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
18:10NOTE
NOTE And hopefully it will go without any crap this time
18:10BACKUP
BACKUP Running
18:09BITBUCKET
BITBUCKET And here too
18:09GITHUB
GITHUB I did update this crap though
18:09NOTE
NOTE This has NOT yet been tested, so I ain't got a clue if this all works
18:08SCRIPT
SCRIPT Attack + Damage set up....
16:54SCRIPT
SCRIPT Accuracy check
16:48DATABASE
DATABASE Accuracy check support
16:00NOTE
NOTE Dernor I'll try to use the old code for this as much as possible... This makes sure the stat balancing is in order
15:59STATUS
STATUS Now that this works I can get onto the actual attacks and stuff...
15:58STATUS
STATUS All clear..... (for now)
15:56TEST
TEST Take XV
15:56FIXED
FIXED Case error in Hurt
15:55FIXED
FIXED Okay, I guess that's back on the move.... :-/
15:51FAILURE
FAILURE It appears to be caused due to a conflict with my backup tool :-/
15:51FAILURE
FAILURE It appears the repository that is tied to this DevLog has gone a bit haywire
15:49MYSTERY
MYSTERY Or Is that my imagination
15:48FAILURE
FAILURE Things really appear wrong here
15:46TEST
TEST Take XIV
15:46FIXED
FIXED Acceptance issue
15:44TEST
TEST Take XIII
15:44FIXED
FIXED And that should fix that stoooooooopid action
15:44LINK
LINK Established
15:43STUPIDITY
STUPIDITY Of course I forgot to make the Hurt messages visible
15:41JUDGMENT
JUDGMENT still pretty fast but acceptable now
15:37TEST
TEST Take XII
15:37COSMETIC
COSMETIC Slowed down the time gauge as this was really too fast
15:35FAILURE
FAILURE The last test was take XI and not IX, but sometimes when my computer lags (like now, due to the backup running in the background) things like key reversal sometimes happens (that or I made a mistake, but the former appears more likely, given the situation).
15:34MYSTERY
MYSTERY Works?
15:34TEST
TEST Take IX
15:29FIXED
FIXED Flicker stance effect
15:10TEST
TEST Take X
15:10FIXED
FIXED Illegal field
15:08TEST
TEST Rebecca Take IX
15:08FIXED
FIXED Typo in code
15:06TEST
TEST Take VIII will have to answer this
15:06EXPERIMENT
EXPERIMENT I think I got this issue covered now, but I cannot be sure
15:03DONE
DONE Mesa Back!
14:33STATUS
STATUS BRB!
14:33TODO
TODO and purchase the bread I need
14:33BACKUP
BACKUP I'll first make a backup
14:32STATUS
STATUS And it won't be easy to get that one under control
14:32INVESTIGATION
INVESTIGATION I think I know why this happens
14:31BUG
BUG It keeps repeating itself and will never link through to the execution stage
14:29TEST
TEST Take VII
14:29FIXED
FIXED Did I fix that?
14:27COCKROACH
COCKROACH Kutverdommeselul!
14:25FIXED
FIXED Take VI
14:25FIXED
FIXED ???
14:24BUG
BUG I take that as a "no"!
14:23STATUS
STATUS All parse stage errors appear to be accounted for, but does everything work now?
14:22FIXED
FIXED Take V
14:21FIXED
FIXED Unknown identifier
14:20TEST
TEST Take IV
14:19FIXED
FIXED Acceptance issue?
