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
2:12TEST
TESTBrendor Time to find out, eh?
2:11MYSTERY
MYSTERYBut does that work?
2:11SCRIPT
SCRIPTSet the backchain to the field in motion
2:08STUDY
STUDYA few time things
2:07CONFIG
CONFIGTime 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
2:06CONFIRMED
CONFIRMEDFINALLY!!!!
2:04NOTE
NOTEIt's late in the evening or extremely early in the morning so FORGIVE ME!
2:04TEST
TESTTake XLIII
2:04FIXED
FIXEDSet that right
2:03STUPIDITY
STUPIDITYI see I've been using the wrong tags for the wrong stuff... Clever... NOT!
2:00COCKROACH
COCKROACH.NET (or rather NLua) still gives no more clarity
1:59TEST
TESTTake XLII
1:58VOID
VOIDCrash on item drops... I need to do this more properly later
1:55NOTE
NOTEI hope I can pinpoint this soon since we're getting close to 2am
1:54TEST
TESTTake XLI
1:54EXPERIMENT
EXPERIMENTI 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!
1:50COCKROACH
COCKROACH.NET error without further explanation... I always LOVE it when that happens (NOT!)
1:49TEST
TESTTake XL
1:48FIXED
FIXEDI hope
1:48STUPIDITY
STUPIDITYAh, so that's why
1:48COCKROACH
COCKROACHThat didn't seem to do much
1:46TEST
TESTXXXIX
1:46FIXED
FIXED
1:46SOLVED
SOLVEDTagging issue
1:45BUG
BUGMusic stops, but the victory tune does not play
1:41TEST
TESTIrravonia Take XXXVIII
1:41DONE
1:36LINK
LINKVictory tune linked to loader
1:29CONFIRMED
CONFIRMEDVery well, that appears to be working now
1:26TEST
TESTLet's see... Take XXXVII
1:26FIXED
FIXEDAnd fixed it???
1:26SOLVED
SOLVEDI think I solved that riddle
1:21BUG
BUGThe fact that the player menu still appears makes me think that this is NOT yet working the way it should
1:18TEST
TESTTake XXXVI
1:18FIXED
FIXEDLack of self
1:17TEST
TESTXXXV
1:17VOID
VOIDAllergy to negative numbers in direct declare + definition
1:13TEST
TESTTake XXXIV
1:13FIXED
FIXEDDupe group name
1:13FIXED
FIXEDCode placed in wrong group
1:05TEST
TESTTake XXXIII
1:05VOID
VOIDIf you really wanna go THAT way!
1:03TEST
TESTTake XXXII
1:03CHEAT
CHEATDirty code straight from HELL!
1:00TEST
TESTTake XXXI
1:00VOID
VOIDWhat will this do?
1:00COCKROACH
COCKROACHFix defeated
0:58TEST
TESTTake XXX
0:58VOID
VOIDWrote some code to void this issue
0:57BUG
BUGClass field identifiers and the global identifiers still do not properly mix....
0:55TEST
TESTEric Take XXIX
0:55SCRIPT
SCRIPTMake "You Win!" appear
0:55CONFIG
CONFIGSet things right
0:51DONE
DONECompleted the daily challenges in solitaire, mahjong and jigsaw... Hey, I like those... :P
0:51LINK
LINKLinked 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
0:48LINK
LINKLinked to the loader
0:00ART
ART"You Win!"
- = 6 Nov 2019 = -
23:51SKELETON
SKELETONclass
23:50GENERATION
GENERATIONAnyway
23:50DONE
DONECreated script for Victory
23:44STATUS
STATUSNOTHING to test yet!
23:43SCRIPT
SCRIPTDefeated
23:36CONFIRMED
CONFIRMEDThat works
23:35TEST
TESTTake XXVIII
23:35FIXED
FIXEDJust one "i"
23:32TEST
TESTTake XXVII
23:32TECHNO
TECHNOThat sounds pretty cryptic, I know
23:32COSMETIC
COSMETICOnce off gauge pointer NOT drawn until it's back
23:30DONE
DONEGet dead characters off the time gauge
23:25NOTE
NOTEPlease note that stuff is not yet done, but at least THIS part works....
