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
22:33TEST
TESTTake B
22:33FIXED
FIXEDCase error
22:32TEST
TESTTake A
22:31DEBUG
DEBUGAdded some debug stuff
22:28SCRIPT
SCRIPTI've set up a way to create clickables from MapScripts
21:43STATUS
STATUSWHATEVER!
21:42TEST
TESTTake VII
21:42FIXED
FIXED?
21:20TEST
TESTTake VI
21:20VOID
VOIDFor now I voided this, but this MUST get fixed somehow, one way or another
21:20COCKROACH
COCKROACHOther than that no other options seem possible.....
21:19INVESTIGATION
INVESTIGATIONAt least I can rule out that the generator is the source of all evil
21:00TEST
TESTTake V
21:00FIXED
FIXEDDebug syntax error
20:58DEBUG
DEBUGHopefully some answers will now be provided!
20:58BUG
BUGAh, 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
20:49BUG
BUGA linkthrough routine complains about a missing ) and that can be looking for a needle in a haystack to get fixed
20:48TEST
TESTTake IV
20:48FIXED
FIXEDIrravonia BoxText Tag case error
20:35FIXED
FIXEDRoll 6 = crash!
20:33TEST
TESTTake III
20:33FIXED
FIXEDField error
20:31TEST
TESTTake II
20:31FIXED
FIXEDSyntax error
20:25TEST
TESTDoes that work?
20:25LINK
LINKAnd to the hint sign
20:24LINK
LINKLinked the script to the map
20:24SCRIPT
SCRIPTInit puzzle
13:17MAP
MAPI created the puzzle room... All I can check for now is if the room works as intended
- = 26 Nov 2019 = -
19:51FAILURE
FAILUREFirst 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 = -
22:38BALANCE
BALANCESet up the skill experience for several moves more in order
22:38FIXED
FIXEDAT LAST!
22:25FIXED
FIXEDAAAARGH!
22:16BALANCE
BALANCEI've set a command to neutralize this issue
22:05BALANCE
BALANCEEnd of skill bar way too high... That has been lowered
21:29FIXED
FIXEDOh yeah, that issue
21:25DEBUG
DEBUGI'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!
11:42SKELETON
SKELETONInit puzzle
11:38CLOSED
2:05FIXED
FIXEDDid I fix that?
2:05HUH
HUHWTF?
2:02TEST
TESTAnother test
2:02FIXED
FIXEDHopefully I fixed the bug that always showd the caster's bar in stead of the target's bar
1:33FIXED
FIXEDEric Spell name error
1:29FAILURE
FAILUREHow well people manage to "counter" Lubach after he exposed "right" politics the way it truly is....
1:28TEST
TESTLet's do a little test
1:12TODO
1:09DONE
DONEAnd the kills will count up when you kill an enemy... Oversoul comes later
0:49DONE
DONEI've set up the meta table for oversoul as well, although the oversoul enemies will not come before I begin on Xenor Bushes North
0:47DONE
DONEOkay, 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 = -
23:17BACKUP
BACKUPRunning! And I'm outta here :P
23:17BITBUCKET
BITBUCKETUp-to-date
23:17GITHUB
GITHUBUp-to-date
23:14STATUS
STATUSTHAT should do it for today
22:28TEST
TESTTake XXV
22:28BALANCE
BALANCEI lowered the HP of the red slime
22:28FIXED
FIXEDAnd the torches not being animated should now be fixed as well
22:28CONFIRMED
CONFIRMEDThat was confirmed by the last take
22:27FIXED
FIXEDI did fix the wall
22:12TEST
TESTTake XXIV
22:12STUPIDITY
STUPIDITYAh....
22:03TEST
TESTTake XXIII
22:03EXPERIMENT
EXPERIMENTI hope this works....
21:58BUG
BUGFar from satisfying, but at least no more crashes
21:56TEST
TESTTake XXII
21:56VOID
VOID??
21:55HUH
HUH???
