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 |
19:40 | TEST |  Take IX |
19:40 | FIXED |  A different function SHOULD do it.... |
19:40 | STATUS |  almost there |
19:39 | NOTE |  I don't need YOU to tell me that I was at least consistent >:( |
19:38 | TEST |  Take VIII |
19:38 | FIXED |  Of course I fixed that |
19:38 | FUCKYOU |  I hate myself |
19:36 | TEST |  Take VII |
19:36 | FIXED |  Is that all? |
19:34 | TEST |  Take VI |
19:34 | FIXED |  Misnaming |
19:32 | TEST |  Take V |
19:32 | FIXED |  Incorrect line endings |
19:30 | TEST |  Take IV |
19:30 | FIXED |  And fixed a parse error in the process, I hope |
19:30 | GENERATION |  Regenerated the Anyway scripts |
19:28 | TEST |  Take III |
19:28 | FIXED |  Now it has been save |
19:28 | STUPIDITY |  Forgot to save before testing.... DOH! |
19:27 | COCKROACH |  Fix ignored! |
19:24 | TEST |  Take II |
19:24 | FIXED |  Parse error |
19:20 | TEST |  Take I |
19:20 | NOTE |  Clicking the items won't do ANYTHING at the present time! |
19:20 | 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.... |
19:19 | DONE |  Cursor |
18:45 | LINK |  Linked to the loader |
18:42 | CONFIG |  hotspots (I hope I did that well) |
18:42 | ART |  Split-up |
18:36 | ART |  I did recycle the cursor.... I know I'm gonna need it.... Unfortunately! |
18:00 | NOTE |  This is only under-da-hood... So no visual effect yet! |
18:00 | DONE |  Data added to the class database |
12:29 | NOTE |  No data yet! |
12:29 | DONE |  Set up a menu class.... |
- = 18 Sep 2019 = - |
16:22 | MEDICAL |  I feel a bit sick.... I hope it's nothing serious |
16:22 | JUDGMENT |  BETTER! |
16:21 | TEST |  Take IV |
16:21 | DONE |  This should fix the coord issue |
16:20 | JUDGMENT | - Picture appears, but the coordinates are not good
- Flashing character pic in char bar doesn't work, but that is acutally the LEAST of my concerns
|
15:42 | TEST |  Take III |
15:42 | FIXED |  Case error |
15:39 | TEST |  So NOW I can do take II |
15:37 | DONE |  Some real-life stuff |
15:37 | PHANTASAR |  Another chapter |
13:20 | FIXED |  Lack of self |
13:18 | TEST |  Let's see.... |
13:18 | COSMETIC |  Picture shows |
13:11 | LINK |  I made the gauge updater link to the correct character tag (Simple enough, but critically important). |
- = 17 Sep 2019 = - |
23:03 | PHANTASAR |  Another chapter |
21:06 | JUDGMENT |  Cool! |
21:03 | TEST |  Take III |
21:03 | FIXED |  Code typo |
21:01 | TEST |  Take II |
21:01 | FIXED |  And I think I found out why the menu didn't appear |
20:58 | GITHUB | |
20:11 | INVESTIGATION |  Come, my dear Watson! We gotta find out why! |
20:11 | BUG |  That's cool, but despite everything the menu does not appear |
20:09 | TEST |  Right, let's get to take I, at last! |
17:59 | STATUS |  I just have a life too, you know, so sometimes I can do pretty little.... |
17:58 | NOTE |  It's however not yet tested |
17:58 | DONE |  Set in in the game |
14:14 | LINK |  The combat routine will now load this |
10:14 | LINK |  Linked to the loader |
10:10 | ART |  The combat menu picture |
- = 16 Sep 2019 = - |
21:55 | BACKUP |  Runing |
21:52 | STATUS |  FINALLY! |
21:50 | TEST |  Take VIII |
21:50 | FIXED |  Bug in audio loader |
21:31 | TEST |  Take VII |
21:31 | DONE |  Well, back to business |
21:30 | POWERSHELL |  Which I'll now do |
21:30 | NALA |  I must recompile NALA because of that |
21:30 | FIXED |  Which I fixed, of course |
21:30 | STUPIDITY |  Forgotten return command in Audio obtainer |
21:29 | TEST |  Take VI |
21:28 | DONE |  Play signal command |
21:28 | STATUS |  Almost there |
21:27 | TEST |  Take V |
