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
10:48LINK
LINK Zone Checking will now be done during every "Update" cycle
10:40DONE
DONE I've set up a Zone-Check function
9:46POWERSHELL
POWERSHELL Compiling NALA
9:46LINK
LINK General Link Up Code
9:43LINK
LINK Actor Link Code
9:40KTHURA
KTHURA Link up code in C# BUBBLE API
9:18KTHURA
KTHURA I've expanded Kthura with an "object" in-zone detector... This is yet only part of the Kthura class in C#, and will not yet affect any engines I wrote using Kthura (at least not the ones written in C#, as the BlitzMax versions supported this all along)
- = 31 Aug 2019 = -
23:42STATUS
STATUS I need to make a routine which can check if the player is in the zone... I'm thinking to do this in C# in order to win speed... Scripting languages are not always the best choice...
21:33NOTE
NOTE (that makes take IV by now)
21:33TEST
TEST Another one
21:33DONE
DONE Temp functions, so stuff will at least compile properly!
21:31TEST
TEST And let's test again!
21:31FIXED
FIXED Stupid action
21:29TEST
TEST Another test!
21:29FIXED
FIXED Yup, that was not right
21:27TEST
TEST Irravonia Not much to see, but due to my debug logs I can at least see if the data that should be generated is in fact generated.
21:27GENERATION
GENERATION And I've generated a new module lay-out for that
21:26FIXED
FIXED A little fix to prevent translation errors in NIL
20:19GENERATION
GENERATION The group import generator can now also pick up extra stuff I'll need.... Some flows (combat in particular) can just be too great to handle otherwise
20:17KTHURA
KTHURA Traveler's level added to Map Meta Data
18:52CONVERT
CONVERT Xenor Bushes scenario.... This was only done to merge what I have with what I had to add more easily, as the only scenario in this file is needed when you go to the final region of the game....
18:51TUTORIAL
TUTORIAL Traveler's Emblems
18:50SITE
SITE Added tag TUTORIAL
17:52STATUS
STATUS BRB :P
17:52STATUS
STATUS It's however almost 6 o' clock, so time for the news, so I guess I gotta focus on that now :P
17:51STATUS
STATUS This is all in preparation for treasure scooping, but before all that, I guess it's better if I focus on Zone Actions first
17:50NOTE
NOTE (not to mention the rest of the main crew of this game).
17:49NOTE
NOTE In the easy mode there is a very small chance the player can score an emerald. Out of safety measures Young Irravonia can't equip it, but adult Irravonia can ;)
17:47REMINDER
17:43KTHURA
KTHURA I've added "Random Treasures" to the customized objects
17:43KTHURA
KTHURA Editor enhanced for proper usage in NIL
16:58OFFTOPIC
OFFTOPIC Yeah, I do realize you didn't want to know that, but I don't care about that :P
16:57DONE
DONE All done
16:49TODO
TODO Shit (take that literally)
16:20CONFIRMED
CONFIRMED
16:20TEST
TEST Take IV will have to confirm this!
16:20STATUS
STATUS Now I must see if the Traveler's emblem has really gone forever, once I load a savegame
16:19FIXED
FIXED It appears to be fixed
16:16TEST
TEST Take III
16:16POWERSHELL
POWERSHELL running compiler script
16:16FIXED
FIXED Eric Code typo in Kthura -> NIL Link code
16:15TEST
TEST Take II
16:15DONE
DONE I've set a skipper for when objects have been removed... This should prevent the crash I had before
15:47POWERSHELL
POWERSHELL Running NALA compilation script
15:38BUG
BUG Now this is unexpected.... Due to the object being destroyed, objnum comes up....
15:35TECHNO
TECHNO Since the swap system has already been linked to the savegame manager, it should just be saved, but hey, ya never know, you know, so I gotta test this out!
15:32TEST
TEST Take I
15:32DONE
DONE Loading a map should now pass on the permanent changes... Of course, I'll need to make sure this works...
14:34STATUS
STATUS I'll get onto LOADING the perm changes later.... As I do need a break now, after enhancing NIL and doing this....
14:32STATUS
STATUS I'll be only TWO takes and I see what I wanted to see....
14:32TEST
TEST Take II
14:32FIXED
FIXED Lack of self
14:28BUG
BUG And as expected it DOES go wrong!
14:26TEST
TEST I don't expect this to go well, but I can only see what can possibly go wrong by testing this, so here goes.... TAKE I!
14:20TECHNO
TECHNO Now the permanent tag is being stored in the swap data, however the map loader is not yet able to properly import this... In other words the "permanent" effect does not yet take place... Not a bug, just the price of not being able to do everything all at once....

Nobody can multi-task after all (no, women can't either, no matter what they claim).

