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17:20 | VOID |  And now let's void this bug, by making Tile call to ITile..... I REFUSE to call that a fix, but at least stuff should work this way |
17:20 | SOLVED |  The boxes use "ITile" in stead of tile, that explains why it can work there, since they use a different function |
17:09 | EXPERIMENT |  Let's see what happens THIS way |
17:04 | INVESTIGATION |  However a checkup of the code, also renders THAT into the impossible... Meaning the truth doesn't exist.... Now that's odd.... |
17:02 | INVESTIGATION | - RelPos.Y is not bugged
- This shows by the floor being as big in height as it should be
- And also because the trees were properly placed in the center
- And my debug line also confirmed this
- Once you've eliminated all the impossible, whatever remains, however impropable must be the truth, and that truth can only be that the Tile function is bugged
|
16:57 | DEBUG |  A debug line must explain the floor position |
16:56 | FIXED |  Width issue |
16:53 | BUG |  Let's make up the balance: 
- Sky and floor are swapped
- Width floor is not correct
- Trees are so close that it doesn't work out the way it was intended.
- The horizon is too low, although this could be the effect of the floor misplacement
- In short only the sky color is correct
- I don't see any clouds, but I think it's the floor bug doing this
|
16:48 | TEST |  Another test is in order |
16:48 | FIXED |  Another case error |
16:46 | TEST |  Let's see.... |
16:46 | FIXED |  Case error |
16:08 | BUG |  RIIIIIIIIIIIIIGHT! 
|
16:06 | VOID |  Did I void it? |
15:45 | BUG |  Now the arena itself is bugged, but that was not part of the tests I just did |
15:45 | STATUS |  That link works |
15:44 | TEST |  Take II is still required I guess |
15:43 | FIXED |  A typo I keep making for some odd reason |
15:42 | TEST |  Take I (And only take, I hope) |
15:42 | LINK |  Link code for showing the background arena |
15:23 | CONFIRMED |  NOW it works |
15:22 | TEST |  Take III |
15:22 | FIXED |  Code Typo |
15:20 | TEST |  Another test |
15:20 | FIXED |  That wasn't done the right way |
15:19 | TEST |  And let's test the mouse pointer |
15:18 | DONE |  Eaten my lunch |
14:55 | DONE |  Mouse pointer added and will get to sleep if the stage asks for that! |
14:48 | NOTE |  But that was acutally the easiest part to take care of |
14:48 | CONFIRMED |  Works |
14:47 | DONE |  Party status bar shown at the bottom of the screen during combat |
14:05 | OFFTOPIC |  A moment of silence for those who died 18 years ago in this horrible, cowardly attack 
|
14:02 | CONFIRMED |  This does indeed create the basis combat settings |
14:01 | TEST |  Let's see if it's picked up! |
14:01 | DONE |  More code in this direction |
- = 10 Sep 2019 = - |
21:45 | DONE |  Okay, okay, I made a skeleton for the Combat IDLE stage... Happy now? |
20:38 | STATUS |  I went to a the theme park today.... Allow me some time off, will ya? |
- = 9 Sep 2019 = - |
23:59 | STATUS |  So all is fine for now and I'm gonna call it a day! |
23:59 | STATUS |  It says no stage set, which *is* actually what I wanted to see for now, as in order to get the IDLE on the move I need another coding session (I forgot about that) |
23:58 | TEST |  Take XXIX |
23:57 | STATUS |  Delegate created to void another crash (which was needed from the beginning so pretty stupid actually). |
23:56 | STATUS |  Combat music starts already, which is a good sign! |
23:56 | STATUS |  Almost there.... |
23:55 | TEST |  Take XXVIII |
23:55 | NOTE |  Is both :P |
23:55 | VOID |  . |
23:55 | LAZY |  . |
23:51 | TEST |  Take XXVII |
23:51 | FIXED |  Roundingissue |
23:48 | TEST |  Take XXVI |
23:48 | FIXED |  A true error.... Bad sprintf definition |
23:47 | TEST |  Take XXV |
23:47 | VOID |  Voided it |
23:40 | HUH |  Impossible error |
23:34 | TEST |  Take XXIV |
23:34 | FIXED |  A REAL parse error! |
23:28 | TEST |  Take XXIII |
23:28 | VOID |  more |
23:27 | TEST |  Take XXII |
23:27 | VOID |  And another one |
23:10 | BUG | |
23:07 | TEST |  Take XXI |
23:07 | VOID |  More? |
23:06 | TEST |  Take XX |
23:06 | VOID |  And another |
23:04 | TEST |  Take XIX |
23:04 | VOID |  NIL bug |
22:59 | TEST |  Test Take XVIII |
22:59 | FIXED |  Invalid variable declaration (at least in accordance of the current variable declaration rules) |
22:57 | TEST |  Take XVII |
22:57 | FIXED |  Missing |
22:55 | TEST |  Take XVI |
22:55 | FIXED |  Misformed table |
22:54 | TEST |  Take XV |
22:54 | FIXED |  Missing "self" |
22:39 | TEST |  Take XIV |
22:39 | VOID |  Invalid delegate my ass |
22:33 | TEST |  Take XIII |
22:33 | HUH |  ? |
22:28 | TEST |  Take XII |
22:28 | FIXED |  Missing "end" |
22:25 | TEST |  Take XI |
22:25 | FIXED |  More link issues fixed |
22:19 | TEST |  Take X |
22:10 | FIXED |  And now I could easily fix this all |
22:09 | NIL |  Expanded error data on link error |
21:44 | BUG | |
21:41 | TEST |  Take IX |
21:41 | FIXED |  Use definition |
