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
23:57NOTE
NOTEI realized that I did the entire actor table in NIL wrong
22:00REMOVED
REMOVEDI've (for now) removed the pathfinder.... The chance was pretty big a different pathfinder would be used anyway....
21:59FAILURE
FAILUREII guess the compiler doesn't like me for this....
21:58LINK
LINKGlue code
21:58KTHURA
KTHURAX and Y catcher (for now specialized on Actors, but over time, regular objects must also be supported).
21:52FAILURE
FAILUREFor some reason Go failed me on getting all I need :-/
21:43STUDY
STUDYhttps://github.com/github/linguist

Not that I understand it... Hey I only have above average intelligece... Don't expect too much of me!

20:07LINK
LINKSpawn Link Code
20:03KTHURA
KTHURASpawn
19:43LINK
LINKPlease 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.
19:42NIL
NILBasis set up for a NIL class for Kthura
18:28KTHURA
KTHURAFor the sort term Actors will follow the obstacles, however, a lot more will need to be done on the longer term...
17:11KTHURA
KTHURAI 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
16:23STATUS
STATUSTime 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
16:05KTHURA
KTHURAA 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
15:56JUDGMENT
JUDGMENTAs far as I can currently judge everything works the way it should
15:53COSMETIC
COSMETICNormally 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
15:53DONE
DONEThe level numbers will now show (in Roman numbers) at the bottom of the character box
15:34NIL
NILI've written a little NIL library which can convert arabic numbers into roman numbers
1:48GITHUB
GITHUBI've closed https://github.com/AnnSerba/A-star/ and I'll try out later if it's actually useful!
0:13TODO
TODOInvestigate if there are good pathfinders for C#... Now that I think about it, there must be one....
0:13DONE
DONEI 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 = -
20:13MEDICAL
MEDICALMy shoulder still hurts, but some well placed pain skiller rub helps me to deal with the pain
20:12STATUS
STATUSI need a break now....
20:09STATUS
STATUSScyndi All fader issues accounted for!
20:04TEST
TESTTake XVII
20:04FIXED
FIXEDMiscaluclation
20:01TEST
TESTTake XVI
20:01FIXED
FIXEDPure text faders did not come to the center of the screen... Now they will!
19:50TEST
TESTTake XV
19:49POWERSHELL
POWERSHELLSince this was a bug in NIL itself NALA will need to be rebuilt
19:49FIXED
FIXEDFixed that!
19:48RESULT
RESULTAHA! The decrementor counts up in stead of down.....
19:46TEST
TESTTake XIV
19:46FIXED
FIXEDFormat error
19:45TEST
TESTTake XIII
19:45FIXED
FIXEDA few configuration errors
19:43TEST
TESTTake XII
19:43DEBUG
DEBUGI've added an extra (temp) line which hopefully gives me more answers
19:28CONFIRMED
CONFIRMEDThe Fader DOES take on stage 2
19:19TEST
TESTTake XI
19:19DEBUG
DEBUGSome debug lines must provide me with ANSWERS!
19:19BUG
BUGalthough the time the fader object remains on screen lasts forever.... Why?
19:18FIXED
FIXEDThe Fader's alpha setting should no longer be an issue to other things being drawn
19:13TEST
TESTTake X
19:13STATUS
STATUSHmmm... lost focus, again...
19:03TEST
TESTTake IX
19:03FIXED
FIXEDFixed that
19:02STUPIDITY
STUPIDITYBecause the field 'show' had to be called first before asking for the class name, stupid cow
19:01TEST
TESTBrendor Take VIII
19:01DEBUG
DEBUGSo this debug line must tell me why to pops up anyway
19:01BUG
BUGThe error that pops up now is NOT possible at all....
18:58TEST
TESTTake VII
18:58FIXED
FIXEDIncorrect boxtext referrence
18:56TEST
TESTTake VI
18:56FIXED
FIXEDCode typo
18:55TEST
TESTTake IV and V
18:55FIXED
FIXED
18:55FUCKYOU
FUCKYOUHow could that line disappear?
18:42SASKIA
SASKIANote to self... No "new" keywords in SASKIA scripts
18:40DEBUG
DEBUGThis debug line must explain what happened....
18:40HUH
HUHImpossible kind of error
