Basis set up for Diane Foxey, but a few things are yet to be taken care of still
18:59
TRANSFER
Foxey's scenario
18:49
NOTE
Trying to enter the Hall of Heroes now will crash the game
18:49
WORLDMAP
Hall of Heroes
11:55
OFFTOPIC
I was working on the original game, that would later be remade as "The Fairy Tale REVAMPED", totally unaware of what was happening when a friend of mine made a phone call to me.
He demanded I turned on my TV to "Nederland 1", which is in the Netherlands the channel that is always cancelling its normal programming when something really disastrous happens. His story was vague, and hardly made sense to me, but I decided to obey it was very unusual for him to be so demanding.
That was exactly 19 years ago today that this happened. And what I saw on the TV was this.
I did soon hear than a plane crashed into that tower and as things were pretty vague, I was wondering about an accident until I saw the second plane ram the second tower with the precision of a surgeon, and I knew that this was deliberate. But I was wondering, what was happening as aside from mass murder this action was also suicide.
Very soon already I heard experts speculate on no evidence at all, but only speculations that Osama Bin Laden could be behind these attacks, as he had not only a reason to do something like this, but also the stuff you need to do this.
I also remember the theories coming up, like how Nostradamus is said to have foreseen these attacks as the 3rd World War would start with a burning city caused by two metal birds. I also remember how the number of planes flying dropped increasingly as people were struck with fear.
Of course, this was the day I truly learned how dangerous terrorists can be, but I still try to get an image of those who lost their lives that days due to the action of some despicable cowards who had the illusion they'd become heroes. I remember an image somebody who jumped out of the window out of fear of the fire, against better judgment as nobody can survive a fall from that height.
I do think about these attacks a lot, as I think a lot about many things every day. Their lives ended for nothing while I was lucky not to be in New York or even in the U.S. at all, and that alone granted me the luck to live on.
No please not put any anti-islam messages below this post, I will report them to the moderation team. I condemn those terrorists and the organization they belonged to only. Most of all, I have my thoughts with the people who died that day loads of times, and now on the anniversary of these attacks I only want to express them in public.
I hope for a world where Christians, Muslims, atheists, Buddhists, well, people of any group or race to live together in a world and accept our differences, or maybe even embrace them.
You may say that I'm a dreamer. But I'm not the only one. Perhaps some day, you will join us. And the world will live as one.
- = 10 Sep 2020 = -
23:12
STATUS
Well And that's all for today... I'm tired!
23:02
GITHUB
Making sure all repos are up-to-date
23:01
BACKUP
Running
19:04
TECHNO
The documentation I could find on this said that the data will be flushed anyway after several months, however I cannot wait for this. Depending on how much time my work on Star Story is gonna eat, I hope to have the game finished before that flush takes place...
19:02
NOTE
The Game Jolt API still refuses to work on me... The game keeps on looking for the old DNS, and nothing I tried to flush that worked so far. This means I cannot test the achievement links with Game Jolt anymore. I must assume they will work if the game works on a strange computer... The means once the game meets the user....
18:10
CONFIRMED
Stuff works now!
17:52
TEST
Take II
17:52
FIXED
Not a formality then, as I did have to fix a blockmap issue
17:46
TEST
A test is of course required.... This should only be a formality now, but ya never know
17:42
STATUS
This makes the map itself complete, but we're not there yet. Dianne Foxey is already there but she'll ignore your presence for now, as she has not yet been scripted, and I also didn't yet tag her that that is a requirement for the game to pick her up as an activatable object
17:40
MAP
Area 010
17:36
MAP
Area 009
17:30
MAP
Area 008
11:20
STARSTORY
I'll first do a few small things on Star Story today. My plan is however to add a few extra rooms to the Lost Ark in this game today too... If the place will actually be fnishable, that's something I need to sort out later.... Due to the state of both games I can still combine the two projects, but for how long?
11:18
SITE
Added tag STARSTORY
- = 9 Sep 2020 = -
11:17
RESULT
Ok!
11:17
TEST
Testing
11:17
MAP
Area 007 has been added
11:17
FIXED
The projectile angle bug has been fixed
8:52
PLAN
Based on how things go it may be possible that DYRT.NET will be moved into the Apollo engine... This may however be a time consuming operation, because Neil!=NIL even though the languages are close in syntax (VERY CLOSE), and there a few trapdoors can lie also, plus the underlying APIs are not entirely the same. Although SASKIA would not be needed Apollo as it doesn't use the strict setup MonoGame obligated to me (making SASKIA needed) I will still have to see if I can do it that style anyway, otherwise the entire game would have to be rescripted, and I am not game for that. Also new bugs will definitely pop up this way too... So this is in the planning, but no promises yet!
