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 |
19:13 | BUG | |
19:07 | TEST |  Take XVI |
19:07 | FIXED |  I fixed that |
19:07 | STUPIDITY |  SAKSKIA requires strings to be quoted! Just like normal NIL and Lua, dumbo! |
19:03 | TEST |  Take XV |
19:03 | FIXED |  Well I fixed that |
19:03 | STUPIDITY |  Because I forgot to set the "spot" parameter in the SASKIA Script |
19:02 | COCKROACH |  What I need to figure out is why the "spot" parameter is 'nil'.... |
19:00 | COSMETIC |  And I made sure the mouse pointer wouldn't be darker in the field. Not that important, but hey I saw that this was not right, so why not set it right before I forget it! ;) |
18:59 | STATUS |  What I can at least tell is that the part without player actors appears to work again |
18:55 | TEST |  Take XVI |
18:55 | FIXED |  Did I fix it now? |
18:55 | FUCKYOU |  Oh, crap! |
18:52 | TEST |  Take XV |
18:52 | FIXED |  I think I fixed it (hard to tell) |
18:51 | BUG |  The game demands a player, which the prison can (initally) not give |
18:47 | TEST |  Take XIV |
18:47 | FIXED |  Case errors |
18:40 | TEST |  Take XIII |
18:40 | FIXED |  Or at least, I think so.... |
18:39 | BUG |  But to the Field flower.... |
18:39 | STATUS |  Well the error I get now does at least no longer refer to the Kthura link code.... |
18:37 | OFFTOPIC |  Well we get to take MCMLXXV or not? |
18:36 | TEST |  Take XII |
18:36 | FIXED |  A leftover from old code |
18:35 | BUG |  The trouble doesn't end there... of course |
18:35 | CONFIRMED |  Well at least that one is fixed |
18:32 | TEST |  Take XI will tell! |
18:32 | FIXED |  Did I fix it? |
18:32 | NOTE |  Or not? |
18:31 | BUG |  right "nil" appears to be the parent, which I actually already expected, but at least that's confirmed now.... This is gonna be some hell to debug, I'm afraid |
18:28 | TEST |  Take X |
18:28 | DEBUG |  Expanded error message so I can (hopefully) get a better view on what exactly goes wrong |
18:27 | KTHURA |  Link script chunk properly named |
17:08 | TODO |  A break... I need to clear my brain a little |
17:07 | BUG |  "None or incorrect parent given!" Now this will be a best to debug |
17:05 | TEST |  Take IX |
17:05 | FIXED |  Indexing error |
17:04 | FUCKYOU |  GRRRRR! |
17:03 | TEST |  Take VIII |
17:02 | FIXED |  A few random occuranaces |
17:00 | TEST |  Take VII |
17:00 | FIXED |  So this time it DOES count as a fix |
17:00 | CONFIRMED |  The "Unknown term" error that pops up thanks to this message confirmed my earlier statement... however this was a var I forgot to rename |
16:57 | TEST |  VI |
16:57 | NOTE |  THAT is NOT a fix... something that ain't broken, can't be fixed.... At least I hope to prevent the false crash errors this way |
16:56 | DONE |  I've wrote some voidance code which hopefully gets me around the (incorrect) dupe identifier error |
16:52 | STATUS |  It appears all link code errors have been accounted for |
16:49 | TEST |  Take V |
16:49 | FIXED |  Bad function type |
16:46 | STATUS |  (And I've only just begun, I'm afraid)..... |
16:45 | TEST |  Take IV |
16:45 | FIXED |  Another wrong variable |
16:41 | TEST |  Take III |
16:41 | FIXED |  Right-o |
16:38 | TEST |  And onto TAKE II |
16:38 | NALA |  Recompiling |
16:38 | FIXED |  Yup... First issue coming in! |
16:36 | TEST |  TAKE I (of the many I may require, I'm afraid, as this was pretty complicated) |
16:36 | DONE |  Mesa Back |
15:55 | FAILURE |  I only discovered that I ran out of bread, so I must make a run to the store first, to make sure I won't starve soon :P |
15:55 | STATUS |  I have no clue at all if this all works (I expect loads of bugs and cockroaches tbh), but this is the first moment on which testing is possible, at all... |
15:17 | NIL |  Automated updater for the actor texture |
15:13 | TECHNO |  And I was glad I found this one in time, as the cockroaches this one could have caused are beyond imagination! |
15:12 | FIXED |  Code in the incorrect file moved to the correct one |
15:11 | LINK |  And the linkup code has also been written |
15:10 | C# | Texture configuration possible through the API now |
14:42 | LINK |  Linkup code done |
13:16 | C# | I've done the cores of getting and setting textures.... For now I'll only link this for the actors |
13:04 | DONE |  I've set up the Leader property. This will be used now to determine whose sprites will appear as the Player Actor... VERRRRY important! |
12:56 | CLOSED | #25 (I should have done that before) |
12:54 | UPDATED | |
12:34 | STATUS |  This can take awhile, as this is hard, boring and totally unsatisfying work, but unfortunately, it must be done, or the game cannot work in any way.... |
