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11:59CONFIG
CONFIG In easy mode you'll start the game with 900 shilders start money. In the casual mode that will be 45 shilders and in the hard mode only 3 shilders.
11:47NOTE
NOTE This bug was easy to fix (I only had to change 1 letter of code), but the damage the bug caused is that great that I have to re-create my savegame file!
11:46FIXED
FIXED Serious code typo
11:38TEST
TEST Take III
11:38FIXED
FIXED NIL linkup code to Kthura had some code typos
11:35TEST
TEST Take II
11:20LAZY
LAZY Made two link up functions (otherwise I'd have to redo my savegame file)
11:09TEST
TEST Take I, as we are in a brand new session now ;)
11:09POWERSHELL
POWERSHELL Running compilation script
11:08LINK
LINK Link code written
10:42KTHURA
KTHURA Bubble API written
10:37KTHURA
KTHURA Can now spawn actors on a given coordinates and not just based on objects elsewhere on the map
- = 17 Aug 2019 = -
23:12STATUS
STATUS I'm tired now though, and I can't focus anymore so I'm afraid this will have to wait!
23:11NOTE
NOTE Now I must enable actors to be spawned by coordinates... that functionality does not yet exist....
23:06STATUS
STATUS Still an error, but at least an error I WANTED to see :)
23:04CONFIRMED
CONFIRMED In PURE everything that has to be in caps is in caps
23:00FIXED
FIXED Eric Flow load error
22:31TEST
TEST I need to test if the fixes have their desired effect
21:54FIXED
FIXED I think I fixed that all, my savegame is broken and beyond fixing, so I need to run a new game in order to test this
21:51STUPIDITY
STUPIDITY I am an idiot and let's leave it at that!
21:50HUH
HUH Although the log confirms a few things I already expected, I wonder about that call to "PURE" as that should never have happened....
21:46TEST
TEST Take MMMMMMMMMMMMMMMMMMMMDCCCCCCCCCCLXXXXXXXXVIIIIII, I think
21:46FIXED
FIXED PLLLLEAAAAASE?
21:45COCKROACH
COCKROACH GRRR!
21:45FRUSTRATION
FRUSTRATION AAAARGH
21:43TECHNO
TECHNO If so, I'll have to start a new game in order to get things fixed, I'm afraid!
21:43COCKROACH
COCKROACH I think we got ourselves a little "case error"
21:36TEST
TEST Another test
21:36FIXED
FIXED But this MIGHT
21:36STUPIDITY
STUPIDITY Of course THAT wouldn't work
21:31TEST
TEST And Onto test (I missed a few... XII? XIII? XIV? Oh whatever!)
21:30POWERSHELL
POWERSHELL Running my NALA compilation script
21:30LINK
LINK and linked that to NIL
21:30C#
Added a GetPure API
21:27BUG
BUG I forgot to work out a good loader for "Pure" data, eh?
21:23FIXED
FIXED Fixed nul-swap-object in C#
21:18BUG
BUG But now I got another issue
21:18CONFIRMED
CONFIRMED Indeed it was there....
21:16NOTE
NOTE Whatever causes the infinite loop it's in the CORE department, and I think I know where
21:15TEST
TEST Take VIII Now in a protected debug environment
21:15VISUALSTUDIO
VISUALSTUDIO Synced
21:14BUG
BUG Aziella NALA freezes when trying to load... Now this is odd and definitely requires furhter investigation
21:12TEST
TEST Take VII
21:12FIXED
FIXED Filename was not yet given up in loading request
21:10STATUS
STATUS At least all parse errors are accounted for... But I'm definitely not there yet!
