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
13:46FIXED
FIXEDAnd in the process I found out why the streched areas were not being animated....
13:46KTHURA
KTHURAIs being translated to C++ now
- = 29 Aug 2020 = -
14:50MAP
MAPArea 003 Lost Ark
13:58OFFTOPIC
OFFTOPIC

She's pretty good!

13:55C++
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 = -
13:50STATUS
STATUSYes, 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!

10:22STATUS
STATUSBefore I mess any further with Lua though I need to have a few things in order!
10:19STATUS
STATUSFor 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).
10:05FIXED
FIXEDLua 32/64bit conflict in Apollo
- = 25 Aug 2020 = -
21:47FIXED
FIXEDDernor Linkup error
21:24TEST
TESTLet's first run a test on the new area in the Lost Ark, though
21:24C++
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
21:00OFFTOPIC
OFFTOPIC Unbelievable

19:13LINK
LINKI'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!
19:10POWERSHELL
POWERSHELLFirst of all copied the dll into the project... PUC-Rio strongly advices that road, so let's follow suit, eh?
19:09STATUS
STATUSIn 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....
19:07STATUS
STATUSI'll test them later!
19:07MAP
MAPANother area of the Lost Ark
18:33C++
C++Extra work for Apollo done
17:24FAILURE
FAILUREOh, 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...

1:20C++
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 = -
21:01OFFTOPIC
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!
21:00FAILURE
FAILURETTF 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...

16:14STUDY
STUDYI've completed my study over font usage for Apollo... This *WILL* make my life significantly better, I tell ya!
15:45OFFTOPIC
OFFTOPICAnd if you thought you'd seen it all

15:45STATUS
STATUSThe next step would be allowing fonts... Something NALA couldn't do because of MonoGame being a half-assed product
14:46CONFIRMED
CONFIRMEDIt all works! YAY!
9:45C++
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 = -
13:10FIXED
FIXEDOnyx:Kirana And a coordinate issue
13:10FIXED
FIXEDSome label issues
11:58MAP
MAPArea 002 - Lost Ark
9:50CONFIRMED
CONFIRMEDAll linkups work
9:04TEST
TESTA quick is required now... Not that I expect much trouble, but hey, always test, eh?
9:03LINK
LINKRebecca Link script set up
8:25MAP
MAPZone implemented in Xenor Bushes North to which I can link the entrance script
8:25SASKIA
SASKIABase script
7:54NOTE
NOTEI already got this piece, so I only had to hook it up
7:54MUSIC
MUSIC"The Snow Queen" by Kevin McLeod will be used for this place (just as in the original game).
7:53MAP
MAPEntrance done for "The Lost Ark"
0:12BACKUP
BACKUPRunning
- = 22 Aug 2020 = -
23:11STATUS
STATUSOf 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
22:59STATUS
STATUSI'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!
22:29TEST
TESTWell?
22:29FIXED
FIXEDTriple case error
22:05STATUS
STATUSAT LAST!
22:00TEST
TESTLet's see now!
22:00FUCKYOU
FUCKYOUAnymore trouble?
21:59FIXED
FIXEDFixed that!
21:59FUCKYOU
FUCKYOUCode order issue
21:53TEST
TESTLet's see now then...
21:52BOOST
BOOSTNot to mention that I also gave a little bit of a resistance bonus in the New Game+
21:52FIXED
FIXEDThat'll do
21:47BUG
BUGIn the New Game+ Eric had to start with all his magic groups activated... That does not happen
21:35TEST
TESTAnd let's go again!
21:35FIXED
FIXEDSyntax error
21:14FIXED
FIXEDScope Error
21:09TEST
TESTAnd another take!
21:09FIXED
FIXEDLack of "self"
20:59TEST
TESTScyndi Let's see...
20:59NOTE
NOTEThe first extra dungeon that should open due to this is in Xenor Bushes North and it'll be awhile before I get there....
20:57NOTE
NOTEHard to check out fully now, but at least I can make sure no bugs occur.
20:57DONE
DONEBonus points due to New Game Plus
20:19STATUS
STATUSOf course, I only have access now to Irravonia's prologue mission, but I can already see if I can set a few things up
20:18CONFIRMED
CONFIRMEDBoth bugs appear fixed now!
20:12TEST
TESTHopefully!
20:12FIXED
FIXEDShould now be fixed
20:11SOLVED
SOLVEDRequest to register the failure was set on the wrong spot in the code
20:10DEBUG
DEBUGLog confirms that the failre is NOT registered.... Why?
20:06TEST
TESTLet's see!
20:06FIXED
FIXEDI think I tacked the first one completely
20:06DEBUG
DEBUGAn extra debug check on the latter one
20:05COCKROACH
COCKROACHAnd the GJ security blockout also appears to be persistent!
20:05COCKROACH
COCKROACHNG+ bonus on travel bonus not right
20:00TEST
TESTAgain!
20:00FUCKYOU
FUCKYOUSuch things NEVER go right in one go, though!
19:52FIXED
FIXEDI'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
19:48BUG
BUGI see that when GJ fails to login achievement cause security errors....
19:30TEST
TESTA small test will need to be done
19:28GAMEJOLT
GAMEJOLTThat 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
19:27FAILURE
FAILURE
19:25FIXED
FIXEDThat's been taken care of!
19:23BUG
BUGI see the travel emblems do not yet respond properly to being NG+
19:16C++
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 = -
21:05C++
C++Brendor I did however make progress in my C++ work, so it's not all that bad!
21:05GAMEJOLT
GAMEJOLTWas in maintenance today, and due to my reliance on the GJ API, that stops the game development for today....
- = 20 Aug 2020 = -
21:27FIXED
FIXEDConfirmed #249 fix
21:19NOTE
NOTEAlthough i was working on other stuff, but I had to take care of that one quickly (unfortunately).
21:19FIXED
FIXEDI think I fixed it!
21:15HUH
21:13CONFIRMED
CONFIRMEDThis looks good
21:05TEST
TESTWell, let's see.... :-/
20:35NOTE
NOTEThe Script notification I made earlier will help me there
20:34NOTE
NOTEFor now, all I can do is start a game up and make sure the system marks this as a New Game+
20:34SYSTEM
SYSTEMI'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!
20:08STATUS
STATUSAnd 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....
20:06C++
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
18:23FAILURE
FAILUREMICROSOFT!!! YOU BLUNDERING IDIOTS!

