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
22:24TEST
TEST Take V
22:24VOID
VOID Crash prevention
22:18TEST
TEST Take IV
22:18FIXED
FIXED I think I fixed it!
22:16TEST
TEST Take III
22:16DEBUG
DEBUG Errors pop up, and I hope these lines tell me why!
21:45TEST
TEST Take II
21:45FIXED
FIXED Eric Library error
21:44TEST
TEST Here goes... Take I
21:44STATUS
STATUS This has not yet been tested, so....
20:00SCRIPT
SCRIPT Exp and AP rewards for moves if applicable
13:39FIXED
FIXED I fixed the damage that caused
13:39FAILURE
FAILURE Data conflict
13:29DATABASE
DATABASE I've added the AP and skill experience gainer for items and moves
12:55STATUS
STATUS I already set up its stats and stuff, and balancing is not really needed since you are supposed to lose that fight anyway
12:54STATUS
STATUS Very well, now that this has all been done, it's time to make the first boss enemy enter the field....
12:10UPDATED
UPDATED vUpdate
12:08CONFIRMED
CONFIRMED Well at least there's SOMETHING that I can get on the roll in one go.... sheesh!
12:03TEST
TEST Take 1
12:03TECHNO
TECHNO Currently the time before the game moves on is 9 seconds. Due to the FPS of 32, you'll need 3 to 4 seconds to refill your HP if the entire VIT bar is being used, so that should work out just fine.

If you have a slow computere were FPS is an issue, this can conflict a little indeed.....

12:01DONE
DONE I've set up the system that will activate your vitality at the end of the battle
11:48CONFIRMED
CONFIRMED IT WORKS!
11:46TEST
TEST Take D
11:46FIXED
FIXED Enemies should not be able to target the back row
11:41FIXED
FIXED Foes have no player fields
11:39TEST
TEST Take C
11:39FIXED
FIXED Wrong variable used for max heroes
11:38BUG
BUG But now still a crash in the default AI script
11:37NOTE
NOTE (This was of course NOT what I was testing, but it did show now for the first time....)
11:37CONFIRMED
CONFIRMED I can finally confirm that the dupe enemy crash bug has indeed been fixed.... A bit late, but better late than never
11:33TEST
TEST Aziella Take B
11:33FIXED
FIXED Well fixed that
11:33STUPIDITY
STUPIDITY If somebody can screw something this easy, I can....
11:30TEST
TEST Take A
11:30STATUS
STATUS So here goes
11:30NOTE
NOTE This has not yet been tested though
11:30DONE
DONE The "flicker" effect to indicate which enemy is attacking you should work now... Not only that, it should also transfer into the SpellAni stage
11:23C#
I've Altered the Foe Compiler to load the negative versions of enemies as well
0:04STATUS
STATUS The AI works, however as the FOE stance animator doesn't yet work, this is where it ends... for now....
- = 9 Nov 2019 = -
23:47FIXED
FIXED Stupidity killed the cat

Or was that saying different?

23:44FIXED
FIXED Code typo
23:43LINK
LINK And the AI is now linked to the time gauge.... This means that enemies now should respond to the timer gauge and therefore attack you accordingly
23:34STATUS
STATUS The next portion is to make sure the enemy can do its action.... Since these enemies are pretty weak, this could be hard to test, but there are always ways to do that
23:33STATUS
STATUS FINALLY!
23:10TEST
TEST Take FIVE
23:10FIXED
FIXED DOH!
23:07TEST
TEST Take FOUR
23:06FIXED
FIXED Kan ik dan ook NIKS?
23:04FIXED
FIXED Illegal function call formulation
23:02TEST
TEST Take THREE!
23:02FIXED
FIXED Bullshit
23:01BUG
BUG Bullshit!
23:00TEST
TEST Take TWO!
23:00FIXED
FIXED Code Typo (GoedGekeurd became Afgekeurd) :P
22:51TEST
TEST Take ONE (or am I really too pessimistic now?)
22:50TECHNO
TECHNO All I can test is if there are no parse errors while loading, so that's what I'll do
22:49STATUS
STATUS Merya There is no telling if it all works the way it should though!
22:49LINK
LINK Link with the AI module has been established
22:34SCRIPT
SCRIPT Declared the AI_Data field in the Foe class.... The entire AI script will be put in there, which is thanks to pointers and stuff quite easy
21:40SCRIPT
SCRIPT And I've scripted the Default AI script, however it cannot yet be tested
21:39WALKTHROUGH
WALKTHROUGH Wrote the walkthrough for King's Quest IV... A walkthough, about, say 30 years or so overdue...
