but some well placed pain skiller rub helps me to deal with the pain |
20:12 | STATUS | I need a break now.... |
20:09 | STATUS | All fader issues accounted for! |
20:04 | TEST | Take XVII |
20:04 | FIXED | Miscaluclation |
20:01 | TEST | Take XVI |
20:01 | FIXED | Pure text faders did not come to the center of the screen... Now they will! |
19:50 | TEST | Take XV |
19:49 | POWERSHELL | Since this was a bug in NIL itself NALA will need to be rebuilt |
19:49 | FIXED | Fixed that! |
19:48 | RESULT | AHA! The decrementor counts up in stead of down..... |
19:46 | TEST | Take XIV |
19:46 | FIXED | Format error |
19:45 | TEST | Take XIII |
19:45 | FIXED | A few configuration errors |
19:43 | TEST | Take XII |
19:43 | DEBUG | I've added an extra (temp) line which hopefully gives me more answers |
19:28 | CONFIRMED | The Fader DOES take on stage 2 |
19:19 | TEST | Take XI |
19:19 | DEBUG | Some debug lines must provide me with ANSWERS! |
19:19 | BUG | although the time the fader object remains on screen lasts forever.... Why? |
19:18 | FIXED | The Fader's alpha setting should no longer be an issue to other things being drawn |
19:13 | TEST | Take X |
19:13 | STATUS | Hmmm... lost focus, again... |
19:03 | TEST | Take IX |
19:03 | FIXED | Fixed that |
19:02 | STUPIDITY | Because the field 'show' had to be called first before asking for the class name, stupid cow |
19:01 | TEST | Take VIII |
19:01 | DEBUG | So this debug line must tell me why to pops up anyway |
19:01 | BUG | The error that pops up now is NOT possible at all.... |
18:58 | TEST | Take VII |
18:58 | FIXED | Incorrect boxtext referrence |
18:56 | TEST | Take VI |
18:56 | FIXED | Code typo |
18:55 | TEST | Take IV and V |
18:55 | FIXED | |
18:55 | FUCKYOU | How could that line disappear? |
18:42 | SASKIA | Note to self... No "new" keywords in SASKIA scripts |
18:40 | DEBUG | This debug line must explain what happened.... |
18:40 | HUH | Impossible kind of error |
18:34 | TEST | Take III |
18:34 | FIXED | code order |
18:32 | TEST | Take II |
18:32 | FIXED | Illegal class call |
18:30 | TEST | I need to test this..... Take I |
18:29 | LINK | I've linked the fader to the main drawing routine.... |
14:56 | MEDICAL | The pain in my shoulder is unbearable, and working is hard now.... next to impossible... I will try to do a few things, but DON'T EXPECT TOO MUCH OF ME NOW! |
14:55 | FIXED | |
10:20 | MEDICAL | My shoulder hurts.... And it's pretty bad... This may put a damper on my development work today |
10:20 | SITE | Added tag MEDICAL |
10:17 | BUG | It appears that SASKIA removes spaces from string definitions.... That should NOT happen.... |
10:17 | CONFIRMED | The link-ups appear to work now, but.... |
10:05 | FIXED | Missspelled label |
10:03 | TEST | Let's do that again! |
10:02 | FUCKYOU | now the system is whining about a non-existent issue |
10:01 | FIXED | Music link faulty |
9:58 | TEST | Right, just running the game now to check if all chainings are in order |
8:43 | FIXED | I did manage to get the music file right, while I was sleeping |
8:35 | SASKIA | I've set up a basis script, which will now just throw a few fake errors, but which do at least allow me to check if things load the way they were intended |
2:03 | STATUS | And now I'm going to bed while the computer sets this all right.... See ya! |
2:03 | FIXED | The failing alias for the Xenor Bushes should now be fixed |
1:09 | NOTE | Now this is a general setup... The Kthura Map Editor is in C# not yet fully operational, and thus not everything I want to put in has been put in.... The real work is about to start now.... (and about time too). |
1:08 | MAP | Xenor Bushes |
0:21 | JCR6 | And while I was add it I've aliassed Oregon by Wicky77 for Xenor, although you won't enter that town during chapter 1... I rather did that for testing purposes, though |
0:21 | JCR6 | Let's do that again |
0:21 | NOTE | It appears some music is not properly aliased.... |
0:16 | NOTE | As the Xenor Bushes were totally messed up from the beginning (as the TeddyBear Map Engine was not fully set to support obstacles well back then), I think it's better that now that I must redo most of the dungeons in Kthura anyway, that this place is redone in Kthura.... It being a forest location will probably only work out better, anyway |
0:15 | ART | Texture Transfer Xenor Bushes |
0:10 | STATUS | All Chapter banners accounted for! |
0:10 | ART | Chapter 5 |
0:10 | ART | Chapter 4 |
0:09 | ART | Chapter 3 |
0:09 | ART | Chapter 2 |
0:08 | ART | Chapter 1 |
0:08 | STATUS | I can of course already get the chapter logos in, as I already got them |
0:06 | TODO | #25 I must not forget to add the call in the SASKIA script and activate it before Irravonia actually begins to speak, in the opening of her prologue dungeon. As some drastic edits to the field flow are needed for this to happen, I'll won't get started on this today. |
