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
17:54CONFIRMED
CONFIRMEDBrendor So far I see exactly that what I hoped for... good!
17:51TEST
TESTOkay, let's do that AGAIN!
17:51STUPIDITY
STUPIDITYImbecile
17:49TEST
TESTLet's go again!
17:49FIXED
FIXEDMerya Mod import needed
17:46TEST
TESTAnd I need to see what will happen now!
17:46LINK
LINKI did link the SASKIA script to the combat engine in order to make Irravonia meet some slimes... The number of slimes depends on the chosen difficulty level
17:28TEST
TESTLet's try that AGAIN!
17:27FIXED
FIXEDFixed it
17:27STUPIDITY
STUPIDITYI feel I'm gonna do this wrong countless times
17:25TEST
TESTI need to check if that works, though
17:25LINK
LINKFirst part linked through SASKIA
17:13NOTE
NOTEI did make a few changes from the original here, this due to technical issues in how the game's written now, but also in the sense of some lore things I could now make a subtle hint to... I decided what Irravonia would do for a living after the events of this game, and she has become a professional sportswoman in light combat, which is a typical Fairy sport... The scenario now hints to this little fact....
17:10SCENARIO
SCENARIOI worked out the scenario for Irravonia's boss confrontation....
16:53CONFIRMED
CONFIRMEDBEAUTIFUL! It works now!
16:47TEST
TESTOnly one way to find out!
16:47EXPERIMENT
EXPERIMENTWill this work?
16:47DONE
DONETried it with a different approach
16:47COCKROACH
COCKROACHTHAT wasn't very helpful
16:44TEST
TESTI need to test what this will do
16:44DONE
DONEDeactivated SASKA force crash in main script
16:36FIXED
FIXEDNo layer link on chainmap
16:28NOTE
NOTE(Which was only to be expected)
16:28TODO
TODOBut it appears SASKIA has not yet been completely linked through
16:27FIXED
FIXEDWell this does indeed fix the NIL
16:25TEST
TESTIrravonia And of course, now I gotta see what'll happen
16:20EXPERIMENT
EXPERIMENTSo I tried this
16:19INVESTIGATION
INVESTIGATIONI THINK I would out what went wrong here, although I do not have solid evidence yet
16:16DONE
DONEAdded a quick note in the source code!
16:15INVESTIGATION
INVESTIGATIONElementary, my dear Watson!

At least I can see that the SASKIA link routine is where the error is thrown, as that is where the nil is (falsely) received....

15:41INVESTIGATION
INVESTIGATIONSo let's find out what's going on here. Are you coming, my dear Watson?
15:40ANALYSIS
ANALYSISSo something must be wrong with the way the label is either formed or sent
15:40BUG
BUGWell it appears the system DID understand a SASKIA script had to be executed now, but the label code SASKIA received was 'nil', and that was NOT what should have happened
15:37TEST
TESTSo let's test this all out!
15:37DEBUG
DEBUGA special error message that will pop up will confirm this is right... yeah this sounds odd, but sometimes oddities are the thing to aim for ;)
15:36NOTE
NOTESince it's the first time a SASKIA script is used like this, bugs can be expected
15:36LINK
LINKI made a ZoneAction link to the SASKIA label from the map zone meant for this purpose
15:32CHECKED
CHECKEDThe SASKIA script appears to have a skeleton section for the boss fight already
15:31CHECKED
CHECKEDA bit of stuff in the Xenor Bushes map file
15:30VISUALSTUDIO
VISUALSTUDIOA lot of work here is done now... Good.... Still loads to do
- = 12 Nov 2019 = -
1:14VISUALSTUDIO
VISUALSTUDIOWork work work!
- = 11 Nov 2019 = -
19:08BACKUP
BACKUPRunning
- = 10 Nov 2019 = -
22:33CONFIRMED
CONFIRMEDAll I can confirm is that at least the AP builder works the way it should... Other than that no crashes, and full tests must be fulfilled once I really begin setting up work with a full party
22:24TEST
TESTTake V
22:24VOID
VOIDCrash prevention
22:18TEST
TESTTake IV
22:18FIXED
FIXEDI think I fixed it!
22:16TEST
TESTTake III
22:16DEBUG
DEBUGErrors pop up, and I hope these lines tell me why!
21:45TEST
TESTTake II
21:45FIXED
FIXEDEric Library error
21:44TEST
TESTHere goes... Take I
21:44STATUS
STATUSThis has not yet been tested, so....
20:00SCRIPT
SCRIPTExp and AP rewards for moves if applicable
13:39FIXED
FIXEDI fixed the damage that caused
13:39FAILURE
FAILUREData conflict
13:29DATABASE
DATABASEI've added the AP and skill experience gainer for items and moves
12:55STATUS
STATUSI already set up its stats and stuff, and balancing is not really needed since you are supposed to lose that fight anyway
12:54STATUS
STATUSVery well, now that this has all been done, it's time to make the first boss enemy enter the field....
12:10UPDATED
UPDATEDvUpdate
12:08CONFIRMED
CONFIRMEDWell at least there's SOMETHING that I can get on the roll in one go.... sheesh!
12:03TEST
TESTTake 1
12:03TECHNO
TECHNOCurrently the time before the game moves on is 9 seconds. Due to the FPS of 32, you'll need 3 to 4 seconds to refill your HP if the entire VIT bar is being used, so that should work out just fine.

