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 | ||
16:12 | TEST | Take 4 |
16:12 | FIXED | Illegal function call |
16:07 | TEST | Take 3 |
16:06 | FUCKYOU | alright now? |
16:06 | FUCKYOU | GRRR! |
16:05 | TEST | Take 2 |
16:05 | HUH | ? |
16:03 | TEST | Take 1 |
16:03 | DONE | If the layer you're in has a number in stead of a name, the number will show |
15:55 | CONFIRMED | It's ALL in order.... WHOOOOHOOOOO! |
15:52 | TEST | Take IX |
15:52 | CONFIRMED | And the data about the switch has been stored as well, however I couldn't yet check if that has the desired result, so one more test (I hope) should confirm that |
15:52 | CONFIRMED | the door is indeed permanently removed, which was supposed to happen |
15:51 | BUG | I can tell that the settings of the jewel switches are indeed not counted, however, that is not truly an issue, as that was cosmetic and trying to fix that will ruin more than it actually fixes... |
15:43 | TEST | Take VIII |
15:43 | FIXED | Suffice to say, it's fixed |
15:43 | STUPIDITY | I won't mention this one |
15:41 | TEST | Take VII |
15:41 | FIXED | Illegal texture referrence |
15:39 | TEST | Take VI |
15:39 | EXPERIMENT | Let's seeeeee...... |
15:38 | FUCKYOU | GRRR! |
15:37 | TEST | Take V and let's see what happens next.... |
15:37 | LINK | That will, by the way I set this up link automatically |
15:37 | MAPSCRIPT | Switch script |
15:15 | STATUS | As far as I can check stuff at this moment, everything works |
15:13 | TEST | take IV |
15:13 | FIXED | Malformed initiation |
15:02 | TEST | Take III |
15:02 | FIXED | Code Typo |
14:59 | TEST | Take II |
14:59 | FIXED | Forgotten declaration |
14:56 | TEST | Anyway, I'm gonna do a test run.... If everything goes as planned I should get an error still, but it will be because a certain mapscript function has not yet been created.... Let's see |
14:55 | NOTE | I don't think I'll get my Mah-Jong and Card Solitaire stuff up, but we'll see about that later.... |
14:55 | DONE | I was a bit backlogged on my daily challenges and the next month starts tomorrow..... So I made sure I was up to par with Jigsaw |
13:36 | SITE | If you really wanna know what is in secret boxes, just mark the text with the mouse (no, I don't know how to do that on a phone... I only use USEFUL devices... Not USELESS ones, so how can I know?) This way you'll never read them accidentally! |
13:29 | SECRET | Rebecca's line will be by far more informative than Eric's... Just to let you know |
13:29 | SITE | Added tag SECRET |
13:29 | SCENARIO | Depending on who you put in the lead, Eric or Rebecca will respond to the switch being thrown... |
13:23 | SCRIPT | Well the Script-Up code has been written, but it's not over yet! |
13:05 | NALA | I can compile NALA in the background to take advantage of this while I work out the rest of the script |
13:05 | BUBBLE | Kthura API has been expanded so manipulating and reading object extra data is now possible |
12:50 | SCENARIO | Stuck switch |
12:38 | LINK | I've linked the switch system to the maploader Please note that the system is NOT yet complete and that there's still a lot to do before this system works... For starters, the function (or method since that function is inside a class) referred to is currently empty, so nothing will happen at all when you try to throw a switch, except for Eric or Rebecca walking to it... |
12:18 | FIXED | |
12:07 | JCR6 | I've protected JCR6 against entries prefixed with a "/".... These will automatically be fixed if encountered in an existing JCR6 file, and even better when creating a new JCR6 file these will be filtered out |
11:32 | MAP | I've marked the secret passages in the Exam Ruins.... If you get back here later in the game with Merya in your party, she can find them using her personal skill to look for secret passages |
11:29 | NOTE | Of course, this is the theory, as the game script have not yet been scripted to fully understand this |
11:29 | KTHURA | And I've set a "Permanent" field... when set to 'yes' the switch will (if 'once' is set to 'yet' otherwise it will be ignored) be permanently stuck once used by the player |
11:27 | KTHURA | I've set the "Once" field for switches.... If set to 'yes' the switch will automatically get stuck after usage.... |
9:50 | CONFIRMED | COOL! |
