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 | ||
13:46 | FIXED | And in the process I found out why the streched areas were not being animated.... |
13:46 | KTHURA | Is being translated to C++ now |
- = 29 Aug 2020 = - | ||
14:50 | MAP | Area 003 Lost Ark |
13:58 | OFFTOPIC | She's pretty good! |
13:55 | C++ | Apollo is now in a workable state.... My biggest challenges there now are attaching Kthura and Dijkstra to them... Dijkstra most of all I'm concerned about, to be honest, due to the heavily node based nature of Dijkstra, but perhaps I can deal with that... :-/ |
- = 26 Aug 2020 = - | ||
13:50 | STATUS | Yes, I do know it says "FATAL ERROR" but that error is only the result of things not yet being done completely, but as the "Hello World!" message was written in Lua, it could not appear if contact with Lua wasn't established and that shows that stuff is actually working now! |
10:22 | STATUS | Before I mess any further with Lua though I need to have a few things in order! |
10:19 | STATUS | For Apollo it's almost time to get Lua on the roll (and then the (Apollo version of the) Blue Screen of Death will also no longer show). |
10:05 | FIXED | Lua 32/64bit conflict in Apollo |
- = 25 Aug 2020 = - | ||
21:47 | FIXED | Linkup error |
21:24 | TEST | Let's first run a test on the new area in the Lost Ark, though |
21:24 | C++ | Well, some preparational work has been done... Wish me luck, as the documentation of Lua is on the C-side of the language still a bit vague |
21:00 | OFFTOPIC | Unbelievable |
19:13 | LINK | I've Linked the Lua engine to Apollo.... It doesn't make any calls to Lua yet, but at least I can see that in basics it works... good! |
19:10 | POWERSHELL | First of all copied the dll into the project... PUC-Rio strongly advices that road, so let's follow suit, eh? |
19:09 | STATUS | In the Apollo engine the time has now come to get Lua to work... I've never attached Lua to a C++ project, and the other projects I've done this in made it ridiculously easy. Now I have tried this before in a Go remake of Lua, and there it looked a bit awkward, yes, but not that hard.... We'll see.... |
19:07 | STATUS | I'll test them later! |
19:07 | MAP | ANother area of the Lost Ark |
18:33 | C++ | Extra work for Apollo done |
17:24 | FAILURE | Oh, they fixed MonoGame/
MonoGame#7317 By the time I alreadys set up the most important basis for my own engine, on the point that I'm close to including Lua.... Oh, well... |
1:20 | C++ | Well this didn't go the way I wanted it, but at least I GOT something to put text on screen now, and it obviously also appears to be pretty fast too.... |
- = 24 Aug 2020 = - | ||
21:01 | OFFTOPIC | If this is the reason why MonoGame has no font support (MonoGame appears to use SDL as well) then it appears the error is 100% SDL not properly set up... That could really put a damper on things, so I hope not! |
21:00 | FAILURE | TTF crashes my game engine in SDL.... No proper error message nor any useful information from the front for C++ error thrower. Now I had font trouble before in SDL when I tried the Go variant, and the community was about as usefuly (and polite) as the usefull of the information VS2019 provides me... |
16:14 | STUDY | I've completed my study over font usage for Apollo... This *WILL* make my life significantly better, I tell ya! |
15:45 | OFFTOPIC | And if you thought you'd seen it all |
15:45 | STATUS | The next step would be allowing fonts... Something NALA couldn't do because of MonoGame being a half-assed product |
14:46 | CONFIRMED | It all works! YAY! |
9:45 | C++ | A big operation in Apollo was done. This was needed as otherwise things would really have gone messy on me in the future.... |
- = 23 Aug 2020 = - | ||
13:10 | FIXED | And a coordinate issue |
13:10 | FIXED | Some label issues |
11:58 | MAP | Area 002 - Lost Ark |
9:50 | CONFIRMED | All linkups work |
9:04 | TEST | A quick is required now... Not that I expect much trouble, but hey, always test, eh? |
9:03 | LINK | Link script set up |
8:25 | MAP | Zone implemented in Xenor Bushes North to which I can link the entrance script |
8:25 | SASKIA | Base script |
7:54 | NOTE | I already got this piece, so I only had to hook it up |
7:54 | MUSIC | "The Snow Queen" by Kevin McLeod will be used for this place (just as in the original game). |
7:53 | MAP | Entrance done for "The Lost Ark" |
0:12 | BACKUP | Running |
- = 22 Aug 2020 = - | ||
