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
20:01FIXED
FIXEDBrendor The latter was cosmetic and therefore easy to fix
20:00BUG
BUGAnd the coordinates of the status are bogus!
20:00BUG
BUGDernor Status "Death" lights up regardless of the fact if that is accurate
19:58REMOVED
REMOVEDUnneeded #accept clauses
19:58TEST
TESTTake VIII
19:58FIXED
FIXEDForgotten fot reference!
19:58STUPIDITY
STUPIDITYIdiot!
19:55TEST
TESTTake VII
19:55FIXED
FIXEDGlobal issue
19:52TEST
TESTTake VI
19:52VOID
VOIDVoided that
19:51FUCKYOU
FUCKYOUDupe identifier, eh?
19:47TEST
TESTTake V
19:47FIXED
FIXED....
19:47STUPIDITY
STUPIDITYI should do that in my entire source
19:43TEST
TESTTake IV
19:43FIXED
FIXEDRight!
19:41STUPIDITY
STUPIDITYNIL != C# and Lua != C# either
19:38TEST
TESTTake III
19:38FIXED
FIXEDJust forgotten commas
19:37BUG
BUGParse error
19:37TEST
TESTTake II
19:35STUPIDITY
STUPIDITYOkay, my previous tests were not valid, because I forgot the anyway generation.... I'm just stupid!
19:30TEST
TESTLet's test if that works!
19:30DONE
DONEAziella Status changes displayed now when targeting
16:57CONFIRMED
CONFIRMEDIrravonia No more status changes
16:20TEST
TESTTake II
16:20FIXED
FIXEDLet's go again!
16:20BUG
BUGI should've known
16:19TEST
TESTTake I
15:11TEST
TESTSo let's at least test that!
15:10NOTE
NOTENone of this has been properly tested yet, though.... and all I can test for frankly now is making sure no errors pop up in compliation time
14:43TECHNO
TECHNOThe full setup for status changes will come later, however this was needed to make sure death can be taken care of accordingly, which is technically also a status change.... Thanks to metatables I can death turn up automatically whenever HP gets to 0 and also automatically remove it when death HP go higher... This will get things a bit more on the move and prevent bugs.... At least, that's what I was hoping for....
14:41SCRIPT
SCRIPTI've set up some great meta scripts in order to do status changes....
0:35VISUALSTUDIO
VISUALSTUDIOIt appears to be working here.... Good!
0:07VISUALSTUDIO
VISUALSTUDIOSome work done here!
- = 1 Nov 2019 = -
23:17STATUS
STATUSCU L8ER!
23:17BITBUCKET
BITBUCKETUpdated
23:17GITHUB
GITHUBUpdated
23:16BACKUP
BACKUPRunning
23:15NOTE
NOTE(At last)
23:15STATUS
STATUSAND NOW IT WORKS!
22:58TEST
TESTTake XXVII
22:58FIXED
FIXEDSo let's do it a bit slower so we can do it well...
22:57STUPIDITY
STUPIDITYI went a littlebit too fast here
22:56TEST
TESTTake XXVI
22:55EXPERIMENT
EXPERIMENTOh, wait a minutes.... Let's try this!
22:55COCKROACH
COCKROACHFix ignored.... as a matter of fact, this is even WORSE!
22:52SOLVED
SOLVEDIssue spot
22:50DEBUG
DEBUGI'm gonna redo that to make sure this is really the case....
22:50BUG
BUGEric But I didn't see the points damage on screen
22:49STATUS
STATUSNo more errors, but....
22:45TEST
TESTTake XXV
22:44POWERSHELL
POWERSHELLAnd thus I'm running my compilation script
22:44NALA
NALAI must recompile NALA for this
22:44NIL
NILExtra methods to the RPG Points class
22:38TEST
TESTTake XXIV
22:38FIXED
FIXEDIllegal function call
22:34TEST
TESTTake XXIII
22:30FIXED
FIXEDYeah, does that count as a fix?
22:30STUPIDITY
STUPIDITYForgot to save, doh!
22:28TEST
TESTTake XXII
22:28FIXED
FIXEDFor real now?
22:28COCKROACH
COCKROACHFix ignored!
22:26TEST
TESTTake XXI
22:26STUPIDITY
STUPIDITYI don't wanna talk about that!
