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 |
16:50 | INVESTIGATION |  What I see now is that the tag is correct, but that no data has been returned.... Once you've elimited all the impossible, whatever remains, however impropable, must be the truth... The tag's not incorrect, so the data initiator must be.... |
16:46 | TEST |  Take XV |
16:46 | STUPIDITY |  Forgotten ) |
16:45 | TEST |  Take XIV |
16:45 | DEBUG |  Let's add a better error thrower for more detailed information! |
16:43 | COCKROACH |  A "nil" value??? |
16:41 | TEST |  Take XIII |
16:41 | FIXED |  Illegal table readout |
16:41 | BUG |  Although I'm close, I still don't have my cigar.... |
16:40 | STATUS |  Progressing |
16:39 | TEST |  Take XII |
16:38 | FUCKYOU |  I hope it works THIS time! |
16:38 | COCKROACH |  It HAUNTS me!!! |
16:36 | TEST |  Take XI |
16:36 | FIXED |  Fixed now???? |
16:33 | COCKROACH |  Fix ignored |
16:31 | TEST |  Take X |
16:31 | FIXED |  Illegal API call |
16:31 | TEST |  Extra take (IX) as I was distracted due to the real life business |
16:27 | STATUS |  At least all parse errors appear to be taken care of, however there is still some stuff to do |
16:23 | DONE |  And some real life business came my way |
14:31 | TEST |  Take VIII |
14:31 | FIXED |  Code typo in class definition |
14:29 | TEST |  Take VII |
14:29 | FIXED |  A case error |
14:29 | STATUS |  I think that works |
14:27 | TEST |  Take VI |
14:27 | EXPERIMENT |  Nope... Let's try it another way |
14:23 | TEST |  Take V |
14:23 | EXPERIMENT |  Let's try this |
14:19 | TEST |  Which brings us to take IV |
14:19 | FIXED |  And another |
14:19 | FIXED |  Fixes one bug |
14:19 | DONE |  Another #accept |
14:19 | DONE |  #accept |
14:10 | TEST |  Take III |
14:10 | STUPIDITY |  There wasn't want false case, but TWO.... GRRR! |
14:09 | TEST |  Take II |
14:09 | FIXED |  Case error |
14:02 | NOTE |  I be surprised if this goes well in one go, but we'll hafta wait-n-see, I guess... |
14:00 | TEST |  Take I |
14:00 | UPDATED |  vUpdates |
13:30 | DONE |  And some real life stuff.... You know how that goes.... |
13:30 | PHANTASAR |  First I wrote another chapter here (I'm terribly chaotic... Don't you know that by now) |
11:41 | LINK |  All that should link this properly, but hey, you never know, right? |
11:41 | SCRIPT |  And cancelling also possible |
11:41 | SCRIPT |  Set script back to IDLE |
11:40 | CONFIG |  Configuring time gauge |
11:40 | CONFIG |  Configuring next hero move |
11:05 | STATUS |  I do hope to put my main focus today on linking the action class to the targeting routines, so the battle can continue once a new move has been fully entered. |
11:04 | KITTY |  I am currently trying to see what I can do about languages such as php where scripting code and HTML code are mixed in one file sometimes. I do have a few ideas though.... In HTML I have similar issues with JavaScript and CSS... The latter is not yet supported at all, and about CSS I'm also not sure how to properly highlight that. |
11:02 | KITTY |  FreezerNick threw me a pull request to allow Kitty to support Visual Basic.... Although I must note that I must sort out if VB is case insensitive or not, although Visual Studio mostly auto-correcting case issues, this may not be that big an issue |
11:01 | STATUS |  My apologies for being gone that long, but I hope you understand, my health ALWAYS comes first! |
- = 10 Oct 2019 = - |
23:31 | MEDICAL |  Not only my mental condition was in my way, making me want to rest, but I also got another of my infamouse headeaches.... I suffer from the latter a lot lately.... :( |
- = 9 Oct 2019 = - |
21:37 | MEDICAL |  I've some mental problems... I hope I can deal with those... if not I may be forced to suspend the project AGAIN (and I don't want that). |
- = 8 Oct 2019 = - |
21:04 | STATUS |  Time is still not on my side, but at least I could prepare for the big upcoming operations |
21:02 | BACKUP |  Done |
21:02 | SCRIPT |  A few preps for the action Stage |
17:29 | PHANTASAR |  Another chapter |
17:28 | NOTE |  There's not much I can do, as there are still also some real-life duties, but hey, progress is being made, and that's what counts, right.... |
14:54 | STUDY |  I've taken a look a stuff, but it's clear that I should use a different group for the Actions stage, in stead of using the class with a few statics... It's cleaner that way. |
13:29 | LINK |  Which should link the Actions class into the rest of the combat engine |
13:29 | GENERATION |  I've regenerated all anyway linkups |