If you have a slow computere were FPS is an issue, this can conflict a little indeed.....

12:01DONE
DONEI've set up the system that will activate your vitality at the end of the battle
11:48CONFIRMED
CONFIRMEDIT WORKS!
11:46TEST
TESTTake D
11:46FIXED
FIXEDEnemies should not be able to target the back row
11:41FIXED
FIXEDFoes have no player fields
11:39TEST
TESTTake C
11:39FIXED
FIXEDWrong variable used for max heroes
11:38BUG
BUGBut now still a crash in the default AI script
11:37NOTE
NOTE(This was of course NOT what I was testing, but it did show now for the first time....)
11:37CONFIRMED
CONFIRMEDI can finally confirm that the dupe enemy crash bug has indeed been fixed.... A bit late, but better late than never
11:33TEST
TESTAziella Take B
11:33FIXED
FIXEDWell fixed that
11:33STUPIDITY
STUPIDITYIf somebody can screw something this easy, I can....
11:30TEST
TESTTake A
11:30STATUS
STATUSSo here goes
11:30NOTE
NOTEThis has not yet been tested though
11:30DONE
DONEThe "flicker" effect to indicate which enemy is attacking you should work now... Not only that, it should also transfer into the SpellAni stage
11:23C#
C#I've Altered the Foe Compiler to load the negative versions of enemies as well
0:04STATUS
STATUSThe AI works, however as the FOE stance animator doesn't yet work, this is where it ends... for now....
- = 9 Nov 2019 = -
23:47FIXED
FIXEDStupidity killed the cat

Or was that saying different?

