| 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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 |
| 10:03 | TEST |  Take II |
| 10:03 | VOID |  Hopefully this helps |
| 10:02 | FAILURE |  For some reason the game freezes |
| 9:57 | TEST |  Take I (and only take I hope) |
| 9:57 | STATUS |  Although no trouble can be expected, a test is still in order! Let's go! |
| 9:57 | FIXED |  Boss Defeated not properly noted, to it would appear again, and a again, and again |
| 9:56 | SASKIA |  Boss |
| 9:55 | MAPSCRIPT |  Boss |
| 9:53 | BOSS |  SuperPink |
| 9:49 | TRANSFER |  Art SuperPink |
| 0:29 | UPDATED |  Alpha |
| 0:22 | UPDATED |  vUpdate |
| 0:22 | STATUS |  The boss itself will be done later! |
| 0:22 | CONFIRMED |  Yes! It happens like that! |
| 0:21 | CONFIRMED |  That seems to be happening |
| 0:18 | TEST |  Take IX |
| 0:18 | SCRIPT |  I've set "The True Abyss" to unlock in the manu menu if the Abyss has been completed |
| 0:15 | STATUS |  Of course, now to find out if stuff actually works |
| 0:14 | CONFIRMED |  At least I see the data I wanted to see stored at the respective spot |
| 0:00 | TEST |  Take VIII |
| 0:00 | FIXED |  Illegal API call |
| - = 26 Feb 2020 = - |
| 23:56 | TEST |  Take VII |
| 23:56 | NOTE |  Of course, it could be something else, but let's see |
| 23:56 | FIXED |  Like ALWAYS it's likely the .NET error was not an issue in the .NET part of the code.... I forgot a return command in the NIL code |
| 23:51 | TEST |  Take VI |
| 23:51 | DEBUG |  MOAR debug crap to sort out |
| 23:42 | CONFIRMED |  Yup the bug is in the unlocker, but that was to be expected |
| 23:38 | TEST |  Take V |
| 23:38 | DEBUG |  Debugging impossible, but let's at least put on some markers which hopefully tell me more |
| 23:38 | BUG | |
| 23:34 | TEST |  Take IV |
| 23:33 | FIXED |  Forgotten link |
| 23:29 | TEST |  Take III |
| 23:29 | FAILURE |  Build Failure |
| 23:27 | TEST |  Take II |
| 23:27 | FIXED |  Definition errors |
| 23:21 | TEST |  And That's what I'm gonna test first right now! |
| 23:20 | NOTE |  Important note! The boss fight is skipped for now, as I do first want to test if the True Abyss is actually being unlocked or not |
| 23:20 | SASKIA |  Basis Boss Script |
| 23:12 | ACHIEVEMENT |  Beyond Infinity |
| 23:01 | NOTE |  I will NOT start with the True Abyss right away.... That is really something for later! |
| 23:01 | TUTORIAL |  The True Abyss |
| 22:52 | LINK |  up module |
| 22:30 | LUA |  A Lua Script (written as a string in the core of BUBBLE) has been adapted to be able to contact this crap |
| 22:30 | C# |  I've done a few adaptions to the core of bubble for configuration purposes... |
| 22:06 | STATUS |  All is fine now.... But now I need to find a good way to get "The True Abyss" unlocked, and that ain't gonna be easy |
| 20:46 | TEST |  Take VIII |
| 20:46 | FIXED |  Curse error |
| 20:46 | TODO | |
| 20:46 | ABILITY |  Blast |
| 20:34 | TEST |  Take VII |
| 20:34 | FIXED |  Loading error |
| 20:31 | TEST |  Take VI |
| 20:31 | FIXED |  ANother... GRRR! |
| 20:27 | TEST |  Take V |
| 20:27 | NOTE |  Time for the next take, but the news comes soon.... Oh crap! |
| 20:27 | DONE |  Woof.... I'm full! |
| 20:03 | STATUS |  Before I continue.... first my dinner |
| 20:03 | FIXED |  Another Arena Syntax Error |
| 20:00 | TEST |  Take IV |
| 20:00 | FIXED |  Dir error |
| 19:56 | TEST |  Take III |
| 19:56 | FIXED |  Arena Syntax Error |
| 19:53 | TEST |  Take II |
| 19:52 | FIXED |  Missing Arena Link in Map |
| 19:48 | TEST |  Take I |
| 19:48 | BUBBLE |  Project update due to new graphic contributor |
| 19:41 | NOTE |  The boss is not yet there.... This comes later if all else works the way it should.... |
| 19:41 | ARENA |  Abyss |
| 19:31 | CONFIG |  Enemies for Abyss set |
| 19:31 | FOE |  Alien |
| 19:26 | FOE |  U.F.O. |
| 18:04 | FOE |  Pinky |
| 17:38 | TRANSFER |  Art Pinky |
| 17:38 | TRANSFER |  Art Alien |
| 17:38 | TRANSFER |  Art UFO |