18:34TEST
TESTTake III
18:34FIXED
FIXEDcode order
18:32TEST
TESTTake II
18:32FIXED
FIXEDIllegal class call
18:30TEST
TESTI need to test this..... Take I
18:29LINK
LINKI've linked the fader to the main drawing routine....
14:56MEDICAL
MEDICALThe 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!
14:55FIXED
10:20MEDICAL
MEDICALMy shoulder hurts.... And it's pretty bad... This may put a damper on my development work today
10:20SITE
SITEAdded tag MEDICAL
10:17BUG
BUGIt appears that SASKIA removes spaces from string definitions.... That should NOT happen....
10:17CONFIRMED
CONFIRMEDThe link-ups appear to work now, but....
10:05FIXED
FIXEDIrravonia Missspelled label
10:03TEST
TESTLet's do that again!
10:02FUCKYOU
FUCKYOUnow the system is whining about a non-existent issue
10:01FIXED
FIXEDMusic link faulty
9:58TEST
TESTRight, just running the game now to check if all chainings are in order
8:43FIXED
FIXEDI did manage to get the music file right, while I was sleeping
8:35SASKIA
SASKIAI'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
2:03STATUS
STATUSAnd now I'm going to bed while the computer sets this all right.... See ya!
2:03FIXED
FIXEDThe failing alias for the Xenor Bushes should now be fixed
1:09NOTE
NOTENow 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).
1:08MAP
MAPXenor Bushes
0:21JCR6
JCR6And 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
0:21JCR6
JCR6Let's do that again
0:21NOTE
NOTEIt appears some music is not properly aliased....
0:16NOTE
NOTEAs 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
0:15ART
ARTTexture Transfer Xenor Bushes
0:10STATUS
STATUSAll Chapter banners accounted for!
0:10ART
ARTChapter 5
0:10ART
ARTChapter 4
0:09ART
ARTChapter 3
0:09ART
ARTChapter 2
0:08ART
ARTChapter 1
0:08STATUS
STATUSI can of course already get the chapter logos in, as I already got them
0:06TODO
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 = -
23:54STATUS
STATUSAt last!
23:51TEST
TESTEric That would make it take H
23:51TEST
TESTAgain!
23:50FUCKYOU
FUCKYOU"No value" my ass!
23:48TEST
TESTTake G
23:48FIXED
FIXEDWhich I fixed
23:47SOLVED
SOLVEDA a link error
23:45HUH
HUHError message and provided info, does not appear to match the fact I find in the code.... This is getting stranger and stranger....
23:42TEST
TESTTake F (6 takes for code not even worth 1 cent)
23:42FIXED
FIXEDSyntax Error
23:42STUPIDITY
STUPIDITYI'm always suprised how much I can blow in such a simple piece of code
23:39TEST
TESTTake E
23:39FIXED
FIXEDI forgot my "self"
23:38TEST
TESTTake D
23:38FIXED
FIXEDCode Typo
23:36TEST
TESTTake C
23:36FIXED
FIXEDSyntax error
23:34TEST
TESTTake B
23:34GENERATION
GENERATIONGenerated new anyway.nil
23:34STUPIDITY
STUPIDITYDidn't work, but I forgot something important
23:33TEST
TESTTake A
23:32SASKIA
SASKIANow properly put in the SASKIA script, let's see what'll happen now
23:29NIL
NILI've set up the sleep routine, codenamed "Klaas Vaak"
22:40BACKUP
BACKUPRunning in the background... Just too much had happened, today
22:38FAILURE
FAILUREGit was unable to see how much I shortened a file.... crap!
22:27MYSTERY
MYSTERYAziella Well some things will forever remain a mystery, but what works that works, so let's not whine about it... :-/
22:25HUH
HUHand 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).
22:23COCKROACH
COCKROACHThe system keeps (falsely) insisting the sleep pointer is non-existent
22:14HUH
HUHDid I solve it?
22:13TEST
TESTLet's see
22:11CHEAT
CHEATI changed my code a bit to (hopefully) cheat on that.
22:11HUH
HUHError that is just stupidity from Lua's side
22:09TEST
TESTAndI need to test if it works as intended
22:09ART
ARTHourglass converted to png
21:58ENHANCEMENT
ENHANCEMENTI've updated the mouse features to make and easy switch between mouse pointers possible
21:41ART
ARTWhat 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

