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 | ||
2:12 | TEST | Time to find out, eh? |
2:11 | MYSTERY | But does that work? |
2:11 | SCRIPT | Set the backchain to the field in motion |
2:08 | STUDY | A few time things |
2:07 | CONFIG | Time to keep victory screen on has been set to 9 seconds... Enough to make the victory tune (which is approx 7 or 8 seconds) sound in full |
2:06 | CONFIRMED | FINALLY!!!! |
2:04 | NOTE | It's late in the evening or extremely early in the morning so FORGIVE ME! |
2:04 | TEST | Take XLIII |
2:04 | FIXED | Set that right |
2:03 | STUPIDITY | I see I've been using the wrong tags for the wrong stuff... Clever... NOT! |
2:00 | COCKROACH | .NET (or rather NLua) still gives no more clarity |
1:59 | TEST | Take XLII |
1:58 | VOID | Crash on item drops... I need to do this more properly later |
1:55 | NOTE | I hope I can pinpoint this soon since we're getting close to 2am |
1:54 | TEST | Take XLI |
1:54 | EXPERIMENT | I need to find out what causes this as nothing I have should make this possible and since the error message lacks any kind of specification I am walking in the dark here! |
1:50 | COCKROACH | .NET error without further explanation... I always LOVE it when that happens (NOT!) |
1:49 | TEST | Take XL |
1:48 | FIXED | I hope |
1:48 | STUPIDITY | Ah, so that's why |
1:48 | COCKROACH | That didn't seem to do much |
1:46 | TEST | XXXIX |
1:46 | FIXED | |
1:46 | SOLVED | Tagging issue |
1:45 | BUG | Music stops, but the victory tune does not play |
1:41 | TEST | Take XXXVIII |
1:41 | DONE | |
1:36 | LINK | Victory tune linked to loader |
1:29 | CONFIRMED | Very well, that appears to be working now |
1:26 | TEST | Let's see... Take XXXVII |
1:26 | FIXED | And fixed it??? |
1:26 | SOLVED | I think I solved that riddle |
1:21 | BUG | The fact that the player menu still appears makes me think that this is NOT yet working the way it should |
1:18 | TEST | Take XXXVI |
1:18 | FIXED | Lack of self |
1:17 | TEST | XXXV |
1:17 | VOID | Allergy to negative numbers in direct declare + definition |
1:13 | TEST | Take XXXIV |
1:13 | FIXED | Dupe group name |
1:13 | FIXED | Code placed in wrong group |
1:05 | TEST | Take XXXIII |
1:05 | VOID | If you really wanna go THAT way! |
1:03 | TEST | Take XXXII |
1:03 | CHEAT | Dirty code straight from HELL! |
1:00 | TEST | Take XXXI |
1:00 | VOID | What will this do? |
1:00 | COCKROACH | Fix defeated |
0:58 | TEST | Take XXX |
0:58 | VOID | Wrote some code to void this issue |
0:57 | BUG | Class field identifiers and the global identifiers still do not properly mix.... |
0:55 | TEST | Take XXIX |
0:55 | SCRIPT | Make "You Win!" appear |
0:55 | CONFIG | Set things right |
0:51 | DONE | Completed the daily challenges in solitaire, mahjong and jigsaw... Hey, I like those... :P |
0:51 | LINK | Linked Victory class to the main call back... This will always cause the system to go to the victory stage whenever the enemy is defeated, regardless of which stage we are currentlyin |
0:48 | LINK | Linked to the loader |
0:00 | ART | "You Win!" |
- = 6 Nov 2019 = - | ||
23:51 | SKELETON | class |
23:50 | GENERATION | Anyway |
23:50 | DONE | Created script for Victory |
23:44 | STATUS | NOTHING to test yet! |
23:43 | SCRIPT | Defeated |
23:36 | CONFIRMED | That works |
23:35 | TEST | Take XXVIII |
23:35 | FIXED | Just one "i" |
23:32 | TEST | Take XXVII |
23:32 | TECHNO | That sounds pretty cryptic, I know |
23:32 | COSMETIC | Once off gauge pointer NOT drawn until it's back |
23:30 | DONE | Get dead characters off the time gauge |
23:25 | NOTE | Please note that stuff is not yet done, but at least THIS part works.... |
23:25 | STATUS | It all APPEARS to be working now |
23:23 | COSMETIC | MOAR speed! |
23:22 | TEST | Take XXVI |
