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
1:33FIXED
FIXED Eric Spell name error
1:29FAILURE
FAILURE How well people manage to "counter" Lubach after he exposed "right" politics the way it truly is....
1:28TEST
TEST Let's do a little test
1:12TODO
1:09DONE
DONE And the kills will count up when you kill an enemy... Oversoul comes later
0:49DONE
DONE I've set up the meta table for oversoul as well, although the oversoul enemies will not come before I begin on Xenor Bushes North
0:47DONE
DONE Okay, I couldn't resist, taking care of this.... The counter how many specimen you killed of a certain monster will now be counted....
- = 24 Nov 2019 = -
23:17BACKUP
BACKUP Running! And I'm outta here :P
23:17BITBUCKET
BITBUCKET Up-to-date
23:17GITHUB
GITHUB Up-to-date
23:14STATUS
STATUS THAT should do it for today
22:28TEST
TEST Take XXV
22:28BALANCE
BALANCE I lowered the HP of the red slime
22:28FIXED
FIXED And the torches not being animated should now be fixed as well
22:28CONFIRMED
CONFIRMED That was confirmed by the last take
22:27FIXED
FIXED I did fix the wall
22:12TEST
TEST Take XXIV
22:12STUPIDITY
STUPIDITY Ah....
22:03TEST
TEST Take XXIII
22:03EXPERIMENT
EXPERIMENT I hope this works....
21:58BUG
BUG Far from satisfying, but at least no more crashes
21:56TEST
TEST Take XXII
21:56VOID
VOID ??
21:55HUH
HUH ???
21:52TEST
TEST Take XX
21:52STATUS
STATUS Aziella Ready to continue
21:14STATUS
STATUS Take XX will wait, as I'm gonna watch "Zondag met Lubach!" ... see you later!
21:14SOLVED
SOLVED Ah, so that takes that cake
21:12FAILURE
FAILURE Tile() cannot be 'nil'
21:10TEST
TEST Take XIX
21:10VOID
VOID Did I void that?
21:10HUH
HUH WHAT?
21:06FIXED
FIXED And that fixes this crash
21:05GENERATION
GENERATION I had to recreate the negative file
21:02TEST
TEST Take XVIII
21:02FIXED
FIXED Illegal function call
21:00TEST
TEST Take XVII
21:00FIXED
FIXED Moar of that
20:58TEST
TEST Take XVI
20:58FIXED
FIXED Case error
20:56TEST
TEST Take XV
20:55FIXED
FIXED Method typo
20:55STATUS
STATUS All parse errors appear to be accounted for
20:47TEST
TEST Take XIV
20:47FIXED
FIXED Illegal function call
20:44TEST
TEST Take XIII
20:44FIXED
FIXED There was confusion over the end end of a 'repeat' scope... I hope I fixed that
20:39TEST
TEST Take XII
20:39FUCKYOU
FUCKYOU Shit computer!
20:39VOID
VOID I shall replace all signs with self. -- Happy now?
20:38FUCKYOU
FUCKYOU Merya Yeah, yeah!
20:34TEST
TEST Take XI
20:34FUCKYOU
FUCKYOU Whatever
20:32TEST
TEST Take X
20:32HUH
HUH WHAT?
20:29TEST
TEST Take IX
20:29VOID
VOID For now I just voided that with replacing them with the keyword 'self'....
20:29BUG
BUG I really must see how I can fix that issue in combination with functions
20:29TEST
TEST Take VIII
20:22VOID
VOID I voided that .... (I refuse to speak of a fix, as the syntax WAS completely legal)
20:21COCKROACH
COCKROACH When it must crash it shall!
20:16TEST
TEST Take VII
20:16VOID
VOID Voided you now?
20:16FUCKYOU
FUCKYOU Okay, okay! Whiner!
20:14TEST
TEST Take VI
20:14VOID
VOID I hope I voided that one
20:13HUH
HUH WTF?
20:11TEST
TEST Take V
20:10FIXED
FIXED NIL != C#
20:09TEST
TEST Take IV
20:08FIXED
FIXED Another one
20:06TEST
TEST Take III
20:06FIXED
FIXED Lack of self
20:02TEST
TEST Take II
20:00FIXED
FIXED Declaration error in arena code
19:51TEST
TEST Test I
19:51MAP
MAP The random encounter setup has been set, so let's roll 'em boys!
