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
16:36UPDATED
UPDATED License
16:35ARENA
ARENA Lost Ark
16:20FOE
FOE AquaGoblin
16:13VERIFIED
VERIFIED Gobling pictures present
16:13C++
C++Well my Star Story contribution is done for today, and no more details required here
- = 4 Sep 2020 = -
14:44BUG
14:40FIXED
FIXED Issue in Neil causing type names in strings to trigger Neil, while they shouldn't
14:27NOTE
NOTE Merya 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
14:26MAP
MAP Area 006 done
12:37ANNOUNCEMENT
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!
9:18TRANSFER
TRANSFER Some transfer works for Star Story has begun, so I should really start up a new DevLog now, I suppose!
9:18C#
The basis set up for the Apollo Builder
9:17NOTE
NOTE Please note that the boss will (for now) ignore you!
9:17GENERATION
GENERATION Neg
9:14TRANSFER
TRANSFER Ocean Goblin - Art
9:14TRANSFER
TRANSFER Aqua Goblin - Art
- = 2 Sep 2020 = -
10:45FIXED
FIXED Entry points forgotten
10:37MAP
MAP I promised myself I do at least one new room to the lost ark, and I fulfilled that promise
- = 1 Sep 2020 = -
16:16CONFIRMED
CONFIRMED the placeholder routines work... The actual true action will now have to be implemented
16:11CONFIRMED
CONFIRMED Compile wise it all works, now for the run-time
16:10C++
C++More work on Kthura compatibility
9:25KTHURA
KTHURA My Apollo Engine is now able to handle Kthura's data.... Drawing stuff has not yet been implemented
- = 30 Aug 2020 = -
20:52C++
C++Oh, in case you care... I got Dijkstra to work in C++, and yeah, it was a challenge to make that happen properly
20:51C++
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.
20:50BUG
BUG gamejolt/issue-tracker#1414 (Not mine to fix, though
13:47NALA
NALA Nala will have to be recompiled as a result
13:46C++
C++Of course I brought this fix over to the C++ version as well... (duh!)
13:46FIXED
FIXED And in the process I found out why the streched areas were not being animated....
13:46KTHURA
KTHURA Is being translated to C++ now
- = 29 Aug 2020 = -
14:50MAP
MAP Area 003 Lost Ark
13:58OFFTOPIC
OFFTOPIC

She's pretty good!

13:55C++
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 = -
13:50STATUS
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!

10:22STATUS
STATUS Before I mess any further with Lua though I need to have a few things in order!
10:19STATUS
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).
10:05FIXED
FIXED Lua 32/64bit conflict in Apollo
- = 25 Aug 2020 = -
21:47FIXED
FIXED Dernor Linkup error
21:24TEST
TEST Let's first run a test on the new area in the Lost Ark, though
21:24C++
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
21:00OFFTOPIC
OFFTOPIC Unbelievable

19:13LINK
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!
19:10POWERSHELL
POWERSHELL First of all copied the dll into the project... PUC-Rio strongly advices that road, so let's follow suit, eh?
19:09STATUS
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....
19:07STATUS
STATUS I'll test them later!
19:07MAP
MAP ANother area of the Lost Ark
18:33C++
C++Extra work for Apollo done
17:24FAILURE
FAILURE Oh, they fixed MonoGame/ MonoGame#7317

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...

1:20C++
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 = -
21:01OFFTOPIC
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!
21:00FAILURE
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...

16:14STUDY
STUDY I've completed my study over font usage for Apollo... This *WILL* make my life significantly better, I tell ya!
15:45OFFTOPIC
OFFTOPIC And if you thought you'd seen it all