23:11 | STATUS | Of course, before all else, I'm gonna focus on that dungeon first... Well, as far as my work on Apollo allows it as that is going through the more complicated stage now, but as long as I can combine it.... When the complex part of Apollo is done I should priortize this game a bit more, but I must also mind my own health as things are slowly getting the better of me |
22:59 | STATUS | I've worked everything out until reaching Xenor Bushes North -- This will be the place were the entrance to the 1st New Game+ only dungeon will be, and I can confirm that the barrier has indeed disappeared, which is wonderful! |
22:29 | TEST | Well? |
22:29 | FIXED | Triple case error |
22:05 | STATUS | AT LAST! |
22:00 | TEST | Let's see now! |
22:00 | FUCKYOU | Anymore trouble? |
21:59 | FIXED | Fixed that! |
21:59 | FUCKYOU | Code order issue |
21:53 | TEST | Let's see now then... |
21:52 | BOOST | Not to mention that I also gave a little bit of a resistance bonus in the New Game+ |
21:52 | FIXED | That'll do |
21:47 | BUG | In the New Game+ Eric had to start with all his magic groups activated... That does not happen |
21:35 | TEST | And let's go again! |
21:35 | FIXED | Syntax error |
21:14 | FIXED | Scope Error |
21:09 | TEST | And another take! |
21:09 | FIXED | Lack of "self" |
20:59 | TEST | Let's see... |
20:59 | NOTE | The first extra dungeon that should open due to this is in Xenor Bushes North and it'll be awhile before I get there.... |
20:57 | NOTE | Hard to check out fully now, but at least I can make sure no bugs occur. |
20:57 | DONE | Bonus points due to New Game Plus |
20:19 | STATUS | Of course, I only have access now to Irravonia's prologue mission, but I can already see if I can set a few things up |
20:18 | CONFIRMED | Both bugs appear fixed now! |
20:12 | TEST | Hopefully! |
20:12 | FIXED | Should now be fixed |
20:11 | SOLVED | Request to register the failure was set on the wrong spot in the code |
20:10 | DEBUG | Log confirms that the failre is NOT registered.... Why? |
20:06 | TEST | Let's see! |
20:06 | FIXED | I think I tacked the first one completely |
20:06 | DEBUG | An extra debug check on the latter one |
20:05 | COCKROACH | And the GJ security blockout also appears to be persistent! |
20:05 | COCKROACH | NG+ bonus on travel bonus not right |
20:00 | TEST | Again! |
20:00 | FUCKYOU | Such things NEVER go right in one go, though! |
19:52 | FIXED | I've put in a temporary "gjfail" variable.... This variable will not be saved, so when GJ fails now, your game will still be valid for GJ in general |
19:48 | BUG | I see that when GJ fails to login achievement cause security errors.... |
19:30 | TEST | A small test will need to be done |
19:28 | GAMEJOLT | That will be Game Jolt's task to fix.... It' very likely a conflict between my system and theirs as a result to their long maintenance, yesterday |
19:27 | FAILURE | |
19:25 | FIXED | That's been taken care of! |
19:23 | BUG | I see the travel emblems do not yet respond properly to being NG+ |
19:16 | C++ | I've done some work on Apollo.... Loads of work and not a single pixel will appear on screen for that YET... But the work was important nonetheless... |
- = 21 Aug 2020 = - | ||
21:05 | C++ | I did however make progress in my C++ work, so it's not all that bad! |
21:05 | GAMEJOLT | Was in maintenance today, and due to my reliance on the GJ API, that stops the game development for today.... |
- = 20 Aug 2020 = - | ||
21:27 | FIXED | Confirmed #249 fix |
21:19 | NOTE | Although i was working on other stuff, but I had to take care of that one quickly (unfortunately). |
21:19 | FIXED | I think I fixed it! |
21:15 | HUH | |
21:13 | CONFIRMED | This looks good |
21:05 | TEST | Well, let's see.... :-/ |
20:35 | NOTE | The Script notification I made earlier will help me there |
20:34 | NOTE | For now, all I can do is start a game up and make sure the system marks this as a New Game+ |
20:34 | SYSTEM | I've temporarily moved my True Abyss savegames to a different folder... This is to make sure no crazy things will happen to them, as I may need them for more tests later! |
20:08 | STATUS | And when it comes to Dyrt, I am right now focussing on getting the New Game+ started... Where the test gets hard is is the fact that the game will then start with a lot of scenario, and it *is* potentially hard to test if stuff all works... Of course, this is no excuse not to get things to work, but it will make things harder.... |
