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21:59 | FIXED | Code typo |
21:57 | TEST | Take II |
21:57 | FIXED | Declaration fault in xmath |
21:55 | TEST | Take I |
21:55 | GENERATION | Although it should already have been done, I'll generate the anyway scripts again, to make sure that the class is at least being read. |
21:54 | STATUS | 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. |
16:03 | SCRIPT | Hurt class set up |
15:31 | UPDATED | So I spent quite some time updating all that crap |
15:31 | STATUS | Oh my! My nil libs repository REALLY was backlogged |
1:32 | BACKUP | Running |
1:32 | CONFIG | Backup tool config updated |
- = 28 Oct 2019 = - | ||
23:40 | DONE | a few teeeny weeny things |
- = 27 Oct 2019 = - | ||
23:32 | LINK | The 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.... |
23:27 | SKELETON | Execution |
23:25 | UPDATED | Lic |
23:23 | GENERATION | And this required me to regenerate all Anyway collections |
23:23 | NIL | I'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.... |
14:16 | STATUS | And that is as far as time allows me today |
14:16 | C# | And I made a good start to that.... |
13:23 | VISUALSTUDIO | Started the AltDir project... That was planned anyway, and days with little time, like today, are perfect for that |
13:08 | STATUS | Today 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 = - | ||
23:44 | BITBUCKET | Updated |
23:44 | GITHUB | Updated |
23:43 | STATUS | I do have to wrote a few linkthroughs in SpellAni though |
23:42 | STATUS | As 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... |
23:17 | BUG | Nothing should make that possible, but this should be a later concern, perhaps later setups can sort this out.... |
23:15 | BUG | Almost there, but I wonder what that negative picture was doing there... It doesn't belong there |
23:13 | TEST | Test XIX must point out if this actually does (as it should) make Irravonia appear during her attack |
23:07 | FIXED | Misnaming issue |
23:01 | VERIFIED | the 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 |
23:01 | SITE | Added tag VERIFIED |
22:59 | INVESTIGATION | Now time to take a look inside my magic JCR file as I do think we need to sort a few things out here |
22:59 | STATUS | Not sure if that did what I desired |
22:58 | TEST | Take XVIII |
22:58 | NOTE | doesn't solve the problem, but a test is in order |
22:58 | COSMETIC | A few changes |
22:52 | CONFIRMED | Well, 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! |
22:49 | TEST | Take XVII |
22:49 | FIXED | And that should fix this entire issue (I hope) |
22:49 | C# | Written a new overload for GetBundle and fixed a faulty one that should never have been declared the way it is |
22:49 | SOLVED | I think |
22:47 | ANALYSIS | And over to TQMG |
22:46 | ANALYSIS | Code analysis throws the ball back to NALA and not TQMG.... HMMMMM! |
22:45 | INVESTIGATION | But why does this impossible scenario take place? |
22:44 | CONFIRMED | Right, my suspicion was correct |
22:43 | TEST | Take XVI |
22:42 | C# | I've put in a routine that will generate a more proper error message if this is indeed the case |
22:41 | HUH | Now 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.... :-/ |
22:38 | INVESTIGATION | Good, 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. |
22:36 | RESULT | |
22:33 | VISUALSTUDIO | And now for more detailed information, so that I'll use for Take XV |
22:32 | POWERSHELL | I've updated my synchronisation script in order to make sure that negatives are also being synced |
22:25 | BUG | Link established but now I get an error clearly generated by .NET So I need to sort a few things out here... |
22:15 | TEST | Take XIV |
22:15 | NOTE | that SHOULD fix stuff, but who knows |
22:15 | DONE | Autoloadpic has been added to the animator |
22:08 | TEST | Take XIII |
22:08 | DEBUG | I've split a line to see wtf is happening... |
22:08 | COCKROACH | The log confirms the impossibility, so further investigation is required |