23:22 | FIXED | Illegal Function Call |
23:20 | TEST | Take XXV |
23:20 | FIXED | Call to wrong class |
23:20 | FIXED | Speed in animation... It was now really bothering me |
23:16 | TEST | Take XXIV |
23:16 | NOTE | I'll get to speeding up the death animation later! |
23:16 | FIXED | Invalid table reference |
23:15 | NOTE | But at least it works, and that's worth a lot, already |
23:15 | UNDESIREABLE | Enemy disappearance too slow |
23:10 | TEST | Take XXIII |
23:10 | NALA | Rebuilding |
23:10 | FIXED | A link bug |
23:01 | TEST | Take XXII |
23:01 | POWERSHELL | So here oges.... |
23:01 | NALA | Well.... yeah it has to happen... again... |
23:01 | FIXED | Ah! |
23:00 | BUG | Global var is nil??? |
22:59 | TEST | Take XXI |
22:59 | STATUS | And NOW we can try this for real |
22:59 | DUMMIED | This force crash |
22:57 | CONFIRMED | And now the forced crash DOES take place |
22:55 | TEST | Take XX |
22:55 | EXPERIMENT | Let's try this.... |
22:54 | COCKROACH | The fact that the forced crash never takes place makes clear the required function is never executed |
22:52 | TEST | Take XIX |
22:52 | DEBUG | Force crash to see if the function that should be called is actually called at all, as it looks like it's not |
22:49 | COCKROACH | All the hard work I did, though appears to be ignored, and I don't know why |
22:48 | STATUS | Don't ask me what happened, but at least the crashes belong to the past |
22:47 | TEST | Take XVIII |
22:47 | EXPERIMENT | Not that I know what I'm doing, but here goes nothing! |
22:19 | TEST | Take XVII |
22:18 | NOTE | Some work, hopefully that will do something good |
22:16 | RESULT | [string "Trans: Trans: Link code RPG API"]:196: Requested character 'FOE_1' does not exist stack traceback: [string "Trans: Trans: Link code RPG API"]:196: in function <[string "Trans: Trans: Link code RPG API"]:191> (...tail calls...) [string "NIL"]:590: in field 'Char' [string "Trans: Script/Use/Specif...b/Combat_Foes.nil"]:131: in field 'Compile' [string "Trans: Script/Use/Specif...at_Start_Link.nil"]:97: in function 'LetsGetReadyToRumble' [string "Let's get ready to rumble!"]:1: in main chunk |
22:03 | TEST | And Text XVI |
22:03 | POWERSHELL | So.... |
22:02 | NALA | I must rebuild NALA |
22:02 | COCKROACH | And yeah we got ourself a real cockroach |
22:02 | DEBUG | I've put in some extra crap as I cannot debug this error |
21:57 | TEST | Take XV |
21:57 | EXPERIMENT | Let's see what happens |
21:57 | BUG | This will be a nasty one, but I gotta try |
21:53 | TEST | Take XIV |
21:53 | FIXED | Which fixes a crash in the process |
21:53 | DONE | DEATH redirection |
21:50 | UPDATED | Lic/versions |
21:50 | UPDATED | Readme.md |
21:47 | TEST | Take XII |
21:47 | FIXED | Missing fields in FOE class |
21:47 | TEST | Take XII |
21:45 | FIXED | Illegal function name |
21:43 | TEST | Take XI |
21:43 | FIXED | And Fixed it! |
21:43 | SOLVED | Found it |
21:40 | HUH | WTF... Missing 'end'? |
21:36 | TEST | Take X |
21:36 | FIXED | Learn how to spell, dummy! |
21:33 | TEST | Take IX |
21:33 | FIXED | Lack of self |
21:31 | TEST | Take VII |
21:31 | FIXED | The hard way then? |
21:31 | COCKROACH | GRRR! |
21:28 | TEST | Take VI |
21:28 | EXPERIMENT | Let's see if this works... |
21:26 | TEST | Take VI |
21:26 | FIXED | Forwarding issues |
21:23 | TEST | Take V |
21:23 | FIXED | Correct table definition |
21:22 | STATUS | At least I could load a savegame already |
21:21 | TEST | Take IV |
21:21 | FIXED | Wrong variable in header code |
21:21 | STATUS | All errors in NALA itself appear to be accounted for... (I hope) |
21:16 | TEST | Take III |
21:16 | POWERSHELL | Right! |
21:15 | POWERSHELL | Right? |
21:15 | NALA | You know the deal... |
21:15 | FIXED | Declaration errors in the glue script |
