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 |
18:20 | ART |  Model for Bulupu |
18:16 | NEIL |  Class support ready.... Neil is now ready for OOP |
9:45 | NEIL |  Yes that is regardless of the question if the call was static or not |
9:45 | NEIL |  I've been setting up the static constructors in Neil.... These will be called when a class is called for the first time |
- = 7 Aug 2020 = - |
21:31 | STATUS |  Nothing I could do today.... I had some duties elsewhere.... And a broken scooter (3x in a row that thing didn't last longer than a few weeks. |
- = 6 Aug 2020 = - |
20:06 | NEIL |  Static fields can be declared and read out (not yet be redefined) |
20:05 | NEIL |  A start up to classes |
15:25 | NEIL |  Class preparational work done |
15:15 | NEIL |  My focus lies (for now) on Neil.... I also needed to step away from the game for a little... I'll soon be back though.... |
- = 5 Aug 2020 = - |
18:58 | VOID |  I managed to make neil "void" that issue, though |
18:56 | FAILURE |  Lua "deprecated" this --[[ --[[ ]] for no reason, but it did get me in trouble.... |
14:45 | FOE |  Fake Seelah Gandra |
14:45 | NEIL |  More Neil work |
9:27 | NEIL |  Yesterday, my time was most of all taken up by the produciton of Neil, of which I am now developing the core.... |
- = 3 Aug 2020 = - |
23:42 | GENERATION |  I use a special generation program for that... Soooo handy! |
23:41 | UPDATED |  vUpdate |
23:41 | CONFIRMED |  Everything appears to be in order |
23:30 | TEST |  Another test then.... |
23:30 | VOID |  Issue voided |
23:30 | FUCKYOU |  MICROSCHOFT! |
23:29 | FUCKYOU |  Who is the idiot at MicroSoft who came up with the idea to use backslashes for directory dividing? |
23:26 | FIXED |  code typo |
23:13 | TEST |  Let's put that to da test! |
23:13 | MAPSCRIPT |  On floor 090 you will now get one of the sealed bosses as the floor's boss. THIS WILL IN NO WAY INFLUENCE WHOSE SPECIAL WEAPON OR SPECIAL MOVE YOU'LL GET ON FLOOR 100 I've also made sure "Hall of the Mountain King" will play when you meet the Mountain Emperor, and the regular sealed boss music when you meet any of the others. |
23:10 | CHECKED |  A quick music check |
22:33 | TEST |  I can throw in a take IIi, But that won't tell me more about the fake enemies... Oh well |
22:33 | FIXED |  Dominance issue with the background on floor 090 |
22:26 | NOTE |  None of the fake enemies appeared this time.... Leaving me unable to test if the bug is truly fixed.... I can only hope it is.... |
22:05 | TEST |  Take II |
22:05 | FIXED |  Case error |
21:56 | TEST |  Wish me luck -- Take I |
21:56 | TEST |  I gotta test on the way if this did actually fix everything |
21:56 | INVESTIGATION |  As I think this is the reason of the bugs on this department |
21:21 | ENHANCEMENT |  I've tried to set up a system that can make the AI use a method during the Foe compilation in order to get everything for that foe alone in order |
20:59 | NEIL |  The function definition of Neil appears to work now |
0:14 | FUCKYOU |  Well I'm tired to FUCK YOU ALL! |
0:13 | FUCKYOU |  The computer keeps bringing up one excuse after another to make 100% sure the HP bug doesn't get fixed in any way.... Now a silly fact... The HP is the first stat in the list that should get altered.... So I wonder what is happening there... |
- = 2 Aug 2020 = - |
23:45 | FUCKYOU |  Well....... |
23:38 | TEST |  Oh well |
23:38 | FIXED |  Illegal Method Call |
23:33 | TEST |  Well, we'll see.... |
23:33 | FIXED |  I think I fixed the HP issue with the fake-enemies |
23:31 | STATUS |  Yay! That only leaves me 95 and 100 and then I'm done... |
23:31 | MAP |  Area 090 |
21:08 | COSMETIC |  Bottom pieces forgotten.... Added now! |
21:08 | FIXED |  Non-working exit |
20:35 | TEST |  Does that all work? |
20:35 | MAP |  Area 085 |
20:09 | TEST |  Okay, now? |
20:09 | FIXED |  .... |
20:09 | FUCKYOU |  I'm tired |
20:04 | FIXED |  Parse error |
19:53 | TEST |  Let's see.... |
