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21:15 | SCENARIO | Adaptions made to make it all correct in the new game |
21:12 | TRANSFER | Shanda's scenario |
18:43 | MAP | And made some adaptions for the new game..... |
18:43 | TRANSFER | Transferred the map to the Kthura engine |
17:52 | CONFIRMED | Everything is the way it should be |
17:50 | TEST | Take II (Can you believe that?) |
17:50 | FIXED | Syntax error |
17:49 | FIXED | Empty scenario page removed |
17:47 | TEST | But error or no error, I can test if I get the error I wanted to get |
17:47 | NOTE | Of course, since the map itself does not yet exist, the link will cause an error... for now |
17:42 | LINK | Which links the game to the dungeon |
17:42 | SASKIA | And set up a saskia processing script |
17:41 | MAPSCRIPT | I've set up the fisherman who will take you to Shanda |
- = 10 Dec 2019 = - | ||
23:01 | TEST | Take V |
23:00 | DONE | Max money protection (you cannot buy what you cannot afford) |
23:00 | CONFIRMED | Works |
22:57 | TEST | Take IV |
22:57 | FIXED | Link error |
22:57 | STUPIDITY | I solved it |
22:56 | TEST | Take III |
22:56 | DEBUG | Let's see what this line gives me |
22:55 | BUG | Buying does not, and that was supposed to be the easy part.... :-/ |
22:55 | CONFIRMED | Hoverhelp works |
22:52 | TEST | And this we DO need a Take II (Sigh!) |
22:52 | FAILURE | Resource file corrupt |
22:50 | TEST | And Take I and let's hope the ONLY take! |
22:49 | LINK | Linked that all together |
22:49 | DONE | Buying function |
22:49 | DONE | Help generation |
22:43 | DONE | Hover detection |
22:21 | DONE | Some more work to get the shops done... at least the buying part... All I need to do is to make sure the hover detection works, the help text works, and the actual buying... The latter is the easiest part, but only possible when the former has been done. |
21:57 | DONE | Added the numbers showing how many you already got in stock yourself |
19:50 | BACKUP | And run the backup in the the background |
19:50 | TODO | Time to prepare dinner.... |
19:37 | TEST | Well, one more test, but no trouble should be expected.... |
19:37 | STORE | Added to shop hoer's stock |
19:36 | ITEM | Phoenix |
19:34 | STATUS | FINALLY!!!!! |
19:33 | TEST | Take XI |
19:33 | FIXED | Bad math |
19:30 | TEST | Take X |
19:30 | FIXED | Fixing that stupid action! |
19:30 | LINK | Done that now, anyway |
19:30 | STUPIDITY | I did forget to link the tab to the table I set up for that, though.... |
19:30 | FIXED | FINALLY! |
19:29 | TEST | Take IX |
19:27 | FUCKYOU | Guesss..... |
19:24 | TEST | Take VIII |
19:24 | FAILURE | I wonder how many more of those I'll have to endure |
19:24 | FIXED | Interstate link error |
19:20 | TEST | Take VII |
19:20 | FIXED | Destructive interstate link |
19:17 | TEST | Take VI |
19:17 | FIXED | Interstate link error |
19:14 | TEST | Take V |
19:14 | FIXED | Syntax Error |
19:13 | TEST | Take IV |
19:11 | FIXED | Code typo |
19:08 | TEST | Take III |
19:08 | FIXED | Bad marco referrence |
19:07 | TEST | Take II |
19:07 | FIXED | Lack of self |
18:00 | NALA | Had to be rebuild as a result |
17:46 | NIL | I've upgraded NIL with quick modifiers... It's still pretty primitive though |
17:45 | DONE | I've done the work to make the stock appear |
- = 8 Dec 2019 = - | ||
20:12 | CONFIRMED | It works! |
20:05 | TEST | Take XII |
20:05 | FIXED | Syntax error |
20:02 | TEST | Take XI |
20:01 | DONE | Selling items should work now |
19:33 | TEST | Take X |
19:33 | COSMETIC | Altering the y coordinate of the sell price |
19:31 | TEST | Take IX |
19:30 | FIXED | Illegal table usage |
19:24 | BUG | Although a new issue arises in the process.... |
19:24 | CONFIRMED | Yeah, it's fixed |
19:22 | TEST | Take VIII |