- = 6 Aug 2019 = - | ||
23:54 | STATUS | At last! |
23:51 | TEST | That would make it take H |
23:51 | TEST | Again! |
23:50 | FUCKYOU | "No value" my ass! |
23:48 | TEST | Take G |
23:48 | FIXED | Which I fixed |
23:47 | SOLVED | A a link error |
23:45 | HUH | Error message and provided info, does not appear to match the fact I find in the code.... This is getting stranger and stranger.... |
23:42 | TEST | Take F (6 takes for code not even worth 1 cent) |
23:42 | FIXED | Syntax Error |
23:42 | STUPIDITY | I'm always suprised how much I can blow in such a simple piece of code |
23:39 | TEST | Take E |
23:39 | FIXED | I forgot my "self" |
23:38 | TEST | Take D |
23:38 | FIXED | Code Typo |
23:36 | TEST | Take C |
23:36 | FIXED | Syntax error |
23:34 | TEST | Take B |
23:34 | GENERATION | Generated new anyway.nil |
23:34 | STUPIDITY | Didn't work, but I forgot something important |
23:33 | TEST | Take A |
23:32 | SASKIA | Now properly put in the SASKIA script, let's see what'll happen now |
23:29 | NIL | I've set up the sleep routine, codenamed "Klaas Vaak" |
22:40 | BACKUP | Running in the background... Just too much had happened, today |
22:38 | FAILURE | Git was unable to see how much I shortened a file.... crap! |
22:27 | MYSTERY | Well some things will forever remain a mystery, but what works that works, so let's not whine about it... :-/ |
22:25 | HUH | and suddenly without any explanation it works (it had to since there was no reason not to work, but I always hate it when that happens). |
22:23 | COCKROACH | The system keeps (falsely) insisting the sleep pointer is non-existent |
22:14 | HUH | Did I solve it? |
22:13 | TEST | Let's see |
22:11 | CHEAT | I changed my code a bit to (hopefully) cheat on that. |
22:11 | HUH | Error that is just stupidity from Lua's side |
22:09 | TEST | AndI need to test if it works as intended |
22:09 | ART | Hourglass converted to png |
21:58 | ENHANCEMENT | I've updated the mouse features to make and easy switch between mouse pointers possible |
21:41 | ART | What I did forget to note is that I made a cute hourglass for the waiting routine :P It is in PCX now though, so I need to convert it to PNG |
21:38 | STATUS | once that works, the first actual dungeon will be created, and then I'll have to put in player animation plus a pathfinder routine. The first plan is to convert the one I have in BlitzMax to C#.... This was a disaster before in pure Lua, but that was most of all to BlitzMax being case insensitive and Lua not requiring declarations, which was a horrible combination. Since C# DOES require declarations, case errors will be easier to spot. |
21:37 | STATUS | The first thing I need to do is to make sure the wait routines will work... To make sure this will work in accordance with MonoGame I'm gonna set up a separate flow for that (I know I had good reasons to hate MonoGame's impractal approach and to hate callback based engines in general). |
21:35 | CONFIRMED | YES!!!! THAT WORKS!!! |
21:26 | FIXED | This should fix, the bug that little Irravonia doesn't get herself removed fixed |
21:24 | KTHURA | Speaking of which I tagged child Irravonia, since she did not disappear when she had to.... Not good.... |
21:20 | KTHURA | I placed the newest version of Kthura on Game Jolt |
19:12 | NOTE | Of course, I got a pretty fast computer, so maybe that's not the correct way to be sure, but then again, given that this game will take months, if not more than a year to create, different standards may be due by the time this game is released. |
19:11 | DEBUG | I've also used the data to calculate the FPS, which appears to be 60+, which is pretty high, so it looks like speed is not gonna be my biggest issue |
17:31 | TECHNO | These values also show me that the "sleep" flow I've in mind can safely make it and error on value 0.... That would be too fast anyway.... |
17:30 | NOTE | When I go out I see the Draw timer go down, but the update timer remain stable... That too looks good to me... |
17:29 | DEBUG | In debug mode I see the Update and Draw times being 1 milliseconds all the time, which looks good to me... |
17:27 | DEBUG | I made it possible for NALA to show the times elapsed if the debug feature has been turned on by the scripts |
17:14 | LINK | I've linked these from the CORE to the communication API, which should now result into NIL and Lua into being able to get the correct values |
16:55 | NALA | I've added a few timing routines to NALA, or rather, routines I can use to make MonoGame send through some timer data to NIL and Lua.... Calling the values from Lua and NIL is already possible, however they will for now always be 0 |
14:38 | TEST | And let's try this again, shall we? |
14:38 | POWERSHELL | Ran my rebuild script |
14:38 | FIXED | Fixed this |