20:06 | C++ | Well other than that I got JCR6 to work in VisualStudio... Due to Microsoft's stunt without any form of compression yet, but that doesn't matter... Compression wasn't my most crucial point anyway, and my experiments for lzma are only planned for the future in C++ already, and if lzma can be set to work then I wouldn't have aimed for zlib anyway |
18:23 | FAILURE | MICROSOFT!!! YOU BLUNDERING IDIOTS! "Deprecating standard C features" |
17:23 | SCRIPT | I've set the field to show you you are in a New Game+ if you are are actually doing so! |
17:23 | C++ | I've set up GINIE to work in C++ |
- = 19 Aug 2020 = - | ||
21:39 | STATUS | True Abyss Test Complete |
14:20 | C++ | Successfully build myself a Lua library for C++... I should not be happy too early, but with Lua successfully built and some tests in SDL going well, things are going well on the road... That was quite unexpected... C++ and I have NEVER been good friends... so.... I wonder when things go terribly wrong beyond my control... |
12:14 | CONFIG | A lot of reconfiguration has to be done here |
12:14 | BACKUP | Running |
12:02 | STATUS | None of the open issues in the game though are really suitable to fix in the True Abyss, added with that I also must note, that the (for now) final tests of the Abyss draw near... I think I can better focus on that test first when it comes to this game |
11:39 | C++ | So a redo in C++ is becoming realistic now... I guess... |
11:39 | SITE | Added tag C++ |
11:00 | FAILURE | It appears the Apollo project has failed in C#, this most of all due to that fucking MonoGame not functioning the way it should and its developers not yet responding to my outcry for help... Now don't question my patience... I got a very very big project on the line because of this, and I must move on... On this moment I'm digging through documentation written by LazyFoo about SDL2 for C++ in VisualStudio and so far I like what I'm reading... If implementing Lua will go just as easy, as well as implementing my JCR6 library (which I already have), that I got good hope that translating Kthura to C++ won't tax me at all... C++ seems to provide most I need to make Kthura run smoothly except for a garbage collector, but even that can be taken care of smoothly, as I already got a few ideas to make that happen... I just need to make a few steps back here... |
- = 18 Aug 2020 = - | ||
20:59 | FAILURE | Why did VS2019 only allow up to .NET 3.1 while I did ask up to 4.8? |
19:24 | FIXED | I THINK I fixed it though.... |
19:22 | HUH | Even more huh, the screenshot got out of my clipboard, so all data I need is lost! |
19:22 | HUH | Crash upon using a banana |
18:42 | CLOSED | |
18:41 | CONFIRMED | IT WORKS! |
18:33 | TEST | Let's see now! |
18:32 | FIXED | ">" != "<" |
18:32 | BUG | Cancelling itself works, but there are issues with the coordinates |
18:25 | TEST | II |
18:25 | FIXED | Case error |
18:21 | TEST | Let's see.... |
17:48 | SCRIPT | The button has been scripted |
17:08 | NOTE | If you get how much trouble that one just to get an "X" on the screen, it's downright depressing! |
17:07 | CONFIRMED | IT'S THERE! |
17:04 | TEST | Take IV |
17:04 | VOID | Reference issue |
17:00 | TEST | Take III |
17:00 | STATUS | Siiiiiiiiiiiiiigh! |
17:00 | FIXED | Code typo |
16:54 | TEST | Take II |
16:54 | FIXED | Fixed that |
16:53 | STUPIDITY | Class config error |
16:45 | SCRIPT | I've set the script to show the icon.... Clicking it won't do any good yet, though |
16:43 | NOTE | Some real life stuff in my way |
13:38 | FAILURE | GOOD IDEA!!!! NOT!!! |
13:32 | ART | Close Icon for #35 |
12:26 | CHECKED | Well, I've checked if NALA (based on the old MonoGame templates that I no longer seem to be able to use for some silly reason) DOES work in VS2019... If worst comes to worst I can still take NALA as my basis, strip it completely to all Bubble references and sources and use that as my basis for the Apollo Basic Game Engine and RPG engine.... It's not the road I wish to travel though, but it's better than nothing.... I always wonder why stuff like this always happens... It wastes tons of my valuable time... It does show however why I rely so much on my own engines as much as possible... Then I got all trouble in my own hands... 3rd party stuff is always a disaster for some reason.... (But unfortunately something we cannot do without).... :-/ |
12:12 | FUCKYOU | Okay, let's make the guys at MonoGame themselves sort this out as I'm out of clues now: MonoGame/
MonoGame#7317 |
12:12 | FAILURE | Whatever I try MonoGame keeps failing |
11:15 | FAILURE | A lot is going wrong though.... But then again.... Stuff never went right on me in this stage of things.... Needless complication is an issue, I suppose |