| 17:25 | CONFIRMED |  All as well for now.... |
| 12:33 | TEST |  Take XXXIII should confirm this |
| 12:33 | STATUS |  With that everything should be in order for the next stage of this place.... Random treasures |
| 12:33 | FIXED |  Exit floor 10 not working |
| 12:32 | FIXED |  Dominance conflict |
| 12:22 | TEST |  All I can do is run a test, and if I can make it to level 10, I must assume all is fine |
| 12:21 | NOTE |  This is the kind of bug though of which you never know it's fixed, unless the evidence is shown that it's not |
| 11:56 | EXPERIMENT |  I hope this will prevent the no-exit bug |
| 9:50 | TEST |  Take XXXII |
| 9:49 | DEBUG |  Extra data |
| 9:49 | BUG |  For some reason it appears possible a level is generated without an exit |
| 9:30 | TEST |  Take XXXI |
| 9:30 | FIXED |  Untagged plasmas |
| 9:17 | TEST |  Take XXX |
| 9:17 | FIXED |  Script Error |
| 9:13 | TEST |  Take XXIX |
| 9:13 | FIXED |  I think????? |
| 9:11 | DEBUG |  The long shows MINUS widths and heights..... Kthura can't understand such things (for obvious reasons) |
| 9:02 | TEST |  Take XXVIII |
| 9:02 | FIXED |  Compile error in NALA discovered and fixed |
| 9:01 | TEST |  Take XXVII |
| 9:01 | FIXED |  Script error |
| 8:58 | TEST |  Take XXVI |
| 8:58 | DONE |  Operation Tiled Zone |
| 8:58 | STATUS |  Awake now |
| 1:23 | STATUS |  And I gotta find some sleep as I am dead tired now |
| 1:23 | NOTE |  Exits can better be replaced with TiledAreas so I can ZA_Enter them |
| 1:12 | TEST |  Take XXV |
| 1:12 | DEBUG |  More detail on debug, so hopefully I can see a few things can may be able to go wrong |
| 1:08 | BUG |  However the loose platform bug is as horrible as I feared as it can (and did) cause unreachable exits |
| 1:08 | CONFIRMED |  That takes care of a few dupe issues |
| 1:03 | TEST |  Take XXIV |
| 1:03 | FIXED |  Duped |
| 1:03 | DONE |  BREAK! |
| 1:00 | TEST |  Take XXIII |
| 1:00 | VOID |  False generations will not lead to extra bottom textures |
| 0:59 | NOTE |  And a little order movement... perhaps that helps |
| 0:58 | EXPERIMENT |  Forcing tagmap rebuild and let's see if that does add the exit, which didn't pop up in the tag list (for some silly reason). |
| 0:57 | COSMETIC |  Exit coordinates not right |
| 0:56 | BUG |  There are still some issues though... BIG issues |
| 0:55 | CONFIRMED |  That seemed to be it... indeed |
| 0:51 | TEST |  Take XXII |
| 0:51 | NOTE |  I do not know if that was the main issue, but it's fixed now, anyway (which had to happen anyway) |
| 0:50 | FIXED | |
| 0:50 | STUPIDITY |  No ref to the file yet made |
| 0:45 | TEST |  Take XXI |
| 0:45 | DEBUG |  Hopefully this makes a bit clearer, or at least as clear as they can be in this bizarre situation |
| 0:45 | ENHANCEMENT |  Spawn error chatcher expanded |
| 0:45 | HUH |  And now the log doesn't make sense |
| 0:38 | TEST |  Take XX |
| 0:38 | DEBUG |  A debug line must gimme a bit of clarity on a few matteres |
| 0:38 | BUG |  The error thrown by .NET is useless as it doesn't give me the right pinpoin data... At least I do know it goes wrong in .NET and thus inside the generator itself (but that was given the situation also not otherwise possible) |
| 0:31 | TEST |  Take XIX |
| 0:31 | NALA |  Compile and |
| 0:31 | LINK |  Linked that to the generator internally |
| 0:31 | LINK |  That Also links this to game itself in the process |
| 0:30 | NIL |  part done |
| 0:30 | C# |  C# part done |
| 0:28 | STUPIDITY |  Right!!!! The exit texture had to be configurable |
| 0:25 | TEST |  Let's see! |
| 0:25 | C# | The generator itself has been done.... Well sort of as I have NO IDEA AT ALL if it works..... |
| 0:01 | STATUS |  The harder part is now to arrive.... The actual generation |
| - = 25 Feb 2020 = - |
| 22:35 | STATUS |  Cool! Still a lot to do, but now the stage has been set to actually get into the creation of the generator itself (which will already be pretty hard.... I think) |
| 22:30 | TEST |  Take XVII |