22:26FIXED
FIXEDCode typo
22:19TEST
TESTTake XX
22:19FIXED
FIXEDCrash
22:17TEST
TESTTake XIX
22:17FIXED
FIXEDRounding issue
22:17STATUS
STATUSIt APPEARS fixed
22:15TEST
TESTTake XVIII
22:15EXPERIMENT
EXPERIMENTBut let's see what'll happen
22:14HUH
HUHI gtt it less and less
22:09TEST
TESTTake XVII will tell
22:09FIXED
FIXED Did I fix this?
22:09HUH
HUH???
22:06TEST
TESTAziella Take XVI
22:06FIXED
FIXEDMistyping
22:03TEST
TESTTake XV
22:03FIXED
FIXEDSelf
22:00TEST
TESTTake XIV
22:00FUCKYOU
FUCKYOUThis MUST work!
21:59COCKROACH
COCKROACHI always hate it when these happen
21:59FUCKYOU
FUCKYOURebecca No good
21:56STATUS
STATUSand let's pray
21:56TEST
TESTTake XIII
21:56VOID
VOIDI tried to void that
21:56FUCKYOU
FUCKYOULua has begun to see things that aren't there
21:53TEST
TESTTake XII
21:53FIXED
FIXEDWhiner!
21:51TEST
TESTTake XI
21:51FIXED
FIXEDIllegal function call
21:49TEST
TESTTake X
21:49FIXED
FIXEDIllegal class usage
21:47TEST
TESTTake IX
21:47FIXED
FIXEDThe evil has been found, and killed.... I think
21:45TEST
TESTTake VIII
21:45INVESTIGATION
INVESTIGATIONLet's see what will happen with this extra checkup line
21:26BUG
BUGBut now it appears to have found a "nil" value for Executor.... How come?
21:26STATUS
STATUSAll parse stage errors accounted for
21:24TEST
TESTTake VII
21:24FIXED
FIXEDWrong operator
21:22TEST
TESTMerya Tale VI
21:21FIXED
FIXEDAh, NOW I get it!
21:21HUH
HUHHuh?
21:18TEST
TESTTake V
21:18FIXED
FIXEDAccuracy error
21:18TEST
TESTTake IV
21:17FIXED
FIXEDMany things
21:10STUPIDITY
STUPIDITYYeah, it would save me time if I did those stupid things right from the start, eh?
21:10TEST
TESTTake III
21:10FIXED
FIXEDForgotten declaration
21:08TEST
TESTTake II
21:08FIXED
FIXEDDeclaration typo
21:05TEST
TESTTake I
21:04TEST
TESTTime to put it all to the test!
21:04DEBUG
DEBUGA debug line will tell me how much damage has been done, and how much a target het left
19:46NOTE
NOTEWhich cannot yet be properly tested, though
19:45DONE
DONEWhich is now done
19:45VISUALSTUDIO
VISUALSTUDIOAnd there's still work to be done here too
18:10NOTE
NOTEAnd hopefully it will go without any crap this time
18:10BACKUP
BACKUPRunning
18:09BITBUCKET
BITBUCKETAnd here too
18:09GITHUB
GITHUBI did update this crap though
18:09NOTE
NOTEThis has NOT yet been tested, so I ain't got a clue if this all works
18:08SCRIPT
SCRIPTAttack + Damage set up....
16:54SCRIPT
SCRIPTAccuracy check
16:48DATABASE
DATABASEAccuracy check support
16:00NOTE
NOTEDernor I'll try to use the old code for this as much as possible... This makes sure the stat balancing is in order
15:59STATUS
STATUSNow that this works I can get onto the actual attacks and stuff...
