Referrence to GALE (which wasn't used here) removed
11:16
FIXED
Syntax Error
11:02
TODO
And another emergency ride to the restroom, I'm afraid (I hate it when that happens on a moment like this! Well, I hate it anyway, but ESPECIALLY on a moment like this!)
11:00
TECHNO
This will also allow me to see if the XDraw method works properly, but it should as Kthura heavily relies on the same code as on which the underlying API was written
11:00
NOTE
That is the "arrows", or whatever you call these things as they are a bit oddly shaped.... The icons used for identification and such are not yet drawn
10:59
DONE
The pointers should appear at their respective positions....
10:57
DONE
I've set up the position calculator of the gauge pointers
10:49
LINK
Linked pointers into the time gauge code (not used yet, though)....
10:47
STUPIDITY
Yeah, that was the work of haste, and haste makes waste... or so they say....
10:47
FIXED
Foe pointer loaded twice... hero pointer not loaded at all
10:33
STATUS
As far as I can judge right now, everything appears to be in order now....
10:31
TEST
Well.... Let's see what'll happen now!
10:30
FAILURE
Nou ja.... poep gebeurt, zullen we maar zeggen!
10:29
POWERSHELL
Then let's run my compilation script AGAIN!
10:28
NALA
Well, I guess recompilation is in order then.... if you want it so badly.....
10:28
HUH
I though I DID recompile NALA.... But NALA itself appears to have a different opinion.... Oh odd
10:26
BUG
HMMMMMM!
10:20
TODO
And I must go to the restroom.... emergency.... :(
10:19
TEST
I first need to make a quick test to see if XDraw does its job PROPERLY
10:19
STUDY
And I've studied my old code... The code itself is not usable, however, the mathemetical formulas used in it are, so that SHOULD be fairly easy.... (But what should and what is, are two different things, actually).
10:18
DONE
I've set a few things up to get this show on the road
9:46
TODO
time for some coffee
9:46
DONE
Had my breakfast
9:41
TODO
My baguette's ready, so time to eat!
9:14
FIXED
Well I'll be.... I see the YouTube videos I posted before, which were wrongly linked now show the correct linkups.... So the guys at Google did fix this....
9:12
TODO
Wait until its ready!
9:12
DONE
My baguette is in the oven now
9:10
TODO
So, Jeroen, what are you still doing here! Get your ass moving into the kitchen, you lazy dork!
9:09
TODO
Yes, English folks, for a Dutch that is already a very extended breakfast.... Loads of people even skip it completely, you know!
9:09
TODO
And eat
9:09
TODO
And then I can put on cheese and ham on that
9:08
TODO
Put in my baguette in my oven so I can have breakfast soon....
9:05
NOTE
neither alpha nor beta are useful now, although alpha might be mentioned a few times already, but at least their config is in order now ;)
Sleeping is important too, you know.... When I sleep I can save up energy for a new coding session :-P
- = 14 Sep 2019 = -
23:17
STATUS
Well that's it.... for now... If you don't mind... Aside from developing games, I also PLAY games, so I'm gonna waste some of my time on Septerra Core :)
23:14
NOTE
That tag will not be used for the time being, but I guess I had to make it exist, eh?
23:14
SITE
Added tag BETA
23:14
ALPHA
At this moment no alpha testers are planned and based on my current experiences with alpha testing... It's likely not gonna happen this time
23:13
SITE
Added tag ALPHA
23:13
ITCH.IO
Secret download updated
23:12
TODO
Oh, alright!
23:11
STATUS
I guess I must add an icon for bitbucket
23:11
BITBUCKET
Updated
23:11
SITE
Added tag BITBUCKET
23:11
GITHUB
Updated
23:10
BACKUP
Running
23:09
STATUS
This will likely be for tomorrow though, as I'm getting tired and I'm getting more and more trouble to focus
23:09
STUDY
Like I said I now must study my old code in order not to reinvent the wheel.... What I need to sort out is how I did the coordinates on the time gauge...
23:06
CONFIRMED
And the debug bar shows the data I wanted to see
23:06
STATUS
All parse errors accounted for
23:04
TEST
Take IV
23:04
FIXED
Invalid definition
23:02
TEST
Take III
23:02
FIXED
Function call typo
23:00
TEST
Take II
22:59
FIXED
Invalid declaration
22:59
TEST
Take I
22:56
NOTE
For now all I can test is if no crashes occur and if the debug console shows the data I want to see.... Since I'm dealing with random values this is not entirely easy, but overall this should work
22:49
DEBUG
As I've no visual effect yet, I did add some debug lines here
22:49
DONE
I've set up the routine that will determine the start positions on the gauge
22:06
NOTE
I guess I've come to a point that I must NOT re-invent the wheel... So some study of the original game will be required now... But I now realize I did also forgot to set the base positions on the gauge, so that must come first....
