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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122
15:26TEST
TEST Take TWENTY!
15:26DEBUG
DEBUG Another Try{}Catch scope must confirm this now
15:22INVESTIGATION
INVESTIGATION I think I found the source of the "evil", but I'm not sure... At least it seems that a few suspects I had before have now been proven innocent!
15:22TEST
TEST Take NINETEEN
15:17INVESTIGATION
INVESTIGATION I've done a few more breakdowns, so I can really pinpoint more precisely what could be wrong, and make sure all other stuff is REALLY impossible now
14:22COCKROACH
COCKROACH STILL NO GOOD!
14:19COCKROACH
COCKROACH Cockroaches! Lovely creatures aren't they?
14:19TEST
TEST Dernor Take NINETEEN!
14:19DEBUG
DEBUG Another try{}catch
14:15TEST
TEST Take EIGHTEEN!
14:15DONE
DONE Compilation done
14:09NALA
NALA NALA must be recompiled as a result though
14:09DEBUG
DEBUG As the interstate communication appears to be to blame I've added some exception catchers in there
14:05INVESTIGATION
INVESTIGATION Indeed no difference, but it was expected, and at least that is one possible truth less for sure now!
14:03TEST
TEST Take SEVENTEEN!
14:03INVESTIGATION
INVESTIGATION I've investigated the import order in AnyWay.nil, and I've seen that GameVars is done later, than the time module... Very likely this is an impossibility given the fact that then the translation of time.nil would already have failed before I could even select a savegame slot, but I wanna be sure I can rule this one out, completely!
13:48INVESTIGATION
INVESTIGATION That does indeed seem to be one of the "impossibilities", but more elimiation may be needed here
13:46TEST
TEST Take SIXTEEN!
13:46NOTE
NOTE Now what I did see is that I missspelled "os.date", but I deem it unlikely that is the case, but I gotta run another test to rule this out as a possibility
13:44STATUS
STATUS that being said, the only "possibility" appears to be the communication with the time generator
13:42INVESTIGATION
INVESTIGATION If you've eliminated all the impossible, whatever remains, however impropable, must be the truth!
13:41DEBUG
DEBUG The breakdown DOES show that the error took place during the base configuration
13:36TEST
TEST Take FIFTEEN!
13:36FIXED
FIXED Forgotten ")"
13:35FUCKYOU
FUCKYOU Computers, don't even TRY to understand them!
13:35HUH
HUH And now it doesn't happen....
13:32HUH
HUH Now THERE is an error that is not possible... WTF is going on here?
13:29TEST
TEST Let's GO! Test FORTEEN!
13:29DEBUG
DEBUG Some debug lines must provide me some more answers!
12:59TECHNO
TECHNO Mostly I just need to find out which API is being called, as the evil can lie there (not always, though, as I found out errors during #use clauses also cause this error, but that doesn't seem to be likely now given the time this error is given).
12:57TECHNO
TECHNO In other words "get lost, asshole!"
12:57BUG
BUG ".NET error in user code"
12:56TEST
TEST Rebecca Take THIRTEEN
12:56FIXED
FIXED Forgotten "$"
12:55FIXED
FIXED Forgotten "Hover."
12:46STATUS
STATUS ALL NON-PRIMARY TEST ERRORS ACCOUNTED FOR!
12:31TEST
TEST Take TWELVE
12:31FIXED
FIXED At one place I placed too many "end"s, and at another too little... all resulting into an "unexpected static", but I guess I gotta love NIL for that, as those kinds of mistakes can give headaches to fix
12:27TEST
TEST Take ELEVEN!
12:27FIXED
FIXED Forgotten () in a void definition
12:25TODO
TODO Time to feed Kitty
12:23TEST
TEST Take TEN (and still that what I had to test, has NOT yet been tested)
12:22FIXED
FIXED And that fixes another issue
12:22GENERATION
GENERATION Generated a new anyway.nil (I forgot about that)
12:20TEST
TEST Take NINE!
12:20FIXED
FIXED And fixed an "unexpected static" in the process!
12:20REMOVED
REMOVED One "end" too many
12:18STATUS
STATUS (and then to think the primary thing didn't even yet come into play)
12:18TEST
TEST Take EIGHT!
12:18FIXED
FIXED Same error, different line
12:10TEST
TEST Take SEVEN!
12:09FIXED
FIXED It's "sprintf" and not "sprint".... dummy!
12:09STATUS
STATUS All 'field.h' errors accounted for?
12:07BUG
BUG is '$' not working well on group constructors?
12:03HUH
HUH Now what?