12:31 | NOTE |  It seems that MKL_Update needlessly adds whitelines to the end of the code... Not supposed to happen, and I wonder why this happens.... So that's a job for Sherlock Holmes.... |
12:27 | SCRIPT |  Set up the actual class for the actions to get a few things on the roll.... |
12:11 | UPDATED |  Loads of stuff |
12:06 | NIL |  Created empty script which will deal with actions. This is very important, as no combat action will be possible without the stuff I'm gonna put in here! |
- = 4 Oct 2019 = - |
21:10 | KITTY |  JavaScript has been tested... JSON has not |
21:09 | KITTY |  JavaScript and JSON |
20:44 | KITTY |  SASKIA |
20:44 | KITTY |  Blitz Basic |
19:54 | KITTY |  Added support for more stuff here.... |
19:53 | SITE |  Added tag KITTY |
- = 3 Oct 2019 = - |
23:39 | REMOVED |  I've destroyed a test directory I created for JCR6 extraction in NJCR |
23:38 | BACKUP |  Running |
23:36 | STATUS |  Kitty now has (limited) support to highlight NIL, Lua, GINI and C#... adding programming language support which use a basic programming approach like C, C++, Java, Go, Pascal, etc. should be easy now. |
23:35 | C# | Kitty exists as a tool and as a class bundle, and that allowed me to attach kitty to NJCR, and boom, I now got myself a nice NIL syntax highlighter for console usage, and it can help a bit in debugging this game, so I guess it was pretty win-win. |
23:34 | C# | And I've written a simple console Syntax Higlighter named "Kitty"... This as a pun to "cat", and maybe also named after my own cat who also bears that name ;) |
23:33 | C# | I've worked out NJCR some more |
19:08 | STATUS |  For the short term I'll do some work for NJCR first... It was a bit backlogged and I want to get that project done too... Actually before this game is over, as I may even need it for this game... :-/ |
17:38 | WALKTHROUGH |  At least I can say I finished my Septerra Core Walkthrough. |
17:37 | NOTE |  Note something I plan on soon, but hey, the tag needed to be there anyway |
17:37 | SITE |  Added tag WALKTHROUGH |
17:37 | STATUS |  I will soon resume this project |
- = 24 Sep 2019 = - |
18:19 | STATUS |  I need to take a break from this project, but I'll be back soon! |
- = 22 Sep 2019 = - |
21:18 | NOTE |  Unexpected stuff.... I guess I was a bit messed up with my calendar |
12:44 | PHANTASAR |  Another chapter |
- = 21 Sep 2019 = - |
17:20 | ART |  Nice to show but not used in this game :P |
16:20 | CONFIRMED |  Yup! It works.... So far! |
16:18 | NOTE |  (For this particular thing that is). |
16:17 | TEST |  Take VIII Should be the final test, then.... |
16:17 | FIXED |  Wrong color of the question mark |
16:15 | FIXED |  Gauge would recolor based on selected characters, which should (of course) never happen at all. |
16:14 | BUG |  A few cosmetic bugs are to be taken care of! |
16:12 | TEST |  Take VII |
16:12 | NOTE |  Yup, that bug was the one I couldn't find due to this shortening issue in Lua |
16:11 | FIXED |  Misformed definition |
16:10 | RESULT |  Yup, now things are more clear about WHERE to look |
16:07 | TEST |  Take VI |
15:47 | FIXED |  Parse error in NIL itself.... good :( |
15:45 | TEST |  Take V |
15:45 | POWERSHELL |  Running my compile script |
15:45 | NALA |  Must be rebuilt |
15:45 | NIL |  NIL will make a different way of shortening and hopefully that helps me a bit |
15:45 | UNDESIREABLE |  Due to the way Lua autoshortens long chunk names, I cannot properly debug so let's do it my way |
15:29 | TEST |  Take IV |
15:29 | FIXED |  Syntax error |
15:27 | TEST |  Take III |
15:27 | FIXED |  SUCKER! |
15:21 | TEST |  Take II |
15:21 | FIXED |  Class object forgotten |
15:19 | TEST |  Take I |
15:19 | DONE |  Health bar for selected target and invisible in casual mode if the boss was never fought before. |
15:19 | DONE |  Blockout in hardest mode for enemies other than tag letter and enemy name |
15:13 | NOTE |  Please note this is all under the hood configuration, the game does NOT yet respond to this! |
15:12 | SCRIPT |  For the enemies, HP bars will show in the easy mode, be shown in the casual mode only if the player has defeated this kind of enemy before, and never in the hard mode. |
15:12 | SCRIPT |  For heroes always true, which is only logical, I think |
15:11 | SCRIPT |  Property ShowHP for fighters in combat |
14:39 | NOTE |  And all the information you'd get if you'd be playing the hard mode is also shown |
14:37 | NOTE |  I cannot work out how well multi-target attacks work, yet, as there are no such attacks right now... |
14:36 | STATUS |  IT WORKS! |
14:34 | TEST |  Take XIV |