8:49
SPELLANI
I've altered the projectile spellani a bit... Hopefully this fixes some issues I have here
- = 8 Sep 2020 = -
12:12
TEST
One more test will have to confirm this, though!
12:07
FIXED
This SHOULD fix the issues, but a check is required to make sure
12:07
KTHURA
They have always been a problem in Kthura... Since they are useless in any single way I may need some way to automatically remove them
12:07
CLEANUP
Rotten objects removed
12:06
BUG
but the save room after that blocks all movements for some odd reason
12:06
CONFIRMED
Boss fight works
11:55
TEST
Take I
11:55
TEST
Now to see if that's true or not
11:55
NOTE
Yes, NOW the boss fight should start
11:55
LINK
Linked to map
11:53
SASKIA
Boss activation
11:45
NOTE
It won't activate yet!
11:43
MAPSCRIPT
Boss Start Up Script
11:40
NOTE
The boss fight is not yet linked so don't expect anything to happen yet when you approach the boss
11:40
BOSS
Ocean Goblin
- = 6 Sep 2020 = -
15:27
STATUS
I did do a few things for Star Story... For this game I could do nothing... The Star Story things were easy... Putting in a boss fight is always more work and on Sunday I overall have little time, so then I must spread things out.
- = 5 Sep 2020 = -
21:04
BACKUP
Running
18:08
STATUS
As far as I can test, stuff works!
17:08
TEST
Take I
17:07
NOTE
Please note, I did NOT yet active the boss, so it will still ignore you!
17:06
LINK
Enemies have been linked to the map
16:42
STUPIDITY
I gess I should be happy that most of this stuff is for TFTREVAMPED and Star Story already set in Kthura....
16:41
STUPIDITY
And once again I'm doing things wrong
16:38
NOTE
The Aqua Goblin can also appear in the True Abyss
16:36
UPDATED
License
16:35
ARENA
Lost Ark
16:20
FOE
AquaGoblin
16:13
VERIFIED
Gobling pictures present
16:13
C++
Well my Star Story contribution is done for today, and no more details required here
Issue in Neil causing type names in strings to trigger Neil, while they shouldn't
14:27
NOTE
This is the pace where the save spot is located... That being said do I now have a good marking from where the random encounters can be put into place
14:26
MAP
Area 006 done
12:37
ANNOUNCEMENT
The "Star Story" Revising project has not yet begun, but as too much related to that project more than this project appears on this Devlog (where it doesn't belong), I can now say that the Star Story stuff can be found HERE from now on! Good!
9:18
TRANSFER
Some transfer works for Star Story has begun, so I should really start up a new DevLog now, I suppose!
9:18
C#
The basis set up for the Apollo Builder
9:17
NOTE
Please note that the boss will (for now) ignore you!
9:17
GENERATION
Neg
9:14
TRANSFER
Ocean Goblin - Art
9:14
TRANSFER
Aqua Goblin - Art
- = 2 Sep 2020 = -
10:45
FIXED
Entry points forgotten
10:37
MAP
I promised myself I do at least one new room to the lost ark, and I fulfilled that promise
- = 1 Sep 2020 = -
16:16
CONFIRMED
the placeholder routines work... The actual true action will now have to be implemented
16:11
CONFIRMED
Compile wise it all works, now for the run-time
16:10
C++
More work on Kthura compatibility
9:25
KTHURA
My Apollo Engine is now able to handle Kthura's data.... Drawing stuff has not yet been implemented
- = 30 Aug 2020 = -
20:52
C++
Oh, in case you care... I got Dijkstra to work in C++, and yeah, it was a challenge to make that happen properly
20:51
C++
Today I was most of all transferring Kthura to C++. This took me off my work on Dyrt.... I will soon resume that though... It's just that my C++ work is now taking more of my time, as now stuff gets complicated.
Of course I brought this fix over to the C++ version as well... (duh!)
13:46
FIXED
And in the process I found out why the streched areas were not being animated....
13:46
KTHURA
Is being translated to C++ now
- = 29 Aug 2020 = -
14:50
MAP
Area 003 Lost Ark
13:58
OFFTOPIC
She's pretty good!
13:55
C++
Apollo is now in a workable state.... My biggest challenges there now are attaching Kthura and Dijkstra to them... Dijkstra most of all I'm concerned about, to be honest, due to the heavily node based nature of Dijkstra, but perhaps I can deal with that... :-/
- = 26 Aug 2020 = -
13:50
STATUS
Yes, I do know it says "FATAL ERROR" but that error is only the result of things not yet being done completely, but as the "Hello World!" message was written in Lua, it could not appear if contact with Lua wasn't established and that shows that stuff is actually working now!