12:00NOTE
NOTE I may soon have to rewrite This tool as it's an important debugging tool, but as I've always had issues getting lzma to work in BlitzMax, a complete rehaul to C# is needed, plus, that was what I was planning to do soon anyway :P
11:49TEST
TEST Take Six!
11:48FIXED
FIXED Misformed function name
11:47TEST
TEST Scyndi Take FIVE!
11:47COCKROACH
COCKROACH AAARGH!
11:47TEST
TEST Take FOUT
11:46HUH
HUH ").." seen as unknown term? (NIL should never have recognized that as ONE term anyway)
11:45TEST
TEST Take THREE!
11:45FIXED
FIXED Incorrect meta-table definition
11:41TEST
TEST Take TWO!
11:41FIXED
FIXED Misformed string
11:39TEST
TEST Time for another testing round... Take ONE!
11:32DONE
DONE Directory data should be saved now (nothing more than that yet... it allows me to test the UI more fully once I fill more stuff in).
9:20FIXED
FIXED that should be fixed now
9:19BUG
BUG Unfortunately, the mouse pointer does not appear
9:19CONFIRMED
CONFIRMED That appears to be wroking
9:17COSMETIC
COSMETIC And make sure you can see a "Hover" took place too...
9:17DONE
DONE I've put in the "Hover" system in the Save Game UI
0:25STATUS
STATUS The next part will be saving itself, but I hope you'll forgive me that that won't be for today
0:24STATUS
STATUS Anyway, the scroll icons come later, as I want them to appear only if scrolling is possibe, and with only the "Create New Slot" bar, not much need for scrolling
0:23STATUS
STATUS Fortunately I don't have to get out of the house today anymore
0:23STATUS
STATUS It's raining here....
0:15BACKUP
BACKUP Running
0:15GITHUB
GITHUB Up-to-date
0:13STATUS
STATUS For now it shows what I want to see
0:09DONE
DONE Sidebar added
0:07NOTE
NOTE That is news worthy of hitting all the front papers, you know!
0:07STATUS
STATUS I saw what I wanted to see
0:04FIXED
FIXED Brendor So I fixed that!
0:04STUPIDITY
STUPIDITY ScrollY did indeed have to be static... Silly me
0:02NOTE
NOTE Yeah, what, did you listen to Eric Idle's advice? Always look on the bright side of life?
0:02BUG
BUG I did get an error, but it's no longer a .NET error, so progress was still booked after all
0:01STATUS
STATUS No more crashes.... so maaaaaybe.....
0:00NOTE
NOTE (I mean, praying to Microsoft DOES feel pretty awkward, you know).
- = 12 Aug 2019 = -
23:59NOTE
NOTE (and hopefully I don't have to pray).
23:59TEST
TEST Let's test this....
23:59STATUS
STATUS Well, with these kinds of errors ANYTHING is possible so then the sherlock holmes method, to elimitate all the impossible to come to the truth, won't work, you know....
23:58FIXED
FIXED ????
23:58STUPIDITY
STUPIDITY Oh wait, I think I found out what's wrong.... (I hope)
23:57COCKROACH
COCKROACH Guess.....
23:55TEST
TEST Let's see if stuff works properly now .... :-/
23:55NOTE
NOTE I guess Microsoft still operates deep back down, so I guess it's always a possibility anyway
23:55DONE
DONE I think I fixed the issue, but this should NEVER have resulted into a .NET user error.... :-/
23:53ANALYSIS
ANALYSIS When creating a box for the side bar it already goes wrong.... Oh odd, since that routine doesn't call .NET
23:49TEST
TEST Let's test once more!
23:49UNDESIREABLE
UNDESIREABLE It's sad this is what it takes
23:49DEBUG
DEBUG All steps broken down in CSAY statements
23:45COCKROACH
COCKROACH Apparently that was not it....
23:44TEST
TEST And let's test, to see what happens!
23:44POWERSHELL
POWERSHELL Running my compiling script... again
23:44TECHNO
TECHNO From what it looks like, this is because the 'exists' API had to look through a directory that doesn't exist, so it couldn't look up if a certain file was there either. Since this is the most likely error that can pop up in this process, I'll just throw a warning in the console, but let NALA move on....\nThe API will always return 'false' then, since if the directory doesn't exist, the file cannot exist either, eh?
23:40TECHNO
TECHNO that means "something is wrong and I am not in the mood to tell you what, asshole!"
23:39COCKROACH
COCKROACH ".NET error in user code"
23:38TEST
TEST Irravonia And antoher test coming up!
