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19:27C#
Random Encounter configurator
19:27C#
Random Treasure configurator
19:20C#
Setting the basis for the random generated floors (It needs a few standard objects and the rest is generated afterward)
17:32C#
I've set up the Abyss base generator to copy stuff from my model... And that appears to be working, yay!
16:12STATUS
STATUS Now we get into the harder part as I now must start generating some basic Kthura files.... Kthura normally doesn't like that....
15:57SECRET
SECRET Nope, not gonna tell you :-P
15:57NOTE
NOTE Normally ALL enemies that can be encountered in a non-boss encounter can be encountered in the True Abyss, with the notable exception for some enemies only encountered in the secret Game Jolt Only dungeons. This is because some of them play too important a role there, and one dungeon is even that secret that showing those enemies here would spoil that secret until you've seen it....
15:54NOTE
NOTE It should be noted that more enemies specifically for this place will very likely be created, but my generator will automatically keep those in mind, so nothing to worry about....
15:52GENERATION
GENERATION And I've generated the first enemy list
15:52C#
Enemy list generator
14:46NOTE
NOTE Unfortunately my Kthura Launcher tool doesn't like this way of working, but who cares.... I can easily script my way around that.
14:44KTHURA
KTHURA I've made a model in Kthura.
This model will not be used by the game itself, and should not even be included by the Bubble Builder. My generator is going to use this model to generate the actual fixed Kthura levels, plus their required meta data files
14:29VERIFIED
VERIFIED I've checked the code... I can verify that the level cap is fixed to level M (1000)
14:27STATUS
STATUS In order to set my mind to other things now, I decided to set my mind to the True Abyss first...
13:33STATUS
STATUS Time for a little break now! Before I start testing the easy mode, the hard mode, the New Game + and the develop The True Abyss
13:31STATUS
STATUS Merya And GRAND TEST I has hereby been completed!
13:07VERIFIED
VERIFIED Brendor ability check
13:05ABILITY
ABILITY Quake Strike
11:49GENERATION
GENERATION Of course this require me to regenerate the neg.... Oh well
11:49RECOVERED
RECOVERED Well the big advantage of a remake is that loads of stuff is availale from the old, but it does remain kinda ... odd
11:47HUH
HUH For some mysterious reason the Orc Rogue picture disappeared
11:33NOTE
NOTE Important notice! This is all the planning board.... Some things can still be changed due to development issues and setbacks on the way
11:33DOCUMENTATION
10:56FIXED
FIXED Order of Onyx: Jeracko Anyway issue fixed
10:56TECHNO
TECHNO Working with " is always nasty business in code generators
10:55VERIFIED
VERIFIED Yup the code looks cool to me now....
10:55C#
I've adapted the Foe compiler
10:52INVESTIGATION
INVESTIGATION Yup.... as I expected....
10:50HUH
HUH
10:24TEST
TEST AGAIN!
10:24FIXED
FIXED ...
10:23STUPIDITY
STUPIDITY Illegal function call
10:16COSMETIC
COSMETIC Not much, but hey, it'll do ;)
10:13SCRIPT
SCRIPT Will play whenever any kind of combat starts.... Boss or random encounter
10:08TRANSFER
TRANSFER Combat Start Jingle
- = 24 Jul 2020 = -
23:56HUH
HUH Hmmm.... No boss and no travel emblems in the Underworld either... Must be the same issue as I had in Sugarland
23:47CONFIRMED
CONFIRMED No more crashes from Lethe.... I think
23:47FIXED
FIXED Backchain to Charon's room was inoperative
23:37FIXED
FIXED Please?
23:37COCKROACH
COCKROACH Lethe must and WILL crash! No matter how I deliver the code....
23:30COCKROACH
COCKROACH Dernor the "Drink with me from the river Lethe" keeps popping crashes... I hope that's fixed now
23:20FIXED
FIXED Ice Blast was not a frost attack.... Of course it should be... Let it go!
22:36FIXED
FIXED Foe reference error in Death Caves
22:20COSMETIC
COSMETIC A tiny change to "Void"
22:19CONFIRMED
CONFIRMED Let's close this chapter
21:57EXPERIMENT
EXPERIMENT Een paardenmiddel dan!
21:29HUH
HUH This is getting stranger by the minute
21:22HUH
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...
20:50FIXED
FIXED It appears to be working now... I gues
20:45EXPERIMENT
EXPERIMENT Let's try THIS!
20:42COCKROACH
COCKROACH That made matters worse....
20:37FIXED
FIXED I think I fixed that... but I'm not sure... Let's see
20:34BUG
BUG Discriminate does not work for multi-target moves (especially for Void and Smoke Bomb this is of vital importance).
18:48TECHNO
TECHNO And why things didn't work, we'll never know....
18:47C#
Okay.... I've used the avoid Microsoft sillyness procedure also on the grabber now, which now miraculously works....
17:40STATUS
STATUS Be back later!
17:39NOTE
NOTE I've EARNED that!
17:39STATUS
STATUS Time for a break
17:38CLOSED
17:37JUDGMENT
JUDGMENT Not fully the way I wanted things to be, but this will have to do I'm afraid
17:30TEST
TEST Take 23
17:30FIXED
FIXED And Thus I fixed tat
17:29BUG
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
17:22TEST
TEST Take 22
17:22NOTE
NOTE (or at least I hope so).
17:22FIXED
FIXED Rebecca That should fix all the issues
17:21C#
So I recoded a large part of that from scratch
17:21C#
I think I got everything worked out well now when it comes to the colors... At least the playground results are good
16:45TEST
TEST Take 21
16:45STUPIDITY
STUPIDITY Forgot to recompile NALA
16:45FIXED
FIXED Scaling issue
16:40TEST
TEST Take 20
16:40FIXED
FIXED center point not set
16:40FIXED
FIXED TQMG color calculation (I think)
16:40JUDGMENT
JUDGMENT What I saw is bogus though
16:34STATUS
STATUS Dernor But mesa NOT happy!
16:34STATUS
STATUS No crashes.....
16:27FIXED
FIXED Case error
16:27VOID
VOID Well I guess things work now.... Or at least... it looks that way, so let's not complain any further
16:26CONFIRMED
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!

