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15:12 | NOTE |  As the inventory screen is NOT present yet, all I can do to test things out is to simply run the game and save the game, and see what the savegame will contain... Thanks to my GJCR tool that's easy, but still :-/ |
15:06 | SASKIA |  I've set the start script to make sure you start with some apples and antidotes.... The number depends on your difficulty setting. |
14:54 | STUPIDITY |  However I went a bit too fast, I now realized, so this code ain't gonna work |
14:53 | LINK |  And linked this to the savegame routine, which should now save the inventory |
14:53 | LINK |  I've written the link code for this table |
14:38 | DONE |  I've set up a quick meta table to use for the inventory, but it will not really be taken in use now, but at least the save game routine can be completed this way without any issues later |
14:03 | NOTE |  If you counted well, you may see an initial error first, but then again, this devlog was NEVER too precise on things. |
14:02 | FIXED |  a few config issues in this devlog |
13:55 | ENHANCEMENT |  'quickmeta' added to NIL |
10:19 | FIXED |  One too many |
10:18 | FIXED |  A few issues |
10:15 | FIXED |  Code Typo |
10:13 | FIXED |  SIGH! |
10:12 | FIXED |  And fixed a crash in the process! |
10:12 | REMOVED |  Faulty variable declaration, but then again, i didn't need that variable anyway |
10:09 | FIXED |  Case+$ errors |
10:08 | MAP |  the very first savespot has been placed (it only does NOTHING AT ALL YET!) |
10:03 | DONE |  To start simple I've added the constant game time to the game |
- = 15 Aug 2019 = - |
23:31 | TEST |  Does it work now? |
23:31 | VOID |  For now I've voided this issue |
23:31 | MYSTERY |  It's still beyond me why private elements are still so buggy |
23:28 | FIXED |  The directory file was currupted.... So that was an easy fix, but still, odd |
23:25 | BUG |  Nonsensical error |
23:23 | FIXED |  I think I fixed the missing "Create new" slot |
23:07 | FIXED |  The disappearing slot bug has been fixed |
23:06 | FUCKYOU |  Apparently it DOES have the effect I wanted to see |
23:03 | FUCKYOU |  Will it really work with ' in stead of "? |
23:00 | DONE |  Attept to get rid of the unwanted leading spaces |
22:57 | FIXED |  Yup! |
22:53 | SOLVED |  I THINK I found the issue.... Not 100% sure, but hey, ya never know! |
22:48 | INVESTIGATION |  Why does this happen? |
22:48 | BUG |  Impossible bug |
22:29 | FUCKYOU |  No property called "Kthura"??? |
22:28 | FIXED |  What I did fix was a call to a removed variable I didn't need anymore, but I forgot to remove that call |
22:27 | HUH |  And now the error is gone without a fix... Computers, don't even try to understand them |
22:24 | HUH |  Wtf? |
22:19 | DONE |  The field data and the actor position should be saved |
21:04 | STATUS |  still a lot to do but at least we're closing in, eh? |
21:03 | CONFIRMED |  My new RPG Char Viewer is not yet finished, but it can already make a full analysis of a save game file, and tell ya what? The data shown is the data I wanted to see! GOOD! |
20:46 | STATUS |  Things are beginning to look good! |
20:43 | TEST |  Well, I gotta try, I suppose |
20:43 | FIXED |  I hope |
20:43 | FUCKYOU |  A "not" where the opposite of "not" (for which the English language has no word.... WEL, you can better speak DUTCH people) (and now that "wel" is NO missspelling!) |
20:36 | DEBUG |  An extra debug line to sort a few things out! |
20:32 | BUG |  The RPG Database does save the global data, like links (which are none at this moment) and the current party members, but the individual data is not saved. |
20:30 | NOTE |  this was a bug that also affected Aziella's Babbling Bubbles, although that game oddly enough didn't suffer from it :-/ |
20:30 | FIXED |  Game ID not properly saved in savegame files |
20:25 | STATUS |  No errors popped up... But that does not always mean stuff works the way it should |
20:23 | FIXED |  Did I fix it? (Visuaul studio was playing tricks on me) |
20:10 | BUG |  As the error I get now is downright odd! |
20:09 | VISUALSTUDIO |  Let's take a closer look inthe debugger |
19:47 | FIXED |  The %d issue should be fixed now |
19:44 | CONFIRMED |  Game Variables have been properly saved, so that's cool! |
19:42 | FIXED |  That issue's been fixed by the way |
19:42 | CONFIRMED |  Some secret data that was now just open shows what I wanted to see... Well almost, but that was not the fault of that data file, so at least that's okay |
19:40 | BUG |  well for starters... In stead of a number %d was the extension and everybody who's ever coded in C or languages based on that using C formatting know how that could happen, right? |