21:27 | VOID |  Static vars are not the way they should be,are they? |
21:24 | TEST |  Take IV |
21:24 | FUCKYOU |  DON'T WHINE! YOU FUCKING FUCKSHIT INTERPRETER! |
21:19 | TEST |  Take III |
21:19 | FIXED |  Case issue |
21:17 | TEST |  Take II |
21:17 | FIXED |  Non-Static which had to be static |
21:15 | TEST |  Take I |
21:15 | LINK |  Link to player input (which will just feeze combat for now) |
21:09 | AUDIO |  Start of turn signal |
21:08 | NOTE |  I guess I really must build in some more protection from "non-ASCII" characters in this devlog tool |
21:07 | PHANTASAR |  I must not forget I'm also working on a novel and another chapter has been added. |
- = 15 Sep 2019 = - |
23:37 | SITE |  Added tag PHANTASAR |
19:05 | STATUS |  Time for another break! |
19:01 | NOTE |  I won't take too many tries, yet... I'll fix if I need to! |
19:01 | TEST |  I need to test this, but with the combat engine active already this may be hard.... |
18:58 | POWERSHELL |  Ran my NALA compile script |
18:58 | STUPIDITY |  ANd I wonder what I was thinking, actually. |
18:57 | DONE |  I've set up a way to make Audio live cross state (which was not possible with the current getup) |
17:59 | AUDIO |  Pickup item |
17:58 | SITE |  Added tag AUDIO |
17:48 | STATUS |  This will allow me to get things on the move in combat, cool! |
17:47 | STATUS |  Hard to judge, but as far as I can tell, it appears to be working |
17:45 | TEST |  Take IV |
17:45 | FIXED |  Code Typo |
17:41 | TEST |  Take III |
17:41 | DONE |  #accept to void the lack of forward definitions |
17:39 | TEST |  Take II |
17:39 | FIXED |  Forgotten "end" |
17:38 | TEST |  And NOW we can move into Take I |
17:38 | LINK |  I forgot to link the gauge update to the IDLE stage |
17:37 | STATUS |  Oh wait... I'm too quick! |
17:37 | STATUS |  At least I can test a littlebit |
17:34 | 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! |
17:33 | REMINDER | |
15:31 | TEST |  VII SHOULD be the final test... but we'll see.... :-/ |
15:31 | COSMETIC |  A tiny bit more fine tuning |
15:30 | JUDGMENT |  Almost there! |
15:29 | TEST |  Take VI |
15:29 | VOID |  To void an internal bug I don't feel like fixing right now |
15:29 | COSMETIC |  More fine tuning |
15:25 | TEST |  I'll consider this Take V, as this is still the same workout ;) |
15:25 | COSMETIC |  Worked out the coordinates |
15:19 | JUDGMENT |  But there's still A LOT of work to do, that much is also clear! |
15:19 | STATUS |  All parse errors accounted for |
15:17 | TEST |  And onto Take IV |
15:16 | TEST |  Take III |
15:16 | FIXED |  Another act of idiocy |
15:14 | TEST |  Take II (I did Take I in silence, as I didn't expect stuff like this). |
15:14 | FIXED |  that of course |
15:14 | STUPIDITY |  Forgot an important replacement |
15:12 | DONE |  I've set the foe letters on the time gauge, although some fine tuning might be in order.... |
14:09 | 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! |
14:08 | FIXED |  And some issues that could come up should be fixed that way... |
14:08 | LUA |  Prototyping |
14:00 | NOTE |  As before these letters will be used in both the time bar as when selecting enemies to attack (or do otherwise anything with) |
13:59 | DONE |  Foe letter generator |
12:54 | STATUS |  Time for a BREAK! |
12:54 | STATUS |  WONDERFUL! |
12:45 | TEST |  But a test is in order to make sure! |
12:45 | STATUS |  Everything should NOW be fixed |
12:45 | STUPIDITY |  I mised up two different example codes.... Silly me |
12:42 | 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.... :-/ |
12:41 | BUG |  Oh well... |
12:41 | IRONY |  The pointer, however is not |