21:09TEST
TEST Take VI
21:09FIXED
FIXED Unfinished string
20:52TEST
TEST Take V
20:51FIXED
FIXED Another parse error
20:50TEST
TEST Take IV
20:50VOID
VOID Well void is more like it than fixed
20:50FIXED
FIXED I really should find out why "nil" is ignored when it's the last word of a line
20:49TEST
TEST Take III
20:42FIXED
FIXED A parse error
20:27FIXED
FIXED forgotten comma
20:27FIXED
FIXED Forgotten class reference
20:17TEST
TEST Take I
20:17DONE
DONE Technically the loadgame routine's been written, but I don't expect it to work right away, but hey, nothing ever did
17:13STATUS
STATUS And I'll take some rest now... After that rest I'll get into some specific stuff, as I have only worked on the core loaders now, but there is some non-core-data too, which must be loaded (core = data handled by NALA itself and not by NIL)
17:12DONE
DONE Some real-life business... You know the boring stuff
16:16LINK
LINK There was nothing to do with the RPG loader, only to link it into the save game core code of NALA, which I've hereby done!
16:14LINK
LINK I've linked the Swap extractor to the initiator, and to my save game manager
16:11SOURCEFORGE
SOURCEFORGE Same goes for sourceforge!
16:11ITCH.IO
ITCH.IO Yup, when ready the game will be published on itch.io too, but I merely created this tag now for later use only
16:10SITE
SITE Added tag SOURCEFORGE
16:08SITE
SITE Added tag ITCH.IO
16:04DONE
DONE Merya Swap data extractor.... Once again, if nothing odd happens, I must assume this works
15:58FIXED
FIXED Code typos
15:52DONE
DONE I've set up the verification check.... As long as it doesn't do anything crazy, all I can do is assume it works as planned....
13:57FIXED
FIXED Faulty pure data (this will require me to create a new save game before I can get to loading, though).
13:47C#
Well... Let's say that I made sure that "PURE" will be ignored as well as all stuff in the directory "XTRA"... Both have been reserved now in all BUBBLE projects, which includes NALA....
13:40STATUS
STATUS The good news is that the game itself is ready to deal with game loading... The bad news is that NALA is not, so we're in a bit of a fix here, I guess :P
13:39CONFIRMED
CONFIRMED that appears to be working
13:27TEST
TEST Another test
13:27FIXED
FIXED Forgotten
13:24DONE
DONE "Load" can be activated now, however as the load routine only contains an error() command now, it will throw an error, but at least I can test contact :)
10:42DONE
DONE After saving the save game menu should send you back to the game
10:34UPDATED
10:34STATUS
STATUS All savegame data accounted for
10:18TEST
TEST Another one!
10:18FIXED
FIXED Variable mistake
10:15FIXED
FIXED Mispelled variable
10:13VOID
VOID I voided that for now, but something must be done about it!
10:12BUG
BUG something is definitely wrong with the ), as it keeps insisting to be a term rather than an operator
10:09TEST
TEST And let's see if it works
10:08LINK
LINK Linked to the savegame flow
9:39LINK
LINK And a quickmeta link table
9:39DONE
DONE Table Created which stores which abilities have been mastered.
0:29GITHUB
GITHUB I couldn't bear anymore to see the Field Menu project being empty so i created #41 to have at least one card thre :P
0:26UPDATED
0:14NOTE
NOTE Important to note is that the test swap did not yet get set to the disc... This is most likely due to time issues and not yet being enough swap files... Nothing to be alarmed about. I will need to see how things will hold out on the longer run, and I simply cannot test that yet!
0:08TEST
TEST Dernor Take XIII
0:08FIXED
FIXED Creation had to count as a modification as well, this was not properly seen and thus the data was not written to the disk when it had to be done
0:02TEST
TEST Take XII
0:02DEBUG
DEBUG Another chat line must give me some important answers (I hope)
- = 16 Aug 2019 = -
23:56TEST
TEST Take XI
23:55DEBUG
DEBUG I've added a few "CHAT" lines, which hopefully gimme some answers
23:49VISUALSTUDIO
VISUALSTUDIO Let's sync the pure debugging version once more, as this is getting annoying
23:48RESULT
RESULT still no good, but at least no more crashes
23:45TEST
TEST Take X
23:45FIXED
FIXED A LOT (read: Everything) was wrong in the definition department.... Hopefully not anymore
23:38TEST
TEST Take IX
23:38DEBUG
DEBUG Hopefully a try{}catch (I wanted to leave them out, but I got no choice) can get me an answer
23:34RESULT
RESULT Kewl... a .NET user code error... Now THAT tells me a lot (NOT)
23:32DEBUG
DEBUG Let's see what a "SHOWSWAP" command will tell me!