23:37FIXED
FIXED NIL callbacks only work if they are declared global... dummy!
23:31LINK
LINK I've at least linked the save game management flow to the debug console, so I can at least be sure that I can easily get out of the game!
23:30BUG
BUG And what I see is.... NOTHING AT ALL
23:27NIL
NIL Yeah, NIL can have a few cons, but they don't outweight the pros, or at least, not this one!
23:27FIXED
FIXED Forgotten declaration
23:25TEST
TEST Testing once more!
23:25FIXED
FIXED And another one
23:23FIXED
FIXED Code Typo
23:21FIXED
FIXED And now with a few quick "$" I could fix another error... This time maybe more work than intended, but in the future.....
23:15NALA
NALA Rebuilt NALA so the game should now support this too, and hopefully this'll save me some work
23:15CLOSED
22:59DONE
DONE Well that that does it for the with stuff.... yay!
22:33FIXED
FIXED For classes this now works for non-static methods.... Static methods (which are for me the most important, actually) are an issue, but I think I got a solution.... But that will take some effort
22:28FIXED
FIXED Right, with is now recursive and in groups this works too... Only classes are a bit of an eyesore, as "$" doesn't want to work in classes
22:12BUG
BUG Nope, groups don't work either...
22:10NIL
NIL The "with" keyword in NIL does at least work, however classes and groups should also take care of this, but that doesn't appear to happen. At least not in classes, I need to check groups though...
21:23ENHANCEMENT
ENHANCEMENT I've set the basic scope starter in NIL to see _G as the 'width' variable if no proper width has been set
21:20NOTE
NOTE I'm first gonna set something up as this has been annoying me for far too long, so I need to set it right!
21:18JCR6
JCR6 Forgot to note... I've added a few arrow arrow aliases for quicker access to a few features later in the game
21:17TEST
TEST Let's see now
21:17FIXED
FIXED File not found!!!! (404) :P
20:14STATUS
STATUS All direct parser issues accounted for, as far as I can see so far
20:11OFFTOPIC
OFFTOPIC (And I hope it'll work then, as I'm getting hungry)
20:11TEST
TEST Of course, another test iis in order....
20:11TECHNO
TECHNO Eric Having to modify the engine itself a lot is normal for such a brand new engine seeing its first real action...
As the game progresses, these kinds of issues will get less and less so I can focus on the content more and more.... In other words, nothing has happened that is out of the ordinairy, but annoying it surely is!
20:10NALA
NALA It is one that obligates me to recompile NALA.... AGAIN!
20:10FIXED
FIXED Code typo
20:07TEST
TEST And Time for another test
20:07NALA
NALA Recompiling NALA
20:07FIXED
FIXED Loni I think I found why a certain line which was merely a method call was seen as a delegate definition and even an invalid one too
19:59TEST
TEST Take... Wait... I forgot to count... Oh, crap!
19:59NALA
NALA So let's do that, and try again!
19:59FAILURE
FAILURE A few issues with the garbage collector pop up, but likely this is due to not yet re-compiling NALA
19:57TEST
TEST Another test
19:57FIXED
FIXED Group mixup
19:55DONE
DONE A basic setup for the interface has been done.... Point is due to lack of savegames, this is now hard to test, but at least I can do something... well I suppose...
19:18LINK
LINK So this makes the temporary link at least available, and functional
19:17DEBUG
DEBUG Command set up to activate the save game screen
19:14LINK
LINK Link up code to actually enter the SaveGame menu.... (Since no save spots exists now, this code is not yet accesible, duh!)
19:07LINK
LINK A link up code for loading the save game manager from the field... This will of course be needed when accessing save spots (although, mostly this load process already took place due to loading a savegame, but since you can also start a New Game, I may never assume this!)
18:59DONE
DONE A basic setup has been done to generate a slot to create a new file in.... This is all in preparational form, though so no big results can be expected.... YET!
17:50DONE
DONE Set up a checklist in #33, so I won't forget what data a save game file needs.
17:09ENHANCEMENT
ENHANCEMENT I've made it possible for the BUBBLE API to load text files in "lines" (Please note, it only takes Unix based text files with only LF based line ends, and files must be in full ASCII).
13:23STATUS
STATUS And so far for now
13:23CONVERT
CONVERT Both converted to PNG
13:19STATUS
STATUS They are both made in DPaint, so I got them in PCX format for now... This is however easily replaced
13:18ART
ART Arrow Down
13:18ART
ART Arrow Up
12:43STATUS
STATUS Aziella Well, a neutral tag this time.... An error did pop up, BUT, it could only do so, because no longer in use Kthura maps are INDEED disposed of! COOL!
