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22:21TEST
TEST Take Three
22:21FIXED
FIXED Case error in combat start itself
22:21FIXED
FIXED Scyndi Wrong exit spot for Boss fight
22:15TEST
TEST Take TWO!
22:15FIXED
FIXED Okay, and extra #accept was needed (sigh)
22:11TEST
TEST I need to test this... I must note there is no script yet for lost battles, but that shouldn't be a real issue
22:06DONE
DONE I made it possible for IDDQD to work on enemies
21:27CONFIG
CONFIG I've set up the start up group to accept the parameters needed for Bound-to-lose fights
21:10PHANTASAR
PHANTASAR Wrote my new announcement... Busy busy busy
20:30DONE
DONE It appears the music packer is ready
19:24STATUS
STATUS Well my food has to wait a while and the project can't be tested while the music packer is still going on, so let's take on some daily challenges in Mah-Jong, Solitaire and Jigsaw
19:16CHECKED
CHECKED As far as I can check the combat linker seems at least fine with it, but I do not know about the full stuff
19:13LINK
LINK I've linked the boss config to the SASKIA script, however the combat config contains fields that may not be fully taken up well, so some workout is needed here
19:07CONFIG
CONFIG I've set up the base config for the fight against the Big Mama Slime, but I need to note that the fact that this is a bound to lose fight may not be taken up well yet.
19:02LINK
LINK Once this operation is done the first part to link the general boss music (and the music of several other bosses as well) to the scripts that should activate bosses is done
19:01NOTE
NOTE As this is a very time consuming operation (since the music files are pretty big), I'll in the meantime cook my dinner
19:00JCR6
JCR6 And next I'll pack the music file again
18:59LUA
LUA I've adapted the Lua script I use to create the music files to make more alias, particularly of several boss fights
18:48DONE
DONE Sorted out music
18:31CONFIRMED
CONFIRMED Well... sort of... At least I've made sure that things work if you win the fight... If that also happens if you lose... I don't know
18:28FAILURE
FAILURE Lags
18:27UPDATED
UPDATED Loads of Github stuff updated
18:22SASKIA
SASKIA Based on this study I've set up the script to make a good linkthrough... It's hard to test this entirely well, as this checkup is only meant to make sure you won the battle before the boss appears....
17:59NOTE
NOTE Cut me some slack will ya, I never used this before, and it's been ages since I set up SASKIA, and if you realize all the work I've done since then, you'd understand :P
17:58STUDY
STUDY I needed to look up how SASKIA works on this department
17:55BACKUP
BACKUP Before I begin though, a little backup
17:54SASKIA
SASKIA Now the hard part.... SASKIA has not yet been put to the test when it comes to conditional workouts
17:54CONFIRMED
CONFIRMED Brendor So far I see exactly that what I hoped for... good!
17:51TEST
TEST Okay, let's do that AGAIN!
17:51STUPIDITY
STUPIDITY Imbecile
17:49TEST
TEST Let's go again!
17:49FIXED
FIXED Merya Mod import needed
17:46TEST
TEST And I need to see what will happen now!
17:46LINK
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
17:28TEST
TEST Let's try that AGAIN!
17:27FIXED
FIXED Fixed it
17:27STUPIDITY
STUPIDITY I feel I'm gonna do this wrong countless times
17:25TEST
TEST I need to check if that works, though
17:25LINK
LINK First part linked through SASKIA
17:13NOTE
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....
17:10SCENARIO
SCENARIO I worked out the scenario for Irravonia's boss confrontation....
16:53CONFIRMED
CONFIRMED BEAUTIFUL! It works now!
16:47TEST
TEST Only one way to find out!
16:47EXPERIMENT
EXPERIMENT Will this work?
16:47DONE
DONE Tried it with a different approach
16:47COCKROACH
COCKROACH THAT wasn't very helpful
16:44TEST
TEST I need to test what this will do
16:44DONE
DONE Deactivated SASKA force crash in main script
16:36FIXED
FIXED No layer link on chainmap
16:28NOTE
NOTE (Which was only to be expected)
16:28TODO
TODO But it appears SASKIA has not yet been completely linked through
16:27FIXED
FIXED Well this does indeed fix the NIL
16:25TEST
TEST Irravonia And of course, now I gotta see what'll happen
16:20EXPERIMENT
EXPERIMENT So I tried this
16:19INVESTIGATION
INVESTIGATION I THINK I would out what went wrong here, although I do not have solid evidence yet
16:16DONE
DONE Added a quick note in the source code!
16:15INVESTIGATION
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....

