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
16:13FIXED
FIXED Case error
16:13TEST
TEST take V
16:13EXPERIMENT
EXPERIMENT Let's see what happens now
16:03STATUS
STATUS There's a lot more wrong than I believed
16:02TEST
TEST Take IV
16:02DEBUG
DEBUG Let's add some extra debug information
15:57COCKROACH
COCKROACH Irravonia BUT STILL NO GOOD HERE!
15:55TEST
TEST Take III
15:55FIXED
FIXED And/Or error
15:55BUG
BUG Countdown linkup code ignored
15:55TEST
TEST Take II on the countdown test
15:53FIXED
FIXED Case error
15:53DONE
DONE Some real-life stuff
15:10TECHNO
TECHNO And once an encounter goes off the game will forcefully crash, the error message generated will however tell me if things work the way I planned them.... so far!
15:09NOTE
NOTE AND I must make sure it doesn't conflict with Zone Actions
15:09TODO
TODO I must still link it properly to the walking routine....
15:09DONE
DONE I've set up the countdown which should lead to a random encounter... Please note that I only did the countdown for now, and nothing more
13:34STATUS
STATUS Time for lunch!
13:31STATUS
STATUS All parsing crashout accounted for.... Wow.... I never expected THAT!
13:28TEST
TEST Take III
13:28LAZY
LAZY Cockroach prevention macro! Doesn't hurt too much, so WHY BOTHER!
13:27TEST
TEST Take II
13:27FIXED
FIXED Order error
13:24TEST
TEST Take I
13:24NOTE
NOTE WISH ME LUCK!!!!
13:18STATUS
STATUS For now all I can test is the absense of crash messages. But that is already a great deal on its own, so let's go for that!
- = 5 Sep 2019 = -
19:44SCRIPT
SCRIPT And an automated property added to make this easy
19:44GENERATION
GENERATION Compiler for which floor may lead to encounters and which may not
18:26GENERATION
GENERATION I've written a compiler which compiles Foe lists for dungeons....These are hard (read: impossible) to test at the current state of the game, but as things will run, I hope things will get clear... It shouldn't give any serious trouble, though...
2:06STATUS
STATUS Okay, it works... Maybe a little bit of fine tuning on the x-coordinate of the swords, and I need to make sure the gauge disappears in areas without encounters, but that comes later!
1:53COSMETIC
COSMETIC Swords place in a a bit of fine tuning
1:52FIXED
FIXED Eric AT LAST!
1:50COCKROACH
COCKROACH I'm tired!
1:10FAILURE
FAILURE NOOOO!!!! NOT AT THIS HOUR!!!!!
1:02LAZY
LAZY A laziness fix
1:00FIXED
FIXED MOAR bugs
0:55FIXED
FIXED And many bugs fixed along th eway
0:55DONE
DONE RENC preparations
- = 4 Sep 2019 = -
21:15ART
ART Swords symbol for Random Encounters
17:50NOTE
NOTE I think it goes without saying that these two enemies will be the ones little Irravonia will meet during her prologue dungeon in the Xenor Bushes
17:49FOE
FOE Blue Slime
17:48VISUALSTUDIO
VISUALSTUDIO Monster editor worked out a bit more
17:22BOSS
BOSS Big Mama Slime, although that boss will come in later, but I simply needed to get a few things on the road already
17:17ABILITY
ABILITY Laziness
16:40SITE
SITE Added tag BOSS
16:40FOE
FOE Goblin
16:40STATUS
STATUS The basic editor for foes has now been set up.... It's not yet possible though to properly import the data it generates into the game, but that will soon be taken care of
16:39SITE
SITE Added tag FOE
- = 3 Sep 2019 = -
17:34TECHNO
TECHNO Stricly speaking an ability as far as the database in concerend :P
17:34ABILITY
ABILITY Attack
17:33DONE
DONE I'm still working on my foe editor
0:14FAILURE
FAILURE And my lamp bulp broke... I guess I need to buy another one (sigh).
0:14DONE
DONE I've made a small start to set the enemy editor on the road, but it's far from finished yet!
- = 2 Sep 2019 = -
17:42STATUS
STATUS One of the first things to be done is to set up a proper enemy editor... Now I could make one with WPF... Not sure if that's the best way to go, but it is a viable option, GTK+ also looks like a good option.... MyData is quite often NOT the best option, due to some functionality I need that MyData simply can't provide
17:38STATUS
STATUS Now the hardest part..... The encounters.... Some pre-work will have to be done before the combat engine it self will be set up, but it will be a very hard job altogether
17:35NOTE
NOTE Aziella I expect "OVERLOADED" works as it should, but I cannot fully test that, but that will come over time!
