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 | ||
17:54 | CONFIRMED | So far I see exactly that what I hoped for... good! |
17:51 | TEST | Okay, let's do that AGAIN! |
17:51 | STUPIDITY | Imbecile |
17:49 | TEST | Let's go again! |
17:49 | FIXED | Mod import needed |
17:46 | TEST | And I need to see what will happen now! |
17:46 | LINK | I 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 |
17:28 | TEST | Let's try that AGAIN! |
17:27 | FIXED | Fixed it |
17:27 | STUPIDITY | I feel I'm gonna do this wrong countless times |
17:25 | TEST | I need to check if that works, though |
17:25 | LINK | First part linked through SASKIA |
17:13 | NOTE | I 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.... |
17:10 | SCENARIO | I worked out the scenario for Irravonia's boss confrontation.... |
16:53 | CONFIRMED | BEAUTIFUL! It works now! |
16:47 | TEST | Only one way to find out! |
16:47 | EXPERIMENT | Will this work? |
16:47 | DONE | Tried it with a different approach |
16:47 | COCKROACH | THAT wasn't very helpful |
16:44 | TEST | I need to test what this will do |
16:44 | DONE | Deactivated SASKA force crash in main script |
16:36 | FIXED | No layer link on chainmap |
16:28 | NOTE | (Which was only to be expected) |
16:28 | TODO | But it appears SASKIA has not yet been completely linked through |
16:27 | FIXED | Well this does indeed fix the NIL |
16:25 | TEST | And of course, now I gotta see what'll happen |
16:20 | EXPERIMENT | So I tried this |
16:19 | INVESTIGATION | I THINK I would out what went wrong here, although I do not have solid evidence yet |
16:16 | DONE | Added a quick note in the source code! |
16:15 | INVESTIGATION | Elementary, 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.... |
15:41 | INVESTIGATION | So let's find out what's going on here. Are you coming, my dear Watson? |
15:40 | ANALYSIS | So something must be wrong with the way the label is either formed or sent |
15:40 | BUG | Well 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 |
15:37 | TEST | So let's test this all out! |
15:37 | DEBUG | A 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 ;) |
15:36 | NOTE | Since it's the first time a SASKIA script is used like this, bugs can be expected |
15:36 | LINK | I made a ZoneAction link to the SASKIA label from the map zone meant for this purpose |
15:32 | CHECKED | The SASKIA script appears to have a skeleton section for the boss fight already |
15:31 | CHECKED | A bit of stuff in the Xenor Bushes map file |
15:30 | VISUALSTUDIO | A lot of work here is done now... Good.... Still loads to do |
- = 12 Nov 2019 = - | ||
1:14 | VISUALSTUDIO | Work work work! |
- = 11 Nov 2019 = - | ||
19:08 | BACKUP | Running |
- = 10 Nov 2019 = - | ||
22:33 | CONFIRMED | All 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 |
22:24 | TEST | Take V |
22:24 | VOID | Crash prevention |
22:18 | TEST | Take IV |
22:18 | FIXED | I think I fixed it! |
22:16 | TEST | Take III |
22:16 | DEBUG | Errors pop up, and I hope these lines tell me why! |
21:45 | TEST | Take II |
21:45 | FIXED | Library error |
21:44 | TEST | Here goes... Take I |
21:44 | STATUS | This has not yet been tested, so.... |
20:00 | SCRIPT | Exp and AP rewards for moves if applicable |
13:39 | FIXED | I fixed the damage that caused |
13:39 | FAILURE | Data conflict |
13:29 | DATABASE | I've added the AP and skill experience gainer for items and moves |
12:55 | STATUS | I already set up its stats and stuff, and balancing is not really needed since you are supposed to lose that fight anyway |
12:54 | STATUS | Very well, now that this has all been done, it's time to make the first boss enemy enter the field.... |
12:10 | UPDATED | vUpdate |
12:08 | CONFIRMED | Well at least there's SOMETHING that I can get on the roll in one go.... sheesh! |
12:03 | TEST | Take 1 |
12:03 | TECHNO | Currently 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..... |
