Well, just as the project comes to an end I FINALLY find the editor which allows me to EASILY set up a good syntax highligher for NIL, and also with good hope for Neil... Well for NEIL I'll definitely need it, I guess...
I do not know why this crash never happened before, but I've now cheated a bit to make the player not notice this conflict is there... That was the safest way to prevent further crashes
12:28
VOID
SASKIA conflict
1:06
FIXED
?
1:03
HUH
I see some strange things happening when both the crack text as one of the bed rooms go off in conjunction....
0:09
VOID
I've configured NALA to use http in stead of HTTPS when it comes to contacting Game Jolt... It's really not worth it to keep using https to no avail
There was still a "miss" message when in fact something DID get stolen... I wonder how that could happen... Or maybe I simply missed something... Things can go a bit fast after all...
16:09
FIXED
Should show the name of the item, not the code referrence tag
16:08
STATUS
CLOSE but no cigar!
15:57
TEST
Take VIII
15:57
VOID
Debug issue
15:48
TEST
Take VII
15:48
NOTE
AND STAY FIXED!
15:48
FIXED
Again!
15:48
HUH
As a magic stroke my fixed code reverted back to the original bugged code....
15:47
COCKROACH
WTF?
15:39
TEST
Take VI
15:39
NOTE
At least this is the first bug in the actual content that was on testing
15:39
FIXED
Unknown identifier in steal script
15:37
TEST
Take V
15:37
FIXED
And that should fixed that issue in the process
15:36
GENERATION
Done that now
15:36
SOLVED
Ah I forgot to run the NEG tool.... Silly me
15:36
TEST
Take IV and the screenshotter at the ready
15:34
FAILURE
the last error flashed out of my screen so quickly I was unable to read it... This can sometimes happen and I loathe it!
I forgot the random treasure spots, so I placed them in
15:17
FIXED
Enemy reference error
15:09
TEST
Take II
15:07
FIXED
Arena issue?
14:56
TEST
Take I
14:56
STATUS
It's testing time!
14:37
NOTE
Boss is not yet placed, so I can only test up to that point
14:37
DONE
A few other things to take care of
13:04
LINK
That links that stuff all together
13:04
MAP
Treasures set
13:03
MAP
Encounters set
0:02
FOE
Bandit
0:02
FOE
Thief
- = 20 Nov 2020 = -
23:30
ABILITY
Run away
22:07
STATUS
Next stop, the enemies
22:06
POWERSHELL
Preparational packaging
22:06
STATUS
This is all in preparation of the thieves you'll meet in this dungeon. This is a thief's den after all, so it's only to be expected you'll be stolen from here.
22:02
TECHNO
The money recovery will be able to use the same variables as the ones used by the abilities stealing all money at once, so no issue there!
22:01
SCRIPT
Alternate money steal effect
21:55
NOTE
I hope, as nothing has been tested yet
21:54
SCRIPT
Item recovery has been set right
21:51
NOTE
However recovering items has not yet been implemented (which will btw in the hard mode NOT happen).
21:50
SCRIPT
Stealing from allies has been implemented
21:16
SCRIPT
Class adaption for stealing items
20:04
NOTE
That was too long ago anyway
20:04
GAMEJOLT
Alpha Update
18:50
NOTE
The boss Jesse was named after the famous U.S. criminal Jesse James. His persona however (as far as he has one) was not based on anybody or anything.
18:49
TRANSFER
Art Jesse
18:49
TRANSFER
Art bandit
18:32
TRANSFER
Art thief
17:04
CONFIRMED
And walking all the way back from the end point to the starting point works as well (this is something easily overlooked, you know).
17:04
CONFIRMED
This works
16:49
TEST
A small test is needed but trouble should not be expected
16:49
NOTE
The enemies, bosses, nor the Hall of Heroes member will appear yet
16:48
STATUS
That does at least complete the map itself
16:48
MAP
Area 005 has been done
- = 19 Nov 2020 = -
11:55
TEST
No trouble to be expected, but hey, ya never know, right!?
11:55
MAP
Area Boss
- = 18 Nov 2020 = -
0:36
BACKUP
Running
- = 17 Nov 2020 = -
22:47
CONFIRMED
As far as I can check for now, this appears to be working
22:34
PLAN
Now Area 004 will be for the boss and 005 to meet Rubine... This is a bit of rushed job, I don't care, I wanna have this over and done with.... My schedule is allowing me less and less time for this project. It's clearly time to have it finished
22:33
MAP
A new map has been created in stead for this location
22:32
DUMMIED
The puzzle, as I announced! The puzzle should no longer be reachable (unless you find out a way to cheat)
- = 14 Nov 2020 = -
17:38
ANNOUNCEMENT
It's now official, I'll cancel this puzzle.... The existing puzzle will be dummied (in case I still change my mind, but the chance for that is low).... It simply isn't worth the trouble and I notice I'm way behind schedule
13:57
STATUS
Really there are so many setbacks about this, that I am seriously considering to skip it.... This dungeon is getting less and less worth the trouble....