14:09TEST
TEST Take III
14:09FIXED
FIXED Misspelled groupname
14:06TEST
TEST Take II
14:06FIXED
FIXED Scyndi Unaccepted group due to order of reading
14:03TEST
TEST Take I
14:03LINK
LINK But for starters I've been linking the (not yet complete) execution group into the flow, and set it to resume the combat afterward... I will need to test if this works the way it was intended
14:02PLAN
PLAN Plus I must also buy myself some bread today
14:02PLAN
PLAN And I'll need to do some stuff on my VS project too, so this will be a bit of complex planning
14:00PLAN
PLAN The plan today, however is to go for the execution of the attack at last, however this ain't gonna be easy, or at least it will be time consuming
- = 31 Oct 2019 = -
19:42BACKUP
BACKUP Done
19:42VISUALSTUDIO
VISUALSTUDIO I've been doing some work here, which was planned anyway.... This work may help me on this project also, so it is therefore still vital.
10:14FAILURE
FAILURE It came to my attention that in Windows 10 (at least on my computer) The Fairy Tale REVAMPED runs terribly slow... Nothing I can do about that right now, as my BlitzMax compiler is broken, and the game will require a complete redo in order to get on the move again.....
- = 30 Oct 2019 = -
21:27NOTE
NOTE It will soon be dumped in the graveyard to die!
21:27GITHUB
GITHUB Void project in original form archived
21:04GAMEJOLT
GAMEJOLT And the trophies can be used to SHOW OFF ONCE MORE.... and we all think.... FINALLY!!!!
- = 29 Oct 2019 = -
23:01STATUS
STATUS All errors caused during parsing appear accounted for
22:57TEST
TEST Take V
22:57FIXED
FIXED needed
22:57TEST
TEST Take IV
22:52FIXED
FIXED Illegal class call
22:50TEST
TEST Let's redo take III
22:50STATUS
STATUS Interrupted
21:59TEST
TEST Take III
21:59FIXED
FIXED Code typo
21:57TEST
TEST Take II
21:57FIXED
FIXED Declaration fault in xmath
21:55TEST
TEST Take I
21:55GENERATION
GENERATION Although it should already have been done, I'll generate the anyway scripts again, to make sure that the class is at least being read.
21:54STATUS
STATUS Brendor Okay, time to test this, but all I can test is the absence of parse errors, as this class cannot yet be tested for full workings yet.... Since the execution routine is not fully ready I cannot yet link this stuff, but I needed it to be ready in order to properly write that routine.
16:03SCRIPT
SCRIPT Hurt class set up
15:31UPDATED
UPDATED So I spent quite some time updating all that crap
15:31STATUS
STATUS Oh my! My nil libs repository REALLY was backlogged
1:32BACKUP
BACKUP Running
1:32CONFIG
CONFIG Backup tool config updated
- = 28 Oct 2019 = -
23:40DONE
DONE a few teeeny weeny things
- = 27 Oct 2019 = -
23:32LINK
LINK The linkup function has been written to make the script able to link all chosen targets to the actual effect calcuator.... This routine is vital as this is decisive in making sure that 1-target move and multi-target moves can run by means of the same script, and makes sure that all targets that should be hit are equally hit.... Sounds more complicated than it is....
23:27SKELETON
SKELETON Execution
23:25UPDATED
UPDATED Lic
23:23GENERATION
GENERATION And this required me to regenerate all Anyway collections
23:23NIL
NIL I've created an empty NIL script which should help me on the execution of moves... Which is to say the actual calculations of damage, healing, buffs, debuffs, status changes, well everything....
14:16STATUS
STATUS And that is as far as time allows me today
14:16C#
And I made a good start to that....
13:23VISUALSTUDIO
VISUALSTUDIO Started the AltDir project... That was planned anyway, and days with little time, like today, are perfect for that
13:08STATUS
STATUS Today I'll be expecting a friend, so I can better refrain from complicated stuff on the game... So I'll go for some easier projects in stead as long as I got the time!
- = 26 Oct 2019 = -
23:44BITBUCKET
BITBUCKET Updated
23:44GITHUB
GITHUB Updated
23:43STATUS
STATUS I do have to wrote a few linkthroughs in SpellAni though
23:42STATUS
STATUS As SpellAni has no value in this stage of the game, I'll have to skip that for now, and move on to the next stage and that's where the action is actually being executed...
