Issue in Neil causing type names in strings to trigger Neil, while they shouldn't
14:27
NOTE
This is the pace where the save spot is located... That being said do I now have a good marking from where the random encounters can be put into place
14:26
MAP
Area 006 done
12:37
ANNOUNCEMENT
The "Star Story" Revising project has not yet begun, but as too much related to that project more than this project appears on this Devlog (where it doesn't belong), I can now say that the Star Story stuff can be found HERE from now on! Good!
9:18
TRANSFER
Some transfer works for Star Story has begun, so I should really start up a new DevLog now, I suppose!
9:18
C#
The basis set up for the Apollo Builder
9:17
NOTE
Please note that the boss will (for now) ignore you!
9:17
GENERATION
Neg
9:14
TRANSFER
Ocean Goblin - Art
9:14
TRANSFER
Aqua Goblin - Art
- = 2 Sep 2020 = -
10:45
FIXED
Entry points forgotten
10:37
MAP
I promised myself I do at least one new room to the lost ark, and I fulfilled that promise
- = 1 Sep 2020 = -
16:16
CONFIRMED
the placeholder routines work... The actual true action will now have to be implemented
16:11
CONFIRMED
Compile wise it all works, now for the run-time
16:10
C++
More work on Kthura compatibility
9:25
KTHURA
My Apollo Engine is now able to handle Kthura's data.... Drawing stuff has not yet been implemented
- = 30 Aug 2020 = -
20:52
C++
Oh, in case you care... I got Dijkstra to work in C++, and yeah, it was a challenge to make that happen properly
20:51
C++
Today I was most of all transferring Kthura to C++. This took me off my work on Dyrt.... I will soon resume that though... It's just that my C++ work is now taking more of my time, as now stuff gets complicated.
Of course I brought this fix over to the C++ version as well... (duh!)
13:46
FIXED
And in the process I found out why the streched areas were not being animated....
13:46
KTHURA
Is being translated to C++ now
- = 29 Aug 2020 = -
14:50
MAP
Area 003 Lost Ark
13:58
OFFTOPIC
She's pretty good!
13:55
C++
Apollo is now in a workable state.... My biggest challenges there now are attaching Kthura and Dijkstra to them... Dijkstra most of all I'm concerned about, to be honest, due to the heavily node based nature of Dijkstra, but perhaps I can deal with that... :-/
- = 26 Aug 2020 = -
13:50
STATUS
Yes, I do know it says "FATAL ERROR" but that error is only the result of things not yet being done completely, but as the "Hello World!" message was written in Lua, it could not appear if contact with Lua wasn't established and that shows that stuff is actually working now!
10:22
STATUS
Before I mess any further with Lua though I need to have a few things in order!
10:19
STATUS
For Apollo it's almost time to get Lua on the roll (and then the (Apollo version of the) Blue Screen of Death will also no longer show).
10:05
FIXED
Lua 32/64bit conflict in Apollo
- = 25 Aug 2020 = -
21:47
FIXED
Linkup error
21:24
TEST
Let's first run a test on the new area in the Lost Ark, though
21:24
C++
Well, some preparational work has been done... Wish me luck, as the documentation of Lua is on the C-side of the language still a bit vague
21:00
OFFTOPIC
Unbelievable
19:13
LINK
I've Linked the Lua engine to Apollo.... It doesn't make any calls to Lua yet, but at least I can see that in basics it works... good!
19:10
POWERSHELL
First of all copied the dll into the project... PUC-Rio strongly advices that road, so let's follow suit, eh?
19:09
STATUS
In the Apollo engine the time has now come to get Lua to work... I've never attached Lua to a C++ project, and the other projects I've done this in made it ridiculously easy. Now I have tried this before in a Go remake of Lua, and there it looked a bit awkward, yes, but not that hard.... We'll see....
By the time I alreadys set up the most important basis for my own engine, on the point that I'm close to including Lua....
Oh, well...
1:20
C++
Well this didn't go the way I wanted it, but at least I GOT something to put text on screen now, and it obviously also appears to be pretty fast too....
- = 24 Aug 2020 = -
21:01
OFFTOPIC
If this is the reason why MonoGame has no font support (MonoGame appears to use SDL as well) then it appears the error is 100% SDL not properly set up... That could really put a damper on things, so I hope not!
21:00
FAILURE
TTF crashes my game engine in SDL.... No proper error message nor any useful information from the front for C++ error thrower.
Now I had font trouble before in SDL when I tried the Go variant, and the community was about as usefuly (and polite) as the usefull of the information VS2019 provides me...
16:14
STUDY
I've completed my study over font usage for Apollo... This *WILL* make my life significantly better, I tell ya!
15:45
OFFTOPIC
And if you thought you'd seen it all
15:45
STATUS
The next step would be allowing fonts... Something NALA couldn't do because of MonoGame being a half-assed product
14:46
CONFIRMED
It all works! YAY!
9:45
C++
A big operation in Apollo was done. This was needed as otherwise things would really have gone messy on me in the future....