19:48FOE
FOE Tiger
19:44TRANSFER
TRANSFER Tiger Art
17:16FOE
FOE Dernor Red Slime
17:05TRANSFER
TRANSFER Red Slime Art
17:02STATUS
STATUS Before I can test this all out, I must first make sure the monsters are properly set, and I must note that I do wanna add a few new enemies here.... so let's get to that first!
16:47ARENA
ARENA I've set up the arena for dungeons in general and most notably the exam ruines, but there's no telling yet if they work the way they should
16:47SITE
SITE Added tag ARENA
15:39STATUS
STATUS Now it's time to prepare for the battles though, as I do need a good combat arena for this place....
14:48CONFIRMED
CONFIRMED ANd the label bug I fixed before has also been confirmed to be fixed
14:48CONFIRMED
CONFIRMED That all works
14:46TEST
TEST Take A
14:46LINK
LINK Manual linking done
14:37STATUS
STATUS Since 005 is not connected to room 004 but to room 003 (due to the circular nature of this dungeon), it'll take some manual linking here too, I suppose
14:36MAP
MAP Not that it matters right now, but I've set the area 001 and 005 to non-encounter rooms..... 006 will be the puzzle room, so also no encounters there 008 will (in the current planning) be the room where the boss can be found, so no random encounters there either.
14:35MAP
MAP Area 005
14:21FIXED
FIXED Only one tiny issue with the labeling of the secret passage here.... For the rest everything works
14:08TEST
TEST Take ONE (out of ONE, I hope)
14:05LINK
LINK Done
14:00TECHNO
TECHNO As the numbers do not really catch up this time (as that was impossible) some manual linking needs to be done!
13:59MAP
MAP Set up area 004
12:48FIXED
FIXED Fix confirmed
12:47FIXED
FIXED I think I fixed the issue placing the word "Wind" always as the start wind direction on an exit, in stead of the wind direction the user asked for
- = 23 Nov 2019 = -
20:47NOTE
NOTE Time for a break!
20:47GAMEJOLT
GAMEJOLT Updated there too....
20:17STATUS
STATUS And right on time, as I hear my grill bleeping meaning my dinner is ready ;)
20:16CONFIRMED
CONFIRMED Not that it was to be expected otherwise (since if this didn't work, it couldn't have worked in the editor either since the same class file was used to cause this effect), but it does work in the game....
20:14SYSTEM
SYSTEM Rebecca On this moment my project device is being defragmented.... As I was planning to end this session for today soon, this shouldn't do too much, but it does slow things down a bit....
20:13TEST
TEST I do need to see how well the game picks this up, so here goes....
20:13GAMEJOLT
GAMEJOLT The Game Jolt release comes later...
20:09RELEASE
20:05INNOSETUP
INNOSETUP I've created the new installer for Kthura
20:05SITE
SITE Added tag INNOSETUP
20:03KTHURA
KTHURA Sounds a bit early to come up with that tag,eh? I did so as I will very likely release this new version of Kthura that came out in the process asap....
20:02SITE
SITE Added tag RELEASE
20:02KTHURA
KTHURA Complete rebuild
20:02NALA
NALA I don't have to edit NALA, but I must recompile NALA in order to take advantage of this... NALA uses the same class files as the Kthura editor does, so any change to the editor will affect NALA and vice versa
19:58UPDATED
UPDATED Version info
19:29TECHNO
TECHNO For Pics I needed no changes... First of all... Pics were only meant to easily convert TeddyBear levels and second, Pics are technically the same as obstacles, only without a center hotspot, that's all, but that doesn't matter for animations
19:28FIXED
FIXED I also fixed this for the TiledArea, but I cannot check if that works....
19:27FIXED
FIXED Just as I thought!
19:25INVESTIGATION
INVESTIGATION The animation routine does appear to make the animation cycle, so what is happening to the torch itself?
19:17INVESTIGATION
INVESTIGATION Why?
19:17COCKROACH
COCKROACH NOPE!
19:17TEST
TEST Does it?