9:49 | TEST | Let's see now |
9:48 | FIXED | The side walls were not properly labelled |
9:47 | TEST | Let's see if THAT works.... |
9:46 | LINK | Now linked the secret properly to their activation panels |
9:44 | CONFIRMED | What I wanted to work does at least work |
9:42 | TEST | I don't expect things to fully work, but let's take a look if at least the room chaining works |
0:17 | ACHIEVEMENT | Sealed with Death's kiss |
- = 29 Nov 2019 = - | ||
21:59 | STATUS | Well, I'm gonna call it a day... Tomorrow I'm gonna make sure the map is in good order and properly linked to the map.... See ya! |
21:41 | YOUTUBE | Note! You may not see this right away, as there is a little delay on YouTube itself, and less delay on this devlog... It should become visible on midnight Dutch local time.... |
21:40 | SITE | Added tag YOUTUBE |
21:31 | MAP | Created Area 007 in the Exam Ruins |
19:51 | FIXED | Much of Kthura issues |
19:42 | KTHURA | Recompiling the editor |
19:42 | KTHURA | "void KillMe()" |
19:31 | FIXED | Querydata error in Kthura Scripting link |
18:44 | DONE | Some shopping that was several months overdue |
15:18 | STATUS | it FINALLY appears to be working, but a final test is required |
15:12 | TEST | MCMLXVIII |
15:12 | COCKROACH | ALMOST THERE..... |
15:10 | TEST | MCMLXXVI |
15:10 | STUPIDITY | IDIOT! |
15:08 | TEST | Take MDCMLXXV |
15:08 | FIXED | GRRRRR!!!! |
15:07 | TEST | Take CII |
15:07 | DEBUG | sigh |
15:05 | COCKROACH | Well the impossible bug is gone, but nothig appears to happen, and I wonder why! |
15:01 | TEST | Take CI |
15:01 | FUCKYOU | FUCK YOU! |
14:59 | TEST | Take C |
14:59 | SOLVED | Ah.... So that was where it went wrong... somehow.... |
14:57 | STATUS | Long live artificial stupidity |
14:56 | EXPERIMENT | You can't fix what ain't broken, but perhaps I can work around whatever the computer THINKS to be a bug |
14:52 | COCKROACH | If the cause of this is not found, I have to give up this project.... (and programming altogether!) |
14:52 | COCKROACH | My computer makes claims that cannot be true |
14:48 | TEST | Take V |
14:48 | COCKROACH | |
14:46 | STATUS | How many more takes do I need for something as silly as this? |
14:46 | TEST | Take IV |
14:46 | FIXED | ???? |
14:46 | HUH | WHAT THE....? |
14:43 | TEST | Take III |
14:43 | FIXED | Illegal function call giving a rather funny result |
14:40 | TEST | Take III |
14:40 | FIXED | function not properly ended |
14:38 | TEST | Take II |
14:38 | VOID | Parser failure |
14:30 | TEST | Does it work? |
14:18 | MAPSCRIPT | Check out if puzzle was solved correctly |
14:18 | SCRIPT | AddSwap |
13:58 | BUBBLE | Project file adapted |
13:57 | TRANSFER | Yeah I transferred it from Star Story... So WHAT? |
13:56 | AUDIO | Jingle for solving puzzles |
13:20 | CONFIRMED | And NOW everything works as it should.... The check if the puzzle was correctly solved was not yet done, however that should be easy from this point! |
13:15 | TEST | Take XI |
13:15 | FIXED | Well, fixed that... I hope |
13:14 | BUG | Now a crash happens because of a bad linkthrough command.... This at least proves a linkthrough is tried to be established, so let's not dispair... In Dutch we say that Rome wasn't build in one day either. |
13:13 | CONFIRMED | NOW something happens, but .... |
13:04 | TEST | Take X |
13:04 | EXPERIMENT | Does THIS do the job, then? |
13:03 | FUCKYOU | Now it appears the linkthrough has not been activated at all.... wtf? |
12:59 | TEST | Take IX |
12:59 | FUCKYOU | No whining please |
12:58 | TEST | Take VIII |
12:58 | DEBUG | More under-da-hood revelations |
12:56 | INVESTIGATION | Of course, what is it then? |
12:56 | INVESTIGATION | Okay, when eliminating all the impossible, I can at least eliminate the fact that the underlying multi-dimension array (for which NIL needs a seperate library due to Lua not supporting that) |
12:54 | TEST | Take VII to find out! |
12:54 | DEBUG | I wanna know and this debug line will HOPEFULLY let me know |
12:40 | INVESTIGATION | Let's find out why, my dear Watson! |
12:39 | BUG | NOTHING HAPPENS, AT ALL! |
12:38 | TEST | Only one way to find out! Take VI |
12:38 | EXPERIMENT | Did I properly take care of it now? |
12:19 | FUCKYOU | RIIIIIIIIIIIIIIGHT! |
12:16 | STATUS | All field header parse errors appear to be accounted for |