21:39 | TEST |  Take VIII |
21:39 | FIXED |  Missing self |
21:35 | TEST |  Take VII |
21:35 | FIXED |  Misformed formatted string |
21:32 | TEST |  And Take VI |
21:32 | VOID |  A little void code |
21:31 | INVESTIGATION |  Something's definitely wrong with the static local translation |
21:28 | INVESTIGATION |  The outcome of the debugger shows me data, that should NOT be possible |
21:05 | TEST |  Take V wil thus have to provide me some answers |
21:04 | NALA |  Added some extra data in the error thrower allowing me to properly debug this crap |
21:04 | COCKROACH |  Okay, it was NOT fixed |
21:02 | TEST |  Take IV |
21:02 | FIXED |  Color error |
21:00 | TEST |  Take III |
20:59 | FIXED |  Should fix another crash |
20:59 | LINK |  Another liblink |
20:59 | CONFIRMED |  "Anyway" as indeed the issue |
20:57 | TEST |  Take II |
20:57 | HUH |  Did I forget Anyway? |
20:53 | TEST |  Take I |
20:53 | LINK |  And the Random encounter routine is now linked to the combat routine, meaning combat SHOULD start, or at least the black empty screen and the music should play |
20:51 | DEBUG |  Debug features should work though |
20:51 | NOTE |  Nothing that will lead to "playable" results yet.... Once the combat starts all that will happen is that the combat music plays and further than that a black empty screen.... I can't do all at once you know |
20:50 | DONE |  I've done a few work-outs on the combat start up |
0:03 | NOTE |  Not much, as the major part is being done elsewhere.... |
0:01 | DONE |  Worked them out |
- = 8 Sep 2019 = - |
23:53 | DONE |  skeletons for callbacks in combat |
23:48 | LINK |  I've now linked up the prework to the routine that will ignite the battle at least... That is in basic, as this function linked to will also forcefully throw and error... for now! ;) |
23:43 | UPDATED |  versioning |
23:24 | STATUS |  All parse issues accounted for! |
23:21 | TEST |  Take V |
23:21 | FIXED |  ... |
23:21 | STUPIDITY |  IDIOT! |
23:19 | TEST |  Take IV |
23:19 | FIXED |  Multi-Array definition fault |
23:17 | TEST |  Take III |
23:17 | FIXED |  Type requirement not followed |
23:13 | TEST |  Take II |
23:13 | FIXED |  Module conflict |
23:10 | TEST |  And as this is a new chapter in development, let's have another Take I |
23:09 | DEBUG |  My forced error has another exclamation mark for my own references |
22:46 | DONE |  And the random encounters will now also be able to pick which foes you'll meet in battle |
22:44 | NOTE |  In stead of setting up a mathematical formula I decided it was just better to use my collections module in order to create a 2 dimensional array in which I manually set stuff up. The reason is simply because this was easier to come up with a well-balanced solution for all difficulty settings, and most of all the hard version. The hard version must be hard, yes, but experience also told me that there are sometimes mathematical impossibilities, and I don't wanna see those... Hard != impossible! Especially in 1 and 2 character parties this easily happens. With 3 or more, this danger is out of the air, and not to mention then you must be able to properly cover it up as a player, but below that (especially in starting dungeons) this can be an issue! This way I can more easily balance things out and even edit things..... |
22:41 | DONE |  Right-o, I've set up a list of how many foes can appear in a random encounter based on the difficulty setting, and the number of party members. |
21:58 | STATUS |  All parse issues accounted for! |
21:56 | TEST |  And let's move on into take VII |
21:56 | NOTE |  that one came out in take VI |
21:56 | STUPIDITY |  Well that was very very stupid |
21:56 | FIXED |  Forgotten // in comments |
21:18 | FIXED |  Missing "self" |
21:17 | TEST |  Take V |
21:16 | GENERATION |  Anyway regenerated... (I guess that was obvious). |
21:16 | FIXED |  Forgotten anyway generation |
14:06 | TEST |  Take IV |
14:06 | FIXED |  Illegal function call |
14:03 | FAILURE |  (I did announce take II before, but somehow it didn't appear on the log... how odd.... That or I'm getting senile at a too young age). |
14:02 | TEST |  Take III |
14:02 | FIXED |  missing data to map added |
13:48 | STUPIDITY |  It was late in the evening when I wrote that code, so cut me some slack, will ya! |
13:47 | FIXED |  Unless of course you don't put the proper returns in the meta-table script |
13:47 | BUG |  "nil" value? Now this is impossible from a metatable, so I wonder what has happened here! |
13:44 | LINK |  Re-linked the script but now to a different spot... Maybe that will help! |
13:44 | BUG |  Clearly the class required was not seen |
13:43 | TEST |  Take I |
13:42 | TECHNO |  I did add an extra exclamation mark in that error as a mark for myself to see if the entire routine did get executed. |
13:42 | STATUS |  I now must test if everything works the way it is intended, however that is not yet possible... All I can test is if no errors pop up, except for the one forced to happen |