19:39 | STATUS |  All I know now is that no errors pop up... But if that means stuff works... THAT is another story, and that needs to be investigated |
19:27 | TEST |  Take VII |
19:27 | FIXED |  Empty XTRA registry |
19:17 | TEST |  Take VI |
19:17 | FIXED |  config errors |
19:09 | TEST |  Take V |
19:09 | FIXED |  Code Typo |
18:56 | TEST |  Take IV |
18:56 | FIXED |  Forgotten #endregion in NALA |
18:49 | TEST |  Take III |
18:49 | DONE |  Some workouts |
18:41 | FIXED |  Table style fix |
18:27 | NOTE |  I wonder how many "imbecile" bugs I'll get along the way! |
18:27 | TEST |  Take II |
18:27 | FIXED |  Illegal Function Call! |
18:26 | TEST |  Take I |
18:24 | UPDATED | |
18:24 | DONE |  GameVars stored |
17:56 | STATUS |  It's 6 o' clock and time for the news! |
17:48 | DONE |  a few general preparations |
15:30 | STATUS |  Of course, the real work hasn't yet even begun... Saving the actual data that should go in the savegame files |
15:29 | CONFIRMED |  All's well now |
15:06 | TEST |  Take SIX |
15:06 | FIXED |  Tried to show empty character slots (resulting into a crash) |
15:04 | TEST |  Take FIVE! |
15:04 | FIXED |  And fixed a crash in the process! |
15:04 | REMOVED |  an "s" somewhere in a string where it was NOT wanted! |
15:03 | TEST |  Take FOUR! |
15:03 | FIXED |  Declaration fault |
15:02 | FRUSTRATION |  AAARGH! |
15:02 | TEST |  Take THREE! |
15:02 | FIXED |  More forgotten |
14:57 | TEST |  Take TWO! |
14:57 | FIXED |  Forgotten |
14:56 | TEST |  SHOULD, so here goes... TAKE ONE! |
14:56 | DONE |  The characters in the party and their respective levels should now show |
14:46 | FIXED |  Directory integry |
14:18 | CLOSED | |
14:18 | CLOSED | |
11:42 | CONFIRMED |  IT WORKS!!! |
11:41 | FIXED |  Forgotten "end" |
11:40 | DONE |  Scrolling with mouse |
11:15 | DONE |  And the down arrow appears, but only when scrolling down is possible |
10:44 | COSMETIC |  Arrow now in FULL COLOR and not greyed out a little (people could think it was disabled). |
10:41 | FIXED |  I fixd that! |
10:41 | BUG |  All wrong! The arrow appeared when scrolling was IMPOSSIBLE and not when POSSIBLE! :( |
10:40 | FIXED |  Code typo |
10:38 | TEST |  *SIGH* |
10:38 | FIXED |  illegal field call |
10:38 | STUPIDITY |  Imbecile |
10:37 | TEST |  And let's do that AGAIN! |
10:36 | FIXED |  Code typo |
10:36 | NOTE |  It ONLY appears... Clicking it won't do anything right now! |
10:36 | DONE |  Arrow up should appear if scrolling up is possible |
10:31 | DONE |  An auto loader for the arrow icons |
10:01 | CONFIRMED |  It works... AT LAST! |
10:00 | FIXED |  I think I fixed that, but I hoped for an error that made SENSE! |
9:59 | FRUSTRATION |  Great! A .NET error |
9:58 | FIXED |  I think I fixed it this way, but let's see |
9:56 | SOLVED |  The problem lied with that the "CREATE NEW GAME" slot was still created, but not shown (since I tested this in load game)... Should imply that in saving it works.... I now made sure that unless you are saving your game, that slot is just not created at all! |
9:51 | EXPERIMENT |  On second thought, I think I got a better idea (if the data just thrown is true, it won't work, though, but let's try!) |
9:49 | DEBUG |  Let's debug this out more properly, as the impossible looks to be happening now |
9:47 | RESULT |  Am I really such a failure in math? |
9:45 | DEBUG |  Let's answer a few questions with this debug line |
9:43 | FRUSTRATION |  No more crashes... Nooooo, even better, NOTHING HAPPENS AT ALL! |
9:40 | FIXED |  Should be fixed now, though! |
9:40 | COCKROACH |  Down scrolling keeps crashing stuff |
9:40 | FRUSTRATION |  GRRR! |
9:31 | DONE |  Scrolling in the savegame menu should be possible now, but yet only with the keyboard |
- = 14 Aug 2019 = - |
23:51 | GITHUB |  Updated! |
23:48 | BACKUP | |
23:47 | STATUS |  Still so much what I wanna do, but I must allow myself some rest, as I am about to overwork myself |
23:46 | STATUS |  AT LAST!!! |
23:44 | TEST |  Take XV |
23:43 | FIXED |  Which should fix a needless crash |
23:43 | DONE |  Whiteline ignoring |
23:42 | TEST |  Take XIV by now I think (I forgot to note some of them) |
23:41 | FIXED |  HighID readout |
23:40 | FIXED |  Wrong readouts of party members (not that you can see those now, though) |
23:40 | CONFIRMED | |
23:39 | FIXED |  I think I fixed this, but not a chance in hell allowed this to a .NET error (as this was a simple 'nil'-value error). |
23:33 | FRUSTRATION |  Maybe this tag is in order for that one! |
23:32 | SITE |  Added tag FRUSTRATION |
23:31 | COCKROACH |  AND ANOTHER .NET ERROR IN USER CODE!!! |
23:30 | FIXED |  Unknown command |
23:29 | FIXED |  AT LAST! |
23:25 | TEST |  Take VIII |
23:25 | SOLVED |  I think I solved it... Or at least... I hope so! |