12:33 | NIL |  Main code for "SpawnPlayer" has been set up... Well, most of it, as some important parts yet remain to be done... |
9:24 | LINK |  Linking code for "SpawnPlayer" |
0:38 | STATUS |  A full workout will be done later, as I'm tired now |
0:36 | ENHANCEMENT |  I've enhanceed the flow manager of BUBBLE with a way to transfer simplisstic data between states and flows without having to rely on superglobals |
- = 8 Aug 2019 = - |
23:57 | FIXED |  So I rewrote that part |
23:57 | NOTE |  I realized that I did the entire actor table in NIL wrong |
22:00 | REMOVED |  I've (for now) removed the pathfinder.... The chance was pretty big a different pathfinder would be used anyway.... |
21:59 | FAILURE |  II guess the compiler doesn't like me for this.... |
21:58 | LINK |  Glue code |
21:58 | KTHURA |  X and Y catcher (for now specialized on Actors, but over time, regular objects must also be supported). |
21:52 | FAILURE |  For some reason Go failed me on getting all I need :-/ |
21:43 | STUDY |  https://github.com/github/linguist Not that I understand it... Hey I only have above average intelligece... Don't expect too much of me! |
20:07 | LINK |  Spawn Link Code |
20:03 | KTHURA |  Spawn |
19:43 | LINK |  Please note, this class is fake... All it does is link with the C# Kthura API which will always do the real work, but this class will produce a) cleaner code, and b) can help me for when Bubble would ever be rewritten in a different setup, to maintain the code I already got. |
19:42 | NIL |  Basis set up for a NIL class for Kthura |
18:28 | KTHURA |  For the sort term Actors will follow the obstacles, however, a lot more will need to be done on the longer term... |
17:11 | KTHURA |  I did set up some basic declarations up so I can make things work.... I now need to have a proper look in how to actually do it all best, as this can be a little bit complicated here |
16:23 | STATUS |  Time is however not on my side, and I really want to do this right... Well due to a few other projects being on shelf I can do those first, as they require less work |
16:05 | KTHURA |  A quick view on the Kthura source I saw (just as expected) that actors are not yet supported.... So I'll need to put in support for them |
15:56 | JUDGMENT |  As far as I can currently judge everything works the way it should |
15:53 | COSMETIC |  Normally in white letters, when you got the level cap amber letters, when you are over the level cap (can happen to characters new to the party) in red, guest characters in skyblue |
15:53 | DONE |  The level numbers will now show (in Roman numbers) at the bottom of the character box |
15:34 | NIL |  I've written a little NIL library which can convert arabic numbers into roman numbers |
1:48 | GITHUB |  I've closed https://github.com/AnnSerba/A-star/ and I'll try out later if it's actually useful! |
0:13 | TODO |  Investigate if there are good pathfinders for C#... Now that I think about it, there must be one.... |
0:13 | DONE |  I did an attempt to convert the BlitzMax pathfinder I had to C#, but due to the high number of errors, I've (for now), set it to "None", so it won't compile for now... Time is not on my side now and don't know if this is the right way to go.... |
- = 7 Aug 2019 = - |
20:13 | MEDICAL |  My shoulder still hurts, but some well placed pain skiller rub helps me to deal with the pain |
20:12 | STATUS |  I need a break now.... |
20:09 | STATUS |  All fader issues accounted for! |
20:04 | TEST |  Take XVII |
20:04 | FIXED |  Miscaluclation |
20:01 | TEST |  Take XVI |
20:01 | FIXED |  Pure text faders did not come to the center of the screen... Now they will! |
19:50 | TEST |  Take XV |
19:49 | POWERSHELL |  Since this was a bug in NIL itself NALA will need to be rebuilt |
19:49 | FIXED |  Fixed that! |
19:48 | RESULT |  AHA! The decrementor counts up in stead of down..... |
19:46 | TEST |  Take XIV |
19:46 | FIXED |  Format error |
19:45 | TEST |  Take XIII |
19:45 | FIXED |  A few configuration errors |
19:43 | TEST |  Take XII |
19:43 | DEBUG |  I've added an extra (temp) line which hopefully gives me more answers |
19:28 | CONFIRMED |  The Fader DOES take on stage 2 |
19:19 | TEST |  Take XI |
19:19 | DEBUG |  Some debug lines must provide me with ANSWERS! |
19:19 | BUG |  although the time the fader object remains on screen lasts forever.... Why? |
19:18 | FIXED |  The Fader's alpha setting should no longer be an issue to other things being drawn |
19:13 | TEST |  Take X |
19:13 | STATUS |  Hmmm... lost focus, again... |
19:03 | TEST |  Take IX |
19:03 | FIXED |  Fixed that |
19:02 | STUPIDITY |  Because the field 'show' had to be called first before asking for the class name, stupid cow |
19:01 | TEST |  Take VIII |
19:01 | DEBUG |  So this debug line must tell me why to pops up anyway |