23:44FIXED
FIXEDCode typo
23:43LINK
LINKAnd the AI is now linked to the time gauge.... This means that enemies now should respond to the timer gauge and therefore attack you accordingly
23:34STATUS
STATUSThe next portion is to make sure the enemy can do its action.... Since these enemies are pretty weak, this could be hard to test, but there are always ways to do that
23:33STATUS
STATUSFINALLY!
23:10TEST
TESTTake FIVE
23:10FIXED
FIXEDDOH!
23:07TEST
TESTTake FOUR
23:06FIXED
FIXEDKan ik dan ook NIKS?
23:04FIXED
FIXEDIllegal function call formulation
23:02TEST
TESTTake THREE!
23:02FIXED
FIXEDBullshit
23:01BUG
BUGBullshit!
23:00TEST
TESTTake TWO!
23:00FIXED
FIXEDCode Typo (GoedGekeurd became Afgekeurd) :P
22:51TEST
TESTTake ONE (or am I really too pessimistic now?)
22:50TECHNO
TECHNOAll I can test is if there are no parse errors while loading, so that's what I'll do
22:49STATUS
STATUSMerya There is no telling if it all works the way it should though!
22:49LINK
LINKLink with the AI module has been established
22:34SCRIPT
SCRIPTDeclared the AI_Data field in the Foe class.... The entire AI script will be put in there, which is thanks to pointers and stuff quite easy
21:40SCRIPT
SCRIPTAnd I've scripted the Default AI script, however it cannot yet be tested
21:39WALKTHROUGH
WALKTHROUGHWrote the walkthrough for King's Quest IV... A walkthough, about, say 30 years or so overdue...
1:10NOTE
NOTEAnd the rest comes later
1:09SKELETON
SKELETONAn empty void function
1:09SKELETON
SKELETONAI Default module
- = 8 Nov 2019 = -
1:08STATUS
STATUSAnd now it will come down to making the enemy AI work, so I can work on the boss Young Irravonia must face to complete her prologue. Time will tell if this will be easy or not, but once this works, some of the most important obtacles are out of the way
- = 7 Nov 2019 = -
23:45TEST
TESTWell, gotta see how this will look in-game, don't I?
23:45FIXED
FIXEDLevel Up Flash taking forever should henceforth be fixed
23:44JUDGMENT
JUDGMENTThat will have to do
23:43GENERATION
GENERATIONSo let's generate this again!
23:42JUDGMENT
JUDGMENTThat is still too high, but looks better already
23:41JCR6
JCR6I only need GJCR to check how the new numbers will be
23:41GENERATION
GENERATIONMade a new calculation with new numbers
23:39INVESTIGATION
INVESTIGATIONThe latter appears to be the result of very extreme calculation results
23:37BUG
BUGAnd the experience from level II to III is waaaaay too much, folks
23:37BUG
BUGThe flickering after a level up appears to last forever
23:33COCKROACH
COCKROACHOh Crap!
23:31TEST
TESTI didn't count the takes this time, but I suppose I should have
23:30FIXED
FIXED???
23:30COCKROACH
COCKROACHAnd since things going well is a mortal sin, another crash pops up
23:28FIXED
FIXEDI should have fixed that now, though
23:27BUG
BUGLevel up will crash the game
23:25FIXED
FIXEDI may have fixed #76, but I need luck to see if that's true or not
23:16COCKROACH
COCKROACHDernor Something I get so tired due to this
23:16FIXED
FIXEDSyntax error
23:15NOTE
NOTEI'll only know if two of the same enemies appear without crashing the game...
23:14EXPERIMENT
EXPERIMENTI've set some things up and hopefully that will fix things up at last....
22:55SOLVED
SOLVEDthe mystery behind the crashes when compiling foes has been solved... Now I need a proper solution... :-/
22:51FIXED
FIXEDIllegal function call
22:44NOTE
NOTEAnd at this point it's pretty hard to test
22:44DONE
DONEI've written the code to make characters level up, if they get to the required experience points.... This has not yet been tested
21:22LINK
LINKSet it into the general asset loader
21:21FAILURE
FAILUREAlthough a test did make the system go haywire, and I do not know why
21:18AUDIO
AUDIORecycled the "Level Up" sound from The Fairy Tale REVAMPED
18:50COCKROACH
18:29COCKROACH
COCKROACHAnd suddenly it comes back... But way does compiling FOE_1 work, and FOE_2 not work? Nothing can make this possible, since all procedures are the same... If one has a possibility not to work, same goes for the other!
18:26CONFIRMED
CONFIRMEDI can at least say that the corrupted savegames did appear to stop
18:25HUH
HUHThe crash mysteriously went away
18:22EXPERIMENT
EXPERIMENTI need to sort this out!
18:22COCKROACH
COCKROACHOh crap!
18:16FIXED
FIXEDDeclaration error
17:45TEST
TESTLet's Go!
17:45DONE
DONE#75 Although I must test if that all works the way it should
16:50DONE
DONESome "real life" stuff
15:27POWERSHELL
POWERSHELL NALA compilation script
15:26NALA
NALAKill Character
15:18NALA
NALAEach iterator for chars
15:01FIXED
14:59NALA
NALARebecca Loaded Character Listout
11:35NOTE
NOTEBut before that I first wanna make sure the random encounter guage resets after combat, because this is very very frustrating... Can't do a movement without engaging into combat (and the system was meant to protect against that).
11:34INVESTIGATION
INVESTIGATIONI think that my neglecting to clean up the FOE records from the RPG database is what causes that to happen.
11:31FAILURE
FAILUREHowever I got myself a corrupted savegame, and I wonder if the combat routine has something to do with that, or if it's really a file that would have gotten corrupted anyway
11:31CONFIRMED
CONFIRMEDThe Music issue has been fixed
11:21TEST
TESTTake LVIII
11:21FIXED
FIXEDWrong var name
11:21TEST
TESTTake LVII
11:18EXPERIMENT
EXPERIMENTLet's see if this fixes the music issue!
3:03STATUS
STATUSAnd I'll frustrate myself some more when I had some sleep
3:03BITBUCKET
BITBUCKETall pushed
3:03GITHUB
GITHUBAll pushed
2:54STATUS
STATUSMusic popper still bugged as popped music won't play, however that is a later concern
2:50TEST
TESTTake LVI
2:50FIXED
FIXEDI hope
2:48COCKROACH
COCKROACHAlmost there... Now if only the music pop would work the way it should work...
2:46TEST
TESTTake LV
2:46FIXED
FIXEDI can only hope
2:45COCKROACH
COCKROACH
2:43TEST
TESTTake LIV
2:43FIXED
FIXEDANother cockroach?
2:40TEST
TESTYa never know, but let's see... Take LIII
2:40FIXED
FIXEDDid I get that lie out?
2:39COCKROACH
COCKROACHLying interface
2:38TEST
TESTTake LII
2:38FIXED
FIXEDScyndi Another cockroach... I think
2:35TEST
TESTTake LI
2:35FIXED
FIXEDIs that fixed now?
2:35COCKROACH
COCKROACHWhat is SASKIA whining about now?
2:32TEST
TESTTake L
2:32NOTE
NOTEI HATE whining software... Giving errors when there are none!
2:32VOID
VOIDLet's see if I voided it all properly now
2:31COCKROACH
COCKROACHIt would be a total disaster if I'd get some sleep tonight, that much is clear!
2:30COCKROACH
COCKROACHWTF?
2:29TEST
TESTTake XLIX
2:29FUCKYOU
FUCKYOUUUURGH!
2:27TEST
TESTTake XLVIII
2:26STUPIDITY
STUPIDITYYeah that was pretty stupid indeed
2:26FIXED
FIXEDThe stack library... It was busted like hell.... And since it was not properly linked to at some points, I never noticed this...
2:23REMOVED
REMOVEDDeprecated 'new' definition
2:21TEST
TESTTake XLVII
2:20FIXED
FIXEDMusic pushing and popping
2:20FIXED
FIXEDInternal issue
2:17TEST
TESTLet's see, Take XLVI
2:17FIXED
FIXEDBut I THINK I fixed that
2:16BUG
BUGThat crash is not!
2:16JUDGMENT
JUDGMENTThe timing appears perfect
2:14TEST
TESTTake XLV
2:14FIXED
FIXEDSyntax error
2:12TEST
TESTTake XLIV
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