21:38STATUS
STATUSonce 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.
21:37STATUS
STATUSThe 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).
21:35CONFIRMED
CONFIRMEDYES!!!! THAT WORKS!!!
21:26FIXED
FIXEDThis should fix, the bug that little Irravonia doesn't get herself removed fixed
21:24KTHURA
KTHURASpeaking of which I tagged child Irravonia, since she did not disappear when she had to.... Not good....
21:20KTHURA
KTHURAI placed the newest version of Kthura on Game Jolt
19:12NOTE
NOTEOf 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.
19:11DEBUG
DEBUGI'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
17:31TECHNO
TECHNOThese 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....
17:30NOTE
NOTEWhen I go out I see the Draw timer go down, but the update timer remain stable... That too looks good to me...
17:29DEBUG
DEBUGIn debug mode I see the Update and Draw times being 1 milliseconds all the time, which looks good to me...
17:27DEBUG
DEBUGI made it possible for NALA to show the times elapsed if the debug feature has been turned on by the scripts
17:14LINK
LINKI'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
16:55NALA
NALAI'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
14:38TEST
TESTMerya And let's try this again, shall we?
14:38POWERSHELL
POWERSHELLRan my rebuild script
14:38FIXED
FIXEDFixed this
14:37STUPIDITY
STUPIDITYYeah, this tag might be a better one!
14:37SOLVED
SOLVEDMissing constructors..... I feel so idiot now
14:35INVESTIGATION
INVESTIGATIONVery 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
14:32INVESTIGATION
INVESTIGATIONWell, let's investigate our little error, shall we?
11:36DONE
DONEI needed a little break
9:56NOTE
NOTEHmm.... perhaps I should put in a little error catcher in my Nala build scripte
9:50TEST
TESTTake Twee
9:50FIXED
FIXEDUTFix
9:48TEST
TESTI was too tired to start testing yesterday, so let's get onto that now, shall we?
- = 5 Aug 2019 = -
23:36STATUS
STATUSSee ya!
23:36GITHUB
GITHUBAnd I had to update some repositories
23:22DONE
DONE

Kill object routines for Kthura

21:34CONFIRMED
CONFIRMEDMerya Layer switch works now!
21:23TEST
TESTLet's see what happens!
21:23FIXED
FIXEDI fixed that (I think)
21:23SOLVED
SOLVEDI think I found the "evil".... SASKIA did compile the MOV request into a function, but did not actually EXECUTE the function....
21:19DEBUG
DEBUGI really gotta do more research :-/
20:50DEBUG
DEBUGNow an extra debug line in SASKIA to get some answers
20:49HUH
HUHThe logs show the request to change layers (as done per SASKIA script) was not even performed at all
20:44DEBUG
DEBUGAdded a temp line to the Kthura glue code.... Hopefully I'll get an answer that way
20:42BUG
BUGFor starters, why does the layer not change when that should have happened?
20:42CONFIRMED
CONFIRMEDSo far so good... Still a few things need to be done
20:37POWERSHELL
POWERSHELLDernor (I did make sure NALA was recompiled (and a good thing as that didn't happen) so the faulty versions are now whoop! Gone!)
20:37TEST
TESTTime for a little test!
20:36ENHANCEMENT
ENHANCEMENTSince 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.
20:36FIXED
FIXEDTypos and stuff in the scenario at Irravonia's home
20:26DONE
DONEAte my dinner
19:49STATUS
STATUSStill 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!
19:48FIXED
FIXEDAnd that fixes the chain to Irravonia's house as a whole... Whoopdy-freakin'-doo!
19:47FIXED
FIXEDAn 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!
19:44FIXED
FIXEDAn 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
19:39SOLVED
SOLVEDI found the source of these out of memory errors... I think
19:12ANALYSIS
ANALYSISNow 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
19:07RESULT
RESULTHere goes:
18:54ANALYSIS
ANALYSISWell this has been confirmed by the output thrown on the Visual Studio output console
18:52ANALYSIS
ANALYSISSome 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....
18:32DEBUG
DEBUGA few extra SAY tags to find out what the hell is going on there....
17:55INVESTIGATION
INVESTIGATIONI wonder.... It goes wrong when the new mapscript is about to be loaded.... :-/
17:54VISUALSTUDIO
VISUALSTUDIOAnother try{..}catch thing
17:52COCKROACH
COCKROACHApparently not!
17:49DONE
DONEI'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!
17:31ENHANCEMENT
ENHANCEMENTWhen 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.
17:24CONFIRMED
CONFIRMEDMusic also starts correctly
17:24FIXED
FIXEDChain to Irravonia's home
16:13FIXED
FIXEDWell, now I fixed the portraits so the correct ones should appear
16:12FIXED
FIXEDRebecca Right-o! The main issue's been fixed....
15:54COCKROACH
COCKROACHSIGH!
13:45CONFIRMED
CONFIRMEDSee 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.
13:41DEBUG
DEBUGTo 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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