- = 23 Aug 2020 = -
13:10
FIXED
And a coordinate issue
13:10
FIXED
Some label issues
11:58
MAP
Area 002 - Lost Ark
9:50
CONFIRMED
All linkups work
9:04
TEST
A quick is required now... Not that I expect much trouble, but hey, always test, eh?
9:03
LINK
Link script set up
8:25
MAP
Zone implemented in Xenor Bushes North to which I can link the entrance script
8:25
SASKIA
Base script
7:54
NOTE
I already got this piece, so I only had to hook it up
7:54
MUSIC
"The Snow Queen" by Kevin McLeod will be used for this place (just as in the original game).
7:53
MAP
Entrance done for "The Lost Ark"
0:12
BACKUP
Running
- = 22 Aug 2020 = -
23:11
STATUS
Of course, before all else, I'm gonna focus on that dungeon first... Well, as far as my work on Apollo allows it as that is going through the more complicated stage now, but as long as I can combine it.... When the complex part of Apollo is done I should priortize this game a bit more, but I must also mind my own health as things are slowly getting the better of me
22:59
STATUS
I've worked everything out until reaching Xenor Bushes North -- This will be the place were the entrance to the 1st New Game+ only dungeon will be, and I can confirm that the barrier has indeed disappeared, which is wonderful!
22:29
TEST
Well?
22:29
FIXED
Triple case error
22:05
STATUS
AT LAST!
22:00
TEST
Let's see now!
22:00
FUCKYOU
Anymore trouble?
21:59
FIXED
Fixed that!
21:59
FUCKYOU
Code order issue
21:53
TEST
Let's see now then...
21:52
BOOST
Not to mention that I also gave a little bit of a resistance bonus in the New Game+
21:52
FIXED
That'll do
21:47
BUG
In the New Game+ Eric had to start with all his magic groups activated... That does not happen
21:35
TEST
And let's go again!
21:35
FIXED
Syntax error
21:14
FIXED
Scope Error
21:09
TEST
And another take!
21:09
FIXED
Lack of "self"
20:59
TEST
Let's see...
20:59
NOTE
The first extra dungeon that should open due to this is in Xenor Bushes North and it'll be awhile before I get there....
20:57
NOTE
Hard to check out fully now, but at least I can make sure no bugs occur.
20:57
DONE
Bonus points due to New Game Plus
20:19
STATUS
Of course, I only have access now to Irravonia's prologue mission, but I can already see if I can set a few things up
20:18
CONFIRMED
Both bugs appear fixed now!
20:12
TEST
Hopefully!
20:12
FIXED
Should now be fixed
20:11
SOLVED
Request to register the failure was set on the wrong spot in the code
20:10
DEBUG
Log confirms that the failre is NOT registered.... Why?
20:06
TEST
Let's see!
20:06
FIXED
I think I tacked the first one completely
20:06
DEBUG
An extra debug check on the latter one
20:05
COCKROACH
And the GJ security blockout also appears to be persistent!
20:05
COCKROACH
NG+ bonus on travel bonus not right
20:00
TEST
Again!
20:00
FUCKYOU
Such things NEVER go right in one go, though!
19:52
FIXED
I've put in a temporary "gjfail" variable.... This variable will not be saved, so when GJ fails now, your game will still be valid for GJ in general
19:48
BUG
I see that when GJ fails to login achievement cause security errors....
19:30
TEST
A small test will need to be done
19:28
GAMEJOLT
That will be Game Jolt's task to fix.... It' very likely a conflict between my system and theirs as a result to their long maintenance, yesterday
19:27
FAILURE
19:25
FIXED
That's been taken care of!
19:23
BUG
I see the travel emblems do not yet respond properly to being NG+
19:16
C++
I've done some work on Apollo.... Loads of work and not a single pixel will appear on screen for that YET... But the work was important nonetheless...
- = 21 Aug 2020 = -
21:05
C++
I did however make progress in my C++ work, so it's not all that bad!
21:05
GAMEJOLT
Was in maintenance today, and due to my reliance on the GJ API, that stops the game development for today....
The Script notification I made earlier will help me there
20:34
NOTE
For now, all I can do is start a game up and make sure the system marks this as a New Game+
20:34
SYSTEM
I've temporarily moved my True Abyss savegames to a different folder... This is to make sure no crazy things will happen to them, as I may need them for more tests later!
20:08
STATUS
And when it comes to Dyrt, I am right now focussing on getting the New Game+ started... Where the test gets hard is is the fact that the game will then start with a lot of scenario, and it *is* potentially hard to test if stuff all works... Of course, this is no excuse not to get things to work, but it will make things harder....
20:06
C++
Well other than that I got JCR6 to work in VisualStudio... Due to Microsoft's stunt without any form of compression yet, but that doesn't matter... Compression wasn't my most crucial point anyway, and my experiments for lzma are only planned for the future in C++ already, and if lzma can be set to work then I wouldn't have aimed for zlib anyway
18:23
FAILURE
MICROSOFT!!! YOU BLUNDERING IDIOTS!
"Deprecating standard C features"
17:23
SCRIPT
I've set the field to show you you are in a New Game+ if you are are actually doing so!