23:31DEBUG
DEBUG 0 swap entries found, the outcome couldn't be clearer... The question is now how this could happen
23:27TEST
TEST Take VIII
23:26DEBUG
DEBUG Let's look into this with an extra debug console command!
23:16BUG
BUG I can also see that the swap dir was not created, but I know I know why that is...
23:16REMOVED
REMOVED Faulty named savegame file
23:13CONFIRMED
CONFIRMED I can confirm though that the inventory numbers are no longer written in decimals so that's good!
23:13STATUS
STATUS Apparently NOT, since the only swap file created up until now does NOT appear in the savegame file
23:11NOTE
NOTE (would be a new record in complex parts of the game).
23:11RESULT
RESULT No more errors thrown, but does that mean it works?
23:07TEST
TEST Take VII will tell
22:51FIXED
FIXED No guarantees, but this SHOULD fix the issue I was dealing with
22:51NOTE
NOTE Rebecca any swap action that is
22:51DONE
DONE The first time you take any action at all, the swap will be initized
22:49STUPIDITY
STUPIDITY I think I know why this happens... Say it, I'm a stupid cow!
22:49RESULT
RESULT It goes wrong on the very first step... Clearing the swap data... Cool huh?
22:48TEST
TEST Take VI
22:45DEBUG
DEBUG Some debug lines must break down WHEN this happens, as only then can I even BEGIN to debug all this!
22:39BUG
BUG .NET error in user code... Somehow I KNEW this was gonna happen...
22:34TEST
TEST Take V
22:34FIXED
FIXED Illegal Function call
22:34TEST
TEST Take IV
22:32EXPERIMENT
EXPERIMENT I've added a line to NIL, and hopefully this can help crashing on whitelines in quickmeta scopes
22:30HUH
HUH ???
22:26TEST
TEST Take III
22:24POWERSHELL
POWERSHELL Blah blah
22:24FIXED
FIXED
22:24STUPIDITY
STUPIDITY Forgot to embed the NIL script
22:20TEST
TEST And Take II
22:20POWERSHELL
POWERSHELL And let's run the compile script again!
22:20FIXED
FIXED Swap was not initized in NALA
22:19BUG
BUG Yup, I forgot something!
22:16TEST
TEST Take I (of the many I expect to follow)
22:15LINK
LINK And I've linked the savegame routine to the swap engine
22:10EXPERIMENT
EXPERIMENT On the moment a new game starts the swap folder will be entirely cleaned (if needed), and a "ReadMe" file will be created (in order to test if everything works the way it should).
21:49LINK
LINK Swap classes linked to Save Game engine
21:34TEST
TEST Recompile of NALA was succesful, but it's too early to put things into action yet!
21:33LINK
LINK Scyndi I've written the link code to allow NIL to communicate with the Swap handler that's now in NALA
20:10TECHNO
TECHNO Yes, this has to do with #33
20:10NOTE
NOTE I could NOT yet put it to the test though, so I can only HOPE it works
20:10VISUALSTUDIO
VISUALSTUDIO I've set up an advanced swap system for NALA which only saves when data appears not modifed long enough to deem it no longer needed for the short term. This is also set up in order not to pay too heavily on SSD drives that are the standard these days.
17:32DONE
DONE Maybe this will stop that (as this can cause conflicts later on)
17:29MYSTERY
MYSTERY What I do wonder is... why those decimals in what are supposed to be integers?
Inventory['*CLEAR*']=1

Inventory['ITM_ANTIDOTE'] = 3.0
Inventory['ITM_APPLE'] = 6.0
17:27STATUS
STATUS all crashses accounted for, but now I need to know if everything works properly!