22:04
STATUS
Not that you'll see anything (yet)
22:03
CONFIG
Hotspot Point Hero
22:02
CONFIG
Hotspot Point Foe
22:00
NALA
This Does of course require me to rebuild NALA
21:54
NOTE
Not much of an issue now (as the builder is still bugged on this point), but later on this can be VITAL
21:54
FIXED
Foldering error
21:49
LINK
I've linked XDraw into Bubble in order to make sure I can do some stuff that comes with the gauge more properly
21:44
FAILURE
Well it doesn't really matter, does it?
21:42
FAILURE
Once again YouTube screwed it, as that was ONCE AGAIN NOT the video I linked to... This one is
21:40
OFFTOPIC
19:42
STATUS
It APPEARS to be working now.... Damn... that took some sweet time
19:36
TEST
Take V
19:36
STATUS
(told you so!)
19:35
FIXED
Conflict due to lacking self
19:34
TEST
Take IV
19:33
VOID
Voided the NIL issue about negative numbers
19:32
NOTE
(I just KNEW it would take more takes... I already said it, you'd be surprised what can all go wrong in such a process!)
19:32
TEST
Take III
19:32
VOID
Accept request done
19:30
TEST
Take II (GRRR!)
19:30
DONE
Cleaned that up!
19:29
BUG
BULLSHIT!
19:27
TEST
Well, I gotta test if this work... The gauge only appears.... The fighters do NOT yet appear on it.... But you'd be surprised how much can go wrong in this process... Take I and hopefully the only take!
19:27
STATUS
Damn... I feel terrible
19:26
LINK
I've linked that to the main draw routine
18:43
DONE
A base for the gauge draw function
17:32
NOTE
I know I did not as much as I should have today, but allow me some rest... I've been working hard enough yesterday and the combat engine is already hard enough the way it is....
14:57
FAILURE
WTF... Paint threw me an error, while I did never even start that program up.... Ghosts!
14:31
FAILURE
I guess YouTube is a bit bugged today, as that was NOT the video I was linking to... Oh well
14:30
OFFTOPIC
14:21
POWERSHELL
So let's run my little scrippie
14:21
NALA
I guess I did not recompile this
14:20
CONFIG
I've the coordinates it has to move to
14:18
TECHNO
Yes, this will cause it to be invisible for being out of the screen borders, and was deliberate so I can make it "scroll in"
14:17
CONFIG
I've set the Gauge at Y -500
14:15
NOTE
Trouble is that it's impossible to test at the present time if this all works
14:15
ENHANCEMENT
I've updated the TQMG library for automated hotspot support.... The time gauge can really benefit from this
14:14
BACKUP
Extra backup is running now
14:14
OFFTOPIC
14:06
STATUS
Nothing odd here.... With the way VS works, pluse how much my VS frameworks are still in development with the complete engines, this was only bound to happen, and then you gotta update everything someday
14:05
UPDATED
TQMG repository
14:04
STATUS
And I really need to find time to continue development on NJCR... By the time this project is finished I probably won't be needing it anymore XD
14:02
UPDATED
Tricky Units
14:01
BUG
I know it won't compile, don't even try it! This doesn't have priority right now!
I need to see now if the game still starts up... if it does... everything is most likely fine!
13:09
DONE
I've set the intro routine to load the gauge icons as well... It was just easier to do
9:43
OFFTOPIC
Let's enjoy a good song also, eh?
9:42
STATUS
And today I hope I can make a start on getting the time gauge to work, which may not be easy, but ya never know... I've done this before, so I hope I still remember how I did it before :P
9:41
TODO
making myself some baguettes with cheese and ham for breakfast....