17:35STATUS
STATUS It appears to be working
17:31TEST
TEST Take VII
17:31FIXED
FIXED Forgotten minimessage coordinates
17:29TEST
TEST Take VI
17:29FIXED
FIXED And I fixed it
17:28SOLVED
SOLVED I think I found out why
17:28BUG
BUG But now it tries to look on the Kthura Object tag in stead of the item tag, and I need to find out why
17:27STATUS
STATUS All direct parse errors accounted for
17:26TEST
TEST Take V
17:26FIXED
FIXED Syntax Error
17:24TEST
TEST Take IV
17:24STUPIDITY
STUPIDITY How could I make such a beginner's mistake?
17:24FIXED
FIXED Unquoted string
17:23TEST
TEST Take III
17:23FIXED
FIXED Syntax error
17:22TEST
TEST Take II
17:22FIXED
FIXED Forgotten declaration + definition
17:19OFFTOPIC
OFFTOPIC And then a lesser fun note....

Today I've been told a woman I know has passed away. She was 60 years old.

17:18TEST
TEST So let's get to it

Take I

17:18NOTE
NOTE It's not tested yet, though
17:17DONE
DONE I've created the item pickup routine
13:09ITCH.IO
ITCH.IO I mean a quick script updating stuff with Butler
13:09POWERSHELL
POWERSHELL And a quick powershell so I don't have to worry about it anymore in the future
13:05ITCH.IO
ITCH.IO I've set up a secret page on itch.io for this... Most of all to prevent having to deal with stuff later on release days
12:46STATUS
STATUS Merya Now the next step is (of course) to make sure the treasures are actually being awarded
12:45CONFIRMED
CONFIRMED the specific (temporary) crash message I've set up does confirm the treasure event does trigger
12:45CONFIRMED
CONFIRMED The treasure bags appear
12:40TEST
TEST And Take IV
12:40POWERSHELL
POWERSHELL So running my compilation script
12:40STUPIDITY
STUPIDITY Forgot to recompile NALA was was needed for this operation
12:38TEST
TEST Take III
12:38FIXED
FIXED Schijt
12:36TEST
TEST Take II
12:36FIXED
FIXED Case error
12:35TEST
TEST Let's see if the treasures appear
12:34KTHURA
KTHURA Rebuilding
12:24TODO
TODO Kitty needs her foodbowl to be filled... ;)
12:24NOTE
NOTE Random treasures as the name suggests are placed at random... In the easy mode they always reappear and all spots are set... in the harder modes, this will be less. In casual modes some treasure spots can randomly disappear forever, in the hard mode this always happens, and the easy mode never. And Random Treasures are not saved, so they reset every time you load a game... Permanent disappearances ARE saved, though :P
12:22MAP
MAP I've placed in several random treasure spots, let's see if they appear....
12:22FIXED
FIXED Kthura issue
12:08NOTE
NOTE Not yet tested if they actually appear, if they do, trying to pick them up will (for now) crash the game (safety pre-caution, because that part has not yet been fully coded out).
12:07GENERATION
GENERATION The auto-clickables compiler has been set to recognize random treasures
11:21BUBBLE
BUBBLE Kthura String properties of objects are not writable.... This is a dangerous feature, but unfortunately, needed!
11:16ART
ART Black Orb, but that was only because now I had it, and it would save me some frustration later ;)
11:16ART
ART Bag
11:14STATUS
STATUS So far no errors pop up, but the "real" work is not yet over... :-/
10:57FIXED
FIXED And yeah one did pop up....
10:55NOTE
NOTE All I can test for now is making sure no errors pop up....
10:49NOTE
NOTE This compiled data can be used by the clickable compiler to assign treasures to treasure spots
10:48GENERATION
GENERATION I made a "compiler" for the random treasure list. I should note that the list of treasures you can find can 'narrow' a bit based on your chosen difficulty settings.
0:53STATUS
STATUS And that being said I'm gonna call it a day! See ya!
0:52DONE
DONE Irravonia will now refuse to go back through the eastern exit of the Xenor bushes and say that it's better to go the other way. Sounds obvious, but if I didn't do this, the player could end up on the world map in the later stage of production and that was NOT supposed to happen.
0:45TEST
TEST Don't go back!
0:45LINK
LINK Don't goback
0:45SCENARIO
SCENARIO Don't go back
0:45MAPSCRIPT
MAPSCRIPT Don't go back
0:30STATUS
STATUS FINALLY!
0:27BACKUP
BACKUP Running in the background
0:26TEST
TEST Dernor Take XXVII
0:26POWERSHELL
POWERSHELL Compilation script running
0:26NALA
NALA Walking no longer read only
0:22COCKROACH
COCKROACH SIIIIIIIIIIIIIIGH! (Crash)
0:21TEST
TEST Is take XXVI the final take then.... PLEAAAAASE!!!!
0:21FIXED
FIXED I guess not
0:19TEST
TEST Take XXVI (hopefully that's the final test in this issue)
0:18FIXED
FIXED Minor bug... StopWalking() was forgotten, that's been added to this event to preven further confusion
0:18FIXED
FIXED Main bugs fixed
0:14TEST
TEST Take XXV
0:14FIXED
FIXED ???