12:40 | IRONY |  Irravonia's head is now on the CORRECT position |
12:38 | TEST |  And let's see |
12:38 | VISUALSTUDIO |  Resync |
12:38 | FIXED |  I think I fixed the mispositioning for the icon in relation to the pointer |
12:30 | STATUS |  Well Rome wasn't built in one day either, so I guess some more patience is required now |
12:30 | NOTE |  Not to mention that Irravonia's face's position is even worse off |
12:30 | 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 |
12:29 | CONFIRMED |  As I suspected the HotSpot system was being ignored |
12:26 | EXPERIMENT |  Let's try THIS! |
12:21 | 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! |
12:09 | STATUS |  I need a break, but this is too important, oh crap! |
12:09 | STUPIDITY |  I need to rebuild, and to resync.... |
12:08 | NOTE |  also note what I was looking for, though |
12:07 | FIXED |  Invalid cyclic call |
12:05 | FIXED |  that |
12:03 | FAILURE |  A NIL issue comes up now.... Not seen as the Blue Screen of Death was not initialized yet... |
12:02 | TEST |  Let's see |
12:01 | NOTE |  As my music file was modified in the meantime, RoboCopy can take its sweet time now, though |
12:00 | DEBUG |  And I've added a few debug lines which must shine a light on this |
12:00 | VISUALSTUDIO |  Well I guess another debug synchronization is in order then |
11:55 | TEST |  I wonder.... |
11:55 | TEST |  And see what will happen |
11:54 | POWERSHELL |  Script |
11:54 | NALA |  Let's recompile |
11:54 | EXPERIMENT |  I wonder .... |
11:53 | NOTE |  But I don't think THAT was a surprise |
11:53 | C# | Anyway, the pain must lie in the TQMG library for C# |
11:52 | 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 |
11:51 | FIXED |  Color issue on icons |
11:49 | TEST |  okaaaaaaaaay! PLEEEEAAAASE! |
11:49 | FIXED |  Lack of self |
11:47 | DEBUG |  This may also tell me a bit about the situation with the foe position.... |
11:47 | DONE |  I've put in the Hero's gauge icon |
11:45 | STATUS |  I'll leave the foe pointer be for now.... That comes later |
11:43 | UNDESIREABLE |  The foe pointer did not |
11:43 | STATUS |  The gauge and the pointers do appear to point almost well.... The player pointer reached my satisfaction |
11:42 | STATUS |  All I can do is hope this will work out better next time |
11:41 | FAILURE |  for some reason the music got TOTALLY messed up |
11:35 | TEST |  And let's go for another run in the game again.... (It begins to annoy me, as this is getting boring, but yeah, I *knew* this was the woe of a new game project, so I shouldn't whine.... |
11:34 | FAILURE |  Or is the the wonder of the vibration feature.... Oh crap! |
11:34 | FAILURE |  And why did my cell phone jump to the floor all by itself? Since when can cellphone do that? |
11:33 | FIXED |  Case error |
11:30 | IRONY |  WHAT THE HECK!!!! |
11:30 | SITE |  Added tag IRONY |
11:30 | STATUS |  I guess I need to add an "irony" tag or something |
11:29 | TEST |  Let's test that |
11:29 | VOID |  I hope I voided that |
11:29 | FAILURE |  Internal error in NIL |
11:25 | TEST |  And let's go .... again! |
11:25 | FIXED |  Fixed the issue that came from it |
11:25 | RESULT |  I gotta raise it properly I suppose |
11:25 | FUCKYOU |  I guess NIL didn't like my laziness |
11:22 | TEST |  Does it work now??? |
11:22 | LAZY |  I know this solution may slow things down, but I'm lazy now |
11:22 | LAZY |  Crash prevention for the future |
11:20 | TECHNO |  well who would've thought it figures.... something simple as this could go wrong.... |
11:19 | TEST |  And another one (I should have counted them) |
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