12:14 | TEST | Take V |
12:14 | FIXED | Okay, okay, okay! |
12:14 | STUPIDITY | MOAR of those |
12:13 | TEST | Take IV |
12:13 | FIXED | Syntax error |
12:06 | TEST | Take III |
12:06 | FIXED | Trying to make a void return a value is a bad idea.... |
12:06 | STUPIDITY | PIEMEL!!!!! |
12:04 | TEST | Take II |
12:04 | FIXED | I did fix a missing function |
12:04 | VOID | I could void that by just using "boolean", but I must fix that bug |
12:02 | BUG | It seems "bool" was not accepted as a delegate |
12:00 | HUH | An arg declaration leads to unknown identifier? Yeah of course it's known, why else would I declare it? |
11:54 | TEST | Test Take I |
11:54 | STATUS | Wish me luck! |
11:43 | MAPSCRIPT | And I've made sure the jewel buttons change color when you click them.... However they will not yet check if the puzzle was done correctly |
11:42 | FIXED | Okay, THAT should have a better effect |
11:26 | STUPIDITY | I messed that up.... New go! |
11:14 | LINK | Kthura Object Manipulation features cross state |
10:59 | ACHIEVEMENT | Die! Die! We all pass away! But don't wear a frown, cause it's really okay! You might try 'n hide, and you might try 'n pray! But we all end up the remains of the day! |
10:37 | STATUS | First I'll do some preparations for solving the die puzzle |
10:36 | NOTE | I think I found out why the " causes issues with boxtext, but I will get to that later |
- = 28 Nov 2019 = - | ||
22:40 | CLOSED | |
22:40 | CONFIRMED | And that's the only take I needed... or so it seems |
22:37 | TEST | Take I |
22:37 | DONE | #42 -- All I can check is if no crashes pop up or otherwise undesirable behavior... If it really does what it should do... I can only hope (and pray) some speed is won |
22:28 | CONFIRMED | It works! |
22:24 | TEST | Take T |
22:24 | FIXED | And now it SHOULD be fixed |
22:24 | COCKROACH | Nope... But I found the issue now |
22:21 | TEST | Take S |
22:21 | FIXED | I hope |
22:21 | HUH | Two tables?????? WTF |
22:19 | INVESTIGATION | The constructor shows that the parammeters ARE set |
22:16 | TEST | Take R |
22:16 | DEBUG | Another debug line |
13:00 | STATUS | But I'm through my time for today, so I gotta call it.... later! |
12:59 | INVESTIGATION | Well, this shows indeed the issue goes further back... The linking feature activating the MapScript linker already didn't recieve these parameters, suggesting that the walk activator or the creator already doesn't send these parameters.... |
12:49 | TEST | Take Q |
12:49 | DEBUG | Let's narrow this down further by putting a debug note on the place where it all happens |
12:46 | INVESTIGATION | Right, all parse issues have been accounted for, and the current debug data shows me that the MapScript linker already doesn't receive the requested parameters, which is to say.... remarkable.... |
12:40 | TEST | Take P |
12:40 | CHEAT | Another cheat for me |
12:39 | TEST | Take O |
12:39 | CHEAT | Dirty code |
12:37 | TEST | Take N |
12:37 | FIXED | "Purity" error |
12:30 | TEST | Take M |
12:30 | FIXED | Unfinished string |
12:27 | TEST | Take L |
12:27 | FIXED | And a type issue, but that couldn't cause THIS particular thing, but at least it's fixed... |
12:25 | DEBUG | Very werll, an extra debug line in order to track this issue down |
0:54 | BACKUP | Running |
0:53 | BUG | I'll sort that out later, as now I'm really reaching my limit for today |
0:49 | STATUS | Works.... partially.... The parameters do not come in.... |
0:40 | TEST | Take K |
0:40 | DONE | String functions to link to mapscripts in clickables |
0:39 | CONFIRMED | Right-o |
0:31 | TEST | Take J |
0:31 | FIXED | But I think I fixed one issue |
0:26 | STATUS | Things do still not work, but I'm tired, so this is how far things'll go I'm afraid for today.... |
- = 27 Nov 2019 = - | ||
23:20 | TEST | Take I |
23:20 | FIXED | Illegal object readout |
23:17 | TEST | Take H |
23:17 | FIXED | Another issue in this link |
23:11 | TEST | Take G |
23:11 | FIXED | Illegal state link |
23:08 | TEST | Take F |
23:08 | FIXED | ? I hope ? |
23:04 | TEST | E |
23:04 | FIXED | Illegal function call |
22:39 | TEST | Take D |
22:39 | FIXED | Double "for" ==> double "end" |
22:36 | TEST | Take C |
22:36 | FIXED | Keyword code typo error |
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