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10:52 | INVESTIGATION | Yup.... as I expected.... |
10:50 | HUH | |
10:24 | TEST | AGAIN! |
10:24 | FIXED | ... |
10:23 | STUPIDITY | Illegal function call |
10:16 | COSMETIC | Not much, but hey, it'll do ;) |
10:13 | SCRIPT | Will play whenever any kind of combat starts.... Boss or random encounter |
10:08 | TRANSFER | Combat Start Jingle |
- = 24 Jul 2020 = - | ||
23:56 | HUH | Hmmm.... No boss and no travel emblems in the Underworld either... Must be the same issue as I had in Sugarland |
23:47 | CONFIRMED | No more crashes from Lethe.... I think |
23:47 | FIXED | Backchain to Charon's room was inoperative |
23:37 | FIXED | Please? |
23:37 | COCKROACH | Lethe must and WILL crash! No matter how I deliver the code.... |
23:30 | COCKROACH | the "Drink with me from the river Lethe" keeps popping crashes... I hope that's fixed now |
23:20 | FIXED | Ice Blast was not a frost attack.... Of course it should be... Let it go! |
22:36 | FIXED | Foe reference error in Death Caves |
22:20 | COSMETIC | A tiny change to "Void" |
22:19 | CONFIRMED | Let's close this chapter |
21:57 | EXPERIMENT | Een paardenmiddel dan! |
21:29 | HUH | This is getting stranger by the minute |
21:22 | HUH | The boolean definition is correct, however for some reason the Lua interpreter things it's entitled to a different opinion about the outcome... Odd... |
20:50 | FIXED | It appears to be working now... I gues |
20:45 | EXPERIMENT | Let's try THIS! |
20:42 | COCKROACH | That made matters worse.... |
20:37 | FIXED | I think I fixed that... but I'm not sure... Let's see |
20:34 | BUG | Discriminate does not work for multi-target moves (especially for Void and Smoke Bomb this is of vital importance). |
18:48 | TECHNO | And why things didn't work, we'll never know.... |
18:47 | C# | Okay.... I've used the avoid Microsoft sillyness procedure also on the grabber now, which now miraculously works.... |
17:40 | STATUS | Be back later! |
17:39 | NOTE | I've EARNED that! |
17:39 | STATUS | Time for a break |
17:38 | CLOSED | |
17:37 | JUDGMENT | Not fully the way I wanted things to be, but this will have to do I'm afraid |
17:30 | TEST | Take 23 |
17:30 | FIXED | And Thus I fixed tat |
17:29 | BUG | Void had no effect because the enemies were seen as bosses.... Looking at the code, it would have removed bosses... That was of course not supposed to happen |
17:22 | TEST | Take 22 |
17:22 | NOTE | (or at least I hope so). |
17:22 | FIXED | That should fix all the issues |
17:21 | C# | So I recoded a large part of that from scratch |
17:21 | C# | I think I got everything worked out well now when it comes to the colors... At least the playground results are good |
16:45 | TEST | Take 21 |
16:45 | STUPIDITY | Forgot to recompile NALA |
16:45 | FIXED | Scaling issue |
16:40 | TEST | Take 20 |
16:40 | FIXED | center point not set |
16:40 | FIXED | TQMG color calculation (I think) |
16:40 | JUDGMENT | What I saw is bogus though |
16:34 | STATUS | But mesa NOT happy! |
16:34 | STATUS | No crashes..... |
16:27 | FIXED | Case error |
16:27 | VOID | Well I guess things work now.... Or at least... it looks that way, so let's not complain any further |
16:26 | CONFIRMED | And this "fix" (which it isn't) was confirmed to work before... It uses THE SAME CODE my original method uses, BUT, this time no strange error message without any meaning, which confirms that Microsoft was fucking all along..... In Dutch we call what XNA was doing ZEIKEN! |
16:19 | TEST | Take 18 |
16:19 | SIGH | Let's try a different approach |
16:19 | SITE | Added tag SIGH |
16:12 | FUCKYOU | Some Microsoft is very desperate to NOT make the void spell work, I have to resort to a very pathetic alternative.... FUCK YOU MICROSOFT! MAKE A DECENT FRAMEWORK NEXT TIME, ASSHOLES!!!! |
16:08 | FUCKYOU | Microsoft is now really getting under my skin.... |
15:59 | TEST | Take 17 |
15:59 | STUPIDITY | Okay.... This was a stupid move of my own design.... But at least that's been sorted out now.... |
15:48 | TEST | Take 16 |
15:48 | DEBUG | Everything is fuck.... |
15:41 | DEBUG | And as such I've added another fucker in order to get more information! |
15:40 | INVESTIGATION | The log is vague, my dear Watson.... If you've elimited all the impossible, whatever remains, however improbable, must be the truth.... From that perspective my face screen must be the "evil" here.... All else cannot be it, given the data on the log.... |
