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19:46 | STATUS |  Well today I visted Madurodam... I too deserve some relaxation too, don't I? |
- = 19 Jul 2019 = - |
22:59 | FIXED |  An auto fixer takes care of that now, though.... |
22:58 | CONFIRMED |  And the files appear to be properly converted although with pictures there are some issues |
22:56 | CONFIG |  ScenLang has at least been configured to work with all this |
22:56 | FAILURE |  Microsoft's logic, don't try to udnerstand! |
22:56 | VISUALSTUDIO |  I've set the scenario editor to work in .NET 4.6 (for some reason my new Windows computer does not accept .NET 4.7 while THIS IS PRESENT AND INSTALLED). |
17:19 | STATUS |  First a break |
17:10 | TODO |  Still I must configure my scenario editor... I do know that loads of typos and grammar errors slipped past my notice in the original game, and I want them fixed in the new game (I do not have the illusion I'll catch them all, though). |
17:08 | STATUS |  This will allow me to quickly transfer scenario from the original game into the current game |
17:05 | CONFIRMED |  And Now I see what I wanted to see! Good! |
17:04 | FIXED |  Alright that should be fixed now! |
17:04 | STUPIDITY |  I am a dump moron, I see |
17:03 | COCKROACH |  ALMOST..... [scenario]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder] |
17:02 | SOLVED |  I found the little issue! |
17:00 | COCKROACH |  Right-o... The data on screen shows that the original scenario file contains nothing but an empty sting.... I doubt this, really |
16:56 | DEBUG |  Hopefully this debug line can shine a light on things.... Clearly no tags are created, but very likely there's nore that isn't done! |
16:54 | INVESTIGATION |  Since the skeleton is exported, only the data itself is missing, I know the converter is to blame somehow, so that's where I need to look. |
16:54 | INVESTIGATION |  Now I need to sort out why that happens |
16:53 | BUG |  But the result is literally: NOTHING AT ALL! |
16:53 | VISUALSTUDIO |  The first setup of the converter has been set up now |
15:58 | VISUALSTUDIO |  Preps done for conversion |
14:36 | CONFIG |  Auto-Licenser reconfigured |
14:35 | JCR6 |  And an overload for direct filename access if needed (although this is slower, but sometimes needed). |
14:32 | JCR6 |  A feature has been added to the C# version of JCR6 to copy data from one JCR6 file to another, without unpacking and repacking. |
13:29 | VISUALSTUDIO |  Set up a unit to easily ask for a key to be pressed when a (console) program runs from VS in stead of the prompt |
11:48 | VISUALSTUDIO |  And of course included the driver for JCR5... I would almost forget that one, but it is essential since Dyrt uses JCR5 |
11:47 | VISUALSTUDIO |  Units linkup |
11:42 | JCR6 |  I've now made sure that the LAURA.JCR file for the original Dyrt game is now in the file list of GJCR... It was kinda frustrating having to look up that file every time. |
11:35 | VISUALSTUDIO |  JCR6 methods for lzma and zlib added to my transfer tool |
11:35 | REMOVED |  Those links as they can only spook my work up |
11:34 | STUPIDITY |  Ah yeah, I forgot the enormous number of files in the .git repository I don't need (at least not for this little sub-project) |
11:33 | STATUS |  FINALLY! |
11:33 | FAILURE |  Now VS is taking its sweet time to link JCR6 in.... |
11:24 | VISUALSTUDIO |  Project started for a quick scenario tranfer tool... It does not only need to COPY the data, but also to convert it in order to be compatible with the current system |
11:21 | SITE |  Added tag VISUALSTUDIO |
0:28 | STATUS |  But that's for later as I am tired now! |
0:28 | TECHNO |  Yup, the original scenario was written in a different system than was used in Star Story and TFTREVAMPED (and Sixty Three Fires of Lung).... Some conversion will be in order.... |