15:45STATUS
STATUS The next step would be allowing fonts... Something NALA couldn't do because of MonoGame being a half-assed product
14:46CONFIRMED
CONFIRMED It all works! YAY!
9:45C++
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 = -
13:10FIXED
FIXED Onyx:Kirana And a coordinate issue
13:10FIXED
FIXED Some label issues
11:58MAP
MAP Area 002 - Lost Ark
9:50CONFIRMED
CONFIRMED All linkups work
9:04TEST
TEST A quick is required now... Not that I expect much trouble, but hey, always test, eh?
9:03LINK
LINK Rebecca Link script set up
8:25MAP
MAP Zone implemented in Xenor Bushes North to which I can link the entrance script
8:25SASKIA
SASKIA Base script
7:54NOTE
NOTE I already got this piece, so I only had to hook it up
7:54MUSIC
MUSIC "The Snow Queen" by Kevin McLeod will be used for this place (just as in the original game).
7:53MAP
MAP Entrance done for "The Lost Ark"
0:12BACKUP
BACKUP Running
- = 22 Aug 2020 = -
23:11STATUS
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
22:59STATUS
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!
22:29TEST
TEST Well?
22:29FIXED
FIXED Triple case error
22:05STATUS
STATUS AT LAST!
22:00TEST
TEST Let's see now!
22:00FUCKYOU
FUCKYOU Anymore trouble?
21:59FIXED
FIXED Fixed that!
21:59FUCKYOU
FUCKYOU Code order issue
21:53TEST
TEST Let's see now then...
21:52BOOST
BOOST Not to mention that I also gave a little bit of a resistance bonus in the New Game+
21:52FIXED
FIXED That'll do
21:47BUG
BUG In the New Game+ Eric had to start with all his magic groups activated... That does not happen
21:35TEST
TEST And let's go again!
21:35FIXED
FIXED Syntax error
21:14FIXED
FIXED Scope Error
21:09TEST
TEST And another take!
21:09FIXED
FIXED Lack of "self"
20:59TEST
TEST Scyndi Let's see...
20:59NOTE
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....
20:57NOTE
NOTE Hard to check out fully now, but at least I can make sure no bugs occur.
20:57DONE
DONE Bonus points due to New Game Plus
20:19STATUS
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
20:18CONFIRMED
CONFIRMED Both bugs appear fixed now!
20:12TEST
TEST Hopefully!
20:12FIXED
FIXED Should now be fixed
20:11SOLVED
SOLVED Request to register the failure was set on the wrong spot in the code
20:10DEBUG
DEBUG Log confirms that the failre is NOT registered.... Why?
20:06TEST
TEST Let's see!
20:06FIXED
FIXED I think I tacked the first one completely
20:06DEBUG
DEBUG An extra debug check on the latter one
20:05COCKROACH
COCKROACH And the GJ security blockout also appears to be persistent!
20:05COCKROACH
COCKROACH NG+ bonus on travel bonus not right
20:00TEST
TEST Again!
20:00FUCKYOU
FUCKYOU Such things NEVER go right in one go, though!
19:52FIXED
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
19:48BUG
BUG I see that when GJ fails to login achievement cause security errors....
19:30TEST
TEST A small test will need to be done
19:28GAMEJOLT
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
19:27FAILURE
FAILURE
19:25FIXED
FIXED That's been taken care of!
19:23BUG
BUG I see the travel emblems do not yet respond properly to being NG+
19:16C++
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 = -
21:05C++
C++Brendor I did however make progress in my C++ work, so it's not all that bad!
21:05GAMEJOLT
GAMEJOLT Was in maintenance today, and due to my reliance on the GJ API, that stops the game development for today....
- = 20 Aug 2020 = -
21:27FIXED
FIXED Confirmed #249 fix
21:19NOTE
NOTE Although i was working on other stuff, but I had to take care of that one quickly (unfortunately).
21:19FIXED
FIXED I think I fixed it!
21:15HUH
21:13CONFIRMED
CONFIRMED This looks good
21:05TEST
TEST Well, let's see.... :-/
20:35NOTE
NOTE The Script notification I made earlier will help me there
20:34NOTE
NOTE For now, all I can do is start a game up and make sure the system marks this as a New Game+
20:34SYSTEM
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!
20:08STATUS
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....
20:06C++
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
18:23FAILURE
FAILURE MICROSOFT!!! YOU BLUNDERING IDIOTS!