19:53 | CONFIG |  Floor 80 boss |
19:20 | FOE |  Blauw Slijm |
19:16 | FOE |  Fake Rebecca |
17:57 | TEST |  Again! |
17:57 | FAILURE |  Build failure |
17:54 | NALA |  I do need to recompile NALA for this though.... |
17:54 | TEST |  Of course... I can never tell if it's fixed... I can only tell if it's not fixed when... it happens again.... Oh well... |
17:53 | FIXED |  A few fixes have been applied though.... |
17:48 | COCKROACH |  Unfortunately exits out of reach are still possible.... GRRR! |
17:48 | CONFIRMED |  the town works |
17:33 | TEST |  Okay and NOW we can test something.... |
17:33 | STUPIDITY |  How could I be so stupid |
17:32 | LINK |  Duncan |
17:32 | SASKIA |  Duncan |
17:31 | SCENARIO |  Duncan |
17:30 | STATUS |  I doesn't end there though |
17:30 | MAP |  Tagged all stands on floor 075 |
17:30 | STUPIDITY |  Hold the show.... I forgot something important |
17:23 | TEST |  But at least I can test stuff out, and at the current status of things... relax my brain in the process |
17:23 | NOTE |  The boss enemy has not yet been scripted so that encounter will crash the game, yes! |
17:22 | MAP |  In the meantime I did floor 080 for the True Abyss... That is after all an easy thing to do! |
17:22 | NEIL |  I've done some work on Neil.... This is however where Neil gets very very complex, so I am by far not sure if this is gonna work |
- = 1 Aug 2020 = - |
23:50 | FIXED |  Blockmap issue on floor 075 |
23:26 | CONFIRMED |  And the missing .negative files are present now! |
23:25 | FIXED |  The negger has been fixed.... It would ignore earlier faults due to a a malformed boolean expression.... Sigh..... |
23:12 | REMINDER |  Note to self... Fix this up for the next productions (although I may build in an auto-negger in TQMG for the next project) |
23:11 | SOLVED |  I *THINK* I know why this happens, though.... |
23:07 | HUH |  For some reason the negative versions still don't pop in... what the fuck is going on here? |
23:05 | INVESTIGATION |  And now to check the ultimate results |
23:02 | GENERATION |  Let's try to FORCE my way through, then.... |
23:02 | MYSTERY |  Even after negging this anew things didn't work out |
23:00 | FAILURE |  Negative failure? |
22:52 | GENERATION |  And let's make the generator generate new data for the True Abyss |
22:52 | FOE |  Blackie |
22:47 | ART |  Adaption for Blackie |
22:44 | FOE |  Fake Merya |
22:39 | NOTE |  Please note, that although this is a market floor, none of the stands have been tagged yet, meaning all merchants will ignore you for now... This is because they are not my first concern, at the present time. |
22:38 | MAP |  Area 75 |
22:07 | STORE |  Duncan's Jewel Stand |
22:04 | ART |  Jewel crafter's stand |
21:13 | FIXED |  Exp fix issue |
21:07 | BOOST |  More HP for the boss, as he went down TOO quickly... Especially for a True Abyss boss |
21:07 | LINK |  The two have now been linked |
21:06 | GAMEJOLT |  Trophies |
20:41 | ACHIEVEMENT |  I've set them up in-game |
20:35 | STUPIDITY |  Oh crap... I forgot the in-game achievement |
20:29 | FIXED |  Pic referrence |
20:08 | SECRET |  (Yes, it's the True Abyss equivalent of Rondomo) |
20:08 | BOSS |  Abyss Explosives Expert |
20:04 | NOTE |  Well, I need to be pretty SOPHISTICATED, after all with this boss! |
20:03 | VOID |  Voided the Rondomo scenario for the "Little Boy" counter |
19:12 | TEST |  That won't stop me from testing, though, so here goes! |
19:12 | NOTE |  The boss fight is not yet activated... Triggering the boss will (for now) crash the game... |
19:07 | NEIL |  I've done some preparational work here |
18:53 | FIXED |  A little EXP issue |
- = 31 Jul 2020 = - |
22:39 | FOE |  Butterfly |
22:26 | FOE |  Fake Irravonia |
20:53 | NOTE |  As a side effect this also fixes two stands not operating, as the hero could not reach their walking pinpoint, due to the error |
20:52 | FIXED |  Blockmap issues |
20:43 | TEST |  Take II |