0:27 | STATUS |  Well, there is still a lot to do, like a map (+ textures) transfer, some sprites to convert and transfer, and a scenario to convert and transfer |
- = 18 Jul 2019 = - |
23:27 | CONFIRMED |  My license update tool does work on SASKIA scripts, which is good to know ;) |
23:15 | SASKIA |  And a script (which the game will never use) that shows how to make "Hello World" in SASKIA (or at least how it should work, as I cannot test it yet) should be written. |
23:15 | GITHUB |  SASKIA doc |
23:14 | FIXED |  SASKIA command fix |
23:08 | NOTE |  Now I don't believe I will ever use more than one sequence, but the reason I put this in, is because you never know about future projects which could be more complex, and there a different approach could still be in order. |
23:07 | TECHNO |  This cycle routine will cycle through all the currently started SASKIA sequences, and SASKIA can have multiple sequences open in once. It should be noted though that this should be used as little at possible as SASKIA is pretty slow and the more sequences running the slower the system gets. |
23:05 | SASKIA |  Cycle routine has been added |
22:58 | SASKIA |  GOSUB command added |
22:48 | SASKIA |  Session list added |
22:09 | SASKIA |  Please note that SASKIA cannot be tested until the moment I actually start working on the game. It will undoubtedly contain tons of bugs and cockroaches. |
22:03 | SITE |  Added tag SASKIA |
22:03 | DONE |  I've set up the basis of a small scripting language called SASKIA... SASKIA is far from sophisticated, but it doesn't need to be (in fact, if it was sophisticated I didn't do my job well), but it can at least take care of some business I need to deal with. |
11:56 | STATUS |  And this is also the hardest part of setting things up. As we don't have anything yet, we must set up tons of things at the time, and each of them is useless until the moment the other things are there. In other words, tons of work without any effect, and only when everything is dumped together we can see if I did it right, and if it isn't right... Well in the worse case scenario I'll have to start all over, but with my experience such a thing should not happen, but still... This ain't very nice... |
11:55 | NOTE |  And after that the game will force a crash, because there is nothing to link to yet. |
11:54 | CONFIG |  Language can be chosen now |
11:52 | POWERSHELL |  And let's run the build scripts.... AGAIN! |
11:52 | LINK |  And that links everything together |
11:51 | LUA |  And I've written the code to allow Lua and NIL to access the Mouse Hit features |
11:50 | SITE |  Added tag LUA |
11:50 | ENHANCEMENT |  Now the mouse pointer ONLY appears if the mouse is acutally INSIDE the playing window.... Maybe not needed for NALA as NALA always works full screen (except in debug builds), but for the regular Bubble Game Engine this WILL matter |
0:06 | NOTE |  And that will have to do it :P |
0:06 | BACKUP |  is running! |
0:05 | STATUS |  time to call it a day |
0:05 | DOCUMENTATION |  Multilang notes |
- = 17 Jul 2019 = - |
23:56 | FIXED |  AT LAST!!! |
23:55 | TEST |  Take IX |
23:54 | FIXED |  . |
23:54 | STUPIDITY |  Or maybe that's because I forgot the style change command |
23:54 | BUG |  The languages appear, but the hovering doesn't appear to do anything |
23:53 | TEST |  Take VIII |
23:53 | FIXED |  Case error! |
23:49 | TEST |  Take VII |
23:49 | LINK |  And the link to the next stage, the language selector has been established as well... |
23:49 | DONE |  Skill selector now registers the chosen skill |
23:43 | STUPIDITY |  I didn't fully finish the skill selector, so it won't link through..... Oh, man! |
23:42 | TEST |  Take VI |
23:42 | FIXED |  Unclosed class |
23:40 | TEST |  Take V |
23:40 | FIXED |  Now it's fixed for real! |
23:40 | COCKROACH |  Oh man! |