23:24 | CONFIRMED |  Whatever goes wrong it happens in the underlying API..... |
23:23 | TEST |  Take VII |
23:22 | DEBUG |  A few extra markers now |
23:21 | COCKROACH |  Now this is getting annoying! |
23:17 | TEST |  test again.... take VI |
23:17 | POWERSHELL |  Rerun the compile script and |
23:17 | EXPERIMENT |  Let's do it a bit differently |
23:14 | INVESTIGATION |  "When you've eliminated all the impossible, whatever remians, however imporbable, must be the truth"... Since all else is impossible now, we are closing in on the truth |
23:14 | CONFIRMED |  The CSay commands right after the loading command would have ben executed if it didn't go wrong in the loader, so that is pure progress! |
23:12 | INVESTIGATION |  Furhter investigation is now in order! |
23:11 | DEBUG |  The debug lines reveal that it goes wrong when it reads the file from the disk or at least somewhere there... |
23:06 | TEST |  Take V |
23:06 | FIXED |  Should be fixed |
23:06 | SOLVED |  I think I found the issue, and I guess NLua isn't really capable of handling that kind of stuf PROPERLY! |
23:05 | COCKROACH |  Okay NOW I can say that didn't help at all! |
23:02 | TEST |  And go for TAKE IV! |
23:02 | NALA |  So let's do that first |
23:02 | STUPIDITY |  But maybe that is because I forgot to recompile NALA |
22:54 | COCKROACH |  That didn't shine a light on things |
22:51 | TEST |  Take III, I think? |
22:50 | DONE |  A try{}catch scope MAY provide some answers??? |
22:48 | BUG |  ".NET error in user code" fuck it! |
22:47 | TEST |  And again |
22:47 | FIXED |  Missing ) |
22:46 | TEST |  Another test |
22:46 | VOID |  I really should make sure that higher level locals cannot conflict with higher level ones, but for now this will prevent a crash |
22:44 | FIXED |  The difficulty was not saved, that has been fixed! |
22:44 | TEST |  Let's see what'll happen |
22:39 | DONE |  I've set up a reader for the directory file... This is an essential part of the savegame routine |
21:51 | RESULT |  I see, what I wanted to see... Good! |
21:50 | NOTE |  Will likely produce an empty screen now with only the side bar, but it makes things easier on me as I don't have to go through the game sequence all the time now! |
21:50 | LINK |  I've written the link code to link the main menu to the save game manager, in order to load a game |
20:42 | NOTE |  the item itself does NOTHING yet! |
20:42 | DONE |  The main menu should check if a savegame directory file exists, if so then allow "Continue a Game" to be used |
20:35 | STATUS |  My primary concern now is though, to get the directory files properly read, and to make the main menu properly respond to its existence |
20:35 | NOTE |  Back to the game, all I know for sure now is that RPG character can load the way it should do, about SAVING, I know nothing right now, the upcoming time this needs to be sorted out.... |
18:49 | NOTE |  Another note... You won't notice the difference in NIL yet |
18:46 | NOTE |  Unfortunately this doesn't work on locals... If there's a way to make it happen, I'm all ears... |
18:45 | EXPERIMENT |  Some experimental code has been written to bring more strictness in global variables in NIL... They are often considered as "dangerous" so maybe.... |
14:23 | STATUS |  Time for a break |
14:13 | FIXED |  And fixes the stats issue in the process too, even better! |
14:13 | EXPERIMENT |  In order to fix I did first try a little experiment, and HEY IT WORKS! |
14:11 | STATUS |  Well only 2 bugs left and they are minor ones, which should be easy to fix, so no real harm here ;) |
14:10 | UNDESIREABLE |  I forgot to replace the BlitzMax style tabs with C style tabs, and C# requires the latter |
14:10 | CONFIRMED |  Lists do show the links, but |
14:09 | CONFIRMED |  And lists also look in order |
14:09 | CONFIRMED |  And so do their links |
14:09 | CONFIRMED |  Points show |
14:08 | CONFIRMED |  But their links are in order |
14:08 | BUG |  Stats names show, their values do not |
14:07 | CONFIRMED |  Along with the links |
14:07 | CONFIRMED |  Data also shows accordingly |
14:07 | CONFIRMED |  The RPG Char viewer shows the party the way it should |
14:06 | FIXED |  And that should also fix ANOTHER issue I had on the road |
14:06 | REMOVED |  the TRPG data class... it was a leftover from the translation, contained the same properties as the new RPG data, and was causing conflicts |
14:03 | FIXED |  The linking issue has been fixed, and that's a good thing as this is a fix that will also automatically be fixed in NALA as well (due to both project using the same code file for this one), however not all issues are over yet, and I really cannot code the save game routine as long as those bugs linger |
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