14:19DONE
DONE I've set up the basis to permanently remove certain items from the world map.....
13:42OFFTOPIC
OFFTOPIC
13:19NOTE
NOTE And I also think this enhancement justifies an update to QuickNIL (I already have an updated version, but hey, why won't I SHARE that, eh?)
13:18POWERSHELL
POWERSHELL I'm now running my NALA compile script because of that, otherwise NALA won't pick up the change
13:18NIL
NIL I've enhanced NIL.... It now also support static locals... (well sort of, as I cheated my way around in this, but hey, IT WORKS)....
- = 30 Aug 2019 = -
23:05BACKUP
BACKUP Running
23:05CONFIG
CONFIG Updated the configuration of my backup tool
21:47TEST
TEST Take XXIV will have to confirm this!
21:46STATUS
STATUS And THAT should do it!
21:46COSMETIC
COSMETIC First CountDown halved
21:46COSMETIC
COSMETIC Aziella Color issue fixed
21:42TEST
TEST Take XXIII
21:42EXPERIMENT
EXPERIMENT Let's try this
21:35TEST
TEST Take XXII
21:35FIXED
FIXED Case error
21:34TEST
TEST Take XXI
21:34FIXED
FIXED X
21:34STATUS
STATUS getting closer
21:29TEST
TEST Take XX
21:29EXPERIMENT
EXPERIMENT Does this fix stuff?
21:25TEST
TEST Take XIX
21:25FIXED
FIXED Non-existent method call
21:23TEST
TEST Take XVIII
21:23FIXED
FIXED Moar stupidity
21:21TEST
TEST take XVII
21:21FIXED
FIXED Lack of self
21:19TEST
TEST Take XVI
21:19FIXED
FIXED That's been fixed
21:19STUPIDITY
STUPIDITY Oh wait... not unlinked... Never linked at all in the first place, so that's why they fall through the garbage collector so quickly....
21:18RESULT
RESULT Tell ya what (it was not possible otherwise either with this speed)... The countdowns are even unaltered before the stuff is unlinked
21:16TEST
TEST And time for another test. Take XV!
21:16DEBUG
DEBUG I expanded the destruction debugger a bit to find out
21:16EXPERIMENT
EXPERIMENT Did I switch some countdowns?
21:14RESULT
RESULT I can see the minimessages get destroyed WAAAY too quickly.... This should mean they are not unlinked at the proper time... Good thing I placed those DESTRUCTOR debuggers in....
21:12TEST
TEST Take XIV
21:12COCKROACH
COCKROACH Merya That did NOT fix this issue... only a crash the debugger gave me
21:11FIXED
FIXED Illegal function call
21:10TEST
TEST Take XIII
21:10DEBUG
DEBUG I've added a little debug line which should help me on this
21:06COCKROACH
COCKROACH No effect! Well no crashes, but no messages either!
21:05TEST
TEST Take XII
21:05FIXED
FIXED I think I fixed that
21:04INVESTIGATION
INVESTIGATION Elementary, my dear Watson!

I already know what's wrong here!

21:03INVESTIGATION
INVESTIGATION And one with a strange error message, so this will require some investigation to see through properly
21:02BUG
BUG Now I get a crash thanks to that fix
21:02CONFIRMED
CONFIRMED The fix is confirmed but
21:01TEST
TEST Take XI must show if I'm right, though
21:00FIXED
FIXED I think I fixed that issue
20:59BUG
BUG The mini messages do not appear on screen, but I think I already know why that happens
20:59STATUS
STATUS The level cap and the traveler's levels do increase accordingly
20:56TEST
TEST Take X
20:56FIXED
FIXED case error
20:56CONFIRMED
CONFIRMED That I did
20:54TEST
TEST Take IX
20:54VOID
VOID Did I avoid the bug?
20:54HUH
HUH WTF?
20:50TEST
TEST Take VIII
20:50FIXED
FIXED .....
20:48TEST
TEST Take VII
20:48FIXED
FIXED Forgotten macro prefix
20:47TEST
TEST Dernor Take VI
20:47FIXED
FIXED Missing lib import
20:46TEST
TEST Take V
20:39TEST
TEST Take IV
20:39FIXED
FIXED MOAR of those
20:38TEST
TEST Take III
20:37FIXED
FIXED Of course
20:37STUPIDITY
STUPIDITY Another one!
20:36TEST
TEST Take II
20:36FIXED
FIXED Lack of self
20:35TEST
TEST Take I
20:33DONE
DONE Traveler's emblems SHOULD work now, except for the fact they do not yet disapepar from the map (I deliberately didn't do that as I'm still testing things).
20:22LINK
LINK Auto-adeption script for coordinates based on the current scroller settings
19:23DONE
DONE I've set up a mini-message system. It will be used on both combat and on the field. For example when grabbing treasures.
15:57STATUS
STATUS Marrilona At this moment it is as follows.... A nice game, but not much to do....

First I need to get the Traveler's emblems to work

Next the treasures on the map

And after that, the most complicated, time eating to code, part of the game, but also the most important part.... the combat engine....

Really wish me luck on that one...

