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
19:18FIXED
FIXED The Fader's alpha setting should no longer be an issue to other things being drawn
19:13TEST
TEST Take X
19:13STATUS
STATUS Hmmm... lost focus, again...
19:03TEST
TEST Take IX
19:03FIXED
FIXED Fixed that
19:02STUPIDITY
STUPIDITY Because the field 'show' had to be called first before asking for the class name, stupid cow
19:01TEST
TEST Brendor Take VIII
19:01DEBUG
DEBUG So this debug line must tell me why to pops up anyway
19:01BUG
BUG The error that pops up now is NOT possible at all....
18:58TEST
TEST Take VII
18:58FIXED
FIXED Incorrect boxtext referrence
18:56TEST
TEST Take VI
18:56FIXED
FIXED Code typo
18:55TEST
TEST Take IV and V
18:55FIXED
FIXED
18:55FUCKYOU
FUCKYOU How could that line disappear?
18:42SASKIA
SASKIA Note to self... No "new" keywords in SASKIA scripts
18:40DEBUG
DEBUG This debug line must explain what happened....
18:40HUH
HUH Impossible kind of error
18:34TEST
TEST Take III
18:34FIXED
FIXED code order
18:32TEST
TEST Take II
18:32FIXED
FIXED Illegal class call
18:30TEST
TEST I need to test this..... Take I
18:29LINK
LINK I've linked the fader to the main drawing routine....
14:56MEDICAL
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!
14:55FIXED
10:20MEDICAL
MEDICAL My shoulder hurts.... And it's pretty bad... This may put a damper on my development work today
10:20SITE
SITE Added tag MEDICAL
10:17BUG
BUG It appears that SASKIA removes spaces from string definitions.... That should NOT happen....
10:17CONFIRMED
CONFIRMED The link-ups appear to work now, but....
10:05FIXED
FIXED Irravonia Missspelled label
10:03TEST
TEST Let's do that again!
10:02FUCKYOU
FUCKYOU now the system is whining about a non-existent issue
10:01FIXED
FIXED Music link faulty
9:58TEST
TEST Right, just running the game now to check if all chainings are in order
8:43FIXED
FIXED I did manage to get the music file right, while I was sleeping
8:35SASKIA
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
2:03STATUS
STATUS And now I'm going to bed while the computer sets this all right.... See ya!
2:03FIXED
FIXED The failing alias for the Xenor Bushes should now be fixed
1:09NOTE
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).
1:08MAP
MAP Xenor Bushes
0:21JCR6
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
0:21JCR6
JCR6 Let's do that again
0:21NOTE
NOTE It appears some music is not properly aliased....
0:16NOTE
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
0:15ART
ART Texture Transfer Xenor Bushes
0:10STATUS
STATUS All Chapter banners accounted for!
0:10ART
ART Chapter 5
0:10ART
ART Chapter 4
0:09ART
ART Chapter 3
0:09ART
ART Chapter 2
0:08ART
ART Chapter 1
0:08STATUS
STATUS I can of course already get the chapter logos in, as I already got them
0:06TODO
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 = -
23:54STATUS
STATUS At last!
23:51TEST
TEST Eric That would make it take H
23:51TEST
TEST Again!
23:50FUCKYOU
FUCKYOU "No value" my ass!
23:48TEST
TEST Take G
23:48FIXED
FIXED Which I fixed
23:47SOLVED
SOLVED A a link error
23:45HUH
HUH Error message and provided info, does not appear to match the fact I find in the code.... This is getting stranger and stranger....
23:42TEST
TEST Take F (6 takes for code not even worth 1 cent)
23:42FIXED
FIXED Syntax Error
23:42STUPIDITY
STUPIDITY I'm always suprised how much I can blow in such a simple piece of code
23:39TEST
TEST Take E
23:39FIXED
FIXED I forgot my "self"
23:38TEST
TEST Take D
23:38FIXED
FIXED Code Typo
23:36TEST
TEST Take C
23:36FIXED
FIXED Syntax error
23:34TEST
TEST Take B
23:34GENERATION
GENERATION Generated new anyway.nil
23:34STUPIDITY
STUPIDITY Didn't work, but I forgot something important
23:33TEST
TEST Take A
23:32SASKIA
SASKIA Now properly put in the SASKIA script, let's see what'll happen now
23:29NIL
NIL I've set up the sleep routine, codenamed "Klaas Vaak"
22:40BACKUP
BACKUP Running in the background... Just too much had happened, today
22:38FAILURE
FAILURE Git was unable to see how much I shortened a file.... crap!