23:25STATUS
STATUSIt all APPEARS to be working now
23:23COSMETIC
COSMETICMOAR speed!
23:22TEST
TESTTake XXVI
23:22FIXED
FIXEDAziella Illegal Function Call
23:20TEST
TESTTake XXV
23:20FIXED
FIXEDCall to wrong class
23:20FIXED
FIXEDSpeed in animation... It was now really bothering me
23:16TEST
TESTTake XXIV
23:16NOTE
NOTEI'll get to speeding up the death animation later!
23:16FIXED
FIXEDInvalid table reference
23:15NOTE
NOTEBut at least it works, and that's worth a lot, already
23:15UNDESIREABLE
UNDESIREABLEEnemy disappearance too slow
23:10TEST
TESTTake XXIII
23:10NALA
NALARebuilding
23:10FIXED
FIXEDA link bug
23:01TEST
TESTTake XXII
23:01POWERSHELL
POWERSHELLSo here oges....
23:01NALA
NALAWell.... yeah it has to happen... again...
23:01FIXED
FIXEDAh!
23:00BUG
BUGGlobal var is nil???
22:59TEST
TESTTake XXI
22:59STATUS
STATUSAnd NOW we can try this for real
22:59DUMMIED
DUMMIEDThis force crash
22:57CONFIRMED
CONFIRMEDAnd now the forced crash DOES take place
22:55TEST
TESTTake XX
22:55EXPERIMENT
EXPERIMENTLet's try this....
22:54COCKROACH
COCKROACHThe fact that the forced crash never takes place makes clear the required function is never executed
22:52TEST
TESTTake XIX
22:52DEBUG
DEBUGForce crash to see if the function that should be called is actually called at all, as it looks like it's not
22:49COCKROACH
COCKROACHMerya All the hard work I did, though appears to be ignored, and I don't know why
22:48STATUS
STATUSDon't ask me what happened, but at least the crashes belong to the past
22:47TEST
TESTTake XVIII
22:47EXPERIMENT
EXPERIMENTNot that I know what I'm doing, but here goes nothing!
22:19TEST
TESTTake XVII
22:18NOTE
NOTESome work, hopefully that will do something good
22:16RESULT
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
22:03TEST
TESTAnd Text XVI
22:03POWERSHELL
POWERSHELLSo....
22:02NALA
NALAI must rebuild NALA
22:02COCKROACH
COCKROACHAnd yeah we got ourself a real cockroach
22:02DEBUG
DEBUGI've put in some extra crap as I cannot debug this error
21:57TEST
TESTTake XV
21:57EXPERIMENT
EXPERIMENTLet's see what happens
21:57BUG
BUGThis will be a nasty one, but I gotta try
21:53TEST
TESTTake XIV
21:53FIXED
FIXEDWhich fixes a crash in the process
21:53DONE
DONEDEATH redirection
21:50UPDATED
UPDATEDLic/versions
21:50UPDATED
UPDATEDReadme.md
21:47TEST
TESTTake XII
21:47FIXED
FIXEDMissing fields in FOE class
21:47TEST
TESTTake XII
21:45FIXED
FIXEDIllegal function name
21:43TEST
TESTTake XI
21:43FIXED
FIXEDAnd Fixed it!
21:43SOLVED
SOLVEDDernor Found it
21:40HUH
HUHWTF... Missing 'end'?
21:36TEST
TESTTake X
21:36FIXED
FIXEDLearn how to spell, dummy!
21:33TEST
TESTTake IX
21:33FIXED
FIXEDLack of self
21:31TEST
TESTTake VII
21:31FIXED
FIXEDThe hard way then?
21:31COCKROACH
COCKROACHGRRR!
21:28TEST
TESTTake VI
21:28EXPERIMENT
EXPERIMENTLet's see if this works...