0:12TEST
TEST Take XXIV
0:12DEBUG
DEBUG Xtra debug line undummied
0:07TEST
TEST take XXXIII
0:07DEBUG
DEBUG Extra checkups
0:05COCKROACH
COCKROACH It says the scenario "map" is not loaded... That's not possible without causing bugs on this in the start game scenario.... In fact not possible at all, at this point of production, and yet it happens, so this is getting on my nerves
0:00TEST
TEST Take XXII
0:00FIXED
FIXED Hopefully
0:00STUPIDITY
STUPIDITY It's midnight, and I'm tired... cut me some slack
0:00SOLVED
SOLVED Only half the job done
- = 1 Sep 2019 = -
23:59COCKROACH
COCKROACH Now the debuglog deems __lang being empty as impossible and yet the scenario loader still manages to get it so.... WHY?
23:56TEST
TEST Take XXI to get this confirmed
23:56SOLVED
SOLVED I think the map data is being loaded before the game vars, and that could explain why '__lang' was still empty
23:54HUH
HUH Language NOT included??? Now this is VERY VERY odd!
23:52TEST
TEST Take XX
23:52DEBUG
DEBUG Rebecca I guess I gotta adept things a little to find out what went wrong here!
23:50HUH
HUH This error is NOT possible!
23:48TEST
TEST Take XIX
23:48FIXED
FIXED Illegal function call
23:46TEST
TEST Take XVIII
23:46FIXED
FIXED No "sprintf"?
23:45TEST
TEST Take XVII
23:45FIXED
FIXED Another case error!
23:43TODO
TODO And while I'm at it, I'll also make myself a nice cup of tea!
23:43TEST
TEST Take XVI
23:43MAPSCRIPT
MAPSCRIPT And the mapscript will also make sure, this event will only pop up ONCE!
23:42LINK
LINK Tutorial text linked to map script
23:42FIXED
FIXED Tutor misnaming
23:36LINK
LINK StopWalking link function
23:26STATUS
STATUS The ZA_Enter system appears to be working! YAY!
23:25FIXED
FIXED Case Error
23:21TEST
TEST Take XV
23:21FIXED
FIXED MapScript miss-referrence
23:18TEST
TEST Take XIV
23:18FIXED
FIXED Illegal function call
23:16TEST
TEST XIII
23:16FIXED
FIXED That should be fixed, though
23:13BUG
BUG But my console also tells me they are immediately disposed as well, and that should NOT be possible under any circumstances.
23:13STATUS
STATUS I do see the required Zone Actions are created
23:11TEST
TEST Scyndi Take XII
23:11FIXED
FIXED Transfer error
23:08TEST
TEST Take XI
23:08FIXED
FIXED GRRR!
23:02TEST
TEST Take X
23:02DONE
DONE I've sawed Pinocchio's nose off!
23:01BUG
BUG Bug for some odd reason the system claims the map script does not exist, which is a lie!
23:01STATUS
STATUS All parse errors accounted for
22:59TEST
TEST Take IX
22:58FIXED
FIXED Bad recurse
22:55TEST
TEST Take VIII
22:55VOID
VOID Dupe id bug in NIL
22:53TEST
TEST Scyndi Scorpio Take VII
22:53FIXED
FIXED Missing Object Referrence
22:52TEST
TEST Take VI
22:52FIXED
FIXED Another lacking 'self'
22:51ITCH.IO
ITCH.IO I did publish NIL on Itch.io now
22:09TEST
TEST Take V
22:09FIXED
FIXED more lack of "self"
22:09DONE
21:46TEST
TEST Take IV
21:43FIXED
FIXED Lack of "self"
21:42TEST
TEST Take III
21:42FIXED
FIXED Anyway, that's been fixed
21:42STUPIDITY
STUPIDITY A big epic fail for me as NIL's creator, but haste is a bad advisor I suppose
21:41STUPIDITY
STUPIDITY Brendor Learn how to define class methods in NIL, Jeroen
21:40TEST
TEST And Take II
21:39FIXED
FIXED And the first fix had to be done, already
21:38TEST
TEST For now I gotta test if the entire getup works at all.... All I can test now is if the ZA_Enter command is loaded at all....
21:26MAPSCRIPT
MAPSCRIPT The function to be called is for now empty, but will be set up soon enough, I can't do all at once you know...
21:26LINK
LINK I've set the configured the tutorial to be linked to the Mapscript
21:25SITE
SITE Added tag MAPSCRIPT
13:54NIL
NIL Don't forget to stop by at the NIL forums... Dedicated to the language being used to write this game!
13:53STATUS
STATUS The test will be done in creating and testing the Traveler's emblem's tutorials
13:52STATUS
STATUS At this moment I don't have enough time to test things out, as I'm expecting a visitor soon, so that will be done later...
13:52LINK
LINK Linked into field
13:52LINK
LINK Link code to get to ZoneAction from other instances (particularly the map script)
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