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 |
19:24 | TEST |  Take VIII |
19:24 | FAILURE |  I wonder how many more of those I'll have to endure |
19:24 | FIXED |  Interstate link error |
19:20 | TEST |  Take VII |
19:20 | FIXED |  Destructive interstate link |
19:17 | TEST |  Take VI |
19:17 | FIXED |  Interstate link error |
19:14 | TEST |  Take V |
19:14 | FIXED |  Syntax Error |
19:13 | TEST |  Take IV |
19:11 | FIXED |  Code typo |
19:08 | TEST |  Take III |
19:08 | FIXED |  Bad marco referrence |
19:07 | TEST |  Take II |
19:07 | FIXED |  Lack of self |
18:00 | NALA |  Had to be rebuild as a result |
17:46 | NIL |  I've upgraded NIL with quick modifiers... It's still pretty primitive though |
17:45 | DONE |  I've done the work to make the stock appear |
- = 8 Dec 2019 = - |
20:12 | CONFIRMED |  It works! |
20:05 | TEST |  Take XII |
20:05 | FIXED |  Syntax error |
20:02 | TEST |  Take XI |
20:01 | DONE |  Selling items should work now |
19:33 | TEST |  Take X |
19:33 | COSMETIC |  Altering the y coordinate of the sell price |
19:31 | TEST |  Take IX |
19:30 | FIXED |  Illegal table usage |
19:24 | BUG |  Although a new issue arises in the process.... |
19:24 | CONFIRMED |  Yeah, it's fixed |
19:22 | TEST |  Take VIII |
19:22 | FIXED |  (I hope) |
19:05 | COCKROACH |  Still no good, eh? |
19:03 | TEST |  Take VII |
19:02 | FIXED |  That has been fixed |
19:02 | NOTE |  But that could be because none of the items were marked as "sellable" |
19:02 | NOTE |  Nothing happened |
19:00 | TEST |  Take VI |
19:00 | DONE |  Sell price put in |
17:25 | CONFIRMED |  That took care of the little devil! |
17:21 | TEST |  Take V |
17:21 | EXPERIMENT |  Let's see |
17:21 | SOLVED |  I think I found the issue |
17:20 | CONFIRMED |  This cockroach also affects the normal fieldmenu screen.... Meaning we got indeed a structural issue |
17:17 | 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.... |
17:12 | TEST |  Take IV (Or doesn't it?) |
17:12 | 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 |
17:07 | STATUS |  All appears fine now! |
17:04 | FIXED |  More issues with SASKIA's jmp instruction I see |
16:58 | TEST |  Take III |
16:58 | FIXED |  Misformed instruction in SASKIA |
16:53 | TEST |  Take II |
16:53 | DEBUG |  Let's see why SASKIA caused a crash |
16:51 | 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... |
16:50 | FAILURE |  Did my devlogger crash? |
16:43 | NOTE |  Shop itself is alright, but in a callback only surrounding, I guess a different approach was needed, eh? |
16:36 | MAPSCRIPT |  ShopHoer will link to the store routine, although it's just two empty tabs now.... |
16:35 | LINK |  Link code to quickly access a merchant's stock |
15:38 | CONFIG |  Some pre-config for merchants |
15:33 | GAMEJOLT |  Site preparations |
14:33 | SCREENSHOT | |
14:32 | SCREENSHOT | |
14:27 | 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 = - |
20:54 | STATUS |  I'm gonna call it for today! See ya! |
20:54 | BUG | #94 But that is a later concern |
20:53 | CONFIRMED |  It works! At last! |
20:48 | TEST |  Take XXV |
20:48 | FIXED |  And I fixed that... at least this should work now! |
20:47 | SOLVED |  I think the fact that I used the wrong variable as indexer is the source of all evil! |
20:47 | 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! |
20:42 | TEST |  Take XXIV |
20:42 | FIXED |  Illegal constructor call |
20:39 | TEST |  Take XXIII |
20:37 | FIXED |  Metatable indexing error |
20:34 | TEST |  Take XXII |
20:34 | FIXED |  Field name incorrect |
20:30 | TEST |  Take XXI |
20:30 | FIXED |  Now that's done, so no no more issues, I suppose |
20:30 | FAILURE |  And thus the fix was ignored |
20:30 | STUPIDITY |  Forgot to save before rebuilding the game |
20:26 | TEST |  Take XX |
20:26 | FIXED |  That should fix a certain issue |
20:26 | SCRIPT |  Callback for BoxText Background.... |
20:25 | FAILURE |  Devlog HMTL generation lag |
20:23 | NOTE |  That does not yet mean everything's fine now, but at least I got something to continue on |
20:22 | 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 |
20:20 | TEST |  Take XIX |
20:20 | EXPERIMENT |  Sometimes modifying something and bringing it back EXACTLY the way it was "fixes" something, so let's see |
20:20 | DONE |  Brought code back to its original (by the way not broken) form |
20:14 | TEST |  Take XVIII |
20:13 | FIXED |  Illegal function call? |
20:13 | FUCKYOU |  Yeah.... right! |
20:11 | TEST |  Take XVII |
20:11 | EXPERIMENT |  What will happen if.... |
20:11 | TEST |  Take XVII (log checking) |
20:08 | 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... |
20:04 | TEST |  Take XVI |
20:04 | FIXED |  Another target issue |
20:02 | BACKUP |  Runnin gin the background |
20:01 | TEST |  Take XV |
20:01 | VOID |  Target issue |
19:59 | TEST |  Take XIV |
19:59 | FIXED |  Tag error |
19:56 | TEST |  Take XIII |
19:56 | FIXED |  Case Error |
19:56 | STATUS |  Getting closer! |
19:53 | TEST |  Take XII |
19:53 | VOID |  Dirty code straight from Hell! |
19:51 | TEST |  Take XI |
19:51 | FIXED |  Declaration error |
19:51 | TEST |  take X |