Fortunately, NIL has evolved while I was at this, and thus things can get a bit easier than they were... ;)

14:06TECHNO
TECHNO Yes, when this works, it affects all those projects I put in that issue, either directly or indirectly....
14:06TODO
TODO I've decided to do the Traveler's emblems next... issued it as #52
14:01CLOSED
13:56CLOSED
13:56CLOSED
13:53CONFIRMED
CONFIRMED All clear
13:31DONE
DONE And the savegame ball colors will respond accordingly.... Difficulty settings matter here!
13:30LINK
LINK And so the savegame manager should be linked to the savespots now
13:11COCKROACH
COCKROACH Rebecca Just as I feared.... If cockroaches are there, the impossible cannot be eliminated anymore....
13:09TEST
TEST Of course I want confirmation....
13:08SOLVED
SOLVED Anyway case solved, I think
13:08NOTE
NOTE And now I'm glad this game isn't being writtin in Python, Boo or Godot
13:08STUPIDITY
STUPIDITY Right... I forgot to properly scope things out
13:04HUH
HUH The debug data indicated the delegate attached is simply ignored... Not not it's not called, but it's also not cleared up, which makes it even crazier
13:00DEBUG
DEBUG More debug data needed!
12:55INVESTIGATION
INVESTIGATION More investigations to be done
12:55RESULT
RESULT Delegate created, but not detected
12:50INVESTIGATION
INVESTIGATION Still investigating
12:08DEBUG
DEBUG Some more debug lines will have to clear this one up, eh?
12:04BUG
BUG The log however indicates nothing happens, and I wonder why!
12:04LINK
LINK I've set up some link code to chain clickable objects to their respective events
- = 29 Aug 2019 = -
23:11DONE
DONE I've set up some advanced array and map libraries for NIL.... These can help me to work more effectively on some accounts, although I gotta confess that they were developed a bit late... :P
16:21STATUS
STATUS So far real life stuff has been in my way of getting anything done today
- = 28 Aug 2019 = -
22:40CONFIRMED
CONFIRMED And that works!
22:39DONE
DONE In the main menu "Quit" will actually quit the program!
22:38STATUS
STATUS I hope I can soon start to link these auto-clickables to their respective automated events
21:10STATUS
STATUS It works.... Although Young Irravonia will only walk to the correct coordinates.... Any actions which have to follow up are not yet present
21:08FIXED
FIXED Ah....
21:07COCKROACH
COCKROACH Fix ignored????
21:06FIXED
FIXED Illegal call call
21:05FIXED
FIXED Some issues in the LinkedList library
20:13LINK
LINK I've linked the clickable objects to walking to specific coordinates
10:58STATUS
STATUS All mistakes accounted for!
10:53TEST
TEST Take IV
10:53FIXED
FIXED Case error in linkup script
10:51TEST
TEST Take III
10:51FIXED
FIXED Scyndi MOAR of those
10:49TEST
TEST Take II
10:49FIXED
FIXED Forgotten '$' x2
10:43TEST
TEST So let's get onto TAKE I, today
10:43STATUS
STATUS I could not really find the time to test and debug things out, yesterday
- = 27 Aug 2019 = -
22:56NIL
NIL I've set up several things for NIL.... That project is running paralel with this game (it's being written in NIL after all, and NIL is still not fully mature).
20:17POWERSHELL
POWERSHELL Gotta run my compilation script for that (of course)
20:17FIXED
FIXED A parse error within NALA's C# source code
20:13TEST
TEST Let's put all this to the test!
20:13EXPERIMENT
EXPERIMENT I've altered the clickable compiler and HOPEFULLY this will produce better results (or at least results as none where there before).
20:02POWERSHELL
POWERSHELL And thus I had to recompile everything with my PS script!
20:02LINK
LINK And wrote the link code
20:02C#
Just like Int support is now there, so is String support
18:47NOTE
NOTE The D programming language has triggered my attention.... This is not likely to have that much effect on this game (at least not yet), but it is something I wanna take a close look at.
18:44SOLVED
SOLVED I think I know why this is, and THAT can be a bit bothersome to properly take care of....
18:29EXPERIMENT
EXPERIMENT Let's see if this fixes stuff
18:28BUG
BUG It does not work... In fact the entire setup is completely ignored and behaves like I never put it in
18:25TEST
TEST Let's see if this works!
18:25FIXED
FIXED Forgotten '$'
18:25DONE
DONE Clickable will trigger the reader (not yet do action)
17:55DONE
DONE Clickables clicked detector
17:29STATUS
STATUS Everything I can check now works, And I also found in the logs what I wanted to see there!
17:19TEST
TEST Take IX
17:19POWERSHELL
POWERSHELL blah blah blah
17:19COCKROACH
COCKROACH ANOTHER case error
17:15TEST
TEST Brendor Before I can move to take VIII
17:15POWERSHELL
POWERSHELL Must run the compilation script again :(
17:15FIXED
FIXED Case error
17:12TEST
TEST And onto Take VII
17:11POWERSHELL
POWERSHELL Recompiling NALA
17:11FIXED
FIXED Bug in Kthura link code
17:08TEST
TEST Take VII
17:08FIXED
FIXED Unlinker bug
17:07TEST
TEST Take VI
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