22:27MYSTERY
MYSTERY Aziella Well some things will forever remain a mystery, but what works that works, so let's not whine about it... :-/
22:25HUH
HUH and suddenly without any explanation it works (it had to since there was no reason not to work, but I always hate it when that happens).
22:23COCKROACH
COCKROACH The system keeps (falsely) insisting the sleep pointer is non-existent
22:14HUH
HUH Did I solve it?
22:13TEST
TEST Let's see
22:11CHEAT
CHEAT I changed my code a bit to (hopefully) cheat on that.
22:11HUH
HUH Error that is just stupidity from Lua's side
22:09TEST
TEST AndI need to test if it works as intended
22:09ART
ART Hourglass converted to png
21:58ENHANCEMENT
ENHANCEMENT I've updated the mouse features to make and easy switch between mouse pointers possible
21:41ART
ART What I did forget to note is that I made a cute hourglass for the waiting routine :P

It is in PCX now though, so I need to convert it to PNG

21:38STATUS
STATUS once that works, the first actual dungeon will be created, and then I'll have to put in player animation plus a pathfinder routine. The first plan is to convert the one I have in BlitzMax to C#.... This was a disaster before in pure Lua, but that was most of all to BlitzMax being case insensitive and Lua not requiring declarations, which was a horrible combination. Since C# DOES require declarations, case errors will be easier to spot.
21:37STATUS
STATUS The first thing I need to do is to make sure the wait routines will work... To make sure this will work in accordance with MonoGame I'm gonna set up a separate flow for that (I know I had good reasons to hate MonoGame's impractal approach and to hate callback based engines in general).
21:35CONFIRMED
CONFIRMED YES!!!! THAT WORKS!!!
21:26FIXED
FIXED This should fix, the bug that little Irravonia doesn't get herself removed fixed
21:24KTHURA
KTHURA Speaking of which I tagged child Irravonia, since she did not disappear when she had to.... Not good....
21:20KTHURA
KTHURA I placed the newest version of Kthura on Game Jolt
19:12NOTE
NOTE Of course, I got a pretty fast computer, so maybe that's not the correct way to be sure, but then again, given that this game will take months, if not more than a year to create, different standards may be due by the time this game is released.
19:11DEBUG
DEBUG I've also used the data to calculate the FPS, which appears to be 60+, which is pretty high, so it looks like speed is not gonna be my biggest issue
17:31TECHNO
TECHNO These values also show me that the "sleep" flow I've in mind can safely make it and error on value 0.... That would be too fast anyway....
17:30NOTE
NOTE When I go out I see the Draw timer go down, but the update timer remain stable... That too looks good to me...
17:29DEBUG
DEBUG In debug mode I see the Update and Draw times being 1 milliseconds all the time, which looks good to me...
17:27DEBUG
DEBUG I made it possible for NALA to show the times elapsed if the debug feature has been turned on by the scripts
17:14LINK
LINK I've linked these from the CORE to the communication API, which should now result into NIL and Lua into being able to get the correct values
16:55NALA
NALA I've added a few timing routines to NALA, or rather, routines I can use to make MonoGame send through some timer data to NIL and Lua.... Calling the values from Lua and NIL is already possible, however they will for now always be 0
14:38TEST
TEST Merya And let's try this again, shall we?
14:38POWERSHELL
POWERSHELL Ran my rebuild script
14:38FIXED
FIXED Fixed this
14:37STUPIDITY
STUPIDITY Yeah, this tag might be a better one!
14:37SOLVED
SOLVED Missing constructors..... I feel so idiot now
14:35INVESTIGATION
INVESTIGATION Very well, it is clear now the map loader ceased working.... And I suppose it's the underlying TMap library that is causing this to happen THIS time
14:32INVESTIGATION
INVESTIGATION Well, let's investigate our little error, shall we?
11:36DONE
DONE I needed a little break
9:56NOTE
NOTE Hmm.... perhaps I should put in a little error catcher in my Nala build scripte
9:50TEST
TEST Take Twee
9:50FIXED
FIXED UTFix
9:48TEST
TEST I was too tired to start testing yesterday, so let's get onto that now, shall we?
- = 5 Aug 2019 = -
23:36STATUS
STATUS See ya!