1:04
STATUS
So far... Gonna call it... mesa tired
0:58
JCR6
Oh yeah, I made a secret alias... but that will come down to spoilers :P
0:36
STATUS
Hey, they had to be done anyway, and this way I can't forget about them anymore... XD
0:34
ART
Gauge Icon Shanda
0:33
ART
Gauge Icon Scyndi
0:31
ART
Gauge Icon Rebecca
0:27
ART
Gauge Icon Merya
0:25
ART
Kirana
0:23
ART
Gauge Icon Dernor
0:22
ART
Gauge Icon Brendor
0:21
ART
Gauge Icon Aziëlla
0:20
ART
Gauge Icon Eric
0:19
TODO
Although the order of speed has been determined, this says NOTHING about the starting positions on the start bar, which can be over the entire startbar... of course, when in pre-emptive strike all heroes will have a huge advantage over the enemies (and always have a big head start then) and in ambush the enemy will have this advantage.
How the battle goes on after that will be the same in all situations.
0:16
DONE
Enrollments for pre-emptive strkes and ambushes.... Please note that in the easy mode you'll never get ambushed, and in the hard mode you'll never get a pre-emptive strike....
There is still a chance factor deciding on how high your travel level is compared to the dungeon's travel level. If yours is higher than the levels, then the chance for ambushes decreases and for pre-emptive strikes will increase (if applicable for the chosen difficulty).
- = 13 Sep 2019 = -
21:58
NIL
They too will be added to the pre-menu loader, for the same reasons
21:57
ART
Time Pointers
21:52
NIL
As the combat gauge will be one of the most used assets, even though it's only in battle I did place it in the pre-main menu loading sequence in order to shorten the loading times later in the game
21:49
ART
Time gauge itself
21:48
ART
Irravonia's combat gauge icons
20:23
NOTE
Yeah, I had that luck...XD
20:23
JUDGMENT
BETTER!
20:21
NOTE
I need the luck that 2 enemies appear though
20:21
TEST
Let's see how that looks
20:21
COSMETIC
Adepted the calculation
20:19
UNDESIREABLE
When there are multiple enemies they are needlessly close to each other, so I need to do some recalculating here
20:19
CONFIRMED
It works!
20:17
TEST
Take XI
20:17
FIXED
I think....
20:15
TEST
Take X
20:15
EXPERIMENT
Let's see....
20:13
DEBUG
Extra fuck!
20:09
TEST
Take IX
20:09
FUCKYOU
CRAP!
20:07
TEST
Take VIII
20:07
DEBUG
More information, as the impossible was claimed
20:03
TEST
Take VII to see what will happen now...
20:02
FIXED
Ah... just a mistake in the error message
20:01
HUH
Type 0?
19:58
TEST
Take VI
19:58
NOTE
Or rather return
19:58
FIXED
Illegal property call
19:56
TEST
Take V
19:56
FIXED
Lacking sense of self
19:54
TEST
An onto take IV
19:54
FIXED
Fixing a crash in the process
19:54
GENERATION
Regenerated ANYWAY
19:52
TEST
Take III
19:52
FIXED
Malformed #accept line
19:51
TEST
Take II
19:51
FIXED
Knudde!
19:48
TEST
Take I
19:48
LINK
Calculator linked to combat start up
19:33
OFFTOPIC
Aha... I see that Godot is not offering C# support.... That could be nice to give it a try, but not for the short term, but hey, I know they support it, and that's cool ;)
18:01
DONE
Gauge speed calculator.... Contrary to the first version of the game, this will just base itself on who is quickest and who is slowest, making an order, and not a direct agility to setup as the original game had.
17:27
LINK
RPG Data linked in Hero Compiler
17:09
STATUS
Wow... It works... IN ONE GO!
17:07
TEST
OF course, what SHOULD BE and what IS, are two different things, so let's get rocking
Take I
17:06
DONE
Foes SHOULD now be drawn
17:05
EXPERIMENT
various
16:23
LINK
Linked those spots to the ingame Foe End Compiler
16:20
FIXED
Spot generator did work when it came to the calculation of coordinates, but did not create the actual spots
I've added the call to my FoeCompiler in my building script
13:51
STATUS
Time for a break, though!
13:47
STATUS
Shouldn't be too hard, but I've seen simpler things causing cockroaches
13:47
STATUS
The next step will be to make sure the enemies actually appear
13:44
TECHNO
It appears that NIL takes all "ground scopes" of the main script and all scripts in imports through "#use" as one big scope, and that was how the false "dupe identifier" errors were thrown.... Not sure what I can do about it, but it's good to know nonetheless...
13:43
CONFIRMED
It appears I'm correct
13:42
TEST
Take XVI to see if I'm correct
13:41
EXPERIMENT
I wonder....
13:37
STATUS
Anyway as far as I can judge at this specific moment everything looks like it's in order...