19:17KTHURA
KTHURA The animation SHOULD work now
18:46CONFIRMED
CONFIRMED IT DOES!!!
18:46CONFIRMED
CONFIRMED At least THAT appears to be working... Of course, that does not yet do the animations themselves, but at least the data appears to be modified in memory now... Let's see if it also saves well to disk.
18:42KTHURA
KTHURA Modifying should at least pick things up properly now....
17:54KTHURA
KTHURA The modify tab should now respond to the fact if a animation speed was set or not
17:52CHECKED
CHECKED But indeed, the modifier does not appear to notice, so I guess we got some work there...
17:51CHECKED
CHECKED Oh, what the heck... I've checked some of the source.... The data shown does at least indicate that the animation speed should have been appointed to the object upon creation
17:49STATUS
STATUS Scyndi And now the animation issue, although, I may wanna wait until the news is over, as I am short on time now....
17:19NOTE
NOTE Well, I am not fully happy I must say, but for now this will have to do....
17:17KTHURA
KTHURA I've enhanced the texture selector, but does it work the way it should?
17:06CONFIRMED
CONFIRMED But indeed as expected no crashes at all!
17:06FIXED
FIXED Missing "#endregion"
17:06TEST
TEST Let's check if the system indeed doesn't crash (which I deem unlikely, but hey, you never know).
17:05LINK
LINK I've linked this class to the Kthura editor core..... This will not have any visual effect, so all I can test now is the absence of crashes... When the Texture List stage is being set up I can actually get to showing the effect of my labor
17:01KTHURA
KTHURA I've set up a class which can quicky scan if textures are used or not.... Please note it does not COUNT how many times they are used (although this is also easily possible to implement if I need that), it only scans if it's used at all or not!
16:35STATUS
STATUS Before I really move on with the game, I'll first get some work done on Kthura.... First of all the animations do not work yet, but there's also a bit of a frustration of mine that this project is getting more and more texture to work with, and since most textures are used multiple times I often waste loads of time with trying to find them back.... The latter will require me to work out the editor some more, but the former too, so my full focus will be in VIsual Studio today....
- = 22 Nov 2019 = -
23:32STATUS
STATUS Well, the situation is for now like this.... I'll first try to get the automated animation feature in Kthura to work. This update would even lead to a new release of Kthura. After that I'll get furhter on the Exam Ruins....
22:00KTHURA
KTHURA Clearly not... Or at least the editor is not as the system appears pretty strange going with that animation speed in general
21:56NOTE
NOTE It's possible the current version of Kthura in C# doesn't support animations yet, however the upcoming edits will tell
21:55TRANSFER
TRANSFER I've transferred the candle and the torch from Sixty-Three First of Lung into this game
21:43ART
ART And adepted them for good uses within Kthura
21:39ART
ART I've made the walls of the exams ruins into diagonal wall form
21:36SEARCH
SEARCH Found it!
21:34NOTE
NOTE Note to self Area on the right side of the map's "ring" will be area 004 and 005 will therefore be the way to the "puzzle" chamber
21:34MAP
MAP A part has been done for area 003
21:26SEARCH
SEARCH I've set up a search for an app I wrote in the past, and which could help me now... I really hope I have a working .exe of that given the current state of the BlitzMax compiler and me not having enough time to recode it in C# at the present time
21:25SITE
SITE Added tag SEARCH
21:21PLAN
21:20CONFIRMED
CONFIRMED GOT THAT MOTHERFUCKER AT LAST!!!
21:11TEST
TEST Take IX
21:11FUCKYOU
FUCKYOU and wasted a lot of time in the process so such a simple thing....
21:11FIXED
FIXED And therefore I think I fixed this issue
21:11SOLVED
SOLVED I think I found the motherfucker hiding in my code
21:05TEST
TEST Before I can move to Take VIII
21:05NALA
NALA Brendor Must rebuild NALA for that
21:04EXPERIMENT
EXPERIMENT I've set things a bit differently, and maybe this can enforce a few things, as these are always a bit nasty situations, especially in a multi state system such as NALA... This rules out the possibility of a VM conflict as that might be what is to blame
21:04COCKROACH
COCKROACH For some unexplainable reasons, the success is and remains "false"
20:56TEST
TEST Take VII
20:56TECHNO
TECHNO In order to translate classes well, some "end" keywords are translated to } as classes are nothing more but enhanced tables in the Lua translation, and so that error came to be, as I forgot an "end" command on a crucial point, but as I did use a "#pure" tag this confused NIL and so this can happen... A very important reason why you should never use #pure in NIL unless you really know what you are doing!