19:49 | FIXED |  Abilities mastered from the start should not be checked at all, so "Start" should never have come up here! |
19:47 | TEST |  Take IX |
19:46 | DEBUG |  So some extra debug info will have to do! |
19:46 | INVESTIGATION |  I need to find out what happened here |
19:43 | BUG | |
19:06 | TEST |  take VIII |
19:06 | FIXED |  Wrong property name |
19:03 | FIXED |  Test Take VII |
19:02 | FIXED |  Illegal class call |
19:00 | TEST |  Take VI |
19:00 | FIXED |  Wrong set of brackets? |
18:58 | TEST |  Take V |
18:58 | FIXED |  Use ref error |
18:56 | TEST |  take IV |
18:56 | VOID |  Issue |
18:53 | FIXED |  No dirty style table definitions in NIL, Jeroen! You KNOW that! |
18:51 | TEST |  Take III |
18:51 | FIXED |  WTF was I doing? |
18:48 | TEST |  Take II |
18:48 | FIXED |  Var typo |
18:46 | TEST |  And let's pray it works pretty quickly... Take I |
18:45 | DONE |  Set up the new ability announcement text |
18:42 | NOTE |  I do realize I forgot something, so I do need to take care of that! |
18:42 | 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 |
17:35 | TODO |  check the food in my kitchen |
17:35 | SCRIPT |  Meta table for quick finding skills for characters |
17:16 | DONE |  preparations for learning new moves |
16:31 | STATUS |  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! |
16:30 | 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! |
16:29 | 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.... |
15:25 | TEST |  Take V |
15:25 | FUCKYOU |  Wrong static function name? |
15:06 | TEST |  Take IV |
15:06 | DONE |  extra #use |
15:04 | TEST |  Let's check! |
15:04 | FIXED |  The no appearing messages should be fixed now, though |
14:54 | CONFIRMED |  The sound does work, though! |
14:54 | BUG |  No crashes but the lv up message does not appear |
14:52 | TEST |  Take II |
14:52 | FIXED |  Forgotten declaration |
14:50 | TEST |  Take I |
14:49 | NOTE |  New moves will NOT yet be unlocked, this comes later! |
14:48 | TEST |  I can at least test if leveling up works in general |
14:48 | 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. |
13:25 | GAMEJOLT |  Done! |
13:01 | NOTE |  and that covers the characters I currently have... Of course, now I must link them all to Game Jolt |
12:59 | ACHIEVEMENT |  I ain't afraid of no quake (reference to how Duke Nukem mocked the game Quake... prior to the release of Quake, btw) |
12:55 | ACHIEVEMENT |  This world of water (reference to the same named 1980 song by New Musik) |
12:53 | ACHIEVEMENT |  Fångad av en Stormvind (Reference to the winning Eurovision Song Contest entry by Carola from Sweden) |
12:50 | ACHIEVEMENT |  We don't need no water let the motherf**r burn! (Reference to Fire-Water-Burn by the Bloodhound Gang). |
12:49 | ACHIEVEMENT |  Priori Incantatum (reference to the same named phenomenon in the Harry Potter franchize) |
12:45 | ACHIEVEMENT |  Black Valvet (reference to the same named popsong) |
12:44 | ACHIEVEMENT |  The cold never bothered me anyway (no need to explain that one). |
12:43 | 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). |
12:40 | ACHIEVEMENT |  Vandaag is rood! (reference to a Dutch pop song by Marco Borsato) |
12:38 | ACHIEVEMENT |  The Sword of Justice (reference to the sword carried by Lady Justice) |
12:38 | ACHIEVEMENT |  Mysterious as the Dark Side of the Moon (reference to: "I'll make a man out of you" from Disney's Mulan) |
12:33 | SCRIPT |  Skill level up SHOULD work now, but the time's not yet right to test that, but I'm almost there! |
12:06 | 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 |
11:13 | BOOST |  Heal in combat was VER Y VERY slow |
11:13 | FIXED |  mini-fix |
11:12 | CONFIRMED |  All's good now! |
11:04 | TEST |  Take V |
11:04 | FIXED |  sprintf error |
11:01 | TEST |  Take IV |
10:56 | FIXED |  Tag failure |
10:53 | TEST |  Take III |
10:53 | FIXED |  That has been fixed of course |
10:53 | STUPIDITY |  Forgot to link the ability list to the combat situation |
10:53 | INVESTIGATION |  I wonder why |
10:53 | BUG |  The ability list is shown blank |
10:42 | TEST |  Take II |
10:42 | FIXED |  Missing comma.... doh! |
10:40 | TEST |  Let's check it out - Take I |
10:39 | 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 = - |
22:48 | NOTE |  And the 'RemoveAP' field will also do nothing ... yet! |
22:48 | 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 |
22:35 | TEST |  Take III |
22:35 | FIXED |  I hope I can fix it THIS way |
22:29 | TEST |  Take II |
22:29 | FIXED |  Ah, a code typo in the declaration line |
22:28 | FUCKYOU |  Fix ignored! |
22:22 | FIXED |  Class issue |
22:19 | TEST |  Let's see if that has the effect I'm hoping for! |
22:19 | ENHANCEMENT |  I've tried to link the item usage to this... This should fix a rather complicated to explain bug |
22:11 | 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) |
21:58 | CONFIRMED |  No parse errors, so i hope this works out! |
21:54 | 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! |
21:53 | FIXED | #93 ... Well at least I hope so.... |
21:31 | TEST |  Take IV |
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