15:26 | TEST | Take 15 |
15:26 | FUCKYOU | forgotten ) |
15:22 | TEST | Take 14 |
15:22 | DEBUG | more markers |
15:19 | CONFIRMED | The compilation of the script itself goes well |
15:15 | TEST | Take 13 |
15:15 | NOTE | (Should not give anything... but I need to try anything things no proper error message is given). |
15:15 | INVESTIGATION | Let's see if I can pin point this with more accurate markers |
15:12 | FUCKYOU | And now they're just WANTING trouble! |
15:07 | TEST | Take 12 |
15:07 | RUINATION | Alternate code, with big thanks to Microsoft coorporation, but at least the crashing should stop now (at least I hope so). |
15:07 | SITE | Added tag RUINATION |
15:07 | LINK | Done |
15:07 | BUBBLE | adapted |
14:59 | C# | Experiment for an alternative |
14:43 | FUCKYOU | I've had it..... Apparently Microsoft does not want to put in decent functionality in their game engines for such a simple feature.... Then I also cannot be expected to do what has to be done, so I'll have to improvise |
14:38 | TEST | Take 11 |
14:38 | C# | added some junk code |
14:38 | STATUS | My patience is slowly getting to an end |
14:37 | MYSTERY | .NET error in user code Such a wonderful error message... VERY informative |
14:23 | TEST | Take 10! |
14:23 | NALA | Doet hij het nu wel? |
14:23 | C# | Let's force it to |
14:23 | FAILURE | VisualStudio Refused to compile |
14:17 | TEST | Take 9 |
14:17 | TECHNO | And if this doesn't work I got a few other things on my mind, but let's hope THIS will get things working.... |
14:17 | SCRIPT | And the VOID-Script has been adapted.... |
14:16 | NALA | Must be recompiled, of course |
14:16 | LINK | That links all crap I normally wouldn't need together |
14:16 | NIL | Scripted |
14:16 | BUBBLE | Adaptions done |
14:15 | C# | I did have to do some fuck up code as XNA does not allow a few things that should actually work without question on a DECENT game engine (oh, well, what is Microsoft without crashes), but as I cannot fix idiocies in XNA itself, I need to work my way around it to void this issue.... |
14:05 | BUG | The error i get now makes sense.... But is very extremely nasty, and will require some drastic measures to cover well.... :-/ |
14:00 | TEST | Take 8 |
14:00 | EXPERIMENT | Let's do this elseway |
13:58 | DEBUG | An extra debug line must gimme some answers |
13:55 | MYSTERY | It's a mystery to me why an error was not thrown on the grabbing itself.... |
13:52 | BUG | |
13:47 | TEST | Take 7 |
13:47 | FIXED | Forgotten .png extension |
13:35 | TEST | 6 |
13:28 | FIXED | Another one |
13:24 | TEST | Take 5 |
13:23 | FIXED | Unknown identifier in scrpt |
13:21 | NALA | Recompiling |
13:21 | C# | I've set up an extra error catacher in the error catacher in Bubble, as the game quite often quits immediately when the Blue Screen Of Death shows.... Fortunately I could read the error message this time, but still... |
13:13 | TEST | Take 4 |
13:13 | FIXED | Case error |
13:08 | TEST | Take 3 |
13:08 | FUCKYOU | .... |
13:04 | TEST | Take 2! |
13:04 | FIXED | import typo |
13:00 | TEST | Ready! Test 1! |
13:00 | DONE | At something |
12:51 | STATUS | Almost all ready to put it all to da test |
12:36 | NALA | Made sure NALA is up to date... I mean NALA's binary code |
12:35 | LINK | And the code that should trigger the "no life in the void" achievement has also been linked, thanks to the automated achievement system.... |
12:34 | LINK | I've linked this to the void ability |
12:33 | TECHNO | And just as with Smoke Bomb and Blow Away, this too makes the effect happen inside the SpellAni.... For obvious reasons.... |
12:32 | SPELLANI | Void |
12:04 | ANNOUNCEMENT | This is entry number 20000 -- I talk too much |
12:03 | C# | I've been creating a little screen to capture function, but the documentation I am reliant on was vague at best, so no way I can be sure if it works |
11:34 | ACHIEVEMENT | There is no life in the void |
11:20 | ART | I love public domain space pictures at times like these |
9:59 | FIXED | This also fixed the annoying bleeps of which I didn't know where they came from.... Good riddance |
9:59 | REMOVED | I also see that the DevLog tool called out to a deprecated class.... This too has been removed and been replaced by the current class. |
9:58 | CONFIRMED | We got a winner here! |
9:57 | GENERATION | Let's generate this devlog once more to make sure |
9:57 | OPTIMIZATION | I've also used string builders in the DevLog tool.... Due to quicker memory management that should speed up the devlog generation |
