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 |
19:18 | 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 |
22:38 | FAILURE |  Git was unable to see how much I shortened a file.... crap! |
22:27 | MYSTERY |  Well some things will forever remain a mystery, but what works that works, so let's not whine about it... :-/ |
22:25 | 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). |
22:23 | COCKROACH |  The system keeps (falsely) insisting the sleep pointer is non-existent |
22:14 | HUH |  Did I solve it? |
22:13 | TEST |  Let's see |
22:11 | CHEAT |  I changed my code a bit to (hopefully) cheat on that. |
22:11 | HUH |  Error that is just stupidity from Lua's side |
22:09 | TEST |  AndI need to test if it works as intended |
22:09 | ART |  Hourglass converted to png |
21:58 | ENHANCEMENT |  I've updated the mouse features to make and easy switch between mouse pointers possible |
21:41 | 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 |
21:38 | 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. |
21:37 | 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). |
21:35 | CONFIRMED |  YES!!!! THAT WORKS!!! |
21:26 | FIXED |  This should fix, the bug that little Irravonia doesn't get herself removed fixed |
21:24 | KTHURA |  Speaking of which I tagged child Irravonia, since she did not disappear when she had to.... Not good.... |
21:20 | KTHURA |  I placed the newest version of Kthura on Game Jolt |
19:12 | 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. |
19:11 | 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 |
17:31 | 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.... |
17:30 | NOTE |  When I go out I see the Draw timer go down, but the update timer remain stable... That too looks good to me... |
17:29 | DEBUG |  In debug mode I see the Update and Draw times being 1 milliseconds all the time, which looks good to me... |
17:27 | DEBUG |  I made it possible for NALA to show the times elapsed if the debug feature has been turned on by the scripts |
17:14 | 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 |
16:55 | 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 |
14:38 | TEST |  And let's try this again, shall we? |
14:38 | POWERSHELL |  Ran my rebuild script |
14:38 | FIXED |  Fixed this |
14:37 | STUPIDITY |  Yeah, this tag might be a better one! |
14:37 | SOLVED |  Missing constructors..... I feel so idiot now |
14:35 | 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 |
14:32 | INVESTIGATION |  Well, let's investigate our little error, shall we? |
11:36 | DONE |  I needed a little break |
9:56 | NOTE |  Hmm.... perhaps I should put in a little error catcher in my Nala build scripte |
9:50 | TEST |  Take Twee |
9:50 | FIXED |  UTFix |
9:48 | TEST |  I was too tired to start testing yesterday, so let's get onto that now, shall we? |
- = 5 Aug 2019 = - |
23:36 | STATUS |  See ya! |
23:36 | GITHUB |  And I had to update some repositories |
23:22 | DONE |  Kill object routines for Kthura |
21:34 | CONFIRMED |  Layer switch works now! |
21:23 | TEST |  Let's see what happens! |
21:23 | FIXED |  I fixed that (I think) |
21:23 | SOLVED |  I think I found the "evil".... SASKIA did compile the MOV request into a function, but did not actually EXECUTE the function.... |
21:19 | DEBUG |  I really gotta do more research :-/ |
20:50 | DEBUG |  Now an extra debug line in SASKIA to get some answers |
20:49 | HUH |  The logs show the request to change layers (as done per SASKIA script) was not even performed at all |
20:44 | DEBUG |  Added a temp line to the Kthura glue code.... Hopefully I'll get an answer that way |
20:42 | BUG |  For starters, why does the layer not change when that should have happened? |
20:42 | CONFIRMED |  So far so good... Still a few things need to be done |
20:37 | POWERSHELL |  (I did make sure NALA was recompiled (and a good thing as that didn't happen) so the faulty versions are now whoop! Gone!) |
20:37 | TEST |  Time for a little test! |
20:36 | 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. |
20:36 | FIXED |  Typos and stuff in the scenario at Irravonia's home |
20:26 | DONE |  Ate my dinner |
19:49 | 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! |
19:48 | FIXED |  And that fixes the chain to Irravonia's house as a whole... Whoopdy-freakin'-doo! |
19:47 | 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! |
19:44 | 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 |