16:19TEST
TEST Take 18
16:19SIGH
Let's try a different approach
16:19SITE
SITE Added tag SIGH
16:12FUCKYOU
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!!!!
16:08FUCKYOU
FUCKYOU Microsoft is now really getting under my skin....
15:59TEST
TEST Take 17
15:59STUPIDITY
STUPIDITY Okay.... This was a stupid move of my own design.... But at least that's been sorted out now....
15:48TEST
TEST Take 16
15:48DEBUG
DEBUG Everything is fuck....
15:41DEBUG
DEBUG And as such I've added another fucker in order to get more information!
15:40INVESTIGATION
INVESTIGATION Scyndi 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....

15:26TEST
TEST Take 15
15:26FUCKYOU
FUCKYOU forgotten )
15:22TEST
TEST Take 14
15:22DEBUG
DEBUG more markers
15:19CONFIRMED
CONFIRMED The compilation of the script itself goes well
15:15TEST
TEST Take 13
15:15NOTE
NOTE (Should not give anything... but I need to try anything things no proper error message is given).
15:15INVESTIGATION
INVESTIGATION Let's see if I can pin point this with more accurate markers
15:12FUCKYOU
FUCKYOU And now they're just WANTING trouble!
15:07TEST
TEST Take 12
15:07RUINATION
Alternate code, with big thanks to Microsoft coorporation, but at least the crashing should stop now (at least I hope so).
15:07SITE
SITE Added tag RUINATION
15:07LINK
LINK Done
15:07BUBBLE
BUBBLE adapted
14:59C#
Experiment for an alternative
14:43FUCKYOU
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
14:38TEST
TEST Take 11
14:38C#
added some junk code
14:38STATUS
STATUS My patience is slowly getting to an end
14:37MYSTERY
MYSTERY .NET error in user code

Such a wonderful error message...