15:41INVESTIGATION
INVESTIGATION So let's find out what's going on here. Are you coming, my dear Watson?
15:40ANALYSIS
ANALYSIS So something must be wrong with the way the label is either formed or sent
15:40BUG
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
15:37TEST
TEST So let's test this all out!
15:37DEBUG
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 ;)
15:36NOTE
NOTE Since it's the first time a SASKIA script is used like this, bugs can be expected
15:36LINK
LINK I made a ZoneAction link to the SASKIA label from the map zone meant for this purpose
15:32CHECKED
CHECKED The SASKIA script appears to have a skeleton section for the boss fight already
15:31CHECKED
CHECKED A bit of stuff in the Xenor Bushes map file
15:30VISUALSTUDIO
VISUALSTUDIO A lot of work here is done now... Good.... Still loads to do
- = 12 Nov 2019 = -
1:14VISUALSTUDIO
VISUALSTUDIO Work work work!
- = 11 Nov 2019 = -
19:08BACKUP
BACKUP Running
- = 10 Nov 2019 = -
22:33CONFIRMED
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
22:24TEST
TEST Take V
22:24VOID
VOID Crash prevention
22:18TEST
TEST Take IV
22:18FIXED
FIXED I think I fixed it!
22:16TEST
TEST Take III
22:16DEBUG
DEBUG Errors pop up, and I hope these lines tell me why!
21:45TEST
TEST Take II
21:45FIXED
FIXED Eric Library error
21:44TEST
TEST Here goes... Take I
21:44STATUS
STATUS This has not yet been tested, so....
20:00SCRIPT
SCRIPT Exp and AP rewards for moves if applicable
13:39FIXED
FIXED I fixed the damage that caused
13:39FAILURE
FAILURE Data conflict
13:29DATABASE
DATABASE I've added the AP and skill experience gainer for items and moves
12:55STATUS
STATUS I already set up its stats and stuff, and balancing is not really needed since you are supposed to lose that fight anyway
12:54STATUS
STATUS Very well, now that this has all been done, it's time to make the first boss enemy enter the field....
12:10UPDATED
UPDATED vUpdate
12:08CONFIRMED
CONFIRMED Well at least there's SOMETHING that I can get on the roll in one go.... sheesh!
12:03TEST
TEST Take 1
12:03TECHNO
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.....

12:01DONE
DONE I've set up the system that will activate your vitality at the end of the battle
11:48CONFIRMED
CONFIRMED IT WORKS!
11:46TEST
TEST Take D
11:46FIXED
FIXED Enemies should not be able to target the back row
11:41FIXED
FIXED Foes have no player fields
11:39TEST
TEST Take C
11:39FIXED
FIXED Wrong variable used for max heroes
11:38BUG
BUG But 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
CONFIRMED I can finally confirm that the dupe enemy crash bug has indeed been fixed.... A bit late, but better late than never
11:33TEST
TEST Aziella Take B
11:33FIXED
FIXED Well fixed that
11:33STUPIDITY
STUPIDITY If somebody can screw something this easy, I can....
11:30TEST
TEST Take A
11:30STATUS
STATUS So here goes
11:30NOTE
NOTE This has not yet been tested though
11:30DONE
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
11:23C#
I've Altered the Foe Compiler to load the negative versions of enemies as well
0:04STATUS
STATUS The AI works, however as the FOE stance animator doesn't yet work, this is where it ends... for now....
- = 9 Nov 2019 = -
23:47FIXED
FIXED Stupidity killed the cat

Or was that saying different?

23:44FIXED
FIXED Code typo
23:43LINK
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
23:34STATUS
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
23:33STATUS
STATUS FINALLY!
23:10TEST
TEST Take FIVE
23:10FIXED
FIXED DOH!
23:07TEST
TEST Take FOUR
23:06FIXED
FIXED Kan ik dan ook NIKS?
23:04FIXED
FIXED Illegal function call formulation
23:02TEST
TEST Take THREE!
23:02FIXED
FIXED Bullshit
23:01BUG
BUG Bullshit!
23:00TEST
TEST Take TWO!
23:00FIXED
FIXED Code Typo (GoedGekeurd became Afgekeurd) :P
22:51TEST
TEST Take ONE (or am I really too pessimistic now?)
22:50TECHNO
TECHNO All I can test is if there are no parse errors while loading, so that's what I'll do
22:49STATUS
STATUS Merya There is no telling if it all works the way it should though!
