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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158
19:24TEST
TEST Take VIII
19:24FAILURE
FAILURE I wonder how many more of those I'll have to endure
19:24FIXED
FIXED Irravonia Interstate link error
19:20TEST
TEST Take VII
19:20FIXED
FIXED Destructive interstate link
19:17TEST
TEST Take VI
19:17FIXED
FIXED Aziella Interstate link error
19:14TEST
TEST Take V
19:14FIXED
FIXED Syntax Error
19:13TEST
TEST Take IV
19:11FIXED
FIXED Code typo
19:08TEST
TEST Take III
19:08FIXED
FIXED Bad marco referrence
19:07TEST
TEST Take II
19:07FIXED
FIXED Lack of self
18:00NALA
NALA Had to be rebuild as a result
17:46NIL
NIL I've upgraded NIL with quick modifiers... It's still pretty primitive though
17:45DONE
DONE I've done the work to make the stock appear
- = 8 Dec 2019 = -
20:12CONFIRMED
CONFIRMED It works!
20:05TEST
TEST Take XII
20:05FIXED
FIXED Syntax error
20:02TEST
TEST Take XI
20:01DONE
DONE Selling items should work now
19:33TEST
TEST Take X
19:33COSMETIC
COSMETIC Altering the y coordinate of the sell price
19:31TEST
TEST Take IX
19:30FIXED
FIXED Illegal table usage
19:24BUG
BUG Although a new issue arises in the process....
19:24CONFIRMED
CONFIRMED Yeah, it's fixed
19:22TEST
TEST Take VIII
19:22FIXED
FIXED (I hope)
19:05COCKROACH
COCKROACH Merya Still no good, eh?
19:03TEST
TEST Take VII
19:02FIXED
FIXED That has been fixed
19:02NOTE
NOTE But that could be because none of the items were marked as "sellable"
19:02NOTE
NOTE Nothing happened
19:00TEST
TEST Take VI
19:00DONE
DONE Sell price put in
17:25CONFIRMED
CONFIRMED That took care of the little devil!
17:21TEST
TEST Take V
17:21EXPERIMENT
EXPERIMENT Let's see
17:21SOLVED
SOLVED I think I found the issue
17:20CONFIRMED
CONFIRMED This cockroach also affects the normal fieldmenu screen.... Meaning we got indeed a structural issue
17:17COCKROACH
COCKROACH For some reason the inventory screen still "locks" the other tabs, and there is no reason why that can happen, but it happens, and as long as I cannot find the reason why this bug cannot be fixed....
17:12TEST
TEST Take IV (Or doesn't it?)
17:12PLAN
PLAN "Sell" should just use the inventory screen plus the sell prices... The latter does not yet work (the pre-config will help to make it happen, at least that's the intension), but the former should
17:07STATUS
STATUS All appears fine now!
17:04FIXED
FIXED More issues with SASKIA's jmp instruction I see
16:58TEST
TEST Take III
16:58FIXED
FIXED Misformed instruction in SASKIA
16:53TEST
TEST Take II
16:53DEBUG
DEBUG Let's see why SASKIA caused a crash
16:51SASKIA
SASKIA I've linked the shop hoer to SASKIA.... Silly me of course that wasn't going to work and I've set up SASKIA for a reason...
16:50FAILURE
FAILURE Did my devlogger crash?
16:43NOTE
NOTE Shop itself is alright, but in a callback only surrounding, I guess a different approach was needed, eh?
16:36MAPSCRIPT
MAPSCRIPT ShopHoer will link to the store routine, although it's just two empty tabs now....
16:35LINK
LINK Link code to quickly access a merchant's stock
15:38CONFIG
CONFIG Some pre-config for merchants
15:33GAMEJOLT
GAMEJOLT Site preparations
14:33SCREENSHOT
14:32SCREENSHOT
14:27ART
ART Buy and Sell buttons.... As I wanted them to be clear I made them text base, although I drew the letters manually
- = 7 Dec 2019 = -
20:54STATUS
STATUS I'm gonna call it for today! See ya!
20:54BUG
BUG Dernor #94 But that is a later concern
20:53CONFIRMED
CONFIRMED It works! At last!
20:48TEST
TEST Take XXV
20:48FIXED
FIXED And I fixed that... at least this should work now!
20:47SOLVED
SOLVED I think the fact that I used the wrong variable as indexer is the source of all evil!
20:47BUG
BUG No more crashes, but the move is not registered as "learned" and not only that, Rebecca keeps trying to learn the move, over and over and over!