23:17BUG
BUG Nothing should make that possible, but this should be a later concern, perhaps later setups can sort this out....
23:15BUG
BUG Almost there, but I wonder what that negative picture was doing there... It doesn't belong there
23:13TEST
TEST Test XIX must point out if this actually does (as it should) make Irravonia appear during her attack
23:07FIXED
FIXED Misnaming issue
23:01VERIFIED
VERIFIED the pictures are not empty... BUT... I can see the naming does not match the way it should be, so that should be easy to fix
23:01SITE
SITE Irravonia Added tag VERIFIED
22:59INVESTIGATION
INVESTIGATION Now time to take a look inside my magic JCR file as I do think we need to sort a few things out here
22:59STATUS
STATUS Not sure if that did what I desired
22:58TEST
TEST Take XVIII
22:58NOTE
NOTE doesn't solve the problem, but a test is in order
22:58COSMETIC
COSMETIC A few changes
22:52CONFIRMED
CONFIRMED Well, that fixes the C# issues, I think, but now Irravonia disappears completely, and that is NOT how things should be, so I wonder what happened!
22:49TEST
TEST Take XVII
22:49FIXED
FIXED And that should fix this entire issue (I hope)
22:49C#
Written a new overload for GetBundle and fixed a faulty one that should never have been declared the way it is
22:49SOLVED
SOLVED I think
22:47ANALYSIS
ANALYSIS And over to TQMG
22:46ANALYSIS
ANALYSIS Code analysis throws the ball back to NALA and not TQMG.... HMMMMM!
22:45INVESTIGATION
INVESTIGATION But why does this impossible scenario take place?
22:44CONFIRMED
CONFIRMED Right, my suspicion was correct
22:43TEST
TEST Take XVI
22:42C#
I've put in a routine that will generate a more proper error message if this is indeed the case
22:41HUH
HUH Now this belongs in the realm of impossibilities.... It would suggest no JCR file is properly attached to the bundle loader... This cannot be possible as that would mean that other bundles would generate the same error.... Irravonia's walking in the field wouldn't be possible by that, so I wonder why it still happens.... :-/
22:38INVESTIGATION
INVESTIGATION Good, at least the system has understood that this is about loading a bundle.... So that means that it must really be TQMG where it goes wrong, or at least where not the right error is being generated to seriously debug.
22:36RESULT
RESULT
22:33VISUALSTUDIO
VISUALSTUDIO And now for more detailed information, so that I'll use for Take XV
22:32POWERSHELL
POWERSHELL I've updated my synchronisation script in order to make sure that negatives are also being synced
22:25BUG
BUG Link established but now I get an error clearly generated by .NET

So I need to sort a few things out here...

22:15TEST
TEST Take XIV
22:15NOTE
NOTE that SHOULD fix stuff, but who knows
22:15DONE
DONE Eric Autoloadpic has been added to the animator
22:08TEST
TEST Take XIII
22:08DEBUG
DEBUG I've split a line to see wtf is happening...
22:08COCKROACH
COCKROACH The log confirms the impossibility, so further investigation is required
22:07COCKROACH
COCKROACH The 'nil' persists despite all impossibilities
21:48TEST
TEST Take XII
21:48FIXED
FIXED 'nil'
21:38TEST
TEST Take XI
21:38NIL
NIL Tried to link stance to this shit
21:26DATABASE
DATABASE I had to adept the database records... All records accounted for!
21:22DATABASE
DATABASE Stance field added
21:20NOTE
NOTE To fix that I need to work out a few more things in my IAA database
21:19SOLVED
SOLVED But I think I know why this happens, and that's pretty silly, actually....
21:18BUG
BUG But nothing happens, and that's no good!