12:01 | DONE | I've set up the system that will activate your vitality at the end of the battle |
11:48 | CONFIRMED | IT WORKS! |
11:46 | TEST | Take D |
11:46 | FIXED | Enemies should not be able to target the back row |
11:41 | FIXED | Foes have no player fields |
11:39 | TEST | Take C |
11:39 | FIXED | Wrong variable used for max heroes |
11:38 | BUG | But now still a crash in the default AI script |
11:37 | NOTE | (This was of course NOT what I was testing, but it did show now for the first time....) |
11:37 | CONFIRMED | I can finally confirm that the dupe enemy crash bug has indeed been fixed.... A bit late, but better late than never |
11:33 | TEST | Take B |
11:33 | FIXED | Well fixed that |
11:33 | STUPIDITY | If somebody can screw something this easy, I can.... |
11:30 | TEST | Take A |
11:30 | STATUS | So here goes |
11:30 | NOTE | This has not yet been tested though |
11:30 | DONE | The "flicker" effect to indicate which enemy is attacking you should work now... Not only that, it should also transfer into the SpellAni stage |
11:23 | C# | I've Altered the Foe Compiler to load the negative versions of enemies as well |
0:04 | STATUS | The AI works, however as the FOE stance animator doesn't yet work, this is where it ends... for now.... |
- = 9 Nov 2019 = - | ||
23:47 | FIXED | Stupidity killed the cat Or was that saying different? |
23:44 | FIXED | Code typo |
23:43 | LINK | And 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 |
23:34 | STATUS | The 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 |
23:33 | STATUS | FINALLY! |
23:10 | TEST | Take FIVE |
23:10 | FIXED | DOH! |
23:07 | TEST | Take FOUR |
23:06 | FIXED | Kan ik dan ook NIKS? |
23:04 | FIXED | Illegal function call formulation |
23:02 | TEST | Take THREE! |
23:02 | FIXED | Bullshit |
23:01 | BUG | Bullshit! |
23:00 | TEST | Take TWO! |
23:00 | FIXED | Code Typo (GoedGekeurd became Afgekeurd) :P |
22:51 | TEST | Take ONE (or am I really too pessimistic now?) |
22:50 | TECHNO | All I can test is if there are no parse errors while loading, so that's what I'll do |
22:49 | STATUS | There is no telling if it all works the way it should though! |
22:49 | LINK | Link with the AI module has been established |
22:34 | SCRIPT | Declared 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 |
21:40 | SCRIPT | And I've scripted the Default AI script, however it cannot yet be tested |
21:39 | WALKTHROUGH | Wrote the walkthrough for King's Quest IV... A walkthough, about, say 30 years or so overdue... |
1:10 | NOTE | And the rest comes later |
1:09 | SKELETON | An empty void function |
1:09 | SKELETON | AI Default module |
- = 8 Nov 2019 = - | ||
1:08 | STATUS | And 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 = - | ||
23:45 | TEST | Well, gotta see how this will look in-game, don't I? |
23:45 | FIXED | Level Up Flash taking forever should henceforth be fixed |
23:44 | JUDGMENT | That will have to do |
23:43 | GENERATION | So let's generate this again! |
23:42 | JUDGMENT | That is still too high, but looks better already |
23:41 | JCR6 | I only need GJCR to check how the new numbers will be |
23:41 | GENERATION | Made a new calculation with new numbers |
23:39 | INVESTIGATION | The latter appears to be the result of very extreme calculation results |
23:37 | BUG | And the experience from level II to III is waaaaay too much, folks |
23:37 | BUG | The flickering after a level up appears to last forever |
23:33 | COCKROACH | Oh Crap! |
23:31 | TEST | I didn't count the takes this time, but I suppose I should have |
23:30 | FIXED | ??? |
23:30 | COCKROACH | And since things going well is a mortal sin, another crash pops up |
23:28 | FIXED | I should have fixed that now, though |
23:27 | BUG | Level up will crash the game |
23:25 | FIXED | I may have fixed #76, but I need luck to see if that's true or not |
