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

Despite the meaning of that Dutch Idiom, this is not a good thing!

17:43FIXED
FIXED Illegal Function Call
17:39CONFIRMED
CONFIRMED That bug did confirm the fix on the former
17:38FIXED
FIXED Illegal class call
17:35FIXED
FIXED No cloud textures properly assigned
17:29JUDGMENT
JUDGMENT

PERFECT... Except for... the missing clouds....

17:25COSMETIC
COSMETIC and lowered the tree frequence in otder to get a more natural flow
17:25COSMETIC
COSMETIC And more random factor done
17:25COSMETIC
COSMETIC y line trees adepted as that was not ENTIRELY right!
17:23RESULT
RESULT Now THAT is more like it!
17:21TEST
TEST Let's see if that's true or not
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