10:22
STATUS
Before I mess any further with Lua though I need to have a few things in order!
10:19
STATUS
For Apollo it's almost time to get Lua on the roll (and then the (Apollo version of the) Blue Screen of Death will also no longer show).
10:05
FIXED
Lua 32/64bit conflict in Apollo
- = 25 Aug 2020 = -
21:47
FIXED
Linkup error
21:24
TEST
Let's first run a test on the new area in the Lost Ark, though
21:24
C++
Well, some preparational work has been done... Wish me luck, as the documentation of Lua is on the C-side of the language still a bit vague
21:00
OFFTOPIC
Unbelievable
19:13
LINK
I've Linked the Lua engine to Apollo.... It doesn't make any calls to Lua yet, but at least I can see that in basics it works... good!
19:10
POWERSHELL
First of all copied the dll into the project... PUC-Rio strongly advices that road, so let's follow suit, eh?
19:09
STATUS
In the Apollo engine the time has now come to get Lua to work... I've never attached Lua to a C++ project, and the other projects I've done this in made it ridiculously easy. Now I have tried this before in a Go remake of Lua, and there it looked a bit awkward, yes, but not that hard.... We'll see....
By the time I alreadys set up the most important basis for my own engine, on the point that I'm close to including Lua....
Oh, well...
1:20
C++
Well this didn't go the way I wanted it, but at least I GOT something to put text on screen now, and it obviously also appears to be pretty fast too....
- = 24 Aug 2020 = -
21:01
OFFTOPIC
If this is the reason why MonoGame has no font support (MonoGame appears to use SDL as well) then it appears the error is 100% SDL not properly set up... That could really put a damper on things, so I hope not!
21:00
FAILURE
TTF crashes my game engine in SDL.... No proper error message nor any useful information from the front for C++ error thrower.
Now I had font trouble before in SDL when I tried the Go variant, and the community was about as usefuly (and polite) as the usefull of the information VS2019 provides me...
16:14
STUDY
I've completed my study over font usage for Apollo... This *WILL* make my life significantly better, I tell ya!
15:45
OFFTOPIC
And if you thought you'd seen it all
15:45
STATUS
The next step would be allowing fonts... Something NALA couldn't do because of MonoGame being a half-assed product
14:46
CONFIRMED
It all works! YAY!
9:45
C++
A big operation in Apollo was done. This was needed as otherwise things would really have gone messy on me in the future....
- = 23 Aug 2020 = -
13:10
FIXED
And a coordinate issue
13:10
FIXED
Some label issues
11:58
MAP
Area 002 - Lost Ark
9:50
CONFIRMED
All linkups work
9:04
TEST
A quick is required now... Not that I expect much trouble, but hey, always test, eh?
9:03
LINK
Link script set up
8:25
MAP
Zone implemented in Xenor Bushes North to which I can link the entrance script
8:25
SASKIA
Base script
7:54
NOTE
I already got this piece, so I only had to hook it up
7:54
MUSIC
"The Snow Queen" by Kevin McLeod will be used for this place (just as in the original game).
7:53
MAP
Entrance done for "The Lost Ark"
0:12
BACKUP
Running
- = 22 Aug 2020 = -
23:11
STATUS
Of course, before all else, I'm gonna focus on that dungeon first... Well, as far as my work on Apollo allows it as that is going through the more complicated stage now, but as long as I can combine it.... When the complex part of Apollo is done I should priortize this game a bit more, but I must also mind my own health as things are slowly getting the better of me
22:59
STATUS
I've worked everything out until reaching Xenor Bushes North -- This will be the place were the entrance to the 1st New Game+ only dungeon will be, and I can confirm that the barrier has indeed disappeared, which is wonderful!
22:29
TEST
Well?
22:29
FIXED
Triple case error
22:05
STATUS
AT LAST!
22:00
TEST
Let's see now!
22:00
FUCKYOU
Anymore trouble?
21:59
FIXED
Fixed that!
21:59
FUCKYOU
Code order issue
21:53
TEST
Let's see now then...
21:52
BOOST
Not to mention that I also gave a little bit of a resistance bonus in the New Game+
21:52
FIXED
That'll do
21:47
BUG
In the New Game+ Eric had to start with all his magic groups activated... That does not happen
21:35
TEST
And let's go again!
21:35
FIXED
Syntax error
21:14
FIXED
Scope Error
21:09
TEST
And another take!
21:09
FIXED
Lack of "self"
20:59
TEST
Let's see...
20:59
NOTE
The first extra dungeon that should open due to this is in Xenor Bushes North and it'll be awhile before I get there....
20:57
NOTE
Hard to check out fully now, but at least I can make sure no bugs occur.