14:37 | STUPIDITY | Yeah, this tag might be a better one! |
14:37 | SOLVED | Missing constructors..... I feel so idiot now |
14:35 | INVESTIGATION | Very well, it is clear now the map loader ceased working.... And I suppose it's the underlying TMap library that is causing this to happen THIS time |
14:32 | INVESTIGATION | Well, let's investigate our little error, shall we? |
11:36 | DONE | I needed a little break |
9:56 | NOTE | Hmm.... perhaps I should put in a little error catcher in my Nala build scripte |
9:50 | TEST | Take Twee |
9:50 | FIXED | UTFix |
9:48 | TEST | I was too tired to start testing yesterday, so let's get onto that now, shall we? |
- = 5 Aug 2019 = - | ||
23:36 | STATUS | See ya! |
23:36 | GITHUB | And I had to update some repositories |
23:22 | DONE | Kill object routines for Kthura |
21:34 | CONFIRMED | Layer switch works now! |
21:23 | TEST | Let's see what happens! |
21:23 | FIXED | I fixed that (I think) |
21:23 | SOLVED | I think I found the "evil".... SASKIA did compile the MOV request into a function, but did not actually EXECUTE the function.... |
21:19 | DEBUG | I really gotta do more research :-/ |
20:50 | DEBUG | Now an extra debug line in SASKIA to get some answers |
20:49 | HUH | The logs show the request to change layers (as done per SASKIA script) was not even performed at all |
20:44 | DEBUG | Added a temp line to the Kthura glue code.... Hopefully I'll get an answer that way |
20:42 | BUG | For starters, why does the layer not change when that should have happened? |
20:42 | CONFIRMED | So far so good... Still a few things need to be done |
20:37 | POWERSHELL | (I did make sure NALA was recompiled (and a good thing as that didn't happen) so the faulty versions are now whoop! Gone!) |
20:37 | TEST | Time for a little test! |
20:36 | ENHANCEMENT | Since Feenalaria, the same woman you could meet in The Fairy Tale, is now Fairy Elder, it's only fitting I put her face into the textboxes in which she speaks. |
20:36 | FIXED | Typos and stuff in the scenario at Irravonia's home |
20:26 | DONE | Ate my dinner |
19:49 | STATUS | Still an error, but that error was to be expected as it links to part not yet being coded/scripted, so all-in-all... Me happy! |
19:48 | FIXED | And that fixes the chain to Irravonia's house as a whole... Whoopdy-freakin'-doo! |
19:47 | FIXED | An the evil was that NIL was a bit picky in its use request about .nil not being fully lowercase, which should frankly not matter at all. That has been taken care of! |
19:44 | FIXED | An now the proper error message shows in stead of a "not enough memory" error, and the stack overflow has been eliminated... Am I cool or what :P |
19:39 | SOLVED | I found the source of these out of memory errors... I think |
19:12 | ANALYSIS | Now what I see is that there's an 'inproper library name' error thrown, and that this is causing a cycle of function calls leading to an infinite cyclic-function call, in the end leading to a stack overflow.... I need to sort out why this happens, but at least I got SOMETHING to rely on |
19:07 | RESULT | Here goes: |
18:54 | ANALYSIS | Well this has been confirmed by the output thrown on the Visual Studio output console |
18:52 | ANALYSIS | Some analysis of the memory meter in Visual Studio shows the clear mark of a stack overflow.... That could explain the out of memory errors... Question is what causes those overflows in the first place.... |
18:32 | DEBUG | A few extra SAY tags to find out what the hell is going on there.... |
17:55 | INVESTIGATION | I wonder.... It goes wrong when the new mapscript is about to be loaded.... :-/ |
17:54 | VISUALSTUDIO | Another try{..}catch thing |
17:52 | COCKROACH | Apparently not! |
17:49 | DONE | I've put in a proper error catcher in the State Creation routine... Hopefully this will rid me of those fucking false "out of memory" errors, and make sure the system makes sense of a change! |
17:31 | ENHANCEMENT | When a standard mapscript does not exist, the system will load the MapScript "none.nil" in stead, which only covers the required callback functions, and nothing more than that. |
17:24 | CONFIRMED | Music also starts correctly |
17:24 | FIXED | Chain to Irravonia's home |
16:13 | FIXED | Well, now I fixed the portraits so the correct ones should appear |
16:12 | FIXED | Right-o! The main issue's been fixed.... |
15:54 | COCKROACH | SIGH! |
13:45 | CONFIRMED | See I *knew* the fix was merely ignored, now that I had an error in my fix (causing the game to crash immediately, which was in this case a good thing), I could see that the modified file was not in the resource I had for testing. |
13:41 | DEBUG | To ensure the modified BoxPics.nil file will be loaded I've added a #say tag, so the console will always confirm things are in order! |
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