17:23TEST
TEST An that brings us to take VI
17:23FIXED
FIXED And the call did indeed not return anything which should not have happened
17:22FIXED
FIXED NALA was not properly set up for when a return failed
17:20DEBUG
DEBUG At least the system makes no bones about the fact that LuaGetString is the function to blame, but that is odd, since that function is also the function that did some important transfers before without issues, so I wonder what happened there
17:16INVESTIGATION
INVESTIGATION In order to get stuff done in the debugging department, I now need to find out why NALA pops up an error generated by .NET
17:03TODO
17:03VOID
VOID Since this bug cannot be fixed as the cause is very old (Star Story also suffered here), I'll have to suffice with reset points, so you can at least "jiggle free", and that brings us to
17:02BUG
16:14BUG
BUG Now this is a bit odd! The error generated is generated by .NET (I recognized it's wording).Where exactly this goes wrong needs to be properly investigated, but for now let's suffice to say it doesn't work, but that I need to get some things done before I can start to fix this
16:09TEST
TEST Take V
15:28STATUS
STATUS Time for a break, brb
15:28FIXED
FIXED Invalid state load
15:25TEST
TEST Take IV
15:25FIXED
FIXED Forgotten state references
15:24STUPIDITY
STUPIDITY Okay.... mesa too fast!
15:22TEST
TEST Take III
15:22EXPERIMENT
EXPERIMENT Another function name then?
15:22COCKROACH
COCKROACH At least the quickmetatable worked
15:21TEST
TEST Brendor Take II -- And let's try it again now!
15:20GENERATION
GENERATION New Anyway.nil generated
15:20STUPIDITY
STUPIDITY I know why that happened
15:19HUH
HUH Apparently the quickmetatable didn't make it properly through
15:17CLOSED
CLOSED Btw... I closed #3
15:13TEST
TEST And NOW let's run take I
15:13POWERSHELL
POWERSHELL Oh wait, before that... Let's first rebuild NALA :-/
15:12TEST
TEST So let's get this over with... Take I
15:12NOTE
NOTE As the inventory screen is NOT present yet, all I can do to test things out is to simply run the game and save the game, and see what the savegame will contain... Thanks to my GJCR tool that's easy, but still :-/
15:06SASKIA
SASKIA I've set the start script to make sure you start with some apples and antidotes.... The number depends on your difficulty setting.
14:54STUPIDITY
STUPIDITY However I went a bit too fast, I now realized, so this code ain't gonna work
14:53LINK
LINK And linked this to the savegame routine, which should now save the inventory
14:53LINK
LINK I've written the link code for this table
14:38DONE
DONE I've set up a quick meta table to use for the inventory, but it will not really be taken in use now, but at least the save game routine can be completed this way without any issues later
14:03NOTE
NOTE If you counted well, you may see an initial error first, but then again, this devlog was NEVER too precise on things.
14:02FIXED
FIXED a few config issues in this devlog
13:55ENHANCEMENT
ENHANCEMENT 'quickmeta' added to NIL
10:19FIXED
FIXED One too many
10:18FIXED
FIXED A few issues
10:15FIXED
FIXED Code Typo
10:13FIXED
FIXED SIGH!
10:12FIXED
FIXED And fixed a crash in the process!
10:12REMOVED
REMOVED Faulty variable declaration, but then again, i didn't need that variable anyway
10:09FIXED
FIXED Case+$ errors
10:08MAP
MAP the very first savespot has been placed (it only does NOTHING AT ALL YET!)
10:03DONE
DONE To start simple I've added the constant game time to the game
- = 15 Aug 2019 = -
23:31TEST
TEST Does it work now?
23:31VOID
VOID For now I've voided this issue
23:31MYSTERY
MYSTERY It's still beyond me why private elements are still so buggy
23:28FIXED
FIXED The directory file was currupted.... So that was an easy fix, but still, odd
23:25BUG
BUG Nonsensical error
23:23FIXED
FIXED I think I fixed the missing "Create new" slot
23:07FIXED
FIXED The disappearing slot bug has been fixed
23:06FUCKYOU
FUCKYOU Apparently it DOES have the effect I wanted to see
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