23:39 | TEST |  Take IV |
23:39 | FIXED |  Variable wrong name |
23:38 | HUH |  Huh? |
23:37 | TEST |  Take III |
23:36 | FIXED |  The parse error I was looking for! |
23:29 | ENHANCEMENT |  A bit of a workout for the debug log, due to the woes of the HTML language. |
23:25 | MYSTERY |  Mysterious parse error |
23:21 | STUPIDITY |  This is NIL, Jeroen. Not C#! |
23:20 | DONE |  Forced my way through! |
23:20 | COCKROACH |  GRRR! |
23:18 | GENERATION |  New Anyway file generated |
23:18 | NOTE |  This should fix a certain error |
23:18 | DONE |  Moved Language code into new nil file |
23:16 | TEST |  Take II |
23:16 | FIXED |  Bad macro |
23:15 | TEST |  Take I |
23:15 | DONE |  Basis for language selector |
23:02 | CONFIG |  For now I've set languages to English and Dutch only... I'll later (when I actually got a bit of a basis up) investigate if adding Phantasarean is possible. |
22:34 | NOTE | And of course (spoiler alert) Seelah Gandra will halfway the game be renamed Scyndi, and yes I've taken this into account! |
22:32 | CONFIG |  I've set up the English names for the characters.... When you play the language in the Dutch language you'll have the same names by the way. Any translators who think it's best to change the names for whatever reason (I can live with it if Irravonia is called "Irravonie" or something like that in French) can easily do so now. |
21:06 | CONFIRMED |  it works now |
21:04 | TEST |  Another test to make sure! |
21:04 | COSMETIC |  Not really a bug, but the coordinate issue should also be taken care of now. |
21:04 | FIXED |  Selection bug should be fixed now |
21:04 | BUG |  And a little coordinate error |
21:03 | BUG |  One selected all selected |
21:02 | FIXED |  I fixed it (of course). |
21:02 | STUPIDITY |  Even with NIL wrong variable names can lead to pretty odd bugs |
21:00 | FIXED |  I think I fixed that |
21:00 | BUG |  "nil" value? |
20:59 | FIXED |  Case error |
20:58 | DONE |  As well as the names |
20:58 | DONE |  Skill description should show now |
20:39 | CONFIRMED |  Works |
20:37 | LAZY |  Lazy fix |
20:36 | DONE |  Pic list out difficulty settings |
20:23 | CONFIRMED |  All bugfixes accounted for... |
20:23 | FIXED |  GOT THE LITTLE BUGGER! |
20:22 | STATUS |  Almost there |
20:19 | FIXED |  I think I fixed that... But I need to check this... |
20:18 | BUG |  Okay, the alias routine did work, until the moment it had to put the data into the target record, as that phase is skipped and thus the finalizer could not write it in... :-/ |
20:16 | NOTE |  this is not a bug in the builder, but in JCR6 itself... Most likely.... |
20:16 | BUG |  At least it should as the jcr6 lister tells me otherwise |
20:15 | BUBBLE |  And the builder now supports aliasing in general :P |
20:15 | FIXED |  Alias issues in builder |
19:58 | CONFIG |  And their descriptions! |
19:57 | CONFIG |  Names for the difficulty modes |
19:48 | FIXED |  Forgotten compiler directive |
19:38 | NOTE |  And the original will be used for the casual setting (of course) |
19:37 | ART |  Eric in furty.... Boxpic art and difficulty setting picture (hard setting) |
19:30 | ART |  Manipulation for Eric in fear... Makes a good boxpic art, and will also be used for the skill settings (easy setting) |
19:22 | STATUS |  The next step will be to set the difficulty setting... Now this is gonna be pretty important! |
19:21 | NOTE |  As far as I can now check stuff appears to be in order now! |
18:54 | FIXED |  ANd the issue has been fixed too |
18:51 | INVESTIGATION |  MOAR hardcoredebugging, as it's beyond odd now! |
18:49 | INVESTIGATION |  Something is wrong with the parser that processes the information Game Jolt provides... The question is... Why! |
18:23 | MYSTERY |  Everything works at it should, but C# appears unable to see the success... |