12:39FIXED
FIXED MOAR Kthura case error fixings
12:37CONFIRMED
CONFIRMED The folder that I intend to use for "dynamic data" (save games, swap files and main config files) is correctly set
12:35FIXED
FIXED Kthura case error
12:34NOTE
NOTE I swear... I should make NIL classes case INsensitive :P
12:22FIXED
FIXED workdir issue
10:08STATUS
STATUS Although on second thought.... i do think it can wait... I've a better idea
10:07STATUS
STATUS I just realized that before I can get properly on the savegames I need to set the global config right. The global config will contain data that will always be in order no matter which savegame has been loaded... This file will allow the NG+ to start, or the True Abyss and what to put in the JukeBox and not to mention some vital data about the savegames themselves as well (not the content of the savegames, but some general data)
9:48NIL
NIL Skeleton for the save game interface
7:46ART
ART SaveSpot Red
7:46ART
ART SaveSpot Green
7:46ART
ART SaveSpot Blue
0:49STATUS
STATUS Well, later!
- = 11 Aug 2019 = -
23:34TODO
23:27CONFIRMED
CONFIRMED THAT WORKS!!!!
23:25DONE
DONE I've set the texture of the actor to update automatically... This should allow Irravonia to turn around in accordance of the direction she faces
23:09OPTIMIZATION
OPTIMIZATION I've worked out stuff a bit in the NIL glue code on actors... Hopefully this can prevent memory leaks in the future, but I cannot yet be sure
23:08SITE
SITE Added tag OPTIMIZATION
23:05STATUS
STATUS Right now Irravonia won't turn her face depending on the direction she goes... This is not a bug, this is simply because I did not yet put in the code required to make tha happen.
23:04FIXED
FIXED YAY! All issues fixed
22:23SOLVED
SOLVED I think I found the "evil".... A correction on the x-coord where it had to be the y-coord.... Could make perfect sense in the first go, since Kthura exit spots are (especially in my forest levels) rarely bound to the grid (something I often do for fun) :P And thus correction is needed, and the y coordinate is very low in the start position.....
21:57EXPERIMENT
EXPERIMENT I need to try this.....
21:52CLEANUP
CLEANUP I did remove some warnings from C#, but that will not do much
21:52SITE
SITE Added tag CLEANUP
21:46COCKROACH
COCKROACH No visible effect
21:40EXPERIMENT
EXPERIMENT Merya Let's see if this clears things up a little.... :-/
21:37BUG
BUG The first walk instructruction will however still cause the sprite to go haywire, however from that moment on things appear to work fine... I wonder why
21:36FIXED
FIXED I worked out the length property and yes, now it works as it should
21:32TEST
TEST Let's see what happens now....
21:32DEBUG
DEBUG 98% of these warnings are mostly crap, so you can't blame me for ignoring them most of the time, but on rare occasions, I guess they do serve a purpose, eh?
21:30DEBUG
DEBUG Hmmm... One warning I see in my compiler report might solve it all.... :-/
21:29DEBUG
DEBUG More crap added to narrow things down
21:13ANALYSIS
ANALYSIS The debug appears to confirm what I thought.... Immediately after the first node has been handled (which merely will confirm the point where the hero was already standing), the chain appears to be terminated... I need to sort out why this is
21:11RECOVERED
RECOVERED Well the broken message has been found, and like i thought... it had a non-ascii character, but I fixed that...
21:11SITE
SITE Added tag RECOVERED
21:11NALA
NALA Indeed, now it compiles.... Some warnings are thrown, but they don't matter in this case, and I should take care of them over time.... :-/
21:10NOTE
NOTE This devlog system does not allow non-ASCII character, so perhaps one snuck in somehow.... Likely the broken note was not important, but it should still be in my history
21:09HUH
HUH Little site issue, it seems?
21:03FIXED
FIXED Well, fixed... is a big word, but I took care of at least one warning
21:02FIXED
FIXED I did see a little parse error, and due to this the debugging code was not executed in my test before... The new version of NALA was never compiled so the old version did the work... Not very good, eh?
21:01STATUS
STATUS Right, back in the office
14:35STATUS
STATUS I'm afraid this is gonna take some VERY serious debugging sessions, but they will require a lot of time and focus.... Focus I have... time I have not, as I'm expecting someone to arrive any minute now.... But I could already do more than I expected, so, let's not complain.... too much....
14:30TEST
TEST Let's test it out!
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