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
15:48TEST
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
SPELLANI 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
19:31MYSTERY
MYSTERY Merya I dunno what's happening here
19:27TEST
TEST Take II
19:27CHECKED
CHECKED Quick check even confirms that
19:27HUH
HUH Nonsensical error
19:08TEST
TEST Aziella Take I
19:08STATUS
STATUS Right-o.... ready to test!
17:54CHARACTER
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.
17:43ABILITY
ABILITY Dernor Smoke Bomb
17:22STATUS
STATUS Not there yet, though!
17:22SCRIPT
SCRIPT Smoke Bomb
14:36STATUS
STATUS Well, Merya and Eric have similar moves, but with a different SpellAni, so I gotta work that out too, eh?
11:00TEST
TEST Take VIII
10:59FIXED
FIXED That should do it!
10:59SOLVED
SOLVED So THAT's why!
10:59TEST
TEST Rebecca Take VII
10:59DEBUG
DEBUG Let's see
10:58NOTE
NOTE Didn't work, but I think I know why
10:43TEST
TEST Take VI
10:43EXPERIMENT
EXPERIMENT Maybe this will sort things out right
10:42DONE
DONE Shower
10:07JUDGMENT
JUDGMENT Almost there
10:02TEST
TEST Scyndi Take V
10:02FIXED
FIXED Debug issue
10:02TEST
TEST Take IV by now (I forgot to mention the other two, I guess)
9:58EXPERIMENT
EXPERIMENT Or maybe.....
9:55HUH
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)....
9:49DEBUG
DEBUG Some extra information has to tell me why nothing happens at all!
9:42BUG
BUG Does not work at all!
9:38TEST
TEST Brendor Take II
9:38FIXED
FIXED Merya Forgotten referrence
9:32TEST
TEST Take I
9:24STUPIDITY
STUPIDITY And I see I also forgot about Merya's "Smoke Bomb".... Well, I can also put that one in
9:24NOTE
NOTE Once this works, I can try the "void" effect, but that will be slightly harder to do
9:23LINK
LINK Put into the ability itself
9:22TECHNO
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.
9:22SCRIPT
SCRIPT Irravonia Blow Away!
- = 22 Jul 2020 = -
23:04TEST
TEST Okay, another go, then....
23:04VOID
VOID NIL issue
22:25CLOSED
CLOSED #95 Will be closed on the next push
22:04FIXED
FIXED Case error
21:54TEST
TEST Let's see if this all works...
21:42COSMETIC
COSMETIC This will just put more emphasis on things....
21:42SCRIPT
SCRIPT Eric ChaChing will also sound during buying and selling....
21:27OPTIMIZATION
OPTIMIZATION ChaChing not reloaded on every cash pickup on the field
20:58STATUS
STATUS Tested the sealed bosses in Fruskbrando and Frandarmon's Basement
19:53FIXED
FIXED Typo in ability "Lightning" (n after the t was missing).
19:51NOTE
NOTE #233 -- Nothing important, but better to take care of it, and should only require to change ONE line of code
19:49GITHUB
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
19:45VERIFIED
VERIFIED Sugarland is present in the SwapKill config script
19:43FAILURE
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.....

19:01FIXED
FIXED Should fix a crash in Sugar World in the process
19:01DUMMIED
DUMMIED I've dummied it! Just to make sure
19:00HUH
HUH What secret room? Was this some code lost on a spot where it shouldn't belong?
18:50BITBUCKET
BITBUCKET Repo updated
18:50GITHUB
GITHUB Dernor Repo updated
18:48CLOSED
18:48CLOSED
18:47COSMETIC
COSMETIC Dominance issue fixed in Xenor
18:40TEST
TEST Take III
18:29FIXED
FIXED Fixed that, of course!
18:29STUPIDITY
STUPIDITY That was NOT the way to formt hat boolean expression
18:24FIXED
FIXED I see.... The blue protection!
18:21TEST
TEST Take II
18:21FIXED
FIXED Right, that did not go the way I wanted it.... But let's do it differently!
18:17TEST
TEST Take I
18:17STATUS
STATUS Well I need to test this now, don't I?
17:52LINK
LINK I've linked this to the "Looking for Trouble" ability
17:50DONE
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.
17:46FIXED
FIXED Eric will not longer walk when you press the "Looking For Trouble" button
16:05FIXED
FIXED DA FUUUUUUUUUUUUUUUUUUUCK!!!!!
16:03NOTE
NOTE Now that I'm on it, I'll test another sealed boss!
16:02CONFIRMED
CONFIRMED That works!
15:58TEST
TEST Take II
15:58FIXED
FIXED Incorrect class referremce
15:43TEST
TEST Time to test "Follow me"!
15:41GITHUB
GITHUB Onyx:Kirana Shanda Aziella Merya Dernor Rebecca Scyndi Brendor Irravonia Eric Project set up True Abyss
15:16DONE
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....
14:05SCRIPT
SCRIPT "Follow Me"
1:19ABILITY
ABILITY Onyx:Kirana Frost Strike
0:06TEST
TEST Rebecca For now I'll have to test if the game itself works the way it should, other than this....
0:05NALA
NALA Recompiling
0:05EXPERIMENT
EXPERIMENT One can never be sure... It's all experimental.... So overtime I will find out....
0:02TECHNO
TECHNO And I also made a small update to TQMG about this....
0:00TECHNO
TECHNO Hmmmm.... Maybe I've found the solution.... This is interesting....
- = 21 Jul 2020 = -
23:53STATUS
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.
22:41COCKROACH
COCKROACH Irravonia 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....
22:23EXPERIMENT
EXPERIMENT And I may have tackled the "Wrong Target" bug that occurs if multiple moves are stacked to be learned
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