1:10NOTE
NOTE And the rest comes later
1:09SKELETON
SKELETON An empty void function
1:09SKELETON
SKELETON AI Default module
- = 8 Nov 2019 = -
1:08STATUS
STATUS And now it will come down to making the enemy AI work, so I can work on the boss Young Irravonia must face to complete her prologue. Time will tell if this will be easy or not, but once this works, some of the most important obtacles are out of the way
- = 7 Nov 2019 = -
23:45TEST
TEST Well, gotta see how this will look in-game, don't I?
23:45FIXED
FIXED Level Up Flash taking forever should henceforth be fixed
23:44JUDGMENT
JUDGMENT That will have to do
23:43GENERATION
GENERATION So let's generate this again!
23:42JUDGMENT
JUDGMENT That is still too high, but looks better already
23:41JCR6
JCR6 I only need GJCR to check how the new numbers will be
23:41GENERATION
GENERATION Made a new calculation with new numbers
23:39INVESTIGATION
INVESTIGATION The latter appears to be the result of very extreme calculation results
23:37BUG
BUG And the experience from level II to III is waaaaay too much, folks
23:37BUG
BUG The flickering after a level up appears to last forever
23:33COCKROACH
COCKROACH Oh Crap!
23:31TEST
TEST I didn't count the takes this time, but I suppose I should have
23:30FIXED
FIXED ???
23:30COCKROACH
COCKROACH And since things going well is a mortal sin, another crash pops up
23:28FIXED
FIXED I should have fixed that now, though
23:27BUG
BUG Level up will crash the game
23:25FIXED
FIXED I may have fixed #76, but I need luck to see if that's true or not
23:16COCKROACH
COCKROACH Dernor Something I get so tired due to this
23:16FIXED
FIXED Syntax error
23:15NOTE
NOTE I'll only know if two of the same enemies appear without crashing the game...
23:14EXPERIMENT
EXPERIMENT I've set some things up and hopefully that will fix things up at last....
22:55SOLVED
SOLVED the mystery behind the crashes when compiling foes has been solved... Now I need a proper solution... :-/
22:51FIXED
FIXED Illegal function call
22:44NOTE
NOTE And at this point it's pretty hard to test
22:44DONE
DONE I've written the code to make characters level up, if they get to the required experience points.... This has not yet been tested
21:22LINK
LINK Set it into the general asset loader
21:21FAILURE
FAILURE Although a test did make the system go haywire, and I do not know why
21:18AUDIO
AUDIO Recycled the "Level Up" sound from The Fairy Tale REVAMPED
18:50COCKROACH
18:29COCKROACH
COCKROACH And suddenly it comes back... But way does compiling FOE_1 work, and FOE_2 not work? Nothing can make this possible, since all procedures are the same... If one has a possibility not to work, same goes for the other!
18:26CONFIRMED
CONFIRMED I can at least say that the corrupted savegames did appear to stop
18:25HUH
HUH The crash mysteriously went away
18:22EXPERIMENT
EXPERIMENT I need to sort this out!
18:22COCKROACH
COCKROACH Oh crap!
18:16FIXED
FIXED Declaration error
17:45TEST
TEST Let's Go!
17:45DONE
DONE #75 Although I must test if that all works the way it should
16:50DONE
DONE Some "real life" stuff
15:27POWERSHELL
POWERSHELL NALA compilation script
15:26NALA
NALA Kill Character
15:18NALA
NALA Each iterator for chars
15:01FIXED
14:59NALA
NALA Rebecca Loaded Character Listout
11:35NOTE
NOTE But before that I first wanna make sure the random encounter guage resets after combat, because this is very very frustrating... Can't do a movement without engaging into combat (and the system was meant to protect against that).
11:34INVESTIGATION
INVESTIGATION I think that my neglecting to clean up the FOE records from the RPG database is what causes that to happen.
11:31FAILURE
FAILURE However I got myself a corrupted savegame, and I wonder if the combat routine has something to do with that, or if it's really a file that would have gotten corrupted anyway
11:31CONFIRMED
CONFIRMED The Music issue has been fixed
11:21TEST
TEST Take LVIII
11:21FIXED
FIXED Wrong var name
11:21TEST
TEST Take LVII
11:18EXPERIMENT
EXPERIMENT Let's see if this fixes the music issue!
3:03STATUS
STATUS And I'll frustrate myself some more when I had some sleep
3:03BITBUCKET
BITBUCKET all pushed
3:03GITHUB
GITHUB All pushed
2:54STATUS
STATUS Music popper still bugged as popped music won't play, however that is a later concern
2:50TEST
TEST Take LVI
2:50FIXED
FIXED I hope
2:48COCKROACH
COCKROACH Almost there... Now if only the music pop would work the way it should work...