20:43 | FIXED |  Blockmap issue |
20:29 | TEST |  Well, let's see how this goes, eh? |
20:29 | MAPSCRIPT |  Further configuration |
20:26 | BOSS |  Abyss Kirana |
20:18 | NEIL |  So back to The True Abyss |
20:18 | NEIL |  I'll leave Neil there for now... Getting the actual translation done is gonna get me some hours of work, and I must be able to stick my head to it... In other words... Now is not the right time to continue.... |
19:35 | NEIL |  The chopper is is a kind of lexing.... It chops up the code in tiny pieces and identifies all these pieces.... This way, the actual parsing and translating process should go easier.... The NIL language I used for this game also contains a chopper.... I do hope though that the chopper I've set up for Neil is by far more robust, as the NIL chopper does have a few nasty bugs I could never get fixed... Not to mention that Neil does support a few things that NIL doesn't.... |
19:32 | NEIL |  Right.... the chopper works now...... |
15:15 | FIXED |  Lua Parse errors fixed |
14:16 | NOTE |  Now testing this will be a not of a pain.... As a few more things need to be done for that... Oh well... |
14:08 | NEIL |  I've set up the chopper.... The chopper is a part of lexing the code.... It chops the code up in sections and words that are by the translator parser easier to process.... |
12:11 | NOTE |  Before I move on in the true Abyss.... I really noticed I should set my mind on other things as well... The True Abyss allows me to, as this point, so let's get on with that. |
11:16 | ABILITY |  Vesuvius |
11:15 | ABILITY |  Mjöllnir for Irravonia |
10:48 | TODO |  248 |
- = 30 Jul 2020 = - |
23:41 | BOOST |  A bit of a work-out on Corona |
23:40 | ABILITY |  Irravonia's version of Blizzard |
22:47 | FIXED |  Missing FROST element in spell "Blizzard" |
22:32 | LINK |  Linked them! |
21:59 | GAMEJOLT |  The Game Jolt variants |
21:53 | ACHIEVEMENT |  Achievement based on getting an Abyss Score of L(50), C(100), D(500) and M(1000) |
18:54 | TEST |  I've been doing pretty little today.... I require some rest.... I did do some testing today, but these kinds of test quite often produce little bug results.... and so things are calm today |
2:26 | ABILITY |  I.D.D.Q.D |
0:28 | TEST |  Another go, then! |
0:28 | FIXED |  Dominance issue |
0:04 | TEST |  Let's see |
0:04 | SECRET |  Which happens to be the Abyss version of Kirana... And she may give you a hard time (I hope) |
0:04 | NOTE |  The game will crash on the boss fight here! |
0:04 | MAP |  Area 060 |
- = 29 Jul 2020 = - |
22:20 | RECOVERED |  Disappeared Tag! |
21:40 | TEST |  I'll test again.... |
21:37 | NALA |  Recompiling |
21:37 | C# | This is C# code, so.... |
21:37 | FIXED |  A few source fixes |
21:35 | VOID |  As I cannot find out why this happens I've made sure the computer can generate a way from start to finish (using Dijkstra), and if not, it will generate an entirely new map. If this keep shappening a time-out will the thrown... although possible I deem it unlikely this will happen.... |
21:32 | COCKROACH |  Another map that is NOT solvable.... Bound to happen with this many levels if such a bug exists.... |
21:03 | TEST |  Let's Go! |
21:02 | CHARACTER |  Dernor can obtain this move when charming an Abyss Ant (since that creature only appears in The True Abyss, it won't be listed in the normall spell list of Dernor when playing a regular game or New Game+) |
21:00 | ABILITY |  Void (for Dernor) (True Abyss Only) |
20:31 | FOE |  Abyss Ant |
20:24 | FOE |  Fake Eric |
20:19 | MAP |  Area 055 |
19:47 | TEST |  Another go then? |
19:47 | TRANSFER |  To ensure this does not happen again... I've decided to make sure all four bosses are now transferred (in graphics), and their "Neg" equivalent is generated... At least these crashes belong to the past until level 100 now, as there a new graphic will probably be used |
19:45 | FUCKYOU |  How negative |
