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 | ||
22:33 | TEST | Take B |
22:33 | FIXED | Case error |
22:32 | TEST | Take A |
22:31 | DEBUG | Added some debug stuff |
22:28 | SCRIPT | I've set up a way to create clickables from MapScripts |
21:43 | STATUS | WHATEVER! |
21:42 | TEST | Take VII |
21:42 | FIXED | ? |
21:20 | TEST | Take VI |
21:20 | VOID | For now I voided this, but this MUST get fixed somehow, one way or another |
21:20 | COCKROACH | Other than that no other options seem possible..... |
21:19 | INVESTIGATION | At least I can rule out that the generator is the source of all evil |
21:00 | TEST | Take V |
21:00 | FIXED | Debug syntax error |
20:58 | DEBUG | Hopefully some answers will now be provided! |
20:58 | BUG | Ah, it's that boxtext issue when quotes are in the scenario, and it's completely beyond me (nor anybody with good sense) why this happens |
20:49 | BUG | A linkthrough routine complains about a missing ) and that can be looking for a needle in a haystack to get fixed |
20:48 | TEST | Take IV |
20:48 | FIXED | BoxText Tag case error |
20:35 | FIXED | Roll 6 = crash! |
20:33 | TEST | Take III |
20:33 | FIXED | Field error |
20:31 | TEST | Take II |
20:31 | FIXED | Syntax error |
20:25 | TEST | Does that work? |
20:25 | LINK | And to the hint sign |
20:24 | LINK | Linked the script to the map |
20:24 | SCRIPT | Init puzzle |
13:17 | MAP | I created the puzzle room... All I can check for now is if the room works as intended |
- = 26 Nov 2019 = - | ||
19:51 | FAILURE | First the GMail notifier and then a PROPER WORKING Google Drive App.... I guess Google really wants to become a company with no more good things in the on-line field |
- = 25 Nov 2019 = - | ||
22:38 | BALANCE | Set up the skill experience for several moves more in order |
22:38 | FIXED | AT LAST! |
22:25 | FIXED | AAAARGH! |
22:16 | BALANCE | I've set a command to neutralize this issue |
22:05 | BALANCE | End of skill bar way too high... That has been lowered |
21:29 | FIXED | Oh yeah, that issue |
21:25 | DEBUG | I've set up way to check the character skills.... I have the feeling there is some off balance situation here, but I need to check it out! |
11:42 | SKELETON | Init puzzle |
11:38 | CLOSED | |
2:05 | FIXED | Did I fix that? |
2:05 | HUH | WTF? |
2:02 | TEST | Another test |
2:02 | FIXED | Hopefully I fixed the bug that always showd the caster's bar in stead of the target's bar |
1:33 | FIXED | Spell name error |
1:29 | FAILURE | How well people manage to "counter" Lubach after he exposed "right" politics the way it truly is.... |
1:28 | TEST | Let's do a little test |
1:12 | TODO | |
1:09 | DONE | And the kills will count up when you kill an enemy... Oversoul comes later |
0:49 | DONE | I've set up the meta table for oversoul as well, although the oversoul enemies will not come before I begin on Xenor Bushes North |
0:47 | DONE | Okay, I couldn't resist, taking care of this.... The counter how many specimen you killed of a certain monster will now be counted.... |
- = 24 Nov 2019 = - | ||
23:17 | BACKUP | Running! And I'm outta here :P |
23:17 | BITBUCKET | Up-to-date |
23:17 | GITHUB | Up-to-date |
23:14 | STATUS | THAT should do it for today |
22:28 | TEST | Take XXV |
22:28 | BALANCE | I lowered the HP of the red slime |
22:28 | FIXED | And the torches not being animated should now be fixed as well |
22:28 | CONFIRMED | That was confirmed by the last take |
22:27 | FIXED | I did fix the wall |
22:12 | TEST | Take XXIV |
22:12 | STUPIDITY | Ah.... |
22:03 | TEST | Take XXIII |
22:03 | EXPERIMENT | I hope this works.... |
21:58 | BUG | Far from satisfying, but at least no more crashes |
21:56 | TEST | Take XXII |
21:56 | VOID | ?? |
21:55 | HUH | ??? |
21:52 | TEST | Take XX |
21:52 | STATUS | Ready to continue |
21:14 | STATUS | Take XX will wait, as I'm gonna watch "Zondag met Lubach!" ... see you later! |
21:14 | SOLVED | Ah, so that takes that cake |
21:12 | FAILURE | Tile() cannot be 'nil' |
21:10 | TEST | Take XIX |
21:10 | VOID | Did I void that? |
21:10 | HUH | WHAT? |
21:06 | FIXED | And that fixes this crash |
21:05 | GENERATION | I had to recreate the negative file |
21:02 | TEST | Take XVIII |
21:02 | FIXED | Illegal function call |
21:00 | TEST | Take XVII |
21:00 | FIXED | Moar of that |
20:58 | TEST | Take XVI |
20:58 | FIXED | Case error |
20:56 | TEST | Take XV |
20:55 | FIXED | Method typo |
20:55 | STATUS | All parse errors appear to be accounted for |
20:47 | TEST | Take XIV |
20:47 | FIXED | Illegal function call |
20:44 | TEST | Take XIII |
20:44 | FIXED | There was confusion over the end end of a 'repeat' scope... I hope I fixed that |
20:39 | TEST | Take XII |
20:39 | FUCKYOU | Shit computer! |