2:46TEST
TEST Take LV
2:46FIXED
FIXED I can only hope
2:45COCKROACH
COCKROACH
2:43TEST
TEST Take LIV
2:43FIXED
FIXED ANother cockroach?
2:40TEST
TEST Ya never know, but let's see... Take LIII
2:40FIXED
FIXED Did I get that lie out?
2:39COCKROACH
COCKROACH Lying interface
2:38TEST
TEST Take LII
2:38FIXED
FIXED Scyndi Another cockroach... I think
2:35TEST
TEST Take LI
2:35FIXED
FIXED Is that fixed now?
2:35COCKROACH
COCKROACH What is SASKIA whining about now?
2:32TEST
TEST Take L
2:32NOTE
NOTE I HATE whining software... Giving errors when there are none!
2:32VOID
VOID Let's see if I voided it all properly now
2:31COCKROACH
COCKROACH It would be a total disaster if I'd get some sleep tonight, that much is clear!
2:30COCKROACH
COCKROACH WTF?
2:29TEST
TEST Take XLIX
2:29FUCKYOU
FUCKYOU UUURGH!
2:27TEST
TEST Take XLVIII
2:26STUPIDITY
STUPIDITY Yeah that was pretty stupid indeed
2:26FIXED
FIXED The stack library... It was busted like hell.... And since it was not properly linked to at some points, I never noticed this...
2:23REMOVED
REMOVED Deprecated 'new' definition
2:21TEST
TEST Take XLVII
2:20FIXED
FIXED Music pushing and popping
2:20FIXED
FIXED Internal issue
2:17TEST
TEST Let's see, Take XLVI
2:17FIXED
FIXED But I THINK I fixed that
2:16BUG
BUG That crash is not!
2:16JUDGMENT
JUDGMENT The timing appears perfect
2:14TEST
TEST Take XLV
2:14FIXED
FIXED Syntax error
2:12TEST
TEST Take XLIV
2:12TEST
TEST Brendor Time to find out, eh?
2:11MYSTERY
MYSTERY But does that work?
2:11SCRIPT
SCRIPT Set the backchain to the field in motion
2:08STUDY
STUDY A few time things
2:07CONFIG
CONFIG Time to keep victory screen on has been set to 9 seconds... Enough to make the victory tune (which is approx 7 or 8 seconds) sound in full
2:06CONFIRMED
CONFIRMED FINALLY!!!!
2:04NOTE
NOTE It's late in the evening or extremely early in the morning so FORGIVE ME!
2:04TEST
TEST Take XLIII
2:04FIXED
FIXED Set that right
2:03STUPIDITY
STUPIDITY I see I've been using the wrong tags for the wrong stuff... Clever... NOT!
2:00COCKROACH
COCKROACH .NET (or rather NLua) still gives no more clarity
1:59TEST
TEST Take XLII
1:58VOID
VOID Crash on item drops... I need to do this more properly later
1:55NOTE
NOTE I hope I can pinpoint this soon since we're getting close to 2am
1:54TEST
TEST Take XLI
1:54EXPERIMENT
EXPERIMENT I need to find out what causes this as nothing I have should make this possible and since the error message lacks any kind of specification I am walking in the dark here!
1:50COCKROACH
COCKROACH .NET error without further explanation... I always LOVE it when that happens (NOT!)
1:49TEST
TEST Take XL
1:48FIXED
FIXED I hope
1:48STUPIDITY
STUPIDITY Ah, so that's why
1:48COCKROACH
COCKROACH That didn't seem to do much
1:46TEST
TEST XXXIX
1:46FIXED
FIXED
1:46SOLVED
SOLVED Tagging issue
1:45BUG
BUG Music stops, but the victory tune does not play
1:41TEST
TEST Irravonia Take XXXVIII
1:41DONE
1:36LINK
LINK Victory tune linked to loader
1:29CONFIRMED
CONFIRMED Very well, that appears to be working now
1:26TEST
TEST Let's see... Take XXXVII
1:26FIXED
FIXED And fixed it???
1:26SOLVED
SOLVED I think I solved that riddle
1:21BUG
BUG The fact that the player menu still appears makes me think that this is NOT yet working the way it should
1:18TEST
TEST Take XXXVI
1:18FIXED
FIXED Lack of self
1:17TEST
TEST XXXV
1:17VOID
VOID Allergy to negative numbers in direct declare + definition
1:13TEST
TEST Take XXXIV
1:13FIXED
FIXED Dupe group name
1:13FIXED
FIXED Code placed in wrong group
1:05TEST
TEST Take XXXIII
1:05VOID
VOID If you really wanna go THAT way!
1:03TEST
TEST Take XXXII
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