20:42TEST
TEST Take XXIV
20:42FIXED
FIXED Illegal constructor call
20:39TEST
TEST Take XXIII
20:37FIXED
FIXED Metatable indexing error
20:34TEST
TEST Take XXII
20:34FIXED
FIXED Field name incorrect
20:30TEST
TEST Take XXI
20:30FIXED
FIXED Now that's done, so no no more issues, I suppose
20:30FAILURE
FAILURE And thus the fix was ignored
20:30STUPIDITY
STUPIDITY Forgot to save before rebuilding the game
20:26TEST
TEST Take XX
20:26FIXED
FIXED That should fix a certain issue
20:26SCRIPT
SCRIPT Callback for BoxText Background....
20:25FAILURE
FAILURE Devlog HMTL generation lag
20:23NOTE
NOTE That does not yet mean everything's fine now, but at least I got something to continue on
20:22MYSTERY
MYSTERY The log confirms my claim below.... That's a branch of programming that never made any sense, but it happens countless times.... oddly enough
20:20TEST
TEST Take XIX
20:20EXPERIMENT
EXPERIMENT Sometimes modifying something and bringing it back EXACTLY the way it was "fixes" something, so let's see
20:20DONE
DONE Brought code back to its original (by the way not broken) form
20:14TEST
TEST Rebecca Take XVIII
20:13FIXED
FIXED Illegal function call?
20:13FUCKYOU
FUCKYOU Yeah.... right!
20:11TEST
TEST Take XVII
20:11EXPERIMENT
EXPERIMENT What will happen if....
20:11TEST
TEST Take XVII (log checking)
20:08HUH
HUH Boxtext not loaded! That is a lie.... How do I know... Because the music and the arena could not be loaded either if the claim was true...
20:04TEST
TEST Take XVI
20:04FIXED
FIXED Another target issue
20:02BACKUP
BACKUP Runnin gin the background
20:01TEST
TEST Take XV
20:01VOID
VOID Target issue
19:59TEST
TEST Take XIV
19:59FIXED
FIXED Tag error
19:56TEST
TEST Take XIII
19:56FIXED
FIXED Case Error
19:56STATUS
STATUS Getting closer!
19:53TEST
TEST Take XII
19:53VOID
VOID Dirty code straight from Hell!
19:51TEST
TEST Take XI
19:51FIXED
FIXED Declaration error
19:51TEST
TEST take X
19:49FIXED
FIXED Abilities mastered from the start should not be checked at all, so "Start" should never have come up here!
19:47TEST
TEST Take IX
19:46DEBUG
DEBUG Scyndi So some extra debug info will have to do!
19:46INVESTIGATION
INVESTIGATION I need to find out what happened here
19:43BUG
BUG
19:06TEST
TEST take VIII
19:06FIXED
FIXED Wrong property name
19:03FIXED
FIXED Test Take VII
19:02FIXED
FIXED Illegal class call
19:00TEST
TEST Take VI
19:00FIXED
FIXED Wrong set of brackets?
18:58TEST
TEST Take V
18:58FIXED
FIXED Use ref error
18:56TEST
TEST take IV
18:56VOID
VOID Issue
18:53FIXED
FIXED No dirty style table definitions in NIL, Jeroen! You KNOW that!
18:51TEST
TEST Take III
18:51FIXED
FIXED WTF was I doing?
18:48TEST
TEST Take II
18:48FIXED
FIXED Var typo
18:46TEST
TEST And let's pray it works pretty quickly...

Take I

18:45DONE
DONE Set up the new ability announcement text
18:42NOTE
NOTE I do realize I forgot something, so I do need to take care of that!
18:42DONE
DONE I've set up a system that SHOULD teach new abilities if the requirments are met... I doubt this will go right in one go, and I expect tons of cockroaches, but we'll have to see
17:35TODO
TODO check the food in my kitchen
17:35SCRIPT
SCRIPT Meta table for quick finding skills for characters
17:16DONE
DONE preparations for learning new moves
16:31STATUS
STATUS Brendor Let's make sure all my repositories are up-to-date... and get myself a well-deserved break, as my work today may not look much, but it was more complex than it looked!
16:30STATUS
STATUS However I need to take a break now, so I'll keep that for later, likely tonight.... Since this is an important part of the game, I want to do this right... It's not likely I need tons of code for that, but the code I need to write is not really easy to formulate right... That is not a NIL issue... That is just the difficulties of coding in general!
16:29PLAN
PLAN Just as in the original game, the plan is to make nothing happen on the moment you get the required levels to learn a new ability but to replace the attack move on the moment you get the required level (or other requirements for that matter). The way I set things up now, does not really allow that approach, but I did find a way to cheat my way through....
15:25TEST
TEST Take V
15:25FUCKYOU
FUCKYOU Wrong static function name?
15:06TEST
TEST Take IV
15:06DONE
DONE extra #use
15:04TEST
TEST Let's check!
15:04FIXED
FIXED The no appearing messages should be fixed now, though
14:54CONFIRMED
CONFIRMED The sound does work, though!