22:07 | COCKROACH | The 'nil' persists despite all impossibilities |
21:48 | TEST | Take XII |
21:48 | FIXED | 'nil' |
21:38 | TEST | Take XI |
21:38 | NIL | Tried to link stance to this shit |
21:26 | DATABASE | I had to adept the database records... All records accounted for! |
21:22 | DATABASE | Stance field added |
21:20 | NOTE | To fix that I need to work out a few more things in my IAA database |
21:19 | SOLVED | But I think I know why this happens, and that's pretty silly, actually.... |
21:18 | BUG | But nothing happens, and that's no good! |
21:18 | STATUS | No more error messages |
21:17 | TEST | Take X |
21:17 | NOTE | I will also watch some commedians so expect some slowdowns |
21:14 | BACKUP | Is running |
21:14 | CONFIG | Extra configuration to my backup tool |
21:10 | OFFTOPIC | Yeah, I'd like to watch TV.... Sometimes... So I did watch Mindfuck |
19:54 | STATUS | I'm first gonna watch the news |
19:54 | FIXED | Wrong class called |
19:28 | TEST | Take IX |
19:28 | POWERSHELL | So let's run my powershell compilation script |
19:28 | STUPIDITY | Forgot to recompile NALA after the last upgrades |
19:26 | TEST | And now for take VIII and that brings everything in order, I think |
19:25 | NOTE | And that was Take VII of course... system is acting up on me |
19:25 | FIXED | This is the right tag |
19:25 | TEST | Take VIIadd Fixed Missing property |
19:23 | FIXED | Missing object reference |
19:20 | TEST | Take VI |
19:20 | FIXED | Missing Executor |
19:00 | CONFIRMED | Mesa not understand, but mesa things mesa fixed it |
18:49 | TEST | Take V |
18:49 | FIXED | I hope.... I really don't know or understand it anymore |
18:45 | COCKROACH | Fix ignored |
18:45 | TEST | Take IV |
18:45 | FIXED | ??? |
18:41 | BUG | But there are still things not right! |
18:41 | STATUS | All parse errors appear to be accounted for |
18:39 | TEST | Take III |
18:39 | FIXED | Lack of self |
18:39 | TEST | Take II |
18:37 | FIXED | Declaration syntax errors |
18:35 | TEST | Take I |
18:35 | NOTE | My food is being prepped now, so that will put a damper on my testings... But then again, so did my getting ill |
18:33 | GITHUB | Updated |
18:32 | MEDICAL | I'm still not well, but I guess I'll heave to deal with it.... I feel better than I did several hours before |
13:44 | MEDICAL | Why am I always ill when I got the time to get some work done? |
13:05 | LINK | And link to the next session the spellani |
13:05 | DONE | Heroes should animate now on an action |
12:17 | LINK | That would link everything together forever! |
12:16 | NIL | And I've created the NIL property to make it run smoothly |
12:15 | C# | I've set up a routine that can send to the Lua engine how many frames an animated image has |
- = 25 Oct 2019 = - | ||
17:35 | SCRIPT | Skeleton scope setting |
17:21 | TECHNO | This must make sure the attack animation doesn't go too fast |
17:21 | CONFIG | Skiptimer |
17:18 | NOTE | For 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... |
16:59 | CHECKED | I'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). |
16:45 | PHANTASAR | I 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.... |
16:44 | STUDY | I've been looking into some stuff I may need if I'd still write the VOID IDE for the NIL language |
12:03 | FIXED | Ah, fixed it! |
11:59 | FAILURE | That really sped things up... But NOT in a good way |
11:54 | ENHANCEMENT | I've enhanced TQMG with pixmap manipulation support... |
11:05 | UNDESIREABLE | I 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? |
11:04 | FIXED | I did fix a few issues I had with Neg |
- = 24 Oct 2019 = - | ||
20:59 | STATUS | Now 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.... |
20:50 | PLAN | Let's make sure I'll put this in when it's Star Story's turn to be revamped :P |
20:49 | SITE | Added tag PLAN |
20:49 | STUPIDITY | Now I realize I can also add this directly into NALA without the need of pre-rendered stuff.... This can be faster.... Well.... Oh well.... |