"Deprecating standard C features"

17:23SCRIPT
SCRIPTI've set the field to show you you are in a New Game+ if you are are actually doing so!
17:23C++
C++I've set up GINIE to work in C++
- = 19 Aug 2020 = -
21:39STATUS
STATUSTrue Abyss Test Complete
14:20C++
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...
12:14CONFIG
CONFIGA lot of reconfiguration has to be done here
12:14BACKUP
BACKUPRunning
12:02STATUS
STATUSNone 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
11:39C++
C++So a redo in C++ is becoming realistic now... I guess...
11:39SITE
SITEAdded tag C++
11:00FAILURE
FAILUREIt 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 = -
20:59FAILURE
FAILUREWhy did VS2019 only allow up to .NET 3.1 while I did ask up to 4.8?
19:24FIXED
FIXEDIrravonia I THINK I fixed it though....
19:22HUH
HUHEven more huh, the screenshot got out of my clipboard, so all data I need is lost!
19:22HUH
HUHCrash upon using a banana
18:42CLOSED
18:41CONFIRMED
CONFIRMEDIT WORKS!
18:33TEST
TESTIrravonia Let's see now!
18:32FIXED
FIXED">" != "<"
18:32BUG
BUGCancelling itself works, but there are issues with the coordinates
18:25TEST
TESTII
18:25FIXED
FIXEDCase error
18:21TEST
TESTLet's see....
17:48SCRIPT
SCRIPTThe button has been scripted
17:08NOTE
NOTEIf you get how much trouble that one just to get an "X" on the screen, it's downright depressing!
17:07CONFIRMED
CONFIRMEDIT'S THERE!
17:04TEST
TESTTake IV
17:04VOID
VOIDReference issue
17:00TEST
TESTTake III
17:00STATUS
STATUSSiiiiiiiiiiiiiigh!
17:00FIXED
FIXEDCode typo
16:54TEST
TESTOutsider: Feenalaria, daughter of Vandar Take II
16:54FIXED
FIXEDFixed that
16:53STUPIDITY
STUPIDITYClass config error
16:45SCRIPT
SCRIPTI've set the script to show the icon.... Clicking it won't do any good yet, though
16:43NOTE
NOTESome real life stuff in my way
13:38FAILURE
FAILURE

GOOD IDEA!!!! NOT!!!