19:01 | BUG |  The error that pops up now is NOT possible at all.... |
18:58 | TEST |  Take VII |
18:58 | FIXED |  Incorrect boxtext referrence |
18:56 | TEST |  Take VI |
18:56 | FIXED |  Code typo |
18:55 | TEST |  Take IV and V |
18:55 | FIXED | |
18:55 | FUCKYOU |  How could that line disappear? |
18:42 | SASKIA |  Note to self... No "new" keywords in SASKIA scripts |
18:40 | DEBUG |  This debug line must explain what happened.... |
18:40 | HUH |  Impossible kind of error |
18:34 | TEST |  Take III |
18:34 | FIXED |  code order |
18:32 | TEST |  Take II |
18:32 | FIXED |  Illegal class call |
18:30 | TEST |  I need to test this..... Take I |
18:29 | LINK |  I've linked the fader to the main drawing routine.... |
14:56 | MEDICAL |  The pain in my shoulder is unbearable, and working is hard now.... next to impossible... I will try to do a few things, but DON'T EXPECT TOO MUCH OF ME NOW! |
14:55 | FIXED | |
10:20 | MEDICAL |  My shoulder hurts.... And it's pretty bad... This may put a damper on my development work today |
10:20 | SITE |  Added tag MEDICAL |
10:17 | BUG |  It appears that SASKIA removes spaces from string definitions.... That should NOT happen.... |
10:17 | CONFIRMED |  The link-ups appear to work now, but.... |
10:05 | FIXED |  Missspelled label |
10:03 | TEST |  Let's do that again! |
10:02 | FUCKYOU |  now the system is whining about a non-existent issue |
10:01 | FIXED |  Music link faulty |
9:58 | TEST |  Right, just running the game now to check if all chainings are in order |
8:43 | FIXED |  I did manage to get the music file right, while I was sleeping |
8:35 | SASKIA |  I've set up a basis script, which will now just throw a few fake errors, but which do at least allow me to check if things load the way they were intended |
2:03 | STATUS |  And now I'm going to bed while the computer sets this all right.... See ya! |
2:03 | FIXED |  The failing alias for the Xenor Bushes should now be fixed |
1:09 | NOTE |  Now this is a general setup... The Kthura Map Editor is in C# not yet fully operational, and thus not everything I want to put in has been put in.... The real work is about to start now.... (and about time too). |
1:08 | MAP |  Xenor Bushes |
0:21 | JCR6 |  And while I was add it I've aliassed Oregon by Wicky77 for Xenor, although you won't enter that town during chapter 1... I rather did that for testing purposes, though |
0:21 | JCR6 |  Let's do that again |
0:21 | NOTE |  It appears some music is not properly aliased.... |
0:16 | NOTE |  As the Xenor Bushes were totally messed up from the beginning (as the TeddyBear Map Engine was not fully set to support obstacles well back then), I think it's better that now that I must redo most of the dungeons in Kthura anyway, that this place is redone in Kthura.... It being a forest location will probably only work out better, anyway |
0:15 | ART |  Texture Transfer Xenor Bushes |
0:10 | STATUS |  All Chapter banners accounted for! |
0:10 | ART |  Chapter 5 |
0:10 | ART |  Chapter 4 |
0:09 | ART |  Chapter 3 |
0:09 | ART |  Chapter 2 |
0:08 | ART |  Chapter 1 |
0:08 | STATUS |  I can of course already get the chapter logos in, as I already got them |
0:06 | TODO |  #25 I must not forget to add the call in the SASKIA script and activate it before Irravonia actually begins to speak, in the opening of her prologue dungeon.
As some drastic edits to the field flow are needed for this to happen, I'll won't get started on this today. |
- = 6 Aug 2019 = - |
23:54 | STATUS |  At last! |
23:51 | TEST |  That would make it take H |
23:51 | TEST |  Again! |
23:50 | FUCKYOU |  "No value" my ass! |
23:48 | TEST |  Take G |
23:48 | FIXED |  Which I fixed |
23:47 | SOLVED |  A a link error |
23:45 | HUH |  Error message and provided info, does not appear to match the fact I find in the code.... This is getting stranger and stranger.... |
23:42 | TEST |  Take F (6 takes for code not even worth 1 cent) |
23:42 | FIXED |  Syntax Error |
23:42 | STUPIDITY |  I'm always suprised how much I can blow in such a simple piece of code |
23:39 | TEST |  Take E |
23:39 | FIXED |  I forgot my "self" |
23:38 | TEST |  Take D |
23:38 | FIXED |  Code Typo |
23:36 | TEST |  Take C |
23:36 | FIXED |  Syntax error |
23:34 | TEST |  Take B |
23:34 | GENERATION |  Generated new anyway.nil |
23:34 | STUPIDITY |  Didn't work, but I forgot something important |
23:33 | TEST |  Take A |
23:32 | SASKIA |  Now properly put in the SASKIA script, let's see what'll happen now |
23:29 | NIL |  I've set up the sleep routine, codenamed "Klaas Vaak" |
22:40 | BACKUP |  Running in the background... Just too much had happened, today |
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 |