20:47 | CONFIRMED | IT WORKS!!!! YAY!!! |
20:47 | TEST | Let's review this in GJCR |
20:46 | CONFIRMED | The builder picks that up |
20:45 | LINK | I've made it to just import the negatives... For now it's easier that way |
20:45 | NOTE | The result has not yet been tested |
20:45 | C# | I've set up the Neg program in C# now |
16:48 | STATUS | I'm tired now... Trying to keep BlitzMax alive wore me out... And that it didn't even work... CRAP! |
16:29 | 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!) |
16:01 | DONE | I 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.... |
15:52 | FAILURE | But since B+ does not support transparency and can only output into bmp, the tool was rendered useless still... |
15:51 | BLITZPLUS | A tool which can turn images to negative was doable in B+ |
14:43 | BLITZPLUS | Maybe BlitzPlus (or Blitz3D) can still get me a few things done to deal with this matter.... |
14:43 | SITE | Added tag BLITZPLUS |
14:42 | FAILURE | |
10:50 | FAILURE | EPIC FAIL! |
10:50 | STATUS | I 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 = - | ||
17:46 | BACKUP | Running |
17:46 | STATUS | However it's likely that won't be for today |
17:46 | STATUS | With that the next stage of the combat editor can be done |
17:45 | JUDGMENT | And it all looks the way it should |
17:45 | TEST | There is a viewer in my GJCR6 tool and it's png compatible so I can take a look |
17:42 | JCR6 | Let's package all this, as I need to see what this will look like |
17:42 | CONVERT | Converted this to png |
17:40 | ART | The 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 |
17:39 | SYSTEM | Okay! 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 |
17:12 | DONE | Some real-life stuff |
16:17 | PHANTASAR | I've first been working to finish the first version of my newest novel..... Was about time too.... |
- = 22 Oct 2019 = - | ||
16:41 | DATABASE | All items adepted |
16:37 | DATABASE | Added field "Jump2Target" to the IAA databse |
16:18 | PHANTASAR | My work on my brand new novel also continues folks.... |
12:40 | STATUS | I need some rest now.... This is complex work, and one stage of this complex thing has been taken care of now... |
12:37 | BACKUP | Running |
12:37 | BITBUCKET | All updated |
12:37 | GITHUB | All updated |
12:35 | STATUS | That will have to do.... For now.... |
12:33 | TEST | Take TWELVE will have to confirm this! |
12:33 | STATUS | Hopefully it's all cool now.... |
12:33 | CONFIG | A bit more switching around with numbers |
12:29 | TEST | Take ELEVEN! |
12:29 | COSMETIC | And adjusted the time as the message was on the screen too short to be readable |
12:29 | COSMETIC | Box size enlarged for a better look |
12:28 | STATUS | All bugs accounted for, but now for some cosmetic issues |
12:25 | TEST | Take TEN! |
12:25 | FIXED | Illegal function call! |
12:23 | TEST | Take NINE! |
12:23 | NOTE | No not the missing link between ape and human |
12:23 | FIXED | Forgotten link |
12:21 | TEST | Take EIGHT! |
12:21 | FIXED | Font link up |
12:19 | TEST | Take SEVEN! |
12:19 | FIXED | Did I fix it now? |
12:16 | TEST | Take SIX! |
12:16 | FIXED | I hope |
11:53 | BUG | But there is now a link error |
11:53 | STATUS | All PARSE errors accounted for |
11:50 | TEST | Take FIVE!!! |
11:50 | FIXED | MOAR SHIT! |
11:47 | TEST | Take FOUR! |
11:47 | FIXED | Oh crap! |
11:45 | TEST | take THREE |
11:45 | FIXED | Another one |
11:43 | TEST | Take TWO |
11:43 | FIXED | Forward issue |
11:41 | TEST | Take ONE! |
11:41 | STATUS | Time to put it all to the test... WISH ME LUCK!!! |
11:39 | LINK | Linked |
11:34 | TODO | I now must link it all |
11:34 | DONE | Set up some showing routines |
10:55 | TODO | Natural break |
10:55 | UPDATED | vUpdate |
10:55 | FIXED | A quick issue |
10:49 | CONFIG | Box |
10:33 | LINK | A few link up things.... Nothing to see yet, though... |
10:11 | DONE | Message init |
10:00 | GENERATION | Regenerated all anyway files |
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