21:26TEST
TESTTake VI
21:26FIXED
FIXEDForwarding issues
21:23TEST
TESTTake V
21:23FIXED
FIXEDCorrect table definition
21:22STATUS
STATUSAt least I could load a savegame already
21:21TEST
TESTTake IV
21:21FIXED
FIXEDWrong variable in header code
21:21STATUS
STATUSAll errors in NALA itself appear to be accounted for... (I hope)
21:16TEST
TESTTake III
21:16POWERSHELL
POWERSHELLRight!
21:15POWERSHELL
POWERSHELLRight?
21:15NALA
NALAYou know the deal...
21:15FIXED
FIXEDDeclaration errors in the glue script
21:13TEST
TESTTake II
21:13POWERSHELL
POWERSHELLRebecca Rebuilding the game itself with my building script and tools
21:12POWERSHELL
POWERSHELLRunning my compilation script
21:12NALA
NALAOf course I need to recompile NALA for this
21:12FIXED
FIXEDGood start.... I already had to fix a bug in the NALA link up scripts.... Cool!
21:10TEST
TESTTake I
21:10TEST
TESTWell.... Wish me luck!
21:06REMOVED
REMOVEDNo longer needed debug line
21:04NOTE
NOTEHEY! That's important too.... Without a break I'd eventually snap and then stuff will never come to be!
21:04DONE
DONEI've taken a break
19:24NOTE
NOTENOTHING 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... :(
19:17DONE
DONEMoney drop
18:58UPDATED
UPDATEDBig vUpdate
18:12STATUS
STATUSAnd this will allow me to add the item and money drops when enemies die
18:11FOE
FOEAnd I've adepted the goblin and the blue slime so they can drop stuff
18:10DATABASE
DATABASEFoe editor now allows to set up item drops
16:56DONE
16:41ANALYSIS
ANALYSISQuick analysis shows me that, the drops have not yet been put in.... Doh!
16:39NOTE
NOTEI 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
16:25DONE
DONEExperience base calcuator
16:25LINK
LINKQuick linkup to character position based on their tags
16:10DONE
DONETaken care of "real life" stuff
13:08UPDATED
UPDATEDGithub
13:06GITHUB
GITHUBChecklist #70
12:53ENHANCEMENT
ENHANCEMENTSupport alternate experience earnings due to status changes
12:43TODO
12:36CONFIG
CONFIGScyndi 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.
12:36DONE
DONESome Enemy death stuff, like fading away
11:19NOTE
NOTEI cannot yet test this all, as there's still a lot of code to be written here....
11:16STATUS
STATUSNo errors were reported in the process! I guess I did get a lot of warnings, hahaha!
11:15POWERSHELL
POWERSHELLAnd thus I'll run my compilation script!
11:15NALA
NALANALA must be recompiled though
11:15LINK
LINKSuch linking call stuff together
11:14NIL
NILAnd Written the link code for NIL
11:13C#
C#I've Expanded the API with quick scale set ups (which I'll need to make the enemies die properly)
- = 5 Nov 2019 = -
19:07VISUALSTUDIO
VISUALSTUDIOA bit of work!
17:33DONE
DONETons of "real life" stuff was in my way today
- = 3 Nov 2019 = -
22:37VISUALSTUDIO
VISUALSTUDIOYeah I did some work, even tough I had little time today
1:11FONT
FONTDOS Font operative, but won't be used in this game, still it's good to have ;)
1:10ENHANCEMENT
ENHANCEMENTPixel replacer
0:02ENHANCEMENT
ENHANCEMENTI'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 = -
20:10CONFIRMED
CONFIRMEDIt works now!
20:08FIXED
FIXEDPerhaps it works now.... Let's see....
20:07SOLVED
SOLVEDWait a minute, I think I see it!
20:07INVESTIGATION
INVESTIGATIONAll 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....
20:04INVESTIGATION
INVESTIGATIONAnd now to see why that bug pops up, as that is a pretty nasty one
20:04JUDGMENT
JUDGMENTBetter!
20:02TEST
TESTtake X
20:02COSMETIC
COSMETICIs this better?
20:02JUDGMENT
JUDGMENTToo much
20:01TEST
TESTTest IX to make sure that part is well now, as the former is harder to do!
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