17:23
C++
I've set up GINIE to work in C++
- = 19 Aug 2020 = -
21:39
STATUS
True Abyss Test Complete
14:20
C++
Successfully build myself a Lua library for C++... I should not be happy too early, but with Lua successfully built and some tests in SDL going well, things are going well on the road... That was quite unexpected... C++ and I have NEVER been good friends... so.... I wonder when things go terribly wrong beyond my control...
12:14
CONFIG
A lot of reconfiguration has to be done here
12:14
BACKUP
Running
12:02
STATUS
None of the open issues in the game though are really suitable to fix in the True Abyss, added with that I also must note, that the (for now) final tests of the Abyss draw near... I think I can better focus on that test first when it comes to this game
11:39
C++
So a redo in C++ is becoming realistic now... I guess...
11:39
SITE
Added tag C++
11:00
FAILURE
It appears the Apollo project has failed in C#, this most of all due to that fucking MonoGame not functioning the way it should and its developers not yet responding to my outcry for help...
Now don't question my patience... I got a very very big project on the line because of this, and I must move on... On this moment I'm digging through documentation written by LazyFoo about SDL2 for C++ in VisualStudio and so far I like what I'm reading... If implementing Lua will go just as easy, as well as implementing my JCR6 library (which I already have), that I got good hope that translating Kthura to C++ won't tax me at all... C++ seems to provide most I need to make Kthura run smoothly except for a garbage collector, but even that can be taken care of smoothly, as I already got a few ideas to make that happen... I just need to make a few steps back here...
- = 18 Aug 2020 = -
20:59
FAILURE
Why did VS2019 only allow up to .NET 3.1 while I did ask up to 4.8?
19:24
FIXED
I THINK I fixed it though....
19:22
HUH
Even more huh, the screenshot got out of my clipboard, so all data I need is lost!
Well, I've checked if NALA (based on the old MonoGame templates that I no longer seem to be able to use for some silly reason) DOES work in VS2019... If worst comes to worst I can still take NALA as my basis, strip it completely to all Bubble references and sources and use that as my basis for the Apollo Basic Game Engine and RPG engine.... It's not the road I wish to travel though, but it's better than nothing.... I always wonder why stuff like this always happens... It wastes tons of my valuable time... It does show however why I rely so much on my own engines as much as possible... Then I got all trouble in my own hands... 3rd party stuff is always a disaster for some reason.... (But unfortunately something we cannot do without).... :-/
12:12
FUCKYOU
Okay, let's make the guys at MonoGame themselves sort this out as I'm out of clues now: MonoGame/
MonoGame#7317
12:12
FAILURE
Whatever I try MonoGame keeps failing
11:15
FAILURE
A lot is going wrong though.... But then again.... Stuff never went right on me in this stage of things.... Needless complication is an issue, I suppose
9:59
SYSTEM
The NALA engine was completely developed with VisualStudio 2017. I've now installed VS2019, and for now I'll focus on that when it comes to the development of Apollo... The CLI version of Apollo is nearly completed, and appears to work well in VS2019... MonoGame is acting up on me, so I had to re-install it and was even forced to move to VS2019 that way...
9:15
APOLLO
The script can access that now properly
- = 17 Aug 2020 = -
23:46
APOLLO
I've taken care of the ID process... Important
21:10
FIXED
Is the void fixed now?
21:10
STUPIDITY
I thought I did
21:02
VOID
I dunno what happened but I voided it
20:30
TEST
Take VII
20:30
STATUS
I had a few other things to take care of before I could resume the action
19:33
STATUS
Which reminds me it was for good reasons I made another run here
19:33
FIXED
Blockmap issue floor 65
19:32
CONFIRMED
Lightning works now! Whooohooo!
19:10
TEST
Take VI
19:10
FIXED
infinite loop
19:05
TEST
Take V
19:05
FIXED
Pure idiocy
18:54
TEST
Take IV
18:54
FIXED
Syntax Error
18:49
TEST
Take III
18:49
FUCKYOU
Identifier trouble
18:26
TEST
Take II
18:26
LINK
Linked the spellani to the abilities in question
18:25
STUPIDITY
HOLD THE SHOW! I forgot something important!
18:19
STATUS
And I'll take a few extra True Abyss Levels in the process...
18:19
NOTE
Needs to be tested first of course
18:18
SPELLANI
Lightning
17:25
ART
A few mirror effects
17:23
SYSTEM
Yeah, those updates can be really terrible sometimes
17:23
UPDATED
Paint.net outdated
17:17
GENERATION
(About time too)
17:17
GENERATION
Jukebox was outdated.... So I regenerated that
17:14
TRANSFER
Audio Thunder Clap
16:56
APOLLO
Expanding some file support
16:55
APOLLO
Now since the Star Story redo may be the first game that will be developed with the Apollo engine, I guess I should start that Devlog already.... hahahaha!
16:52
APOLLO
I'm working now on a new engine called Apollo.... Yes... Unfortunately it will replace NALA and the underlying Bubble system... It was to be expected that Dyrt would expose some nasty things requiring me to start anew... Oh well....