21:13 | TEST | Take II |
21:13 | POWERSHELL | Rebuilding the game itself with my building script and tools |
21:12 | POWERSHELL | Running my compilation script |
21:12 | NALA | Of course I need to recompile NALA for this |
21:12 | FIXED | Good start.... I already had to fix a bug in the NALA link up scripts.... Cool! |
21:10 | TEST | Take I |
21:10 | TEST | Well.... Wish me luck! |
21:06 | REMOVED | No longer needed debug line |
21:04 | NOTE | HEY! That's important too.... Without a break I'd eventually snap and then stuff will never come to be! |
21:04 | DONE | I've taken a break |
19:24 | NOTE | NOTHING of this has been tested yet.... And that test will start soon.... It won't be an easy go, though, I suspect.... This is complex stuff so tons of bugs are to be expected... :( |
19:17 | DONE | Money drop |
18:58 | UPDATED | Big vUpdate |
18:12 | STATUS | And this will allow me to add the item and money drops when enemies die |
18:11 | FOE | And I've adepted the goblin and the blue slime so they can drop stuff |
18:10 | DATABASE | Foe editor now allows to set up item drops |
16:56 | DONE | |
16:41 | ANALYSIS | Quick analysis shows me that, the drops have not yet been put in.... Doh! |
16:39 | NOTE | I see that I'll have to do some more adeptions to my Foe Editor before I can go on, as I don't see any item drops in the NIL output |
16:25 | DONE | Experience base calcuator |
16:25 | LINK | Quick linkup to character position based on their tags |
16:10 | DONE | Taken care of "real life" stuff |
13:08 | UPDATED | Github |
13:06 | GITHUB | Checklist #70 |
12:53 | ENHANCEMENT | Support alternate experience earnings due to status changes |
12:43 | TODO | |
12:36 | CONFIG | Set up the EXP rating system... Not everybody gets the same amount of EXP, a few random factors and a few fixed factors are taken to mind. |
12:36 | DONE | Some Enemy death stuff, like fading away |
11:19 | NOTE | I cannot yet test this all, as there's still a lot of code to be written here.... |
11:16 | STATUS | No errors were reported in the process! I guess I did get a lot of warnings, hahaha! |
11:15 | POWERSHELL | And thus I'll run my compilation script! |
11:15 | NALA | NALA must be recompiled though |
11:15 | LINK | Such linking call stuff together |
11:14 | NIL | And Written the link code for NIL |
11:13 | C# | I've Expanded the API with quick scale set ups (which I'll need to make the enemies die properly) |
- = 5 Nov 2019 = - | ||
19:07 | VISUALSTUDIO | A bit of work! |
17:33 | DONE | Tons of "real life" stuff was in my way today |
- = 3 Nov 2019 = - | ||
22:37 | VISUALSTUDIO | Yeah I did some work, even tough I had little time today |
1:11 | FONT | DOS Font operative, but won't be used in this game, still it's good to have ;) |
1:10 | ENHANCEMENT | Pixel replacer |
0:02 | ENHANCEMENT | I've enhanced TQMG with an animated picture loader the way BlitzMax and BlitzBasic feature it.... I simply need it for my by-project, but I guess I can also make NALA compatible with it... Not planned for the short term, though |
- = 2 Nov 2019 = - | ||
20:10 | CONFIRMED | It works now! |
20:08 | FIXED | Perhaps it works now.... Let's see.... |
20:07 | SOLVED | Wait a minute, I think I see it! |
20:07 | INVESTIGATION | All the code I got renders what happens impossible, and yet it happens.... I think some extra lines of code are in order to find out what is really going on here.... |
20:04 | INVESTIGATION | And now to see why that bug pops up, as that is a pretty nasty one |
20:04 | JUDGMENT | Better! |
20:02 | TEST | take X |
20:02 | COSMETIC | Is this better? |
20:02 | JUDGMENT | Too much |
20:01 | TEST | Test IX to make sure that part is well now, as the former is harder to do! |
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