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 |
18:52 | TEST |  Take VIII |
18:52 | LAZY |  "fix" |
18:49 | TEST |  Take VII |
18:49 | EXPERIMENT |  Let's see if this works ... :-/ |
18:03 | BUG |  Still no good! |
18:01 | TEST |  Take VI |
18:01 | LINK |  Xtra lib import |
17:59 | TEST |  Take V |
17:59 | LINK |  Acceptance link |
17:58 | TEST |  Take IV |
17:58 | DONE |  Visual effect should be thre now.... :-/ |
17:33 | BUG |  No visisble results either |
17:33 | STATUS |  No crahses yet, but |
17:33 | TEST |  Take III |
16:55 | STATUS |  Be back later |
16:55 | FIXED |  Maybe this is even better |
16:53 | TEST |  Take II |
16:53 | FIXED |  Local Mistreatment |
16:51 | TEST |  Take I |
16:51 | STATUS |  Of course, nobody in his right mind would expect this to work in one go, so .... |
16:50 | DONE |  Auto-Measurement "JumpIn".... This will make the heroes "jump" into battle... At least, they should... :) |
16:50 | DONE |  Draw |
16:50 | DONE |  AutoLoad Hero pictures |
16:24 | NOTE |  (Except for the two "guest" characters, as they have some different setups) |
16:23 | BUBBLE |  Project file adapted in order to make all IDLE combat stances identical to the IDLE walk stance in the field.... This may change for some characers, but for now this will do |
16:16 | CONFIG |  All heroes are by default in "houding" (stance) "IDLE" |
16:11 | NOTE |  Foes come later, and NO VISUAL EFFECT YET! |
16:11 | DONE |  Automated X,Y calculators for the heroes |
15:49 | STATUS |  Everything LOOKS the way it should... |
15:47 | TEST |  Take III |
15:46 | FIXED |  Lack of "self" |
15:45 | TEST |  Take II |
15:44 | SOLVED |  I also think why the countdown bug in this devlog happens (and it struck again, but this time only Aziella is "seriously hit"). Her appearing twice is not part of this bug... That was just the result of some deliberate configuration I did that led to this coincidence.... |
15:44 | NALA |  Well it was affected, you know! |
15:43 | POWERSHELL |  Rebuilding NALA |
15:43 | FIXED |  NIL function conflict |
15:42 | NOTE |  (Nothing visible will be there, just looking if stuff I got so far works) |
15:41 | TEST |  And Take I in testing what I got so far! |
15:41 | LINK |  Some final linkup code I couldn't do before |
12:49 | STATUS |  And now I must attend to some real-life stuff... see you! |
12:49 | DONE |  Some skeleton code written for compiling heroes |
12:00 | POWERSHELL |  So let's run my little script! |
12:00 | NALA |  must be recompiled of course |
12:00 | NIL |  Extendable classes work |
10:46 | NIL |  The basic concept of extending classes appears to be working now.... But now comes the challenge.... abstracts |
10:06 | NIL |  And now before I can truly get into business I think I need to make sure extended classes are now possible in NIL (which me luck) |
9:57 | GENERATION |  And I've written a generator for the default coordinates in battle |
9:57 | DONE |  I've been doing some calculations for the correct spots for the heroes to appear on |
0:42 | STATUS |  And time to call it! |
0:38 | STATUS |  cool! |
0:37 | TEST |  Take VI |
0:37 | FIXED |  Lack of "self" |
0:36 | TEST |  Take V |
0:35 | FIXED |  Invalid group definition |
0:35 | COSMETIC |  This should make a better chain |
0:31 | STUDY |  Crap... Not the way I wanted it to be... No matter, I can take care of that ;) |
0:30 | STUDY |  I need to see how I loaded the menu theme though... |