9:56 | TEST | One more test! |
9:55 | CONFIRMED | It appears to be working, and as the other icons remain there too, I guess all works the way I intended to |
9:53 | TEST | Well... here goes! |
9:45 | SITE | Although I can adept the database, the site renderer won't respond to that yet, but hey, Rome wasn't built in one day either.... |
9:45 | C# | The C# tag does have an icon, but I could never let it show.... Perhaps this will help me to enforce things.... |
9:45 | SITE | I'm updating the code behind this devlog itself a bit |
9:31 | NOTE | Now I think I found something... Unfortunately only usable for entire screens, but hey at least it's something |
9:16 | BRAINSTORM | At the moment I am brainstorming a bit about how to bring the "Void" effect best.... The way it was done in the original game requires screen captioning, but it appears that XNA doesn't support that (unless for saving screenshots, but that is not what I need), and if it does it's poorly documented (or the search features are not directing me to the correct pages). I do have a few ideas though to come up with an alternative..... |
1:21 | BACKUP | Running |
1:20 | NOTE | But that's for another time |
1:20 | STATUS | Next stop "Void" |
0:38 | COSMETIC | "Attack pose" I needed.... |
0:18 | JUDGMENT | That's fine now! |
- = 23 Jul 2020 = - | ||
23:42 | TEST | Take XI |
23:41 | JUDGMENT | Almost there.... Now it's just a matter of fine tuning |
23:27 | TEST | Take X |
23:27 | EXPERIMENT | Does THIS do the trick? |
23:27 | JUDGMENT | getting closer |
22:58 | TEST | Take XI |
22:58 | EXPERIMENT | Let's try this dirty trick |
22:41 | DEBUG | I'm adding some extra debug lines to find out more.... |
22:40 | COCKROACH | For some reason the boolean expression used to check Smoke Bomb gives true even when there's no way it can.... This not only leads to a cosmetic issue, but also to a memory leak, so this is pretty serious.... |
22:31 | TEST | Take X |
22:31 | EXPERIMENT | Let's wriggle a bit more.... |
22:28 | TEST | Take IX |
21:47 | COSMETIC | I've set a bit of a routine to slow stuff down |
20:54 | JUDGMENT | At least the routine does what is has to do, but I am not yet fully happy.... The animation is so fast, that you can not see there is an animation at all.... So this is what I need to focus on |
20:49 | TEST | Take VIII |
20:48 | EXPERIMENT | The C string formatter is complaining.... Now I cannot be 100% sure, but I think it's because the integer rule is not fully followed.... I have now forced that to happen, and of course, I gotta see what'll happen next |
20:43 | TEST | Take VII |
20:43 | FIXED | Case error |
20:39 | TEST | Take VI |
20:39 | FIXED | Invalid picture reference |
19:55 | TEST | Take V |
19:55 | FIXED | Lack of self in Smoke Bomb Script |
19:39 | TEST | Take IV |
19:39 | VOID | I've voided that... I hope |
19:38 | NOTE | Ah, a famous bug within NIL |
19:32 | TEST | Take III |
19:32 | EXPERIMENT | Let's resport to dirty code |
19:31 | MYSTERY | I dunno what's happening here |
19:27 | TEST | Take II |
19:27 | CHECKED | Quick check even confirms that |
19:27 | HUH | Nonsensical error |
19:08 | TEST | Take I |
19:08 | STATUS | Right-o.... ready to test! |
17:54 | CHARACTER | Merya will in the easy and casual mode have this ability from the start. In the hard mode she can unlock it when her rogue skills are level LXXV (75) or higher. |
17:43 | ABILITY | Smoke Bomb |
17:22 | STATUS | Not there yet, though! |
17:22 | SCRIPT | Smoke Bomb |
14:36 | STATUS | Well, Merya and Eric have similar moves, but with a different SpellAni, so I gotta work that out too, eh? |
11:00 | TEST | Take VIII |
10:59 | FIXED | That should do it! |
10:59 | SOLVED | So THAT's why! |
10:59 | TEST | Take VII |
10:59 | DEBUG | Let's see |
10:58 | NOTE | Didn't work, but I think I know why |
10:43 | TEST | Take VI |
10:43 | EXPERIMENT | Maybe this will sort things out right |
10:42 | DONE | Shower |
10:07 | JUDGMENT | Almost there |
10:02 | TEST | Take V |
10:02 | FIXED | Debug issue |
10:02 | TEST | Take IV by now (I forgot to mention the other two, I guess) |
9:58 | EXPERIMENT | Or maybe..... |
9:55 | HUH | According to the log there are no targets.... Now THAT is NOT possible.... (If that claim was true, the tornado visual effect could not appear, that's why I am so sure).... |
9:49 | DEBUG | Some extra information has to tell me why nothing happens at all! |
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