| 22:30 | FIXED |  Forgot the texture attachment |
| 22:25 | TEST |  Take XVI |
| 22:25 | C# | I've added the routine that will add the bottom parts of the platforms.... Since the start plate will be added along with the other plates the generator will add, this should be perfectly safe for the start plate and also later the finish plate |
| 22:17 | STATUS |  Not there yet.... FAR from it! |
| 22:16 | CONFIRMED |  An NOW stuff works the way it should in this stage of the project |
| 22:10 | TEST |  Take XV |
| 22:10 | EXPERIMENT |  Let's see if Alpha is the evil here |
| 22:07 | TEST |  Take XIV |
| 22:07 | INVESTIGATION |  NOTHING in the code justifies what I see, so I need an extra debug line to get more clarity |
| 22:03 | NOTE |  This was however not the issue, as I could only check layer 001 in game (002 came up when checking in Kthura).... |
| 22:02 | FIXED |  Bad dominance in layer 002 |
| 22:01 | RESULT |  The blockmap output confirms everything to be right, however I do not see the starting platforms... This could be a visibility error (which I doubt, as I explicity set it) or a dominance issue with the background plasma... The latter is not unlikely |
| 21:57 | NOTE |  If it goes wrong now.... Extra debug code could be required, I think |
| 21:56 | TEST |  Take XIII |
| 21:56 | FIXED |  Bad Operator |
| 21:52 | TEST |  Take XII |
| 21:52 | FIXED |  Compilation failure for NALA (C# code typo) |
| 21:51 | TEST |  Take XI |
| 21:51 | FIXED |  Bad formula causes bad start position |
| 21:47 | TEST |  Take X |
| 21:47 | FIXED |  Wrong field |
| 21:34 | TEST |  Take IX |
| 21:34 | FIXED |  Start exit spot not tied to starting position of starting plate |
| 21:29 | TEST |  Take VIII |
| 21:28 | FIXED |  Fixed that stupid issue |
| 21:22 | BUG |  Haha, I forgot to set the texture for the plates..... What an idiot I am |
| 21:17 | TEST |  Take VII NEXT! |
| 21:17 | NOTE |  Yeah, it was that trivial |
| 21:17 | FIXED |  Malformed C-string format query |
| 21:17 | NOTE |  Clearly the system not understand how to generate the layer tag |
| 21:13 | FIXED |  Forgot to update method to new situation |
| 20:39 | TEST |  Take VI |
| 20:38 | FIXED |  Map Linkups |
| 20:31 | TEST |  Take V |
| 20:30 | FIXED |  Illegal class call in field linker |
| 20:23 | TEST |  Take IV |
| 20:23 | TEST |  Fixed Tag errors in Kthura map itself |
| 20:23 | STATUS |  The game starts, but I'm NOT there yet |
| 20:19 | TEST |  Take III |
| 20:19 | FIXED |  Linker code typos |
| 20:15 | TEST |  Take II |
| 20:15 | FIXED |  And that is the first bug fixed |
| 20:15 | LINK |  Did that now anyway |
| 20:15 | STUPIDITY |  Forgot to link the generator to the API list in NALA |
| 20:10 | TEST |  Take I |
| 20:10 | NALA |  It goes without saying that all tests coming now require a rebuild of NALA, so I won't note that all the time |
| 20:04 | MAPSCRIPT |  Connected to Generator |
| 20:04 | LINK |  LinkScript for MapScripts |
| 19:58 | STATUS |  From this point there is no telling if it will work..... I do first need to link the map, though, so let's get onto that.... |
| 19:58 | LINK | |
| 19:58 | NIL |  Link code |
| 19:50 | C# | Basis of the map generator has been set up... That is, all it does at the present time is generate the start plate.... Nothing more.... And some cosmetic things also need to be done there.... But at least I can now link this to NIL, giving me the possibility to make the first test runs |
| 16:25 | NOTE |  And it goes without saying that once the gnerator is about to be put to the test, I will have to recompile NALA all the time |
| 16:25 | STATUS |  I do require some rest before the actual generator will be made |
| 16:25 | STATUS |  With that the pre-work is most of all done.... |
| 16:19 | C# | Cleaner |
| 16:19 | CONFIG |  Max sizes set |
| 16:08 | LINK |  All VERRRRY important, you know |
| 16:08 | NIL |  Link code also available |
| 16:08 | C# | Size config possible now |
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