9:59 | SYSTEM | The NALA engine was completely developed with VisualStudio 2017. I've now installed VS2019, and for now I'll focus on that when it comes to the development of Apollo... The CLI version of Apollo is nearly completed, and appears to work well in VS2019... MonoGame is acting up on me, so I had to re-install it and was even forced to move to VS2019 that way... |
9:15 | APOLLO | The script can access that now properly |
- = 17 Aug 2020 = - | ||
23:46 | APOLLO | I've taken care of the ID process... Important |
21:10 | FIXED | Is the void fixed now? |
21:10 | STUPIDITY | I thought I did |
21:02 | VOID | I dunno what happened but I voided it |
20:30 | TEST | Take VII |
20:30 | STATUS | I had a few other things to take care of before I could resume the action |
19:33 | STATUS | Which reminds me it was for good reasons I made another run here |
19:33 | FIXED | Blockmap issue floor 65 |
19:32 | CONFIRMED | Lightning works now! Whooohooo! |
19:10 | TEST | Take VI |
19:10 | FIXED | infinite loop |
19:05 | TEST | Take V |
19:05 | FIXED | Pure idiocy |
18:54 | TEST | Take IV |
18:54 | FIXED | Syntax Error |
18:49 | TEST | Take III |
18:49 | FUCKYOU | Identifier trouble |
18:26 | TEST | Take II |
18:26 | LINK | Linked the spellani to the abilities in question |
18:25 | STUPIDITY | HOLD THE SHOW! I forgot something important! |
18:19 | STATUS | And I'll take a few extra True Abyss Levels in the process... |
18:19 | NOTE | Needs to be tested first of course |
18:18 | SPELLANI | Lightning |
17:25 | ART | A few mirror effects |
17:23 | SYSTEM | Yeah, those updates can be really terrible sometimes |
17:23 | UPDATED | Paint.net outdated |
17:17 | GENERATION | (About time too) |
17:17 | GENERATION | Jukebox was outdated.... So I regenerated that |
17:14 | TRANSFER | Audio Thunder Clap |
16:56 | APOLLO | Expanding some file support |
16:55 | APOLLO | Now since the Star Story redo may be the first game that will be developed with the Apollo engine, I guess I should start that Devlog already.... hahahaha! |
16:52 | APOLLO | I'm working now on a new engine called Apollo.... Yes... Unfortunately it will replace NALA and the underlying Bubble system... It was to be expected that Dyrt would expose some nasty things requiring me to start anew... Oh well.... |
16:51 | SITE | Added tag APOLLO |
- = 16 Aug 2020 = - | ||
13:43 | JCR6 | I've given JCR6 an overhaul in the error handling... Please note none of the programs so far can pick this up, so the one is still present (as deprecated), and I also did not yet set the drivers to cooperate well with this.... |
- = 15 Aug 2020 = - | ||
9:47 | NEIL | Only a few more additions need to be done and then Neil is finally fully ready for action.... Isn't that exciting, folks? |
9:46 | NEIL | And more stuff done |
- = 14 Aug 2020 = - | ||
12:49 | STATUS | Not yet tested though, and I expect a lot to go wrong! |
12:44 | NEIL | I've tried to put a "Try--Catch" clause in Neil.... As I already decided that NALA will have to be succeeded by a new engine, the Try-Catch clause can really help me to put a better error handler in that new engine, I tell ya! |
- = 13 Aug 2020 = - | ||
23:15 | CLOSED | #124 -- Although testing that is impossible now.... It shouldn't give that much trouble! |
18:53 | JUDGMENT | Not perfect, but it will have to do |
18:26 | TEST | Take Four |
18:26 | TEST | I did also fix a little bug in the rotation stuff |
18:26 | NEIL | One of the reasons for developing Neil... To get rid of that! (Not only that, but it's one of the reasons) |
18:25 | FIXED | Case error |
18:20 | TEST | And NOW to take a look at Take Three |
17:58 | STATUS | Before I go to take three... first the news! |
17:58 | FIXED | And another one! |
17:53 | TEST | Take Two! |
17:52 | FIXED | And the first trivial fix had to be done already.... (oh well) |
17:46 | TEST | Take One! |
17:46 | STATUS | Well, I can only test on the way if this all works... wish me luck, as I feel I'm gonna need it, pretty bad |
17:40 | LINK | Linked to Quake Strike |
17:40 | LINK | Linked to "End of the World" |
17:39 | LINK | Linked to the spell "Quake" |
17:35 | SPELLANI | I've worked out the Quake animation... No idea if it works yet, though |
17:16 | STATUS | Like the "Quake" effect |
17:16 | STATUS | I'm however first planning on doing some stuff for the game |
17:16 | NEIL | Yes, somore more is planned later |
17:16 | NEIL | Simple switch support.... |
16:13 | NEIL | Old style case support |
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