18:21 | DEBUG |  so hardcore stuff is required |
18:21 | COCKROACH |  But what goes wrong is still beyond me |
18:18 | LINK |  Made that link the feature was meant for. |
18:18 | ENHANCEMENT |  Link possibility to link error handlers to the GJ API |
18:10 | DEBUG |  The faulty line has been found. |
17:58 | COCKROACH |  The key lies in dictionary keys, but where is the invalid key requested.... |
17:54 | TECHNO |  The result of NIL still being premature. I do need a kind of forwarding system |
17:54 | FIXED |  Class conflict issues |
17:43 | OFFTOPIC | |
16:11 | STATUS |  Tme for a break... I also got a visitor now... I will investigate later where it goes wrong |
15:49 | REMOVED |  Some more calles to the deprecated .NEW() method (I wonder how many times I still gotta do that!) |
15:46 | BUG |  Logging with correct credentials ALSO doesn't work, and I wonder why... But very likely also the exception thrown somewhere |
15:40 | FIXED |  AND NOW IT SHOULD BE FIXED!!! |
15:39 | RESEARCH |  Let's read up some more |
15:38 | COCKROACH |  STILL NO GOOD! |
15:37 | TEST |  Take SEVEN (six was where the last bug came up) |
15:37 | DONE |  Some more crap |
15:36 | COCKROACH |  Or so I thought |
15:34 | FIXED |  Numbers didn't work in Game Jolt Credential input fields |
15:30 | NOTE |  These too have not yet been provided with pictures |
15:29 | GAMEJOLT |  Enemy bio: Kirana |
15:29 | GAMEJOLT |  Enemy bio: Aldarus |
15:29 | GAMEJOLT |  Enemy bio: Rondomo |
15:29 | GAMEJOLT |  Enemy bio: Jeracko |
15:29 | NOTE |  None of them are provided with picture yet... That'll come later! |
15:28 | GAMEJOLT |  Char bio: Weniaria |
15:28 | GAMEJOLT |  Char bio: Gedrio Fulla |
15:28 | GAMEJOLT |  Char bio: Blenchy |
15:27 | GAMEJOLT |  Char Bio: Shanda |
15:27 | GAMEJOLT |  Char bio: Wendy |
15:27 | GAMEJOLT |  Char bio: Jack |
15:26 | STATUS |  Of course I've only checked what happens with WRONG credentials, but now what will happen if I give up the CORRECT credentials? |
15:26 | FIXED |  The crash has been fixed |
13:48 | TEST |  Take FIVE! |
13:48 | FIXED |  Parse errors in C# |
13:07 | TEST |  And I can start now on Take FOUR, which hopefully shines a light on matters... |
13:06 | POWERSHELL |  Build scripts running |
12:44 | DEBUG |  Try { } Catch, and hopefully this shows me something.... :-/ |
12:42 | BUG |  But now something in the .NET code seems invalid.... These are always terrible cases, but I'll need to look into them, I suppose. |
12:41 | FIXED |  Squashed! |
12:26 | COCKROACH |  The fix keeps on being ignored |
11:36 | FIXED |  NOW it should be fixed (I hope) |
11:36 | SOLVED |  AHA! |
11:36 | MYSTERY |  Fix ignored |
11:35 | TEST |  Take THREE! |
11:35 | FIXED |  But a field typo also come in my way |
11:35 | CONFIRMED |  The fix is confirmed |
11:34 | TEST |  Take TWO! |
11:34 | FIXED |  I think I fixed that |
11:34 | STUPIDITY |  And I think I can see why.... :-/ |
11:33 | BUG |  Nothing happens |
11:32 | TEST |  Take ONE! |
11:12 | DONE |  Login sequence set up.... Not yet tested, though |
10:45 | POWERSHELL |  Ran some building scripts ... Again.... (not for the last time, as there's still stuff to do). |
10:45 | LINK |  I linked logging onto Game Jolt to NIL |
10:38 | DONE |  Better return value when authentication on Game Jolt was succesful |
10:35 | GAMEJOLT |  Character Bio: Aziëlla |
9:59 | GAMEJOLT |  Character bio: Merya |
9:58 | GAMEJOLT |  character bio: Dernor |
9:58 | CHARACTER |  bio: Rebecca |
9:58 | GAMEJOLT |  Character Bio: Seelah Gandra |
9:57 | GAMEJOLT |  Character Bio: Brendor |
9:23 | GAMEJOLT |  Character bio: Irravonia |
9:22 | GAMEJOLT |  Character bio: Eric |
8:51 | FIXED |  I guess a night's rest did me well, as I saw the issue causing the other security step to fail... That's been fixed now... |
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