23:36GITHUB
GITHUB And I had to update some repositories
23:22DONE
DONE

Kill object routines for Kthura

21:34CONFIRMED
CONFIRMED Merya Layer switch works now!
21:23TEST
TEST Let's see what happens!
21:23FIXED
FIXED I fixed that (I think)
21:23SOLVED
SOLVED I think I found the "evil".... SASKIA did compile the MOV request into a function, but did not actually EXECUTE the function....
21:19DEBUG
DEBUG I really gotta do more research :-/
20:50DEBUG
DEBUG Now an extra debug line in SASKIA to get some answers
20:49HUH
HUH The logs show the request to change layers (as done per SASKIA script) was not even performed at all
20:44DEBUG
DEBUG Added a temp line to the Kthura glue code.... Hopefully I'll get an answer that way
20:42BUG
BUG For starters, why does the layer not change when that should have happened?
20:42CONFIRMED
CONFIRMED So far so good... Still a few things need to be done
20:37POWERSHELL
POWERSHELL Dernor (I did make sure NALA was recompiled (and a good thing as that didn't happen) so the faulty versions are now whoop! Gone!)
20:37TEST
TEST Time for a little test!
20:36ENHANCEMENT
ENHANCEMENT Since Feenalaria, the same woman you could meet in The Fairy Tale, is now Fairy Elder, it's only fitting I put her face into the textboxes in which she speaks.
20:36FIXED
FIXED Typos and stuff in the scenario at Irravonia's home
20:26DONE
DONE Ate my dinner
19:49STATUS
STATUS Still an error, but that error was to be expected as it links to part not yet being coded/scripted, so all-in-all... Me happy!
19:48FIXED
FIXED And that fixes the chain to Irravonia's house as a whole... Whoopdy-freakin'-doo!
19:47FIXED
FIXED An the evil was that NIL was a bit picky in its use request about .nil not being fully lowercase, which should frankly not matter at all. That has been taken care of!
19:44FIXED
FIXED An now the proper error message shows in stead of a "not enough memory" error, and the stack overflow has been eliminated... Am I cool or what :P
19:39SOLVED
SOLVED I found the source of these out of memory errors... I think
19:12ANALYSIS
ANALYSIS Now what I see is that there's an 'inproper library name' error thrown, and that this is causing a cycle of function calls leading to an infinite cyclic-function call, in the end leading to a stack overflow.... I need to sort out why this happens, but at least I got SOMETHING to rely on
19:07RESULT
RESULT Here goes:
18:54ANALYSIS
ANALYSIS Well this has been confirmed by the output thrown on the Visual Studio output console
18:52ANALYSIS
ANALYSIS Some analysis of the memory meter in Visual Studio shows the clear mark of a stack overflow.... That could explain the out of memory errors... Question is what causes those overflows in the first place....
18:32DEBUG
DEBUG A few extra SAY tags to find out what the hell is going on there....
17:55INVESTIGATION
INVESTIGATION I wonder.... It goes wrong when the new mapscript is about to be loaded.... :-/
17:54VISUALSTUDIO
VISUALSTUDIO Another try{..}catch thing
17:52COCKROACH
COCKROACH Apparently not!
17:49DONE
DONE I've put in a proper error catcher in the State Creation routine... Hopefully this will rid me of those fucking false "out of memory" errors, and make sure the system makes sense of a change!
17:31ENHANCEMENT
ENHANCEMENT When a standard mapscript does not exist, the system will load the MapScript "none.nil" in stead, which only covers the required callback functions, and nothing more than that.
17:24CONFIRMED
CONFIRMED Music also starts correctly
17:24FIXED
FIXED Chain to Irravonia's home
16:13FIXED
FIXED Well, now I fixed the portraits so the correct ones should appear
16:12FIXED
FIXED Rebecca Right-o! The main issue's been fixed....
15:54COCKROACH
COCKROACH SIGH!
13:45CONFIRMED
CONFIRMED See I *knew* the fix was merely ignored, now that I had an error in my fix (causing the game to crash immediately, which was in this case a good thing), I could see that the modified file was not in the resource I had for testing.
13:41DEBUG
DEBUG To ensure the modified BoxPics.nil file will be loaded I've added a #say tag, so the console will always confirm things are in order!
13:38COCKROACH
COCKROACH On the next instance for Brendor the crash comes back... Now I'll leave that one bugged on purpose I can test why the code fix in being ignored
13:38FIXED
FIXED At leat I fixed Textbox Irravonia, but ....