VERY informative

14:23TEST
TEST Take 10!
14:23NALA
NALA Doet hij het nu wel?
14:23C#
Let's force it to
14:23FAILURE
FAILURE VisualStudio Refused to compile
14:17TEST
TEST Brendor Take 9
14:17TECHNO
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....
14:17SCRIPT
SCRIPT And the VOID-Script has been adapted....
14:16NALA
NALA Must be recompiled, of course
14:16LINK
LINK That links all crap I normally wouldn't need together
14:16NIL
NIL Scripted
14:16BUBBLE
BUBBLE Adaptions done
14:15C#
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....
14:05BUG
BUG The error i get now makes sense.... But is very extremely nasty, and will require some drastic measures to cover well.... :-/
14:00TEST
TEST Take 8
14:00EXPERIMENT
EXPERIMENT Let's do this elseway
13:58DEBUG
DEBUG An extra debug line must gimme some answers
13:55MYSTERY
MYSTERY It's a mystery to me why an error was not thrown on the grabbing itself....
13:52BUG
BUG
13:47TEST
TEST Take 7
13:47FIXED
FIXED Aziella Forgotten .png extension
13:35TEST
TEST 6
13:28FIXED
FIXED Another one
13:24TEST
TEST Take 5
13:23FIXED
FIXED Unknown identifier in scrpt
13:21NALA
NALA Recompiling
13:21C#
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...
13:13TEST
TEST Take 4
13:13FIXED
FIXED Case error
13:08TEST
TEST Take 3
13:08FUCKYOU
FUCKYOU Irravonia ....
13:04TEST
TEST Take 2!
13:04FIXED
FIXED import typo
13:00TEST
TEST Ready!

Test 1!

13:00DONE
DONE At something
12:51STATUS
STATUS Almost all ready to put it all to da test
12:36NALA
NALA Made sure NALA is up to date... I mean NALA's binary code
12:35LINK
LINK And the code that should trigger the "no life in the void" achievement has also been linked, thanks to the automated achievement system....
12:34LINK
LINK I've linked this to the void ability
12:33TECHNO
TECHNO And just as with Smoke Bomb and Blow Away, this too makes the effect happen inside the SpellAni.... For obvious reasons....
12:32SPELLANI
Void
12:04ANNOUNCEMENT
ANNOUNCEMENT This is entry number 20000 -- I talk too much
12:03C#
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
11:34ACHIEVEMENT
ACHIEVEMENT There is no life in the void
11:20ART
ART I love public domain space pictures at times like these

9:59FIXED
FIXED This also fixed the annoying bleeps of which I didn't know where they came from.... Good riddance
9:59REMOVED
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.
9:58CONFIRMED
CONFIRMED We got a winner here!
9:57GENERATION
GENERATION Let's generate this devlog once more to make sure
9:57OPTIMIZATION
OPTIMIZATION I've also used string builders in the DevLog tool.... Due to quicker memory management that should speed up the devlog generation
9:56TEST
TEST One more test!
9:55CONFIRMED
CONFIRMED It appears to be working, and as the other icons remain there too, I guess all works the way I intended to
9:53TEST
TEST Well... here goes!
9:45SITE
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....
9:45C#
The C# tag does have an icon, but I could never let it show.... Perhaps this will help me to enforce things....
9:45SITE
SITE I'm updating the code behind this devlog itself a bit
9:31NOTE
NOTE Now I think I found something... Unfortunately only usable for entire screens, but hey at least it's something
9:16BRAINSTORM
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.....
1:21BACKUP
BACKUP Running
1:20NOTE
NOTE But that's for another time
1:20STATUS
STATUS Next stop "Void"
0:38COSMETIC
COSMETIC "Attack pose" I needed....
0:18JUDGMENT
JUDGMENT That's fine now!
- = 23 Jul 2020 = -
23:42TEST
TEST Take XI
23:41JUDGMENT
JUDGMENT Almost there.... Now it's just a matter of fine tuning
23:27TEST
TEST Take X
23:27EXPERIMENT
EXPERIMENT Does THIS do the trick?
23:27JUDGMENT
JUDGMENT getting closer
22:58TEST
TEST Rebecca Take XI
22:58EXPERIMENT
EXPERIMENT Eric Let's try this dirty trick
22:41DEBUG
DEBUG I'm adding some extra debug lines to find out more....
22:40COCKROACH
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....
22:31TEST
TEST Take X
22:31EXPERIMENT
EXPERIMENT Let's wriggle a bit more....
22:28TEST
TEST Take IX
21:47COSMETIC
COSMETIC I've set a bit of a routine to slow stuff down
20:54JUDGMENT
JUDGMENT Shanda 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
20:49TEST
TEST Take VIII
20:48EXPERIMENT
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
20:43TEST
TEST Take VII
20:43FIXED
FIXED Case error
20:39TEST
TEST Take VI
20:39FIXED
FIXED Invalid picture reference
19:55TEST
TEST Aziella Take V
19:55FIXED
FIXED Lack of self in Smoke Bomb Script
19:39TEST
TEST Take IV
19:39VOID
VOID I've voided that... I hope
19:38NOTE
NOTE Ah, a famous bug within NIL
19:32TEST
TEST Take III
19:32EXPERIMENT
EXPERIMENT Let's resport to dirty code
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