13:32ART
ARTEric Close Icon for #35
12:26CHECKED
CHECKEDWell, 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).... :-/
12:12FUCKYOU
FUCKYOUOkay, let's make the guys at MonoGame themselves sort this out as I'm out of clues now: MonoGame/ MonoGame#7317
12:12FAILURE
FAILUREWhatever I try MonoGame keeps failing
11:15FAILURE
FAILUREA 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
9:59SYSTEM
SYSTEMThe 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...
9:15APOLLO
APOLLOThe script can access that now properly
- = 17 Aug 2020 = -
23:46APOLLO
APOLLOI've taken care of the ID process... Important
21:10FIXED
FIXEDIs the void fixed now?
21:10STUPIDITY
STUPIDITYI thought I did
21:02VOID
VOIDI dunno what happened but I voided it
20:30TEST
TESTTake VII
20:30STATUS
STATUSI had a few other things to take care of before I could resume the action
19:33STATUS
STATUSWhich reminds me it was for good reasons I made another run here
19:33FIXED
FIXEDBlockmap issue floor 65
19:32CONFIRMED
CONFIRMEDLightning works now! Whooohooo!
19:10TEST
TESTTake VI
19:10FIXED
FIXEDinfinite loop
19:05TEST
TESTTake V
19:05FIXED
FIXEDPure idiocy
18:54TEST
TESTTake IV
18:54FIXED
FIXEDSyntax Error
18:49TEST
TESTTake III
18:49FUCKYOU
FUCKYOUIdentifier trouble
18:26TEST
TESTTake II
18:26LINK
LINKAziella Linked the spellani to the abilities in question
18:25STUPIDITY
STUPIDITYHOLD THE SHOW! I forgot something important!
18:19STATUS
STATUSAnd I'll take a few extra True Abyss Levels in the process...
18:19NOTE
NOTENeeds to be tested first of course
18:18SPELLANI
Lightning
17:25ART
ARTA few mirror effects
17:23SYSTEM
SYSTEMYeah, those updates can be really terrible sometimes
17:23UPDATED
UPDATEDPaint.net outdated
17:17GENERATION
GENERATION(About time too)
17:17GENERATION
GENERATIONJukebox was outdated.... So I regenerated that
17:14TRANSFER
TRANSFERAudio Thunder Clap
16:56APOLLO
APOLLOExpanding some file support
16:55APOLLO
APOLLONow 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!
16:52APOLLO
APOLLOI'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....
16:51SITE
SITEAdded tag APOLLO
- = 16 Aug 2020 = -
13:43JCR6
JCR6I'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 = -
9:47NEIL
NEILOnly a few more additions need to be done and then Neil is finally fully ready for action.... Isn't that exciting, folks?
9:46NEIL
NEILAnd more stuff done
- = 14 Aug 2020 = -
12:49STATUS
STATUSNot yet tested though, and I expect a lot to go wrong!
12:44NEIL
NEILI'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 = -
23:15CLOSED
CLOSED#124 -- Although testing that is impossible now.... It shouldn't give that much trouble!
18:53JUDGMENT
JUDGMENTNot perfect, but it will have to do
18:26TEST
TESTTake Four
18:26TEST
TESTI did also fix a little bug in the rotation stuff
18:26NEIL
NEILOne of the reasons for developing Neil... To get rid of that! (Not only that, but it's one of the reasons)
18:25FIXED
FIXEDMerya Case error
18:20TEST
TESTAnd NOW to take a look at Take Three
17:58STATUS
STATUSBefore I go to take three... first the news!
17:58FIXED
FIXEDAnd another one!
17:53TEST
TESTTake Two!
17:52FIXED
FIXEDAnd the first trivial fix had to be done already.... (oh well)
17:46TEST
TESTTake One!
17:46STATUS
STATUSWell, I can only test on the way if this all works... wish me luck, as I feel I'm gonna need it, pretty bad
17:40LINK
LINKLinked to Quake Strike
17:40LINK
LINKLinked to "End of the World"
17:39LINK
LINKLinked to the spell "Quake"
17:35SPELLANI
I've worked out the Quake animation... No idea if it works yet, though
17:16STATUS
STATUSLike the "Quake" effect
17:16STATUS
STATUSI'm however first planning on doing some stuff for the game
17:16NEIL
NEILYes, somore more is planned later
17:16NEIL
NEILSimple switch support....
16:13NEIL
NEILOld style case support
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