13:28MYSTERY
MYSTERY sprintf in the BoxPic routine and no unwanted whitespaces added? I guess I'll never understand this...
13:27FIXED
FIXED I've set the BoxPic routine to show a plaque with a question mark on it when no BoxPic picture with the required name was found.
13:18CONFIRMED
CONFIRMED KA-BLAMMO! Just as I thought... Yet something that was not allowed to happen due to BoxPic pictures being optional, so a fix is definitely required

13:14DONE
DONE Written a proper error catcher in the LoadImage API control
13:09SOLVED
SOLVED Wait a minute... I think I've seen the little bugger
13:02INVESTIGATION
INVESTIGATION Since the debugger indicates the textbox itself is being generated, I need to narrow things down.... I'll now take a look if the textbox height is properly being calculated....
12:50NOTE
NOTE Study was a success, but please note that I still don't have a clue where the issue is caused, so I'm still pretty much in the dark here...
11:24STUDY
10:54RESULT
RESULT Yup, the exception is there, claiming a key not pressent in a dictionary is present... In other words the dictionary gets a key request for an non-existent record... that is pretty serious....
10:50VISUALSTUDIO
VISUALSTUDIO Gonna run the game in Visual Studio and hopefully some exception will be noted in the debug output, helping me a bit further on the road
10:49POWERSHELL
POWERSHELL I've adepted by sync script to also copy the music files if they are changed, which is possible thanks to RoboCopy
10:25INVESTIGATION
INVESTIGATION I've re-read the "evil" text where it appears to go wrong, and I cannot find a real reason to error at all, and since the error is beyond vague, this is a very serious issue (if I cannot find why this happens the project is over, so I must find out what the hell is going on here).
8:22MYSTERY
MYSTERY Aha.... It's not even the map chainer were it goes wrong.... The opening story doesn't even finish.... but why....?
8:19EXPERIMENT
EXPERIMENT Let's try THIS:
8:15COCKROACH
COCKROACH Not even a CSAY message I put in comes through, and that really indicates something's wrong here
8:05NOTE
NOTE An extra marker placed in the SASKIA script
8:04FIXED
FIXED I see the mapname was incorrect, however given the debug codes I added this could not cause this to happen without notices
8:03DEBUG
DEBUG Which doesn't appear to be the case
8:03DEBUG
DEBUG Extra marker placed to make sure the request itself even done
7:59DEBUG
DEBUG At least I can see that no map is being loaded on the moment it's requested, which is already nice to know
7:47DEBUG
DEBUG Scyndi Marker text for Kthura map placed... This can at least confirm the map itself has been loaded properly, so I can be sure the "evil" doesn't lie there....
7:46NOTE
NOTE That didn't produce any usable results
7:42DEBUG
DEBUG Since this is looking for a needle in a haystack I've set up an active check for finding Kthura maps within a JCR6 resource within NALA, and hopefully that gives me some errors that actually PROVIDE INFORMATION!
7:13STATUS
STATUS So this will take some time to find out why this happens
7:13BUG
BUG Well that doesn't appear to be the case
7:10POWERSHELL
POWERSHELL But let's first re-run the general building script to make sure no conflicts can be there
7:09BUG
BUG .NET error in user code -- The typical useless error message
0:53BACKUP
BACKUP Running
0:53LINK
LINK Music linked to the map
0:51MUSIC
MUSIC I did however make a little preparation to more easily link "Calm Indoors" by Widzy to Irravonia's house
0:48NOTE
NOTE No time yet to test, and since I'm tired now, and in need of rest, that will come later.
0:48SASKIA
SASKIA A script has been set up to show little Irravonia, while her parents are discussing Agon's disease
- = 4 Aug 2019 = -
23:29CONFIRMED
CONFIRMED They are there on this backside, though
23:29BUG
BUG Not really a bug, but I see now that Tephondar's wings are missing on his front side...
23:28ART
ART Tephondar sprite
23:28ART
ART Yannee Sprite
23:24ART
ART Feenalaria Sprite
23:21MAP
MAP Set up a living room in Irravonia's house
22:44POWERSHELL
POWERSHELL Running my PowerShell Kthura Building script so Kthura is fully up-to-date now
22:43CONFIRMED
CONFIRMED Deleting objects works
22:43FIXED
FIXED A total remap was desirable
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