20:39 | VOID | I shall replace all signs with self. -- Happy now? |
20:38 | FUCKYOU | Yeah, yeah! |
20:34 | TEST | Take XI |
20:34 | FUCKYOU | Whatever |
20:32 | TEST | Take X |
20:32 | HUH | WHAT? |
20:29 | TEST | Take IX |
20:29 | VOID | For now I just voided that with replacing them with the keyword 'self'.... |
20:29 | BUG | I really must see how I can fix that issue in combination with functions |
20:29 | TEST | Take VIII |
20:22 | VOID | I voided that .... (I refuse to speak of a fix, as the syntax WAS completely legal) |
20:21 | COCKROACH | When it must crash it shall! |
20:16 | TEST | Take VII |
20:16 | VOID | Voided you now? |
20:16 | FUCKYOU | Okay, okay! Whiner! |
20:14 | TEST | Take VI |
20:14 | VOID | I hope I voided that one |
20:13 | HUH | WTF? |
20:11 | TEST | Take V |
20:10 | FIXED | NIL != C# |
20:09 | TEST | Take IV |
20:08 | FIXED | Another one |
20:06 | TEST | Take III |
20:06 | FIXED | Lack of self |
20:02 | TEST | Take II |
20:00 | FIXED | Declaration error in arena code |
19:51 | TEST | Test I |
19:51 | MAP | The random encounter setup has been set, so let's roll 'em boys! |
19:48 | FOE | Tiger |
19:44 | TRANSFER | Tiger Art |
17:16 | FOE | Red Slime |
17:05 | TRANSFER | Red Slime Art |
17:02 | STATUS | Before I can test this all out, I must first make sure the monsters are properly set, and I must note that I do wanna add a few new enemies here.... so let's get to that first! |
16:47 | ARENA | I've set up the arena for dungeons in general and most notably the exam ruines, but there's no telling yet if they work the way they should |
16:47 | SITE | Added tag ARENA |
15:39 | STATUS | Now it's time to prepare for the battles though, as I do need a good combat arena for this place.... |
14:48 | CONFIRMED | ANd the label bug I fixed before has also been confirmed to be fixed |
14:48 | CONFIRMED | That all works |
14:46 | TEST | Take A |
14:46 | LINK | Manual linking done |
14:37 | STATUS | Since 005 is not connected to room 004 but to room 003 (due to the circular nature of this dungeon), it'll take some manual linking here too, I suppose |
14:36 | MAP | Not that it matters right now, but I've set the area 001 and 005 to non-encounter rooms..... 006 will be the puzzle room, so also no encounters there 008 will (in the current planning) be the room where the boss can be found, so no random encounters there either. |
14:35 | MAP | Area 005 |
14:21 | FIXED | Only one tiny issue with the labeling of the secret passage here.... For the rest everything works |
14:08 | TEST | Take ONE (out of ONE, I hope) |
14:05 | LINK | Done |
14:00 | TECHNO | As the numbers do not really catch up this time (as that was impossible) some manual linking needs to be done! |
13:59 | MAP | Set up area 004 |
12:48 | FIXED | Fix confirmed |
12:47 | FIXED | I think I fixed the issue placing the word "Wind" always as the start wind direction on an exit, in stead of the wind direction the user asked for |
- = 23 Nov 2019 = - | ||
20:47 | NOTE | Time for a break! |
20:47 | GAMEJOLT | Updated there too.... |
20:17 | STATUS | And right on time, as I hear my grill bleeping meaning my dinner is ready ;) |
20:16 | CONFIRMED | Not that it was to be expected otherwise (since if this didn't work, it couldn't have worked in the editor either since the same class file was used to cause this effect), but it does work in the game.... |
20:14 | SYSTEM | On this moment my project device is being defragmented.... As I was planning to end this session for today soon, this shouldn't do too much, but it does slow things down a bit.... |
20:13 | TEST | I do need to see how well the game picks this up, so here goes.... |
20:13 | GAMEJOLT | The Game Jolt release comes later... |
20:09 | RELEASE | New Kthura released on Github https://github.com/TrickyGameTools/Kthura/releases/tag/19.11.23 |
20:05 | INNOSETUP | I've created the new installer for Kthura |
20:05 | SITE | Added tag INNOSETUP |
20:03 | KTHURA | Sounds a bit early to come up with that tag,eh? I did so as I will very likely release this new version of Kthura that came out in the process asap.... |
20:02 | SITE | Added tag RELEASE |
20:02 | KTHURA | Complete rebuild |
20:02 | NALA | I don't have to edit NALA, but I must recompile NALA in order to take advantage of this... NALA uses the same class files as the Kthura editor does, so any change to the editor will affect NALA and vice versa |
19:58 | UPDATED | Version info |
19:29 | TECHNO | For Pics I needed no changes... First of all... Pics were only meant to easily convert TeddyBear levels and second, Pics are technically the same as obstacles, only without a center hotspot, that's all, but that doesn't matter for animations |
