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
21:48STATUS
STATUS Brendor All errors so far accounted for
21:46TEST
TEST Take III
21:46FIXED
FIXED Illegal class access
21:44TEST
TEST Take II
21:44FIXED
FIXED Case Error
21:42TEST
TEST Take I
21:40STATUS
STATUS The moment suprème!
21:40LINK
LINK Action code activated
21:39SKELETON
SKELETON Skeleton code, remember. ;)
21:39NOTE
NOTE This is under the hood as these links are for now ignored, plus the target selector stage is empty at this moment....
21:38LINK
LINK I've linked the target selector to the attack menu item
21:35CONFIRMED
CONFIRMED At least that doesn't seem to happen.... Good!
21:33TEST
TEST Let's go! Take I
21:32NOTE
NOTE All I can test now is whether or not any parse errors pop up
21:32NOTE
NOTE Made sure ANYWAY is loaded before the link takes place
21:31LINK
LINK Item loader linked to it!
21:31DONE
DONE Skeleton code set up for target selector (which does not yet work)
15:49DONE
DONE Irravonia's twig has been adapted for this!
15:40NOTE
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.
15:39DATABASE
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 = -
21:51PHANTASAR
PHANTASAR And that story also goes on!
19:43UPDATED
UPDATED vUpdate
19:43STATUS
STATUS All cool!
19:40TEST
TEST Take IX
19:40FIXED
FIXED A different function SHOULD do it....
19:40STATUS
STATUS Irravonia almost there
19:39NOTE
NOTE I don't need YOU to tell me that I was at least consistent >:(
19:38TEST
TEST Take VIII
19:38FIXED
FIXED Of course I fixed that
19:38FUCKYOU
FUCKYOU I hate myself
19:36TEST
TEST Take VII
19:36FIXED
FIXED Is that all?
19:34TEST
TEST Take VI
19:34FIXED
FIXED Misnaming
19:32TEST
TEST Take V
19:32FIXED
FIXED Incorrect line endings
19:30TEST
TEST Take IV
19:30FIXED
FIXED And fixed a parse error in the process, I hope
19:30GENERATION
GENERATION Regenerated the Anyway scripts
19:28TEST
TEST Take III
19:28FIXED
FIXED Now it has been save
19:28STUPIDITY
STUPIDITY Forgot to save before testing.... DOH!
19:27COCKROACH
COCKROACH Fix ignored!
19:24TEST
TEST Take II
19:24FIXED
FIXED Parse error
19:20TEST
TEST Take I
19:20NOTE
NOTE Clicking the items won't do ANYTHING at the present time!
19:20STATUS
STATUS With this I can test if the cursor will light up when properly hovering, PLUS I can see if it's green when allowed and red when not allowed....
19:19DONE
DONE Cursor
18:45LINK
LINK Linked to the loader
18:42CONFIG
CONFIG Eric hotspots (I hope I did that well)
18:42ART
ART Split-up
18:36ART
ART I did recycle the cursor.... I know I'm gonna need it.... Unfortunately!
18:00NOTE
NOTE This is only under-da-hood... So no visual effect yet!
18:00DONE
DONE Data added to the class database
12:29NOTE
NOTE No data yet!
12:29DONE
DONE Set up a menu class....
- = 18 Sep 2019 = -
16:22MEDICAL
MEDICAL I feel a bit sick.... I hope it's nothing serious
16:22JUDGMENT
JUDGMENT BETTER!
16:21TEST
TEST Take IV
16:21DONE
DONE This should fix the coord issue
16:20JUDGMENT
JUDGMENT
  1. Picture appears, but the coordinates are not good
  2. Flashing character pic in char bar doesn't work, but that is acutally the LEAST of my concerns
15:42TEST
TEST Take III
15:42FIXED
FIXED Case error
15:39TEST
TEST So NOW I can do take II
15:37DONE
DONE Some real-life stuff
15:37PHANTASAR
PHANTASAR Another chapter
13:20FIXED
FIXED Lack of self
13:18TEST
TEST Let's see....
13:18COSMETIC
COSMETIC Picture shows
13:11LINK
LINK I made the gauge updater link to the correct character tag (Simple enough, but critically important).
- = 17 Sep 2019 = -
23:03PHANTASAR
PHANTASAR Another chapter
21:06JUDGMENT
JUDGMENT Cool!