14:34 | FIXED |  Anyway, it's ben fixed! |
14:34 | BUG |  Aha, the chartag didn't get into the hero compiled record, while it should have been.... Why? |
14:32 | BUG |  But targetting a character => DEATH! |
14:32 | STATUS |  Targetting enemies works so far (only shows name and letter as I still most code out the rest) |
14:30 | TEST |  Take XIII |
14:30 | LAZY |  Only having to make more fixes, and I don't like that |
14:30 | VOID |  Voids a true bug, that I could fix |
14:30 | LAZY |  Solved that issue |
14:29 | BUG |  Closing in, but not quite there.... |
14:27 | TEST |  Take XII |
14:27 | FIXED |  Should be fixed now |
14:25 | STUPIDITY |  Really! Trust me! |
14:25 | SOLVED |  AHA! I am an idiot! |
14:24 | COCKROACH |  Ignored? |
14:24 | TEST |  Take XI |
14:21 | VOID |  For now I'll just set attack to 1F |
14:20 | BUG |  I need to properly take care of "auto" |
14:18 | TEST |  Take X |
14:18 | FIXED |  Another |
14:15 | TEST |  IX |
14:15 | FIXED |  Another bug bites the dust |
14:12 | TEST |  Take VIII |
14:12 | FIXED |  Should be fixed now! |
14:10 | TEST |  Take VII |
14:10 | BUG |  the last take didn't work, but due to other things taking priority I have to make another take to see what is happening |
14:09 | STATUS |  Distractions distractions.... Oh my! |
10:15 | TEST |  Take VI |
10:15 | FIXED |  self |
10:12 | TEST |  Take V |
10:12 | FIXED |  I guess the heroes must accept the same things as the foes do |
10:10 | TEST |  Take IV |
10:10 | FIXED |  Lack of "self" |
10:08 | TEST |  Take III |
10:08 | FIXED |  #accept was required |
10:06 | TEST |  Take II |
10:06 | FIXED |  DarkText inclusion |
10:04 | TEST |  Take I |
10:04 | STATUS |  Only one way to find out! |
10:03 | STATUS |  No idea if this will work and I frankly expect DOZENS of nasty cockroaches |
10:03 | DONE |  This in combination with their name |
10:02 | DONE |  For enemies the enemy letter of a selected target will appear, for a playable character their icon as also used on the time gauge |
10:01 | TECHNO |  I should note that for multi-targets I've just set up a basic table... Sometimes you mustn't make things more complex than needed |
10:00 | DONE |  I've set up the detection if a target is selected or not |
9:12 | NOTE |  (Or at least I hope so) |
9:12 | STUDY |  Now I need to do things a bit differently than normal, but hey, it'll work out,trust me ;) |
- = 20 Sep 2019 = - |
22:32 | OFFTOPIC |  And now I wonder who knows what "Opgeruimd staat netjes" means :P |
22:32 | BITBUCKET |  updated |
22:32 | GITHUB |  Updated |
22:32 | REMOVED |  Tons of needless whitelines |
22:32 | FIXED |  An issue in my MKL_Updater |
21:51 | ITCH.IO |  Updated |
21:51 | BITBUCKET |  updated |
21:51 | GITHUB |  Updated |
21:50 | STATUS |  Oh, lately I've been a bit absorbed by the game Septerra Core.... However as I'm about to start the final dungeon, I guess that will soon no longer be a valid excuse |
21:49 | STATUS |  Well this was the EASY part.... The hard part has yet to come.... |
21:48 | STATUS |  All errors so far accounted for |
21:46 | TEST |  Take III |
21:46 | FIXED |  Illegal class access |
21:44 | TEST |  Take II |
21:44 | FIXED |  Case Error |
21:42 | TEST |  Take I |
21:40 | STATUS |  The moment suprème! |
21:40 | LINK |  Action code activated |
21:39 | SKELETON |  Skeleton code, remember. ;) |
21:39 | NOTE |  This is under the hood as these links are for now ignored, plus the target selector stage is empty at this moment.... |
21:38 | LINK |  I've linked the target selector to the attack menu item |
21:35 | CONFIRMED |  At least that doesn't seem to happen.... Good! |
21:33 | TEST |  Let's go! Take I |
21:32 | NOTE |  All I can test now is whether or not any parse errors pop up |
21:32 | NOTE |  Made sure ANYWAY is loaded before the link takes place |
21:31 | LINK |  Item loader linked to it! |
21:31 | DONE |  Skeleton code set up for target selector (which does not yet work) |
15:49 | DONE |  Irravonia's twig has been adapted for this! |
15:40 | NOTE |  This may appear obvious, but it's not quite.... You gotta keep in mind that Irravonia will (once she's an adult) carry wands which can hold special spells for attacks, and the ultimate weapons will also have some different effects. |
15:39 | DATABASE |  Added a field which deterimes which kind of attack is done by a weapon when "attack" is chosen from the combat menu |
- = 19 Sep 2019 = - |
21:51 | PHANTASAR |  And that story also goes on! |
19:43 | UPDATED |  vUpdate |
19:43 | STATUS |  All cool! |
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