19:22 | FIXED | (I hope) |
19:05 | COCKROACH | Still no good, eh? |
19:03 | TEST | Take VII |
19:02 | FIXED | That has been fixed |
19:02 | NOTE | But that could be because none of the items were marked as "sellable" |
19:02 | NOTE | Nothing happened |
19:00 | TEST | Take VI |
19:00 | DONE | Sell price put in |
17:25 | CONFIRMED | That took care of the little devil! |
17:21 | TEST | Take V |
17:21 | EXPERIMENT | Let's see |
17:21 | SOLVED | I think I found the issue |
17:20 | CONFIRMED | This cockroach also affects the normal fieldmenu screen.... Meaning we got indeed a structural issue |
17:17 | COCKROACH | For some reason the inventory screen still "locks" the other tabs, and there is no reason why that can happen, but it happens, and as long as I cannot find the reason why this bug cannot be fixed.... |
17:12 | TEST | Take IV (Or doesn't it?) |
17:12 | PLAN | "Sell" should just use the inventory screen plus the sell prices... The latter does not yet work (the pre-config will help to make it happen, at least that's the intension), but the former should |
17:07 | STATUS | All appears fine now! |
17:04 | FIXED | More issues with SASKIA's jmp instruction I see |
16:58 | TEST | Take III |
16:58 | FIXED | Misformed instruction in SASKIA |
16:53 | TEST | Take II |
16:53 | DEBUG | Let's see why SASKIA caused a crash |
16:51 | SASKIA | I've linked the shop hoer to SASKIA.... Silly me of course that wasn't going to work and I've set up SASKIA for a reason... |
16:50 | FAILURE | Did my devlogger crash? |
16:43 | NOTE | Shop itself is alright, but in a callback only surrounding, I guess a different approach was needed, eh? |
16:36 | MAPSCRIPT | ShopHoer will link to the store routine, although it's just two empty tabs now.... |
16:35 | LINK | Link code to quickly access a merchant's stock |
15:38 | CONFIG | Some pre-config for merchants |
15:33 | GAMEJOLT | Site preparations |
14:33 | SCREENSHOT | |
14:32 | SCREENSHOT | |
14:27 | ART | Buy and Sell buttons.... As I wanted them to be clear I made them text base, although I drew the letters manually |
- = 7 Dec 2019 = - | ||
20:54 | STATUS | I'm gonna call it for today! See ya! |
20:54 | BUG | #94 But that is a later concern |
20:53 | CONFIRMED | It works! At last! |
20:48 | TEST | Take XXV |
20:48 | FIXED | And I fixed that... at least this should work now! |
20:47 | SOLVED | I think the fact that I used the wrong variable as indexer is the source of all evil! |
20:47 | BUG | No more crashes, but the move is not registered as "learned" and not only that, Rebecca keeps trying to learn the move, over and over and over! |
20:42 | TEST | Take XXIV |
20:42 | FIXED | Illegal constructor call |
20:39 | TEST | Take XXIII |
20:37 | FIXED | Metatable indexing error |
20:34 | TEST | Take XXII |
20:34 | FIXED | Field name incorrect |
20:30 | TEST | Take XXI |
20:30 | FIXED | Now that's done, so no no more issues, I suppose |
20:30 | FAILURE | And thus the fix was ignored |
20:30 | STUPIDITY | Forgot to save before rebuilding the game |
20:26 | TEST | Take XX |
20:26 | FIXED | That should fix a certain issue |
20:26 | SCRIPT | Callback for BoxText Background.... |
20:25 | FAILURE | Devlog HMTL generation lag |
20:23 | NOTE | That does not yet mean everything's fine now, but at least I got something to continue on |
20:22 | MYSTERY | The log confirms my claim below.... That's a branch of programming that never made any sense, but it happens countless times.... oddly enough |
20:20 | TEST | Take XIX |
20:20 | EXPERIMENT | Sometimes modifying something and bringing it back EXACTLY the way it was "fixes" something, so let's see |
20:20 | DONE | Brought code back to its original (by the way not broken) form |
20:14 | TEST | Take XVIII |