21:03TEST
TEST Take III
21:03FIXED
FIXED Aziella Code typo
21:01TEST
TEST Take II
21:01FIXED
FIXED And I think I found out why the menu didn't appear
20:58GITHUB
GITHUB Interestest in how my Dijkstra pathfinder works... Here you see my own test source ;)
20:11INVESTIGATION
INVESTIGATION Come, my dear Watson! We gotta find out why!
20:11BUG
BUG That's cool, but despite everything the menu does not appear
20:09TEST
TEST Right, let's get to take I, at last!
17:59STATUS
STATUS I just have a life too, you know, so sometimes I can do pretty little....
17:58NOTE
NOTE It's however not yet tested
17:58DONE
DONE Set in in the game
14:14LINK
LINK The combat routine will now load this
10:14LINK
LINK Linked to the loader
10:10ART
ART The combat menu picture
- = 16 Sep 2019 = -
21:55BACKUP
BACKUP Runing
21:52STATUS
STATUS FINALLY!
21:50TEST
TEST Take VIII
21:50FIXED
FIXED Bug in audio loader
21:31TEST
TEST Take VII
21:31DONE
DONE Well, back to business
21:30POWERSHELL
POWERSHELL Which I'll now do
21:30NALA
NALA I must recompile NALA because of that
21:30FIXED
FIXED Which I fixed, of course
21:30STUPIDITY
STUPIDITY Forgotten return command in Audio obtainer
21:29TEST
TEST Take VI
21:28DONE
DONE Play signal command
21:28STATUS
STATUS Merya Almost there
21:27TEST
TEST Take V
21:27VOID
VOID Static vars are not the way they should be,are they?
21:24TEST
TEST Take IV
21:24FUCKYOU
FUCKYOU DON'T WHINE! YOU FUCKING FUCKSHIT INTERPRETER!
21:19TEST
TEST Take III
21:19FIXED
FIXED Case issue
21:17TEST
TEST Take II
21:17FIXED
FIXED Non-Static which had to be static
21:15TEST
TEST Take I
21:15LINK
LINK Link to player input (which will just feeze combat for now)
21:09AUDIO
AUDIO Start of turn signal
21:08NOTE
NOTE I guess I really must build in some more protection from "non-ASCII" characters in this devlog tool
21:07PHANTASAR
PHANTASAR I must not forget I'm also working on a novel and another chapter has been added.
- = 15 Sep 2019 = -
23:37SITE
SITE Added tag PHANTASAR
19:05STATUS
STATUS Time for another break!
19:01NOTE
NOTE I won't take too many tries, yet... I'll fix if I need to!
19:01TEST
TEST I need to test this, but with the combat engine active already this may be hard....
18:58POWERSHELL
POWERSHELL Ran my NALA compile script
18:58STUPIDITY
STUPIDITY ANd I wonder what I was thinking, actually.
18:57DONE
DONE I've set up a way to make Audio live cross state (which was not possible with the current getup)
17:59AUDIO
AUDIO Pickup item
17:58SITE
SITE Added tag AUDIO
17:48STATUS
STATUS This will allow me to get things on the move in combat, cool!
17:47STATUS
STATUS Dernor Hard to judge, but as far as I can tell, it appears to be working
17:45TEST
TEST Take IV
17:45FIXED
FIXED Code Typo
17:41TEST
TEST Take III
17:41DONE
DONE #accept to void the lack of forward definitions
17:39TEST
TEST Take II
17:39FIXED
FIXED Forgotten "end"
17:38TEST
TEST And NOW we can move into Take I
17:38LINK
LINK I forgot to link the gauge update to the IDLE stage
17:37STATUS
STATUS Oh wait... I'm too quick!
17:37STATUS
STATUS At least I can test a littlebit
17:34DONE
DONE Skeleton code for updating the guage... The icons should move, but as there's no enemy AI yet, and also no player input nothing will happen once the pointers reach COM... yet!
17:33REMINDER
15:31TEST
TEST VII SHOULD be the final test... but we'll see.... :-/
15:31COSMETIC
COSMETIC A tiny bit more fine tuning
15:30JUDGMENT
JUDGMENT Almost there!
15:29TEST
TEST Take VI
15:29VOID
VOID To void an internal bug I don't feel like fixing right now
15:29COSMETIC
COSMETIC More fine tuning
15:25TEST
TEST I'll consider this Take V, as this is still the same workout ;)
15:25COSMETIC
COSMETIC Worked out the coordinates
15:19JUDGMENT
JUDGMENT But there's still A LOT of work to do, that much is also clear!