13:41 | DONE |  Some pre-battle config has been taken care of now |
10:35 | STATUS |  Well, now that all parse errors have been fixed, the "real work" has only just begun. Now I can make the field routine actually configure the combat routine. This will be hard to do, as no visual effect will take place at all during this process. However the combat routine cannot start up without the data generated in this process... A few early tests can be done in the form of drawing the arena and making sure the combat music will play, after that I will have to put in the foe compiler, which is very important as there the foe's stats and abilities are properly defined Once that's all done, we're still not there, as then I need to position everything out, and well after some more preparations, I might be able to actually start to code the combat itself, which will even then still remain complex, but at least possible. Of course, once the combat routine works, the long boring stuff will finally come to an end, allowing me to focus most of all on game content. Let's first make the Random Encouter routine ine routine call out to the combat routine... Hey, no combat is yet possible I know, but at least I can see if things run accordingly ;) |
10:28 | BACKUP |  Running... It was backlogged! |
10:28 | STATUS |  All parse errors accounted for |
10:26 | TEST |  Take VI |
10:26 | FIXED |  A missing ) |
10:26 | TECHNO |  A cosmetic issue inside the class parser was to blame |
10:26 | FIXED |  It seems some line numbering issues in NIL have been fixed AT LAST!!!! |
10:23 | TEST |  Take V |
10:22 | FIXED |  Which fixes another parse error in the process |
10:22 | REMOVED |  Illegal "end" |
10:21 | TEST |  Take IV |
10:21 | FIXED |  Bad function naming |
10:19 | BUG |  Unfortunately that doesn't end all misery |
10:19 | CONFIRMED |  That fix |
10:17 | TEST |  Take III |
10:17 | FIXED |  ? |
10:16 | BUG |  Library not found? |
10:10 | TEST |  Take II |
10:10 | VOID |  The issue for now, taking away a parse error |
10:09 | TODO | |
10:04 | TEST |  Take I |
10:03 | LINK |  I've now linked the combat start linker into the main field flow.... I've not yet made any callouts to it, but this way I can a least check if all parse errors have been fixed |
- = 7 Sep 2019 = - |
23:57 | STATUS |  Calling it a day... Tomorrow is a busy day for me in general, and the work coming up now is very very complex... This is the hardest part of RPG creation, you know... |
23:39 | LINK |  The receiver for the link has been written.... All it can do (for now) is receive the data, so I can later compile it into the "core" of the combat routines. This won't be an easy thing to do, though, so expect some long periods of time passing without anything spectecular happening (at least not for the naked eye).... And the number of bugs... Oh, I already feel them coming.... |
23:24 | LINK |  Some link up code has been written.... It links to non-existent stuff for now, so calling it now WILL lead to a crash, but.... writing that all out will be a lot easier now, so that's a good thing... right? |
19:38 | NOTE |  No idea if it works now, since I cannot yet test, and it will take awhile to reach that point! |
19:38 | DONE |  Scipted the forest arena out in full.... |
19:27 | ART |  Grass |
17:45 | ART |  Cloud |
16:14 | GENERATION |  And a generator for forest arenas.... They will look different every time... :-/ |
16:13 | DONE |  Set up the loader for Arenas |
14:16 | POWERSHELL |  I love my script |
14:16 | NALA |  Rebuilt |
14:16 | FIXED |  Issues with NIL modules.... This will mean that no multiple modules can be sent anymore, but maybe that was a bad idea from the start, anyway.... |
13:37 | DONE |  Arena script loader! |
- = 6 Sep 2019 = - |
19:28 | DONE |  I've setup a RelPos library, which can help me on the arenas.... Far from ideal, but hey, it will work out.... right? |
19:05 | BRAINSTORM | In order to make sure the combat routine will always work, no matter how the screen settings are done, I've decided to set up a dynamic arena system.... This can automatically enlarge or reduce arena sizes and fighter positions.... It should be noted though, that this can (and likely will) tax slow computers with big screens, but then again, that combination was a bad idea from the start, if you ask me! |
19:02 | SITE |  Added tag BRAINSTORM |
16:18 | STATUS |  Time for me to take a break |
16:18 | NOTE |  Not yet entirely happy, but for now it has to do... It's easy to lower or to raise the encounter settings in general, so it shouldn't be a big big issue.... |
16:17 | TEST |  Take VII |
16:16 | NOTE |  Unlike what the name implies to those who do not know the technical background of this routine, this actually LOWERS the frequency of random encounters |
16:15 | DONE |  Doubled MaxRate for random encounters |
16:13 | TEST |  Take VI |
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