20:57
DONE
Bonus points due to New Game Plus
20:19
STATUS
Of course, I only have access now to Irravonia's prologue mission, but I can already see if I can set a few things up
20:18
CONFIRMED
Both bugs appear fixed now!
20:12
TEST
Hopefully!
20:12
FIXED
Should now be fixed
20:11
SOLVED
Request to register the failure was set on the wrong spot in the code
20:10
DEBUG
Log confirms that the failre is NOT registered.... Why?
20:06
TEST
Let's see!
20:06
FIXED
I think I tacked the first one completely
20:06
DEBUG
An extra debug check on the latter one
20:05
COCKROACH
And the GJ security blockout also appears to be persistent!
20:05
COCKROACH
NG+ bonus on travel bonus not right
20:00
TEST
Again!
20:00
FUCKYOU
Such things NEVER go right in one go, though!
19:52
FIXED
I've put in a temporary "gjfail" variable.... This variable will not be saved, so when GJ fails now, your game will still be valid for GJ in general
19:48
BUG
I see that when GJ fails to login achievement cause security errors....
19:30
TEST
A small test will need to be done
19:28
GAMEJOLT
That will be Game Jolt's task to fix.... It' very likely a conflict between my system and theirs as a result to their long maintenance, yesterday
19:27
FAILURE
19:25
FIXED
That's been taken care of!
19:23
BUG
I see the travel emblems do not yet respond properly to being NG+
19:16
C++
I've done some work on Apollo.... Loads of work and not a single pixel will appear on screen for that YET... But the work was important nonetheless...
- = 21 Aug 2020 = -
21:05
C++
I did however make progress in my C++ work, so it's not all that bad!
21:05
GAMEJOLT
Was in maintenance today, and due to my reliance on the GJ API, that stops the game development for today....
The Script notification I made earlier will help me there
20:34
NOTE
For now, all I can do is start a game up and make sure the system marks this as a New Game+
20:34
SYSTEM
I've temporarily moved my True Abyss savegames to a different folder... This is to make sure no crazy things will happen to them, as I may need them for more tests later!
20:08
STATUS
And when it comes to Dyrt, I am right now focussing on getting the New Game+ started... Where the test gets hard is is the fact that the game will then start with a lot of scenario, and it *is* potentially hard to test if stuff all works... Of course, this is no excuse not to get things to work, but it will make things harder....
20:06
C++
Well other than that I got JCR6 to work in VisualStudio... Due to Microsoft's stunt without any form of compression yet, but that doesn't matter... Compression wasn't my most crucial point anyway, and my experiments for lzma are only planned for the future in C++ already, and if lzma can be set to work then I wouldn't have aimed for zlib anyway
18:23
FAILURE
MICROSOFT!!! YOU BLUNDERING IDIOTS!
"Deprecating standard C features"
17:23
SCRIPT
I've set the field to show you you are in a New Game+ if you are are actually doing so!
17:23
C++
I've set up GINIE to work in C++
- = 19 Aug 2020 = -
21:39
STATUS
True Abyss Test Complete
14:20
C++
Successfully build myself a Lua library for C++... I should not be happy too early, but with Lua successfully built and some tests in SDL going well, things are going well on the road... That was quite unexpected... C++ and I have NEVER been good friends... so.... I wonder when things go terribly wrong beyond my control...
12:14
CONFIG
A lot of reconfiguration has to be done here
12:14
BACKUP
Running
12:02
STATUS
None of the open issues in the game though are really suitable to fix in the True Abyss, added with that I also must note, that the (for now) final tests of the Abyss draw near... I think I can better focus on that test first when it comes to this game
11:39
C++
So a redo in C++ is becoming realistic now... I guess...
11:39
SITE
Added tag C++
11:00
FAILURE
It appears the Apollo project has failed in C#, this most of all due to that fucking MonoGame not functioning the way it should and its developers not yet responding to my outcry for help...
Now don't question my patience... I got a very very big project on the line because of this, and I must move on... On this moment I'm digging through documentation written by LazyFoo about SDL2 for C++ in VisualStudio and so far I like what I'm reading... If implementing Lua will go just as easy, as well as implementing my JCR6 library (which I already have), that I got good hope that translating Kthura to C++ won't tax me at all... C++ seems to provide most I need to make Kthura run smoothly except for a garbage collector, but even that can be taken care of smoothly, as I already got a few ideas to make that happen... I just need to make a few steps back here...
- = 18 Aug 2020 = -
20:59
FAILURE
Why did VS2019 only allow up to .NET 3.1 while I did ask up to 4.8?
19:24
FIXED
I THINK I fixed it though....
19:22
HUH
Even more huh, the screenshot got out of my clipboard, so all data I need is lost!