19:28 | FIXED | I also fixed this for the TiledArea, but I cannot check if that works.... |
19:27 | FIXED | Just as I thought! |
19:25 | INVESTIGATION | The animation routine does appear to make the animation cycle, so what is happening to the torch itself? |
19:17 | INVESTIGATION | Why? |
19:17 | COCKROACH | NOPE! |
19:17 | TEST | Does it? |
19:17 | KTHURA | The animation SHOULD work now |
18:46 | CONFIRMED | IT DOES!!! |
18:46 | CONFIRMED | At least THAT appears to be working... Of course, that does not yet do the animations themselves, but at least the data appears to be modified in memory now... Let's see if it also saves well to disk. |
18:42 | KTHURA | Modifying should at least pick things up properly now.... |
17:54 | KTHURA | The modify tab should now respond to the fact if a animation speed was set or not |
17:52 | CHECKED | But indeed, the modifier does not appear to notice, so I guess we got some work there... |
17:51 | CHECKED | Oh, what the heck... I've checked some of the source.... The data shown does at least indicate that the animation speed should have been appointed to the object upon creation |
17:49 | STATUS | And now the animation issue, although, I may wanna wait until the news is over, as I am short on time now.... |
17:19 | NOTE | Well, I am not fully happy I must say, but for now this will have to do.... |
17:17 | KTHURA | I've enhanced the texture selector, but does it work the way it should? |
17:06 | CONFIRMED | But indeed as expected no crashes at all! |
17:06 | FIXED | Missing "#endregion" |
17:06 | TEST | Let's check if the system indeed doesn't crash (which I deem unlikely, but hey, you never know). |
17:05 | LINK | I've linked this class to the Kthura editor core..... This will not have any visual effect, so all I can test now is the absence of crashes... When the Texture List stage is being set up I can actually get to showing the effect of my labor |
17:01 | KTHURA | I've set up a class which can quicky scan if textures are used or not.... Please note it does not COUNT how many times they are used (although this is also easily possible to implement if I need that), it only scans if it's used at all or not! |
16:35 | STATUS | Before I really move on with the game, I'll first get some work done on Kthura.... First of all the animations do not work yet, but there's also a bit of a frustration of mine that this project is getting more and more texture to work with, and since most textures are used multiple times I often waste loads of time with trying to find them back.... The latter will require me to work out the editor some more, but the former too, so my full focus will be in VIsual Studio today.... |
- = 22 Nov 2019 = - | ||
23:32 | STATUS | Well, the situation is for now like this.... I'll first try to get the automated animation feature in Kthura to work. This update would even lead to a new release of Kthura. After that I'll get furhter on the Exam Ruins.... |
22:00 | KTHURA | Clearly not... Or at least the editor is not as the system appears pretty strange going with that animation speed in general |
21:56 | NOTE | It's possible the current version of Kthura in C# doesn't support animations yet, however the upcoming edits will tell |
21:55 | TRANSFER | I've transferred the candle and the torch from Sixty-Three First of Lung into this game |
21:43 | ART | And adepted them for good uses within Kthura |
21:39 | ART | I've made the walls of the exams ruins into diagonal wall form |
21:36 | SEARCH | Found it! |
21:34 | NOTE | Note to self Area on the right side of the map's "ring" will be area 004 and 005 will therefore be the way to the "puzzle" chamber |
21:34 | MAP | A part has been done for area 003 |
21:26 | SEARCH | I've set up a search for an app I wrote in the past, and which could help me now... I really hope I have a working .exe of that given the current state of the BlitzMax compiler and me not having enough time to recode it in C# at the present time |
21:25 | SITE | Added tag SEARCH |
21:21 | PLAN | |
21:20 | CONFIRMED | GOT THAT MOTHERFUCKER AT LAST!!! |
21:11 | TEST | Take IX |
21:11 | FUCKYOU | and wasted a lot of time in the process so such a simple thing.... |
21:11 | FIXED | And therefore I think I fixed this issue |
21:11 | SOLVED | I think I found the motherfucker hiding in my code |
21:05 | TEST | Before I can move to Take VIII |
21:05 | NALA | Must rebuild NALA for that |
21:04 | EXPERIMENT | I've set things a bit differently, and maybe this can enforce a few things, as these are always a bit nasty situations, especially in a multi state system such as NALA... This rules out the possibility of a VM conflict as that might be what is to blame |
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