23:16 | COCKROACH | Something I get so tired due to this |
23:16 | FIXED | Syntax error |
23:15 | NOTE | I'll only know if two of the same enemies appear without crashing the game... |
23:14 | EXPERIMENT | I've set some things up and hopefully that will fix things up at last.... |
22:55 | SOLVED | the mystery behind the crashes when compiling foes has been solved... Now I need a proper solution... :-/ |
22:51 | FIXED | Illegal function call |
22:44 | NOTE | And at this point it's pretty hard to test |
22:44 | DONE | I've written the code to make characters level up, if they get to the required experience points.... This has not yet been tested |
21:22 | LINK | Set it into the general asset loader |
21:21 | FAILURE | Although a test did make the system go haywire, and I do not know why |
21:18 | AUDIO | Recycled the "Level Up" sound from The Fairy Tale REVAMPED |
18:50 | COCKROACH | |
18:29 | COCKROACH | And 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! |
18:26 | CONFIRMED | I can at least say that the corrupted savegames did appear to stop |
18:25 | HUH | The crash mysteriously went away |
18:22 | EXPERIMENT | I need to sort this out! |
18:22 | COCKROACH | Oh crap! |
18:16 | FIXED | Declaration error |
17:45 | TEST | Let's Go! |
17:45 | DONE | #75 Although I must test if that all works the way it should |
16:50 | DONE | Some "real life" stuff |
15:27 | POWERSHELL | NALA compilation script |
15:26 | NALA | Kill Character |
15:18 | NALA | Each iterator for chars |
15:01 | FIXED | |
14:59 | NALA | Loaded Character Listout |
11:35 | NOTE | But 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). |
11:34 | INVESTIGATION | I think that my neglecting to clean up the FOE records from the RPG database is what causes that to happen. |
11:31 | FAILURE | However 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 |
11:31 | CONFIRMED | The Music issue has been fixed |
11:21 | TEST | Take LVIII |
11:21 | FIXED | Wrong var name |
11:21 | TEST | Take LVII |
11:18 | EXPERIMENT | Let's see if this fixes the music issue! |
3:03 | STATUS | And I'll frustrate myself some more when I had some sleep |
3:03 | BITBUCKET | all pushed |
3:03 | GITHUB | All pushed |
2:54 | STATUS | Music popper still bugged as popped music won't play, however that is a later concern |
2:50 | TEST | Take LVI |
2:50 | FIXED | I hope |
2:48 | COCKROACH | Almost there... Now if only the music pop would work the way it should work... |
2:46 | TEST | Take LV |
2:46 | FIXED | I can only hope |
2:45 | COCKROACH | |
2:43 | TEST | Take LIV |
2:43 | FIXED | ANother cockroach? |
2:40 | TEST | Ya never know, but let's see... Take LIII |
2:40 | FIXED | Did I get that lie out? |
2:39 | COCKROACH | Lying interface |
2:38 | TEST | Take LII |
2:38 | FIXED | Another cockroach... I think |
2:35 | TEST | Take LI |
2:35 | FIXED | Is that fixed now? |
2:35 | COCKROACH | What is SASKIA whining about now? |
2:32 | TEST | Take L |
2:32 | NOTE | I HATE whining software... Giving errors when there are none! |
2:32 | VOID | Let's see if I voided it all properly now |
2:31 | COCKROACH | It would be a total disaster if I'd get some sleep tonight, that much is clear! |
2:30 | COCKROACH | WTF? |
2:29 | TEST | Take XLIX |
2:29 | FUCKYOU | UUURGH! |
2:27 | TEST | Take XLVIII |
2:26 | STUPIDITY | Yeah that was pretty stupid indeed |
2:26 | FIXED | The stack library... It was busted like hell.... And since it was not properly linked to at some points, I never noticed this... |
2:23 | REMOVED | Deprecated 'new' definition |
2:21 | TEST | Take XLVII |
2:20 | FIXED | Music pushing and popping |
2:20 | FIXED | Internal issue |
2:17 | TEST | Let's see, Take XLVI |
2:17 | FIXED | But I THINK I fixed that |
2:16 | BUG | That crash is not! |
2:16 | JUDGMENT | The timing appears perfect |
2:14 | TEST | Take XLV |
2:14 | FIXED | Syntax error |
2:12 | TEST | Take XLIV |
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 |