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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 |
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! |
9:42 | BUG |  Does not work at all! |
9:38 | TEST |  Take II |
9:38 | FIXED |  Forgotten referrence |
9:32 | TEST |  Take I |
9:24 | STUPIDITY |  And I see I also forgot about Merya's "Smoke Bomb".... Well, I can also put that one in |
9:24 | NOTE |  Once this works, I can try the "void" effect, but that will be slightly harder to do |
9:23 | LINK |  Put into the ability itself |
9:22 | TECHNO |  It seems a bit strange to use the SpellAni for this, but trust me, this was the easiest way to go, as it would be best to make the animation and the effect itself blend in perfectly. |
9:22 | SCRIPT |  Blow Away! |
- = 22 Jul 2020 = - |
23:04 | TEST |  Okay, another go, then.... |
23:04 | VOID |  NIL issue |
22:25 | CLOSED | #95 Will be closed on the next push |
22:04 | FIXED |  Case error |
21:54 | TEST |  Let's see if this all works... |
21:42 | COSMETIC |  This will just put more emphasis on things.... |
21:42 | SCRIPT |  ChaChing will also sound during buying and selling.... |
21:27 | OPTIMIZATION |  ChaChing not reloaded on every cash pickup on the field |
20:58 | STATUS |  Tested the sealed bosses in Fruskbrando and Frandarmon's Basement |
19:53 | FIXED |  Typo in ability "Lightning" (n after the t was missing). |
19:51 | NOTE | #233 -- Nothing important, but better to take care of it, and should only require to change ONE line of code |
19:49 | GITHUB |  I've issued this as #232 to make sure I'll verify this on later tests.... Like I said nothing I can do now.... But future tests will have to help me |
19:45 | VERIFIED |  Sugarland is present in the SwapKill config script |
19:43 | FAILURE |  For some reason the boss in Sugarland didn't appear... Save game analysis also show me why.... For some reason the "Swap Kill" must have failed here... Nothing I can do about that right now.... Unfortuantely... All I can do is check during the New Game+ check or the easy mode/hard mode check if the boss will appear then..... |
19:01 | FIXED |  Should fix a crash in Sugar World in the process |
19:01 | DUMMIED |  I've dummied it! Just to make sure |
19:00 | HUH |  What secret room? Was this some code lost on a spot where it shouldn't belong? |
18:50 | BITBUCKET |  Repo updated |
18:50 | GITHUB |  Repo updated |
18:48 | CLOSED | |
18:48 | CLOSED | |
18:47 | COSMETIC |  Dominance issue fixed in Xenor |
18:40 | TEST |  Take III |
18:29 | FIXED |  Fixed that, of course! |
18:29 | STUPIDITY |  That was NOT the way to formt hat boolean expression |
18:24 | FIXED |  I see.... The blue protection! |
18:21 | TEST |  Take II |
18:21 | FIXED |  Right, that did not go the way I wanted it.... But let's do it differently! |
18:17 | TEST |  Take I |
18:17 | STATUS |  Well I need to test this now, don't I? |
17:52 | LINK |  I've linked this to the "Looking for Trouble" ability |
17:50 | DONE |  I've make it possible for Eric to enforce an encounter when he's looking for trouble... That is if encounters are available in that room. |
17:46 | FIXED |  Eric will not longer walk when you press the "Looking For Trouble" button |
16:05 | FIXED |  DA FUUUUUUUUUUUUUUUUUUUCK!!!!! |
16:03 | NOTE |  Now that I'm on it, I'll test another sealed boss! |
16:02 | CONFIRMED |  That works! |
15:58 | TEST |  Take II |
15:58 | FIXED |  Incorrect class referremce |
15:43 | TEST |  Time to test "Follow me"! |
15:41 | GITHUB | |
15:16 | DONE |  My trip to the dentist today (my scooter is broken) on foot sapped me of my energy (the weather is killing me), so I needed a break.... |
14:05 | SCRIPT |  "Follow Me" |
1:19 | ABILITY |  Frost Strike |
0:06 | TEST |  For now I'll have to test if the game itself works the way it should, other than this.... |
0:05 | NALA |  Recompiling |
0:05 | EXPERIMENT |  One can never be sure... It's all experimental.... So overtime I will find out.... |
0:02 | TECHNO |  And I also made a small update to TQMG about this.... |
0:00 | TECHNO |  Hmmmm.... Maybe I've found the solution.... This is interesting.... |
- = 21 Jul 2020 = - |
23:53 | STATUS |  I do have an idea that will at least make things take more time before another "Out of Memory" crash is due... It's clear the C# Garbage Collector is not operating the way it should... That or some hidden references untraceable to me appear to linger somewhere. |
22:41 | COCKROACH |  Clearly the music is still a critical point and not properly unloaded when it should.... Since I got no other means to force C# to do it (I thought C#'s memory manager was more robust than this, but I clearly over-estimated it, after having worked with BlitzMax... To bad that compiler went down the drain).... I do have a few ideas.... This will not completely eradicate the issue, but at least give me more airspace to breathe.... |
22:23 | EXPERIMENT |  And I may have tackled the "Wrong Target" bug that occurs if multiple moves are stacked to be learned |
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