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
21:59FIXED
FIXEDCode typo
21:57TEST
TESTTake II
21:57FIXED
FIXEDDeclaration fault in xmath
21:55TEST
TESTTake I
21:55GENERATION
GENERATIONAlthough it should already have been done, I'll generate the anyway scripts again, to make sure that the class is at least being read.
21:54STATUS
STATUSBrendor Okay, time to test this, but all I can test is the absence of parse errors, as this class cannot yet be tested for full workings yet.... Since the execution routine is not fully ready I cannot yet link this stuff, but I needed it to be ready in order to properly write that routine.
16:03SCRIPT
SCRIPTHurt class set up
15:31UPDATED
UPDATEDSo I spent quite some time updating all that crap
15:31STATUS
STATUSOh my! My nil libs repository REALLY was backlogged
1:32BACKUP
BACKUPRunning
1:32CONFIG
CONFIGBackup tool config updated
- = 28 Oct 2019 = -
23:40DONE
DONEa few teeeny weeny things
- = 27 Oct 2019 = -
23:32LINK
LINKThe linkup function has been written to make the script able to link all chosen targets to the actual effect calcuator.... This routine is vital as this is decisive in making sure that 1-target move and multi-target moves can run by means of the same script, and makes sure that all targets that should be hit are equally hit.... Sounds more complicated than it is....
23:27SKELETON
SKELETONExecution
23:25UPDATED
UPDATEDLic
23:23GENERATION
GENERATIONAnd this required me to regenerate all Anyway collections
23:23NIL
NILI've created an empty NIL script which should help me on the execution of moves... Which is to say the actual calculations of damage, healing, buffs, debuffs, status changes, well everything....
14:16STATUS
STATUSAnd that is as far as time allows me today
14:16C#
C#And I made a good start to that....
13:23VISUALSTUDIO
VISUALSTUDIOStarted the AltDir project... That was planned anyway, and days with little time, like today, are perfect for that
13:08STATUS
STATUSToday I'll be expecting a friend, so I can better refrain from complicated stuff on the game... So I'll go for some easier projects in stead as long as I got the time!
- = 26 Oct 2019 = -
23:44BITBUCKET
BITBUCKETUpdated
23:44GITHUB
GITHUBUpdated
23:43STATUS
STATUSI do have to wrote a few linkthroughs in SpellAni though
23:42STATUS
STATUSAs SpellAni has no value in this stage of the game, I'll have to skip that for now, and move on to the next stage and that's where the action is actually being executed...
23:17BUG
BUGNothing should make that possible, but this should be a later concern, perhaps later setups can sort this out....
23:15BUG
BUGAlmost there, but I wonder what that negative picture was doing there... It doesn't belong there
23:13TEST
TESTTest XIX must point out if this actually does (as it should) make Irravonia appear during her attack
23:07FIXED
FIXEDMisnaming issue
23:01VERIFIED
VERIFIEDthe pictures are not empty... BUT... I can see the naming does not match the way it should be, so that should be easy to fix
23:01SITE
SITEIrravonia Added tag VERIFIED
22:59INVESTIGATION
INVESTIGATIONNow time to take a look inside my magic JCR file as I do think we need to sort a few things out here
22:59STATUS
STATUSNot sure if that did what I desired
22:58TEST
TESTTake XVIII
22:58NOTE
NOTEdoesn't solve the problem, but a test is in order
22:58COSMETIC
COSMETICA few changes
22:52CONFIRMED
CONFIRMEDWell, that fixes the C# issues, I think, but now Irravonia disappears completely, and that is NOT how things should be, so I wonder what happened!
22:49TEST
TESTTake XVII
22:49FIXED
FIXEDAnd that should fix this entire issue (I hope)
22:49C#
C#Written a new overload for GetBundle and fixed a faulty one that should never have been declared the way it is
22:49SOLVED
SOLVEDI think
22:47ANALYSIS
ANALYSISAnd over to TQMG
22:46ANALYSIS
ANALYSISCode analysis throws the ball back to NALA and not TQMG.... HMMMMM!