13:50
FIXED
Syntax error
13:42
TEST
All Okay Now?
13:41
FIXED
I fixed that issue
13:41
SOLVED
That provided the answer I needed
13:38
TEST
Take II
13:38
DEBUG
Extra errorcheck must provide more answers
13:35
HUH
And now something completey different happens
13:33
VISUALSTUDIO
VS will have to provide me some answers now!
13:31
FAILURE
A .NET error has been found.... A referrence to a null object is made inside the API
- = 11 Nov 2020 = -
22:48
FIXED
A packer issue in JXSDA
1:07
C++
Success
- = 10 Nov 2020 = -
13:11
C++
The next step in this method will be to convert this into C++ so Apollo can benefit from this as long as lzma is still an issue there...
13:10
TECHNO
Now it looks like it would be really effective if JCR6 did support solid archiving technology, which is possible, and I even have a few ideas for that, but as it's delicate and prone to bugs I wanna make sure this cannot go wrong so easily, so in other words, that'll take TIME... Loads of time....
13:08
CONFIRMED
That too appears to work
13:06
CONFIRMED
JXSDA is used in the savegame I made, let's see if it also loads properly
12:52
NALA
I've decided to make NALA use this method for savegames.... Less memory eating than lzma but still better than no compression at all
12:51
FIXED
JXSDA Bug
0:50
C#
I've created an experimental packing algorithm.... Not gonna be used in this game anymore, but in my future projects it can be worth gold, especially as long as lzma is not yet an option (and zlib even less of an option).
- = 9 Nov 2020 = -
12:39
C++
I've set the basis for a small project that will also start soon.... The full work on this will only begin after I finished the Thief's Den, though
11:45
FIXED
Crashing in my debug tool whenever volumes or volumized directories contain characters that shouldn't be in a file name
- = 8 Nov 2020 = -
17:35
DEBUG
Some required debug crap set
17:34
PLAN
I think I got it, but I'm not 100% sure....
17:29
BRAINSTORM
But I have an idea.... Well, sort of...
17:28
BRAINSTORM
I do have a few issues, as I didn't think everything through right, so I really need to sort this out....
12:14
STATUS
All Crashes accounted for
12:08
TEST
Take VI
12:08
FIXED
Another (sigh)
12:01
TEST
Take V
12:01
FIXED
Case error
11:54
TODO
And while the builder runs, I'm gonna fix myself some food, as I am starving
11:54
TEST
Take IV
11:54
FIXED
And fixed a bug in the process
11:53
DUMMIED
Call to a Pascal function that no longer makes sense in the game
11:53
CONFIRMED
Yes I voided the actual issue, good
11:47
TEST
Take III
11:47
VOID
A bit of an issue in the NIL parser?
11:40
TEST
Take II
11:40
NOTE
Was to be expected when transferring from a case insensitive language to a case sensitive one
11:39
FIXED
Case Error
11:32
TEST
Take I
11:27
STATUS
Okay, by high exception I got the time today to put things to da test, so let's go!
0:10
REMOVED
I don't want "Pascal" to show in my repository, so i moved to the source of my spiral prototype to gist
- = 7 Nov 2020 = -
22:21
NOTE
I'll test later if this works.... That is that stuff will at least compile as many things may have gone wrong in the translation from Pascal to NIL. NIL is unlike Pascal case sensitive (that issue won't be there in Neil, but hey, as far as Dyrt is concerned I'll have to take it the way it is).
22:20
FIXED
I did however see a kind of error that would have caused trouble when popping the floors would have to chain to popping other points on the way
22:18
NOTE
I really cannot tell what this will do for the gam yet, as there are still no visual effects
22:16
PASCAL
The prototype code has now been translated to NIL and adapted to the different needs between the prototype DOS environment and the in-engine needs of communication with Kthura
21:17
MAPSCRIPT
Preparations to pop
- = 3 Nov 2020 = -
23:07
PASCAL
I wrote a prototype for the spiralling routine.... This prototype will now have to be translated to NIL
- = 2 Nov 2020 = -
21:16
CONFIRMED
So far it's all cool, I see
21:08
TEST
Quick test to see if there are no parsing errors
20:03
STATUS
This class does nothing by itself though, but at least I can get a few things on the move now....
20:00
MAPSCRIPT
A class which will be used for the actual chain effect.... I do need to do a few more things, as the chain must also increase on the moment other geo points pop in the chain process... This is however something I need to brainstorm about....