20:13 | FIXED | Illegal function call? |
20:13 | FUCKYOU | Yeah.... right! |
20:11 | TEST | Take XVII |
20:11 | EXPERIMENT | What will happen if.... |
20:11 | TEST | Take XVII (log checking) |
20:08 | HUH | Boxtext not loaded! That is a lie.... How do I know... Because the music and the arena could not be loaded either if the claim was true... |
20:04 | TEST | Take XVI |
20:04 | FIXED | Another target issue |
20:02 | BACKUP | Runnin gin the background |
20:01 | TEST | Take XV |
20:01 | VOID | Target issue |
19:59 | TEST | Take XIV |
19:59 | FIXED | Tag error |
19:56 | TEST | Take XIII |
19:56 | FIXED | Case Error |
19:56 | STATUS | Getting closer! |
19:53 | TEST | Take XII |
19:53 | VOID | Dirty code straight from Hell! |
19:51 | TEST | Take XI |
19:51 | FIXED | Declaration error |
19:51 | TEST | take X |
19:49 | FIXED | Abilities mastered from the start should not be checked at all, so "Start" should never have come up here! |
19:47 | TEST | Take IX |
19:46 | DEBUG | So some extra debug info will have to do! |
19:46 | INVESTIGATION | I need to find out what happened here |
19:43 | BUG | |
19:06 | TEST | take VIII |
19:06 | FIXED | Wrong property name |
19:03 | FIXED | Test Take VII |
19:02 | FIXED | Illegal class call |
19:00 | TEST | Take VI |
19:00 | FIXED | Wrong set of brackets? |
18:58 | TEST | Take V |
18:58 | FIXED | Use ref error |
18:56 | TEST | take IV |
18:56 | VOID | Issue |
18:53 | FIXED | No dirty style table definitions in NIL, Jeroen! You KNOW that! |
18:51 | TEST | Take III |
18:51 | FIXED | WTF was I doing? |
18:48 | TEST | Take II |
18:48 | FIXED | Var typo |
18:46 | TEST | And let's pray it works pretty quickly... Take I |
18:45 | DONE | Set up the new ability announcement text |
18:42 | NOTE | I do realize I forgot something, so I do need to take care of that! |
18:42 | DONE | I've set up a system that SHOULD teach new abilities if the requirments are met... I doubt this will go right in one go, and I expect tons of cockroaches, but we'll have to see |
17:35 | TODO | check the food in my kitchen |
17:35 | SCRIPT | Meta table for quick finding skills for characters |
17:16 | DONE | preparations for learning new moves |
16:31 | STATUS | Let's make sure all my repositories are up-to-date... and get myself a well-deserved break, as my work today may not look much, but it was more complex than it looked! |
16:30 | STATUS | However I need to take a break now, so I'll keep that for later, likely tonight.... Since this is an important part of the game, I want to do this right... It's not likely I need tons of code for that, but the code I need to write is not really easy to formulate right... That is not a NIL issue... That is just the difficulties of coding in general! |
16:29 | PLAN | Just as in the original game, the plan is to make nothing happen on the moment you get the required levels to learn a new ability but to replace the attack move on the moment you get the required level (or other requirements for that matter). The way I set things up now, does not really allow that approach, but I did find a way to cheat my way through.... |
15:25 | TEST | Take V |
15:25 | FUCKYOU | Wrong static function name? |
15:06 | TEST | Take IV |
15:06 | DONE | extra #use |
15:04 | TEST | Let's check! |
15:04 | FIXED | The no appearing messages should be fixed now, though |
14:54 | CONFIRMED | The sound does work, though! |
14:54 | BUG | No crashes but the lv up message does not appear |
14:52 | TEST | Take II |
14:52 | FIXED | Forgotten declaration |
14:50 | TEST | Take I |
14:49 | NOTE | New moves will NOT yet be unlocked, this comes later! |
14:48 | TEST | I can at least test if leveling up works in general |
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