22:45INVESTIGATION
INVESTIGATIONBut why does this impossible scenario take place?
22:44CONFIRMED
CONFIRMEDRight, my suspicion was correct
22:43TEST
TESTTake XVI
22:42C#
C#I've put in a routine that will generate a more proper error message if this is indeed the case
22:41HUH
HUHNow this belongs in the realm of impossibilities.... It would suggest no JCR file is properly attached to the bundle loader... This cannot be possible as that would mean that other bundles would generate the same error.... Irravonia's walking in the field wouldn't be possible by that, so I wonder why it still happens.... :-/
22:38INVESTIGATION
INVESTIGATIONGood, at least the system has understood that this is about loading a bundle.... So that means that it must really be TQMG where it goes wrong, or at least where not the right error is being generated to seriously debug.
22:36RESULT
RESULT
22:33VISUALSTUDIO
VISUALSTUDIOAnd now for more detailed information, so that I'll use for Take XV
22:32POWERSHELL
POWERSHELLI've updated my synchronisation script in order to make sure that negatives are also being synced
22:25BUG
BUGLink established but now I get an error clearly generated by .NET

So I need to sort a few things out here...

22:15TEST
TESTTake XIV
22:15NOTE
NOTEthat SHOULD fix stuff, but who knows
22:15DONE
DONEEric Autoloadpic has been added to the animator
22:08TEST
TESTTake XIII
22:08DEBUG
DEBUGI've split a line to see wtf is happening...
22:08COCKROACH
COCKROACHThe log confirms the impossibility, so further investigation is required
22:07COCKROACH
COCKROACHThe 'nil' persists despite all impossibilities
21:48TEST
TESTTake XII
21:48FIXED
FIXED'nil'
21:38TEST
TESTTake XI
21:38NIL
NILTried to link stance to this shit
21:26DATABASE
DATABASEI had to adept the database records... All records accounted for!
21:22DATABASE
DATABASEStance field added
21:20NOTE
NOTETo fix that I need to work out a few more things in my IAA database
21:19SOLVED
SOLVEDBut I think I know why this happens, and that's pretty silly, actually....
21:18BUG
BUGBut nothing happens, and that's no good!
21:18STATUS
STATUSNo more error messages
21:17TEST
TESTTake X
21:17NOTE
NOTEI will also watch some commedians so expect some slowdowns
21:14BACKUP
BACKUPIs running
21:14CONFIG
CONFIGExtra configuration to my backup tool
21:10OFFTOPIC
OFFTOPICYeah, I'd like to watch TV.... Sometimes... So I did watch Mindfuck
19:54STATUS
STATUSI'm first gonna watch the news
19:54FIXED
FIXEDWrong class called
19:28TEST
TESTTake IX
19:28POWERSHELL
POWERSHELLAziella So let's run my powershell compilation script
19:28STUPIDITY
STUPIDITYForgot to recompile NALA after the last upgrades
19:26TEST
TESTAnd now for take VIII and that brings everything in order, I think
19:25NOTE
NOTEAnd that was Take VII of course... system is acting up on me
19:25FIXED
FIXEDThis is the right tag
19:25TEST
TESTTake VIIadd Fixed Missing property
19:23FIXED
FIXEDMissing object reference
19:20TEST
TESTTake VI
19:20FIXED
FIXEDMissing Executor
19:00CONFIRMED
CONFIRMEDMesa not understand, but mesa things mesa fixed it
18:49TEST
TESTTake V
18:49FIXED
FIXEDI hope.... I really don't know or understand it anymore
18:45COCKROACH
COCKROACHFix ignored
18:45TEST
TESTTake IV
18:45FIXED
FIXED???
18:41BUG
BUGBut there are still things not right!
18:41STATUS
STATUSAll parse errors appear to be accounted for
18:39TEST
TESTTake III
18:39FIXED
FIXEDLack of self
18:39TEST
TESTTake II
18:37FIXED
FIXEDDeclaration syntax errors
18:35TEST
TESTTake I
18:35NOTE
NOTEMy food is being prepped now, so that will put a damper on my testings... But then again, so did my getting ill
18:33GITHUB
GITHUBUpdated
18:32MEDICAL
MEDICALI'm still not well, but I guess I'll heave to deal with it.... I feel better than I did several hours before
13:44MEDICAL
MEDICALWhy am I always ill when I got the time to get some work done?