20:55SOLVED
SOLVED Ah, now I got why the } error popped up while there wasn't any } nearby in that NIL script
20:47HUH
HUH What the.....
20:35TEST
TEST Take VI
20:35FIXED
FIXED Syntax error (wasn't there prior to the building issue, while that false code was there, so that proves things are running now... Did that make sense?)
20:23TEST
TEST Take V
20:22NALA
NALA Rebuilding
20:22STUPIDITY
STUPIDITY Ah, the NALA rebuild was not given in the build sequence, and that was in this case required.... Doh!
20:19TEST
TEST Take IV
20:19DEBUG
DEBUG Let's add another debug line as this is getting insane... Not a single reason exists why this can happen, and yet it happens.... So what excuse can the computer come up with?
20:11TEST
TEST I guess this is test III now?
20:11DEBUG
DEBUG an extra debug line
20:08COCKROACH
COCKROACH Now I wonder.....
20:00TEST
TEST And let's test as soon as that's done!
20:00NALA
NALA Rebuilding
20:00FIXED
FIXED This SHOULD be fixed now, but who knows
19:59TECHNO
TECHNO The error can be traced back into the Kthura class for Bubble, so yes, fixing this requires me to recompile NALA
19:56TECHNO
TECHNO That is indeed the case....
19:53COCKROACH
COCKROACH Kewl ... The walk routine always comes to "false"... Did I set a void where it should be a book?
19:45TEST
TEST But does it work?
19:45FIXED
FIXED This should be fixed now, however a test is in order!
19:42TECHNO
TECHNO Irravonia Yup, just as I thought.... The delegate attacher does not check the outcome of the boolean returned stating if the walk was succesful or not....

That was also the most logical reason for this to happen.

19:40CHECKED
CHECKED But at least I think I got one thing tackled
19:40INVESTIGATION
INVESTIGATION It should be noted that since this is complex code, making me have to dig through a source file of 912 lines long (and maybe even more files) this will take awhile to track down....
18:54GITHUB
GITHUB Bug below issued as #87
18:53BITBUCKET
BITBUCKET Updated
18:53GITHUB
GITHUB Updated
18:27BUG
BUG When you walk to a clickable object out of the player's range, the player won't walk to in, and the event tied to it will run anyway. Now with the swords that revealed the bug, this is not a true issue as the spot should never have been blocked anyway (that is a bug on its own), but it allows me to debug this, as when things are out of range thanks to bugs or deliberate blockades this should not happen. Especially in Gagolton where bonuses are out of range while the city is still populated....
18:23CONFIRMED
CONFIRMED The bug with Rebecca and the swords has been fixed
18:18TEST
TEST Okay, now I can test this
18:15DONE
DONE Real life distraction
16:32FIXED
FIXED That should be fixed now.
16:12BUG
BUG For Rebecca that didn't
16:12CONFIRMED
CONFIRMED FOr Eric that worked
16:07TEST
TEST Does it all work? Let's see!
16:07LINK
LINK And I wrote the link code that will link the swords to the scenario
16:07CHECKED
CHECKED Object tag
16:03SCENARIO
SCENARIO Right now, only Eric and Rebecca can respond, but later in the game you can re-enter this place (not that you have much reason to, though) and then the others can respond too, so I had to enter them already, although I can right now only test Eric and Rebecca.....
16:02SCENARIO
SCENARIO I've set up the scenario for the swords....
- = 21 Nov 2019 = -
23:16STATUS
STATUS Well, that issue took the best of my day, so I guess I'll need to call it... Tomorrow I hope I can configure the swords on the floor out, and do some more work on the rest of the dungeon, as this was a complete waste of time, but at least a very crucial bug has been fixed, and that counts for something.... right?
23:10GITHUB
GITHUB I hope all external repositories are up-to-date now
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