"Deprecating standard C features"

17:23SCRIPT
SCRIPT I've set the field to show you you are in a New Game+ if you are are actually doing so!
17:23C++
C++I've set up GINIE to work in C++
- = 19 Aug 2020 = -
21:39STATUS
STATUS True Abyss Test Complete
14:20C++
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...
12:14CONFIG
CONFIG A lot of reconfiguration has to be done here
12:14BACKUP
BACKUP Running
12:02STATUS
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
11:39C++
C++So a redo in C++ is becoming realistic now... I guess...
11:39SITE
SITE Added tag C++
11:00FAILURE
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 = -
20:59FAILURE
FAILURE Why did VS2019 only allow up to .NET 3.1 while I did ask up to 4.8?
19:24FIXED
FIXED Irravonia I THINK I fixed it though....
19:22HUH
HUH Even more huh, the screenshot got out of my clipboard, so all data I need is lost!
19:22HUH
HUH Crash upon using a banana
18:42CLOSED
18:41CONFIRMED
CONFIRMED IT WORKS!
18:33TEST
TEST Irravonia Let's see now!
18:32FIXED
FIXED ">" != "<"
18:32BUG
BUG Cancelling itself works, but there are issues with the coordinates
18:25TEST
TEST II
18:25FIXED
FIXED Case error
18:21TEST
TEST Let's see....
17:48SCRIPT
SCRIPT The button has been scripted
17:08NOTE
NOTE If you get how much trouble that one just to get an "X" on the screen, it's downright depressing!
17:07CONFIRMED
CONFIRMED IT'S THERE!
17:04TEST
TEST Take IV
17:04VOID
VOID Reference issue
17:00TEST
TEST Take III
17:00STATUS
STATUS Siiiiiiiiiiiiiigh!
17:00FIXED
FIXED Code typo
16:54TEST
TEST Outsider: Feenalaria, daughter of Vandar Take II
16:54FIXED
FIXED Fixed that
16:53STUPIDITY
STUPIDITY Class config error
16:45SCRIPT
SCRIPT I've set the script to show the icon.... Clicking it won't do any good yet, though
16:43NOTE
NOTE Some real life stuff in my way
13:38FAILURE
FAILURE

GOOD IDEA!!!! NOT!!!

13:32ART
ART Eric Close Icon for #35
12:26CHECKED
CHECKED 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).... :-/
12:12FUCKYOU
FUCKYOU Okay, let's make the guys at MonoGame themselves sort this out as I'm out of clues now: MonoGame/ MonoGame#7317
12:12FAILURE
FAILURE Whatever I try MonoGame keeps failing
11:15FAILURE
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
9:59SYSTEM
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...
9:15APOLLO
The script can access that now properly
- = 17 Aug 2020 = -
23:46APOLLO
I've taken care of the ID process... Important
21:10FIXED
FIXED Is the void fixed now?
21:10STUPIDITY
STUPIDITY I thought I did
21:02VOID
VOID I dunno what happened but I voided it
20:30TEST
TEST Take VII
20:30STATUS
STATUS I had a few other things to take care of before I could resume the action
19:33STATUS
STATUS Which reminds me it was for good reasons I made another run here
19:33FIXED
FIXED Blockmap issue floor 65
19:32CONFIRMED
CONFIRMED Lightning works now! Whooohooo!
19:10TEST
TEST Take VI
19:10FIXED
FIXED infinite loop
19:05TEST
TEST Take V
19:05FIXED
FIXED Pure idiocy
18:54TEST
TEST Take IV
18:54FIXED
FIXED Syntax Error
18:49TEST
TEST Take III
18:49FUCKYOU
FUCKYOU Identifier trouble
18:26TEST
TEST Take II
18:26LINK
LINK Aziella Linked the spellani to the abilities in question
18:25STUPIDITY
STUPIDITY HOLD THE SHOW! I forgot something important!
18:19STATUS
STATUS And I'll take a few extra True Abyss Levels in the process...
18:19NOTE
NOTE Needs to be tested first of course
18:18SPELLANI
Lightning
17:25ART
ART A few mirror effects
17:23SYSTEM
SYSTEM Yeah, those updates can be really terrible sometimes
17:23UPDATED
UPDATED Paint.net outdated
17:17GENERATION
GENERATION (About time too)
17:17GENERATION
GENERATION Jukebox was outdated.... So I regenerated that
17:14TRANSFER
TRANSFER Audio Thunder Clap
16:56APOLLO
Expanding some file support
16:55APOLLO
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!
16:52APOLLO
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....
16:51SITE
SITE Added tag APOLLO
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