13:05LINK
LINKMerya And link to the next session the spellani
13:05DONE
DONEHeroes should animate now on an action
12:17LINK
LINK That would link everything together forever!
12:16NIL
NILAnd I've created the NIL property to make it run smoothly
12:15C#
C#I've set up a routine that can send to the Lua engine how many frames an animated image has
- = 25 Oct 2019 = -
17:35SCRIPT
SCRIPTSkeleton scope setting
17:21TECHNO
TECHNOThis must make sure the attack animation doesn't go too fast
17:21CONFIG
CONFIGSkiptimer
17:18NOTE
NOTEFor the short term I did decide to remove the "jump-to-enemy" routine... It will be too much of a hassle, too much risks for bugs, and I've been in the Xenor Bushes way too long by now too...
16:59CHECKED
CHECKEDI've checked how stuff reacts to attack poses as they are (mostly) fully animated (well fully is a big word, but they do have multiple frames).
16:45PHANTASAR
PHANTASARI couldn't resist to start a few things up for my next novel, however this might be a true challenge, as the synopsis is very very short this time and lacks loads of details.... Vital details....
16:44STUDY
STUDYI've been looking into some stuff I may need if I'd still write the VOID IDE for the NIL language
12:03FIXED
FIXEDAh, fixed it!
11:59FAILURE
FAILUREThat really sped things up... But NOT in a good way
11:54ENHANCEMENT
ENHANCEMENTI've enhanced TQMG with pixmap manipulation support...
11:05UNDESIREABLE
UNDESIREABLEI did find out that it took hours to get the Big Mama Slime done, however, a look in Visual Studio's memory monitor did show me why, and I feel stupid for that.... But I know what I can do to get that out of the way.... A good night's sleep can do that, eh?
11:04FIXED
FIXEDI did fix a few issues I had with Neg
- = 24 Oct 2019 = -
20:59STATUS
STATUSNow it may seem not much has been done, but don't be fooled... This was an important step in getting stuff working in the combat sequence....
20:50PLAN
PLANLet's make sure I'll put this in when it's Star Story's turn to be revamped :P
20:49SITE
SITEAdded tag PLAN
20:49STUPIDITY
STUPIDITYNow I realize I can also add this directly into NALA without the need of pre-rendered stuff.... This can be faster.... Well.... Oh well....
20:47CONFIRMED
CONFIRMEDIT WORKS!!!! YAY!!!
20:47TEST
TESTLet's review this in GJCR
20:46CONFIRMED
CONFIRMEDThe builder picks that up
20:45LINK
LINKI've made it to just import the negatives... For now it's easier that way
20:45NOTE
NOTEThe result has not yet been tested
20:45C#
C#Dernor I've set up the Neg program in C# now
16:48STATUS
STATUSI'm tired now... Trying to keep BlitzMax alive wore me out... And that it didn't even work... CRAP!
16:29C#
C#TQMG has been enhanced with a quick GetPixel and PutPixel method (well more than that, as there are some overloads, but WHO FREAKIN' CARES!)
16:01DONE
DONEI did find some useful stuff though in C#, I only need to work this out a bit more... All in all my time in B+ is not wasted as it does make a nice prototype....
15:52FAILURE
FAILUREBut since B+ does not support transparency and can only output into bmp, the tool was rendered useless still...
15:51BLITZPLUS
BLITZPLUSA tool which can turn images to negative was doable in B+
14:43BLITZPLUS
BLITZPLUSMaybe BlitzPlus (or Blitz3D) can still get me a few things done to deal with this matter....
14:43SITE
SITEAdded tag BLITZPLUS
14:42FAILURE
FAILURE
10:50FAILURE
FAILUREEPIC FAIL!