0:30 | STATUS |  Almost there, but one things I need to sort out |
0:28 | TEST |  Take IV |
0:27 | FIXED |  Instance == nil issue? |
0:27 | REMOVED |  Deprecated .NEW() from Audio glue code |
0:24 | TEST |  Take III |
0:23 | EXPERIMENT |  Let's see |
0:23 | NOTE |  But I think I know why |
0:23 | BUG |  Clicks ignored |
0:20 | TEST |  Take II |
0:20 | FIXED |  I think I fixed that |
0:20 | BUG |  And it goes wrong already! |
0:20 | TEST |  Take I |
0:20 | STATUS |  But I got to test this first so |
0:19 | STATUS |  And from there everything should work like it did before! |
0:19 | LINK |  Linked "Continue" button to the main menu |
0:15 | JUDGMENT |  Not entirely satisfying, but due to the way the numberics are in the music timing, this will have to do.... Unfortunately! |
0:13 | TEST |  Take V |
0:13 | FIXED |  Forgotten # |
0:12 | TEST |  Take IV |
0:12 | DONE |  Time fine tuning |
0:12 | FIXED |  Crash |
0:10 | TEST |  Take III |
0:10 | FIXED |  A few time fixes, but more is needed I believe |
0:07 | DEBUG |  More info must tell me why it still happens |
0:07 | HUH |  THAT error should not be possible |
0:06 | TEST |  Take I |
0:06 | DONE |  Worked out the show altogether |
0:05 | STATUS |  Ok |
- = 11 Sep 2019 = - |
23:35 | TEST |  Take F |
23:35 | FIXED |  That didn't work |
23:33 | TEST |  That's still part of take E |
23:33 | FIXED |  Oh yeah, a color calc issue |
23:31 | TEST |  Take E |
23:31 | LAZY |  Laziness to void an issue |
23:30 | TEST |  Take D |
23:30 | FIXED |  Rect issue (I think) |
23:29 | TEST |  Take C |
23:29 | FIXED |  Illegal call |
23:27 | TEST |  Take B |
23:27 | FIXED |  Code Typo |
23:26 | TEST |  Take A |
23:26 | DONE | #63 -- Appearance Continue Button -- But does it work? |
23:25 | CLOSED | |
23:11 | FIXED |  Mouse Coloring Issue |
23:09 | FIXED |  Whiner! |
23:07 | COSMETIC |  Mouse pointer in all stages except loading |
23:07 | LINK |  Tune to loader |
23:01 | JUDGMENT |  GOOD! (at last) |
23:00 | FIXED |  Color issue |
23:00 | STATUS |  Almost there! |
22:59 | FIXED |  And the setup was bad anyway |
22:59 | VOID |  Voided that |
22:59 | FUCKYOU |  .NET error, eh? |
22:58 | EXPERIMENT |  Does THIS fix that? |
22:55 | COCKROACH |  It's beyond me why the "Loading" banner refuses to appear |
22:54 | FIXED |  False start intro music! |
22:53 | NOTE |  Loading times will be longer, but otherwise this won't work.... I guess |
22:53 | EXPERIMENT |  Let's do this differently |
22:51 | TEST |  Take TWO! |
22:50 | FIXED |  Forgotten ) |
22:49 | TEST |  So I can properly test stuff now... Take ONE! |
22:49 | STATUS |  And the JCR6 aliasing re-build process has been done |
22:48 | DONE |  Finished my dish, and it was delicious |
21:05 | TODO |  Doing my mince |
21:04 | DONE |  ... |
20:54 | TODO |  Next to the mushrooms |
20:54 | DONE |  Carrots done |
20:49 | TODO |  But as it's getting late I can cut some carrots for my dinner in the meantime |
20:48 | JCR6 |  Must re-pack unfortunately... That's gonna take awhile |
20:48 | LINK |  Linked it to the event |
20:48 | MUSIC |  Epicity by Widzy configured to be used in the intro screen |
20:39 | FIXED |  Okay, I needed to fix the bar not being updated! |
20:36 | TEST |  Let's go |
20:36 | DONE |  Mouse |
20:36 | DONE |  ImageFont |
20:35 | STATUS |  And Image loader should be working now |
20:35 | JUDGMENT |  FINALLY I SEE WHAT I WNATED TO SEE |
20:35 | TEST |  How far am I? MCMLXXV? |