19:41 | STUPIDITY |  And the boss itself had to be configured (of course).... dork! |
19:37 | TEST |  And NOW we can start it all up! |
19:37 | CONFIG |  Arena configuration |
19:36 | STUPIDITY |  I forgot something important that MUST be done first! |
19:35 | NOTE |  HOLD THE SHOW! |
19:35 | TEST |  And now I gotta put all this to da test! |
19:33 | BOSS |  Abyss Jeracko (or Abyss Monster Man) |
19:30 | SECRET |  (Yup, Kirana and Rondomo will come later) |
19:30 | TRANSFER |  Abyss version of Jeracko |
17:56 | STATUS |  Altough something else is in my way now |
17:56 | TEST |  One more test and then I can get the boss done |
17:55 | OFFTOPIC |  This was easy... the map generator placed the exits so close to the starting point I could advance 5 floors without 1 encounter |
17:55 | FIXED |  BlockMap error based on a "Rotten Object" |
17:53 | FIXED |  Dominance issue on floor 050 |
17:48 | TEST |  Another one! |
17:48 | FIXED |  Macro typo |
17:29 | MAP |  Area 050 |
16:38 | C# | Of course now to compile |
16:36 | KTHURA |  And the blockmap will now be affected, as well |
16:30 | C# | Okay, that was easier than I thought it would be.... |
16:23 | FIXED |  Some modifyable fields blocked for StretchedArea |
16:19 | KTHURA |  Selecting a Streched Area is possible now |
16:09 | KTHURA |  For the Kthura editor this is a bit different, but yet, something I need to get through.... Well, you guys still with me? |
16:08 | NALA |  Recompiled..... For NALA this stuff is now no longer relevant... NALA will pick it up and execute it accordining, and even manipulations should auto-adept everything..... |
16:06 | KTHURA |  This is looking good... The editor cannot yet create nor edit this, but at least this result is already what I was hoping to see 
|
15:52 | NOTE |  before bothering myself with the adaption of the Kthura editor itself (as that will be the hard part) I can use the Kthura Text editor to enforce a little test... The editor should pick that up already, as it uses the same classes as the game will do |
15:51 | C# | The core function for monogame has been created, but due to the work I did before for TQMG this was the easy part actually.... |
15:46 | C# | Kthura can now return the width and height of stretched areas, but since the same data is needed for that as used for zones and tiled areas, that was the easy part |
15:45 | C# | I needed a new abstract for this in the Kthura system itself |
15:43 | NALA |  must be recompiled... That comes after this anyway, but to make sure, I'll recompile it right now... The operation on Kthura can be a bit nasty you know... |
15:42 | FIXED |  A TQMG null pointer issue in disposing fonts fixed |
15:38 | JCR6 |  And so I need to repack the assets for the Kthura editor |
15:38 | ART |  A new button is required for this, however.... |
15:33 | NOTE |  I'm gonna dive into Kthura now.... For a new feature the original BlitzMax version never supported (BlitzMax never offered the official support, although there are in BlitzMax too some ways to "bend" this).... For this I need of course to break open the original C# code |
15:25 | NOTE |  The "Void" issue cannot yet be checked, but let's have good hope, shall we? |
15:24 | CONFIRMED |  the map tags work |
15:15 | TEST |  I can at least test that |
15:15 | MAP |  Tagged all stands, and the exit orbs |
15:11 | BOOST |  Extra experience in the true abyss |
15:11 | VOID |  I voided this issue by making sure the database is updated on the moment the new move is announced.... If it's for some reason not executed (that can happen) it will still count as unlocked..... |
15:04 | BRAINSTORM | This might as well explain a few other occurances, where learning a new move caused an instant victory |
15:03 | BRAINSTORM | I think I know why this is, though.... It's very likely due to the victory sequence immediately kicking in while the exection phase has not been fully completed. |
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