10:50STATUS
STATUSI need to write a quick app in BlitzMax.... Since my blitzmax compiler doesn't work in 'real' windows, but only on my Mac, and the Windows compiler inside a Windows driven VirtualBox Virtual Machine, I guess I must have a shutdown in Windows now.... Yeah, it's really stupid that I need a mac to get a windows program working, and I really wouldn't believe it myself if it wasn't happening right before my own two eyes...
- = 23 Oct 2019 = -
17:46BACKUP
BACKUPRunning
17:46STATUS
STATUSHowever it's likely that won't be for today
17:46STATUS
STATUSWith that the next stage of the combat editor can be done
17:45JUDGMENT
JUDGMENTAnd it all looks the way it should
17:45TEST
TESTThere is a viewer in my GJCR6 tool and it's png compatible so I can take a look
17:42JCR6
JCR6Let's package all this, as I need to see what this will look like
17:42CONVERT
CONVERTConverted this to png
17:40ART
ARTThe old version had not attack stances. I decided to do them for this version, and thus a sprite of Young Irravonia attacking the enemy has been created
17:39SYSTEM
SYSTEMOkay! I decided to gave GraphicsGale a chance when it comes to pixel art manipulation.... I have to get a bit used to it, but it seems to have some very essential stuff for pixel art only, so let's see
17:12DONE
DONESome real-life stuff
16:17PHANTASAR
PHANTASARI've first been working to finish the first version of my newest novel..... Was about time too....
- = 22 Oct 2019 = -
16:41DATABASE
DATABASEAll items adepted
16:37DATABASE
DATABASEAdded field "Jump2Target" to the IAA databse
16:18PHANTASAR
PHANTASARMy work on my brand new novel also continues folks....
12:40STATUS
STATUSI need some rest now.... This is complex work, and one stage of this complex thing has been taken care of now...
12:37BACKUP
BACKUPRunning
12:37BITBUCKET
BITBUCKETRebecca All updated
12:37GITHUB
GITHUBAll updated
12:35STATUS
STATUSThat will have to do.... For now....
12:33TEST
TESTTake TWELVE will have to confirm this!
12:33STATUS
STATUSHopefully it's all cool now....
12:33CONFIG
CONFIGA bit more switching around with numbers
12:29TEST
TESTTake ELEVEN!
12:29COSMETIC
COSMETICAnd adjusted the time as the message was on the screen too short to be readable
12:29COSMETIC
COSMETICBox size enlarged for a better look
12:28STATUS
STATUSAll bugs accounted for, but now for some cosmetic issues
12:25TEST
TESTTake TEN!
12:25FIXED
FIXEDIllegal function call!
12:23TEST
TESTTake NINE!
12:23NOTE
NOTENo not the missing link between ape and human
12:23FIXED
FIXEDForgotten link
12:21TEST
TESTTake EIGHT!
12:21FIXED
FIXEDFont link up
12:19TEST
TESTTake SEVEN!
12:19FIXED
FIXEDDid I fix it now?
12:16TEST
TESTTake SIX!
12:16FIXED
FIXEDI hope
11:53BUG
BUGBut there is now a link error
11:53STATUS
STATUSAll PARSE errors accounted for
11:50TEST
TESTTake FIVE!!!
11:50FIXED
FIXEDMOAR SHIT!
11:47TEST
TESTScyndi Take FOUR!
11:47FIXED
FIXEDOh crap!
11:45TEST
TESTtake THREE
11:45FIXED
FIXEDAnother one
11:43TEST
TESTTake TWO
11:43FIXED
FIXEDForward issue
11:41TEST
TESTTake ONE!
11:41STATUS
STATUSTime to put it all to the test... WISH ME LUCK!!!
11:39LINK
LINKLinked
11:34TODO
TODOI now must link it all
11:34DONE
DONESet up some showing routines
10:55TODO
TODONatural break
10:55UPDATED
UPDATEDvUpdate
10:55FIXED
FIXEDA quick issue
10:49CONFIG
CONFIGBox
10:33LINK
LINKA few link up things.... Nothing to see yet, though...
10:11DONE
DONEMessage init
10:00GENERATION
GENERATIONRegenerated all anyway files
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