20:34 | FIXED |  Case error |
20:33 | TEST |  ....... |
20:33 | FIXED |  Forward issues |
20:26 | TEST |  Pleaaase! |
20:26 | SOLVED |  I think..... |
20:25 | TEST |  ....? |
20:25 | EXPERIMENT |  What will happen if.....? |
20:25 | HUH |  Impossible error! |
20:23 | TEST |  Guess..... |
20:23 | FIXED |  And ANOTHER conflict (of the same kind) |
20:22 | TEST |  And more testing (I really should have numbered them this time) |
20:22 | FIXED |  class conflict |
20:21 | TEST |  ....... |
20:21 | FIXED |  Incorrect class usage |
20:19 | FIXED |  It's fixed... that suffices |
20:19 | STUPIDITY |  I don't wanna talk about it! |
20:17 | TEST |  And more testing! |
20:17 | LINK |  To Algemene Definities |
20:16 | TEST |  MOAR testing |
20:15 | FIXED |  fixed it! |
20:15 | FUCKYOU |  Oh crap! |
20:15 | TEST |  And another test (and I didn't count them this time) :( |
20:15 | FIXED |  And another one |
20:14 | TEST |  Let's test some more |
20:14 | FIXED |  Lack of self |
20:13 | TEST |  Gotta put it to the test |
20:13 | LINK |  Loader linked to flow |
20:12 | DONE |  Process bar |
20:04 | HUH |  I can't imagine I didn't do that one before, actually |
20:04 | ENHANCEMENT |  ImageLoaded |
20:00 | DEBUG |  Debug console linked to the INTRO routine... All other #use files should not be needed (I hope) |
19:58 | STATUS |  So far.... so good! |
19:57 | TEST |  Take II |
19:57 | FIXED |  Undeclared var |
19:56 | TEST |  so LET'S GO! |
19:52 | SKELETON |  Now things are set up properly, I first need to test if it actually starts up at all.... |
19:52 | SITE |  Added tag SKELETON |
19:33 | JUDGMENT |  Score! |
19:32 | TEST |  Another one! |
19:32 | FIXED |  Startlink incomplete |
19:31 | TEST |  A test (don't try this test at home, kids!) |
19:28 | LINK |  And I've linked the loading script to it! |
19:27 | DONE |  I've created the base template for the introduction... All it'll do is create a black screen, and other than that... Nothing.... |
19:21 | STATUS |  first #59 and #63 as they must be done before any of the others are even possible! |
19:21 | TODO | |
19:21 | TODO | |
19:21 | TODO | |
19:21 | TODO | |
19:20 | TODO | |
19:20 | TODO | |
19:20 | TODO | |
19:12 | STATUS |  Despite the combat engine being the top priority now, I've decided to get onto the pre-main-menu-intro-screen first. For several reasons.... First of all, because I need to do it anyway, and the more I postpone this, the more hatred I'll have to do this.... and second, because I can get rid a bit of some issues I have with the mouse activating even when the screen is not active more easily that way, as it's really getting under my skin now.... |
17:47 | STATUS |  FINALLY! |
17:46 | FIXED |  I think I fixed that one though |
17:45 | COCKROACH |  NOG STEEDS GEEN WOLKJE AAN DE LUCHT! Despite the meaning of that Dutch Idiom, this is not a good thing! |
17:43 | FIXED |  Illegal Function Call |
17:39 | CONFIRMED |  That bug did confirm the fix on the former |
17:38 | FIXED |  Illegal class call |
17:35 | FIXED |  No cloud textures properly assigned |
17:29 | JUDGMENT | |
17:25 | COSMETIC |  and lowered the tree frequence in otder to get a more natural flow |
17:25 | COSMETIC |  And more random factor done |
17:25 | COSMETIC |  y line trees adepted as that was not ENTIRELY right! |
17:23 | RESULT |  Now THAT is more like it! |
17:21 | TEST |  Let's see if that's true or not |
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