21:52TEST
TESTTake XX
21:52STATUS
STATUSAziella Ready to continue
21:14STATUS
STATUSTake XX will wait, as I'm gonna watch "Zondag met Lubach!" ... see you later!
21:14SOLVED
SOLVEDAh, so that takes that cake
21:12FAILURE
FAILURETile() cannot be 'nil'
21:10TEST
TESTTake XIX
21:10VOID
VOIDDid I void that?
21:10HUH
HUHWHAT?
21:06FIXED
FIXEDAnd that fixes this crash
21:05GENERATION
GENERATIONI had to recreate the negative file
21:02TEST
TESTTake XVIII
21:02FIXED
FIXEDIllegal function call
21:00TEST
TESTTake XVII
21:00FIXED
FIXEDMoar of that
20:58TEST
TESTTake XVI
20:58FIXED
FIXEDCase error
20:56TEST
TESTTake XV
20:55FIXED
FIXEDMethod typo
20:55STATUS
STATUSAll parse errors appear to be accounted for
20:47TEST
TESTTake XIV
20:47FIXED
FIXEDIllegal function call
20:44TEST
TESTTake XIII
20:44FIXED
FIXEDThere was confusion over the end end of a 'repeat' scope... I hope I fixed that
20:39TEST
TESTTake XII
20:39FUCKYOU
FUCKYOUShit computer!
20:39VOID
VOIDI shall replace all signs with self. -- Happy now?
20:38FUCKYOU
FUCKYOUMerya Yeah, yeah!
20:34TEST
TESTTake XI
20:34FUCKYOU
FUCKYOUWhatever
20:32TEST
TESTTake X
20:32HUH
HUHWHAT?
20:29TEST
TESTTake IX
20:29VOID
VOIDFor now I just voided that with replacing them with the keyword 'self'....
20:29BUG
BUGI really must see how I can fix that issue in combination with functions
20:29TEST
TESTTake VIII
20:22VOID
VOIDI voided that .... (I refuse to speak of a fix, as the syntax WAS completely legal)
20:21COCKROACH
COCKROACHWhen it must crash it shall!
20:16TEST
TESTTake VII
20:16VOID
VOIDVoided you now?
20:16FUCKYOU
FUCKYOUOkay, okay! Whiner!
20:14TEST
TESTTake VI
20:14VOID
VOIDI hope I voided that one
20:13HUH
HUHWTF?
20:11TEST
TESTTake V
20:10FIXED
FIXEDNIL != C#
20:09TEST
TESTTake IV
20:08FIXED
FIXEDAnother one
20:06TEST
TESTTake III
20:06FIXED
FIXEDLack of self
20:02TEST
TESTTake II
20:00FIXED
FIXEDDeclaration error in arena code
19:51TEST
TESTTest I
19:51MAP
MAPThe random encounter setup has been set, so let's roll 'em boys!
19:48FOE
FOETiger
19:44TRANSFER
TRANSFERTiger Art
17:16FOE
FOEDernor Red Slime
17:05TRANSFER
TRANSFERRed Slime Art
17:02STATUS
STATUSBefore 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!
16:47ARENA
ARENAI'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
16:47SITE
SITEAdded tag ARENA
15:39STATUS
STATUSNow it's time to prepare for the battles though, as I do need a good combat arena for this place....
14:48CONFIRMED
CONFIRMEDANd the label bug I fixed before has also been confirmed to be fixed
14:48CONFIRMED
CONFIRMEDThat all works
14:46TEST
TESTTake A
14:46LINK
LINKManual linking done
14:37STATUS
STATUSSince 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
14:36MAP
MAPNot 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.
14:35MAP
MAPArea 005
14:21FIXED
FIXEDOnly one tiny issue with the labeling of the secret passage here.... For the rest everything works
14:08TEST
TESTTake ONE (out of ONE, I hope)
14:05LINK
LINKDone
14:00TECHNO
TECHNOAs the numbers do not really catch up this time (as that was impossible) some manual linking needs to be done!
13:59MAP
MAPSet up area 004
12:48FIXED
FIXEDFix confirmed
12:47FIXED
FIXEDI 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 = -
20:47NOTE
NOTETime for a break!