22:49LINK
LINK Link with the AI module has been established
22:34SCRIPT
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
21:40SCRIPT
SCRIPT And I've scripted the Default AI script, however it cannot yet be tested
21:39WALKTHROUGH
WALKTHROUGH Wrote the walkthrough for King's Quest IV... A walkthough, about, say 30 years or so overdue...
1:10NOTE
NOTE And the rest comes later
1:09SKELETON
SKELETON An empty void function
1:09SKELETON
SKELETON AI Default module
- = 8 Nov 2019 = -
1:08STATUS
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 = -
23:45TEST
TEST Well, gotta see how this will look in-game, don't I?
23:45FIXED
FIXED Level Up Flash taking forever should henceforth be fixed
23:44JUDGMENT
JUDGMENT That will have to do
23:43GENERATION
GENERATION So let's generate this again!
23:42JUDGMENT
JUDGMENT That is still too high, but looks better already
23:41JCR6
JCR6 I only need GJCR to check how the new numbers will be
23:41GENERATION
GENERATION Made a new calculation with new numbers
23:39INVESTIGATION
INVESTIGATION The latter appears to be the result of very extreme calculation results
23:37BUG
BUG And the experience from level II to III is waaaaay too much, folks
23:37BUG
BUG The flickering after a level up appears to last forever
23:33COCKROACH
COCKROACH Oh Crap!
23:31TEST
TEST I didn't count the takes this time, but I suppose I should have
23:30FIXED
FIXED ???
23:30COCKROACH
COCKROACH And since things going well is a mortal sin, another crash pops up
23:28FIXED
FIXED I should have fixed that now, though
23:27BUG
BUG Level up will crash the game
23:25FIXED
FIXED I may have fixed #76, but I need luck to see if that's true or not
23:16COCKROACH
COCKROACH Dernor Something I get so tired due to this
23:16FIXED
FIXED Syntax error
23:15NOTE
NOTE I'll only know if two of the same enemies appear without crashing the game...
23:14EXPERIMENT
EXPERIMENT I've set some things up and hopefully that will fix things up at last....
22:55SOLVED
SOLVED the mystery behind the crashes when compiling foes has been solved... Now I need a proper solution... :-/
22:51FIXED
FIXED Illegal function call
22:44NOTE
NOTE And at this point it's pretty hard to test
22:44DONE
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
21:22LINK
LINK Set it into the general asset loader
21:21FAILURE
FAILURE Although a test did make the system go haywire, and I do not know why
21:18AUDIO
AUDIO Recycled the "Level Up" sound from The Fairy Tale REVAMPED
18:50COCKROACH
18:29COCKROACH
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!
18:26CONFIRMED
CONFIRMED I can at least say that the corrupted savegames did appear to stop
18:25HUH
HUH The crash mysteriously went away
18:22EXPERIMENT
EXPERIMENT I need to sort this out!
18:22COCKROACH
COCKROACH Oh crap!
18:16FIXED
FIXED Declaration error
17:45TEST
TEST Let's Go!
17:45DONE
DONE #75 Although I must test if that all works the way it should
16:50DONE
DONE Some "real life" stuff
15:27POWERSHELL
POWERSHELL NALA compilation script
15:26NALA
NALA Kill Character
15:18NALA
NALA Each iterator for chars
15:01FIXED
14:59NALA
NALA Rebecca Loaded Character Listout
11:35NOTE
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).
11:34INVESTIGATION
INVESTIGATION I think that my neglecting to clean up the FOE records from the RPG database is what causes that to happen.
11:31FAILURE
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
11:31CONFIRMED
CONFIRMED The Music issue has been fixed
11:21TEST
TEST Take LVIII
11:21FIXED
FIXED Wrong var name
11:21TEST
TEST Take LVII
11:18EXPERIMENT
EXPERIMENT Let's see if this fixes the music issue!
3:03STATUS
STATUS And I'll frustrate myself some more when I had some sleep
3:03BITBUCKET
BITBUCKET all pushed
3:03GITHUB
GITHUB All pushed
2:54STATUS
STATUS Music popper still bugged as popped music won't play, however that is a later concern
2:50TEST
TEST Take LVI
2:50FIXED
FIXED I hope
2:48COCKROACH
COCKROACH Almost there... Now if only the music pop would work the way it should work...
2:46TEST
TEST Take LV
2:46FIXED
FIXED I can only hope
2:45COCKROACH
COCKROACH
2:43TEST
TEST Take LIV
2:43FIXED
FIXED ANother cockroach?
2:40TEST
TEST Ya never know, but let's see... Take LIII
2:40FIXED
FIXED Did I get that lie out?
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