15:19STATUS
STATUS All parse errors accounted for
15:17TEST
TEST And onto Take IV
15:16TEST
TEST Take III
15:16FIXED
FIXED Rebecca Another act of idiocy
15:14TEST
TEST Take II (I did Take I in silence, as I didn't expect stuff like this).
15:14FIXED
FIXED that of course
15:14STUPIDITY
STUPIDITY Forgot an important replacement
15:12DONE
DONE I've set the foe letters on the time gauge, although some fine tuning might be in order....
14:09NOTE
NOTE This would've been hard to test otherwise, and have given me even more nightmares if these bugs were discovered after the game's release, so this is all the way better!
14:08FIXED
FIXED And some issues that could come up should be fixed that way...
14:08LUA
LUA Prototyping
14:00NOTE
NOTE As before these letters will be used in both the time bar as when selecting enemies to attack (or do otherwise anything with)
13:59DONE
DONE Foe letter generator
12:54STATUS
STATUS Time for a BREAK!
12:54STATUS
STATUS WONDERFUL!
12:45TEST
TEST But a test is in order to make sure!
12:45STATUS
STATUS Everything should NOW be fixed
12:45STUPIDITY
STUPIDITY I mised up two different example codes.... Silly me
12:42SITE
SITE And I guess the devlog was a bit backlogged... Sorry folks... I did keep it up, but I took some time to push it I suppose.... :-/
12:41BUG
BUG Oh well...
12:41IRONY
IRONY The pointer, however is not
12:40IRONY
IRONY Irravonia's head is now on the CORRECT position
12:38TEST
TEST And let's see
12:38VISUALSTUDIO
VISUALSTUDIO Resync
12:38FIXED
FIXED I think I fixed the mispositioning for the icon in relation to the pointer
12:30STATUS
STATUS Well Rome wasn't built in one day either, so I guess some more patience is required now
12:30NOTE
NOTE Not to mention that Irravonia's face's position is even worse off
12:30STATUS
STATUS As a result, though this fix DOES put the enemy pointers on the right spot not, but now the player spot is messed up
12:29CONFIRMED
CONFIRMED Scyndi As I suspected the HotSpot system was being ignored
12:26EXPERIMENT
EXPERIMENT Let's try THIS!
12:21DUMMIED
DUMMIED The code that does show all NIL internal crap of NALA... I simply don't need it anymore, or at least not right now, and it only messes up my other debugging data!
12:09STATUS
STATUS I need a break, but this is too important, oh crap!
12:09STUPIDITY
STUPIDITY I need to rebuild, and to resync....
12:08NOTE
NOTE also note what I was looking for, though
12:07FIXED
FIXED Invalid cyclic call
12:05FIXED
FIXED that
12:03FAILURE
FAILURE A NIL issue comes up now.... Not seen as the Blue Screen of Death was not initialized yet...
12:02TEST
TEST Let's see
12:01NOTE
NOTE As my music file was modified in the meantime, RoboCopy can take its sweet time now, though
12:00DEBUG
DEBUG And I've added a few debug lines which must shine a light on this
12:00VISUALSTUDIO
VISUALSTUDIO Well I guess another debug synchronization is in order then
11:55TEST
TEST I wonder....
11:55TEST
TEST And see what will happen
11:54POWERSHELL
POWERSHELL Script
11:54NALA
NALA Let's recompile
11:54EXPERIMENT
EXPERIMENT I wonder ....
11:53NOTE
NOTE But I don't think THAT was a surprise
11:53C#
Anyway, the pain must lie in the TQMG library for C#
11:52CONFIRMED
CONFIRMED And the outcome in general confirms what I suspected.... The hotspotting is bogus..... Now I do have a feeling I know why this is, but I can't be certain
11:51FIXED
FIXED Color issue on icons
11:49TEST
TEST okaaaaaaaaay! PLEEEEAAAASE!
11:49FIXED
FIXED Lack of self
11:47DEBUG
DEBUG This may also tell me a bit about the situation with the foe position....
11:47DONE
DONE Brendor I've put in the Hero's gauge icon
11:45STATUS
STATUS I'll leave the foe pointer be for now.... That comes later
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