15:58STATUS
STATUSAll clear..... (for now)
15:56TEST
TESTTake XV
15:56FIXED
FIXEDCase error in Hurt
15:55FIXED
FIXEDOkay, I guess that's back on the move.... :-/
15:51FAILURE
FAILUREIt appears to be caused due to a conflict with my backup tool :-/
15:51FAILURE
FAILUREIt appears the repository that is tied to this DevLog has gone a bit haywire
15:49MYSTERY
MYSTERYOr Is that my imagination
15:48FAILURE
FAILUREThings really appear wrong here
15:46TEST
TESTTake XIV
15:46FIXED
FIXEDAcceptance issue
15:44TEST
TESTTake XIII
15:44FIXED
FIXEDAnd that should fix that stoooooooopid action
15:44LINK
LINKEstablished
15:43STUPIDITY
STUPIDITYOf course I forgot to make the Hurt messages visible
15:41JUDGMENT
JUDGMENTstill pretty fast but acceptable now
15:37TEST
TESTTake XII
15:37COSMETIC
COSMETICSlowed down the time gauge as this was really too fast
15:35FAILURE
FAILUREThe last test was take XI and not IX, but sometimes when my computer lags (like now, due to the backup running in the background) things like key reversal sometimes happens (that or I made a mistake, but the former appears more likely, given the situation).
15:34MYSTERY
MYSTERYWorks?
15:34TEST
TESTTake IX
15:29FIXED
FIXEDFlicker stance effect
15:10TEST
TESTTake X
15:10FIXED
FIXEDIllegal field
15:08TEST
TESTRebecca Take IX
15:08FIXED
FIXEDTypo in code
15:06TEST
TESTTake VIII will have to answer this
15:06EXPERIMENT
EXPERIMENTI think I got this issue covered now, but I cannot be sure
15:03DONE
DONEMesa Back!
14:33STATUS
STATUSBRB!
14:33TODO
TODOand purchase the bread I need
14:33BACKUP
BACKUPI'll first make a backup
14:32STATUS
STATUSAnd it won't be easy to get that one under control
14:32INVESTIGATION
INVESTIGATIONI think I know why this happens
14:31BUG
BUGIt keeps repeating itself and will never link through to the execution stage
14:29TEST
TESTTake VII
14:29FIXED
FIXEDDid I fix that?
14:27COCKROACH
COCKROACHKutverdommeselul!
14:25FIXED
FIXEDTake VI
14:25FIXED
FIXED???
14:24BUG
BUGI take that as a "no"!
14:23STATUS
STATUSAll parse stage errors appear to be accounted for, but does everything work now?
14:22FIXED
FIXEDTake V
14:21FIXED
FIXEDUnknown identifier
14:20TEST
TESTTake IV
14:19FIXED
FIXEDAcceptance issue?
14:09TEST
TESTTake III
14:09FIXED
FIXEDMisspelled groupname
14:06TEST
TESTTake II
14:06FIXED
FIXEDScyndi Unaccepted group due to order of reading
14:03TEST
TESTTake I
14:03LINK
LINKBut for starters I've been linking the (not yet complete) execution group into the flow, and set it to resume the combat afterward... I will need to test if this works the way it was intended
14:02PLAN
PLANPlus I must also buy myself some bread today
14:02PLAN
PLANAnd I'll need to do some stuff on my VS project too, so this will be a bit of complex planning
14:00PLAN
PLANThe plan today, however is to go for the execution of the attack at last, however this ain't gonna be easy, or at least it will be time consuming
- = 31 Oct 2019 = -
19:42BACKUP
BACKUPDone
19:42VISUALSTUDIO
VISUALSTUDIOI've been doing some work here, which was planned anyway.... This work may help me on this project also, so it is therefore still vital.
10:14FAILURE
FAILUREIt came to my attention that in Windows 10 (at least on my computer) The Fairy Tale REVAMPED runs terribly slow... Nothing I can do about that right now, as my BlitzMax compiler is broken, and the game will require a complete redo in order to get on the move again.....
- = 30 Oct 2019 = -
21:27NOTE
NOTEIt will soon be dumped in the graveyard to die!
21:27GITHUB
GITHUBVoid project in original form archived
21:04GAMEJOLT
GAMEJOLTAnd the trophies can be used to SHOW OFF ONCE MORE.... and we all think.... FINALLY!!!!
- = 29 Oct 2019 = -
23:01STATUS
STATUSAll errors caused during parsing appear accounted for
22:57TEST
TESTTake V
22:57FIXED
FIXEDneeded
22:57TEST
TESTTake IV
22:52FIXED
FIXEDIllegal class call
22:50TEST
TESTLet's redo take III
22:50STATUS
STATUSInterrupted
21:59TEST
TESTTake III
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