14:54BUG
BUG No crashes but the lv up message does not appear
14:52TEST
TEST Take II
14:52FIXED
FIXED Forgotten declaration
14:50TEST
TEST Take I
14:49NOTE
NOTE New moves will NOT yet be unlocked, this comes later!
14:48TEST
TEST I can at least test if leveling up works in general
14:48LINK
LINK I've linked the achievements to the max levels... however if this fully works the way it should is very extremely hard to test, especially given the current situation.
13:25GAMEJOLT
GAMEJOLT Done!
13:01NOTE
NOTE and that covers the characters I currently have... Of course, now I must link them all to Game Jolt
12:59ACHIEVEMENT
ACHIEVEMENT I ain't afraid of no quake (reference to how Duke Nukem mocked the game Quake... prior to the release of Quake, btw)
12:55ACHIEVEMENT
ACHIEVEMENT This world of water (reference to the same named 1980 song by New Musik)
12:53ACHIEVEMENT
ACHIEVEMENT Fångad av en Stormvind (Reference to the winning Eurovision Song Contest entry by Carola from Sweden)
12:50ACHIEVEMENT
ACHIEVEMENT We don't need no water let the motherf**r burn! (Reference to Fire-Water-Burn by the Bloodhound Gang).
12:49ACHIEVEMENT
ACHIEVEMENT Priori Incantatum (reference to the same named phenomenon in the Harry Potter franchize)
12:45ACHIEVEMENT
ACHIEVEMENT Black Valvet (reference to the same named popsong)
12:44ACHIEVEMENT
ACHIEVEMENT Irravonia The cold never bothered me anyway (no need to explain that one).
12:43ACHIEVEMENT
ACHIEVEMENT The only brew for the brave and true comes from the green dragon (reference to Lord of the Rings, were Merry and Pippin sing this song while dancing on the table in a pub).
12:40ACHIEVEMENT
ACHIEVEMENT Vandaag is rood! (reference to a Dutch pop song by Marco Borsato)
12:38ACHIEVEMENT
ACHIEVEMENT The Sword of Justice (reference to the sword carried by Lady Justice)
12:38ACHIEVEMENT
ACHIEVEMENT Mysterious as the Dark Side of the Moon (reference to: "I'll make a man out of you" from Disney's Mulan)
12:33SCRIPT
SCRIPT Skill level up SHOULD work now, but the time's not yet right to test that, but I'm almost there!
12:06STATUS
STATUS Now that Rebecca has a full skill exp bar on her sword skills I can also easily test skill level up, so here goes
11:13BOOST
BOOST Heal in combat was VER Y VERY slow
11:13FIXED
FIXED mini-fix
11:12CONFIRMED
CONFIRMED All's good now!
11:04TEST
TEST Take V
11:04FIXED
FIXED sprintf error
11:01TEST
TEST Take IV
10:56FIXED
FIXED Tag failure
10:53TEST
TEST Take III
10:53FIXED
FIXED That has been fixed of course
10:53STUPIDITY
STUPIDITY Forgot to link the ability list to the combat situation
10:53INVESTIGATION
INVESTIGATION I wonder why
10:53BUG
BUG The ability list is shown blank
10:42TEST
TEST Take II
10:42FIXED
FIXED Missing comma.... doh!
10:40TEST
TEST Let's check it out - Take I
10:39LINK
LINK I made the link from the combat menu to the abilities screen, and except for the fact that AP are neither checked no subtracted yet, this should mean that abilities should work now
- = 6 Dec 2019 = -
22:48NOTE
NOTE And the 'RemoveAP' field will also do nothing ... yet!
22:48LINK
LINK I've set up a link between the ability selector and the combat routine... Howeve the combat routine will NOT yet ask for the ability selector so nothing will happen if you select an ability
22:35TEST
TEST Eric Take III
22:35FIXED
FIXED I hope I can fix it THIS way
22:29TEST
TEST Take II
22:29FIXED
FIXED Ah, a code typo in the declaration line
22:28FUCKYOU
FUCKYOU Fix ignored!
22:22FIXED
FIXED Class issue
22:19TEST
TEST Let's see if that has the effect I'm hoping for!
22:19ENHANCEMENT
ENHANCEMENT I've tried to link the item usage to this... This should fix a rather complicated to explain bug
22:11ENHANCEMENT
ENHANCEMENT I've set up a LM_Action system (LM = Left Mouse... An action to be taken from the status window when the left mouse mouse button has been pressed)
21:58CONFIRMED
CONFIRMED No parse errors, so i hope this works out!
21:54NOTE
NOTE The first level up will still cause some pain, but after that things should automatically fix up, and new characters should not suffer at all!
21:53FIXED
FIXED #93 ... Well at least I hope so....
21:31TEST
TEST Take IV
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