19:39 | SOLVED |  I found the source of these out of memory errors... I think |
19:12 | 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 |
19:07 | RESULT |  Here goes: |
18:54 | ANALYSIS |  Well this has been confirmed by the output thrown on the Visual Studio output console |
18:52 | 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.... |
18:32 | DEBUG |  A few extra SAY tags to find out what the hell is going on there.... |
17:55 | INVESTIGATION |  I wonder.... It goes wrong when the new mapscript is about to be loaded.... :-/ |
17:54 | VISUALSTUDIO |  Another try{..}catch thing |
17:52 | COCKROACH |  Apparently not! |
17:49 | 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! |
17:31 | 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. |
17:24 | CONFIRMED |  Music also starts correctly |
17:24 | FIXED |  Chain to Irravonia's home |
16:13 | FIXED |  Well, now I fixed the portraits so the correct ones should appear |
16:12 | FIXED |  Right-o! The main issue's been fixed.... |
15:54 | COCKROACH |  SIGH! |
13:45 | 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. |
13:41 | 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! |
13:38 | 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 |
13:38 | FIXED |  At leat I fixed Textbox Irravonia, but .... |
13:28 | MYSTERY |  sprintf in the BoxPic routine and no unwanted whitespaces added? I guess I'll never understand this... |
13:27 | 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. |
13:18 | 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 
|
13:14 | DONE |  Written a proper error catcher in the LoadImage API control |
13:09 | SOLVED |  Wait a minute... I think I've seen the little bugger |
13:02 | 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.... |
12:50 | 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... |
11:24 | STUDY | |
10:54 | 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.... |
10:50 | 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 |
10:49 | POWERSHELL |  I've adepted by sync script to also copy the music files if they are changed, which is possible thanks to RoboCopy |
10:25 | 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). |
8:22 | MYSTERY |  Aha.... It's not even the map chainer were it goes wrong.... The opening story doesn't even finish.... but why....? |
8:19 | EXPERIMENT |  Let's try THIS: |
8:15 | COCKROACH |  Not even a CSAY message I put in comes through, and that really indicates something's wrong here |
8:05 | NOTE |  An extra marker placed in the SASKIA script |
8:04 | FIXED |  I see the mapname was incorrect, however given the debug codes I added this could not cause this to happen without notices |
8:03 | DEBUG |  Which doesn't appear to be the case |
8:03 | DEBUG |  Extra marker placed to make sure the request itself even done |
7:59 | DEBUG |  At least I can see that no map is being loaded on the moment it's requested, which is already nice to know |
7:47 | DEBUG |  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.... |
7:46 | NOTE |  That didn't produce any usable results |
7:42 | 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! |
7:13 | STATUS |  So this will take some time to find out why this happens |
7:13 | BUG |  Well that doesn't appear to be the case |
7:10 | POWERSHELL |  But let's first re-run the general building script to make sure no conflicts can be there |
7:09 | BUG |  .NET error in user code -- The typical useless error message |
0:53 | BACKUP |  Running |
0:53 | LINK |  Music linked to the map |
0:51 | MUSIC |  I did however make a little preparation to more easily link "Calm Indoors" by Widzy to Irravonia's house |
0:48 | NOTE |  No time yet to test, and since I'm tired now, and in need of rest, that will come later. |
0:48 | SASKIA |  A script has been set up to show little Irravonia, while her parents are discussing Agon's disease |
- = 4 Aug 2019 = - |
23:29 | CONFIRMED |  They are there on this backside, though |
23:29 | BUG |  Not really a bug, but I see now that Tephondar's wings are missing on his front side... |
23:28 | ART |  Tephondar sprite |
23:28 | ART |  Yannee Sprite |
23:24 | ART |  Feenalaria Sprite |
23:21 | MAP |  Set up a living room in Irravonia's house |
22:44 | POWERSHELL |  Running my PowerShell Kthura Building script so Kthura is fully up-to-date now |
22:43 | CONFIRMED |  Deleting objects works |
22:43 | FIXED |  A total remap was desirable |
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