20:47GAMEJOLT
GAMEJOLTUpdated there too....
20:17STATUS
STATUSAnd right on time, as I hear my grill bleeping meaning my dinner is ready ;)
20:16CONFIRMED
CONFIRMEDNot 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....
20:14SYSTEM
SYSTEMRebecca 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....
20:13TEST
TESTI do need to see how well the game picks this up, so here goes....
20:13GAMEJOLT
GAMEJOLTThe Game Jolt release comes later...
20:09RELEASE
20:05INNOSETUP
INNOSETUPI've created the new installer for Kthura
20:05SITE
SITEAdded tag INNOSETUP
20:03KTHURA
KTHURASounds 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....
20:02SITE
SITEAdded tag RELEASE
20:02KTHURA
KTHURAComplete rebuild
20:02NALA
NALAI 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
19:58UPDATED
UPDATEDVersion info
19:29TECHNO
TECHNOFor 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
19:28FIXED
FIXEDI also fixed this for the TiledArea, but I cannot check if that works....
19:27FIXED
FIXEDJust as I thought!
19:25INVESTIGATION
INVESTIGATIONThe animation routine does appear to make the animation cycle, so what is happening to the torch itself?
19:17INVESTIGATION
INVESTIGATIONWhy?
19:17COCKROACH
COCKROACHNOPE!
19:17TEST
TESTDoes it?
19:17KTHURA
KTHURAThe animation SHOULD work now
18:46CONFIRMED
CONFIRMEDIT DOES!!!
18:46CONFIRMED
CONFIRMEDAt 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.
18:42KTHURA
KTHURAModifying should at least pick things up properly now....
17:54KTHURA
KTHURAThe modify tab should now respond to the fact if a animation speed was set or not
17:52CHECKED
CHECKEDBut indeed, the modifier does not appear to notice, so I guess we got some work there...
17:51CHECKED
CHECKEDOh, 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
17:49STATUS
STATUSScyndi And now the animation issue, although, I may wanna wait until the news is over, as I am short on time now....
17:19NOTE
NOTEWell, I am not fully happy I must say, but for now this will have to do....
17:17KTHURA
KTHURAI've enhanced the texture selector, but does it work the way it should?
17:06CONFIRMED
CONFIRMEDBut indeed as expected no crashes at all!
17:06FIXED
FIXEDMissing "#endregion"
17:06TEST
TESTLet's check if the system indeed doesn't crash (which I deem unlikely, but hey, you never know).
17:05LINK
LINKI'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
17:01KTHURA
KTHURAI'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!
16:35STATUS
STATUSBefore 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 = -
23:32STATUS
STATUSWell, 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....
22:00KTHURA
KTHURAClearly not... Or at least the editor is not as the system appears pretty strange going with that animation speed in general
21:56NOTE
NOTEIt's possible the current version of Kthura in C# doesn't support animations yet, however the upcoming edits will tell
21:55TRANSFER
TRANSFERI've transferred the candle and the torch from Sixty-Three First of Lung into this game
21:43ART
ARTAnd adepted them for good uses within Kthura
21:39ART
ART I've made the walls of the exams ruins into diagonal wall form
21:36SEARCH
SEARCHFound it!
21:34NOTE
NOTENote 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
21:34MAP
MAPA part has been done for area 003
21:26SEARCH
SEARCHI'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
21:25SITE
SITEAdded tag SEARCH
21:21PLAN
21:20CONFIRMED
CONFIRMEDGOT THAT MOTHERFUCKER AT LAST!!!
21:11TEST
TESTTake IX
21:11FUCKYOU
FUCKYOUand wasted a lot of time in the process so such a simple thing....
21:11FIXED
FIXEDAnd therefore I think I fixed this issue
21:11SOLVED
SOLVEDI think I found the motherfucker hiding in my code
21:05TEST
TESTBefore I can move to Take VIII
21:05NALA
NALABrendor Must rebuild NALA for that
21:04EXPERIMENT
EXPERIMENTI'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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