21:18STATUS
STATUS No more error messages
21:17TEST
TEST Take X
21:17NOTE
NOTE I will also watch some commedians so expect some slowdowns
21:14BACKUP
BACKUP Is running
21:14CONFIG
CONFIG Extra configuration to my backup tool
21:10OFFTOPIC
OFFTOPIC Yeah, I'd like to watch TV.... Sometimes... So I did watch Mindfuck
19:54STATUS
STATUS I'm first gonna watch the news
19:54FIXED
FIXED Wrong class called
19:28TEST
TEST Take IX
19:28POWERSHELL
POWERSHELL Aziella So let's run my powershell compilation script
19:28STUPIDITY
STUPIDITY Forgot to recompile NALA after the last upgrades
19:26TEST
TEST And now for take VIII and that brings everything in order, I think
19:25NOTE
NOTE And that was Take VII of course... system is acting up on me
19:25FIXED
FIXED This is the right tag
19:25TEST
TEST Take VIIadd Fixed Missing property
19:23FIXED
FIXED Missing object reference
19:20TEST
TEST Take VI
19:20FIXED
FIXED Missing Executor
19:00CONFIRMED
CONFIRMED Mesa not understand, but mesa things mesa fixed it
18:49TEST
TEST Take V
18:49FIXED
FIXED I hope.... I really don't know or understand it anymore
18:45COCKROACH
COCKROACH Fix ignored
18:45TEST
TEST Take IV
18:45FIXED
FIXED ???
18:41BUG
BUG But there are still things not right!
18:41STATUS
STATUS All parse errors appear to be accounted for
18:39TEST
TEST Take III
18:39FIXED
FIXED Lack of self
18:39TEST
TEST Take II
18:37FIXED
FIXED Declaration syntax errors
18:35TEST
TEST Take I
18:35NOTE
NOTE My food is being prepped now, so that will put a damper on my testings... But then again, so did my getting ill
18:33GITHUB
GITHUB Updated
18:32MEDICAL
MEDICAL I'm still not well, but I guess I'll heave to deal with it.... I feel better than I did several hours before
13:44MEDICAL
MEDICAL Why am I always ill when I got the time to get some work done?
13:05LINK
LINK Merya And link to the next session the spellani
13:05DONE
DONE Heroes should animate now on an action
12:17LINK
LINK That would link everything together forever!
12:16NIL
NIL And I've created the NIL property to make it run smoothly
12:15C#
I've set up a routine that can send to the Lua engine how many frames an animated image has
- = 25 Oct 2019 = -
17:35SCRIPT
SCRIPT Skeleton scope setting
17:21TECHNO
TECHNO This must make sure the attack animation doesn't go too fast
17:21CONFIG
CONFIG Skiptimer
17:18NOTE
NOTE For the short term I did decide to remove the "jump-to-enemy" routine... It will be too much of a hassle, too much risks for bugs, and I've been in the Xenor Bushes way too long by now too...
16:59CHECKED
CHECKED I've checked how stuff reacts to attack poses as they are (mostly) fully animated (well fully is a big word, but they do have multiple frames).
16:45PHANTASAR
PHANTASAR I couldn't resist to start a few things up for my next novel, however this might be a true challenge, as the synopsis is very very short this time and lacks loads of details.... Vital details....
16:44STUDY
STUDY I've been looking into some stuff I may need if I'd still write the VOID IDE for the NIL language
12:03FIXED
FIXED Ah, fixed it!
11:59FAILURE
FAILURE That really sped things up... But NOT in a good way
11:54ENHANCEMENT
ENHANCEMENT I've enhanced TQMG with pixmap manipulation support...
11:05UNDESIREABLE
UNDESIREABLE I did find out that it took hours to get the Big Mama Slime done, however, a look in Visual Studio's memory monitor did show me why, and I feel stupid for that.... But I know what I can do to get that out of the way.... A good night's sleep can do that, eh?
11:04FIXED
FIXED I did fix a few issues I had with Neg
- = 24 Oct 2019 = -
20:59STATUS
STATUS Now it may seem not much has been done, but don't be fooled... This was an important step in getting stuff working in the combat sequence....
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