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
10:06FIXED
FIXEDDarkText inclusion
10:04TEST
TESTTake I
10:04STATUS
STATUSOnly one way to find out!
10:03STATUS
STATUSNo idea if this will work and I frankly expect DOZENS of nasty cockroaches
10:03DONE
DONEThis in combination with their name
10:02DONE
DONEFor enemies the enemy letter of a selected target will appear, for a playable character their icon as also used on the time gauge
10:01TECHNO
TECHNOI should note that for multi-targets I've just set up a basic table... Sometimes you mustn't make things more complex than needed
10:00DONE
DONEI've set up the detection if a target is selected or not
9:12NOTE
NOTE(Or at least I hope so)
9:12STUDY
STUDYNow I need to do things a bit differently than normal, but hey, it'll work out,trust me ;)
- = 20 Sep 2019 = -
22:32OFFTOPIC
OFFTOPICAnd now I wonder who knows what "Opgeruimd staat netjes" means :P
22:32BITBUCKET
BITBUCKETupdated
22:32GITHUB
GITHUBUpdated
22:32REMOVED
REMOVEDTons of needless whitelines
22:32FIXED
FIXEDAn issue in my MKL_Updater
21:51ITCH.IO
ITCH.IOUpdated
21:51BITBUCKET
BITBUCKETupdated
21:51GITHUB
GITHUBUpdated
21:50STATUS
STATUSOh, lately I've been a bit absorbed by the game Septerra Core.... However as I'm about to start the final dungeon, I guess that will soon no longer be a valid excuse
21:49STATUS
STATUSWell this was the EASY part.... The hard part has yet to come....
21:48STATUS
STATUSBrendor All errors so far accounted for
21:46TEST
TESTTake III
21:46FIXED
FIXEDIllegal class access
21:44TEST
TESTTake II
21:44FIXED
FIXEDCase Error
21:42TEST
TESTTake I
21:40STATUS
STATUSThe moment suprème!
21:40LINK
LINKAction code activated
21:39SKELETON
SKELETONSkeleton code, remember. ;)
21:39NOTE
NOTEThis is under the hood as these links are for now ignored, plus the target selector stage is empty at this moment....
21:38LINK
LINKI've linked the target selector to the attack menu item
21:35CONFIRMED
CONFIRMEDAt least that doesn't seem to happen.... Good!
21:33TEST
TESTLet's go! Take I
21:32NOTE
NOTEAll I can test now is whether or not any parse errors pop up
21:32NOTE
NOTEMade sure ANYWAY is loaded before the link takes place
21:31LINK
LINKItem loader linked to it!
21:31DONE
DONESkeleton code set up for target selector (which does not yet work)
15:49DONE
DONEIrravonia's twig has been adapted for this!
15:40NOTE
NOTEThis may appear obvious, but it's not quite.... You gotta keep in mind that Irravonia will (once she's an adult) carry wands which can hold special spells for attacks, and the ultimate weapons will also have some different effects.
15:39DATABASE
DATABASEAdded a field which deterimes which kind of attack is done by a weapon when "attack" is chosen from the combat menu
- = 19 Sep 2019 = -
21:51PHANTASAR
PHANTASARAnd that story also goes on!
19:43UPDATED
UPDATEDvUpdate
19:43STATUS
STATUSAll cool!
19:40TEST
TESTTake IX
19:40FIXED
FIXEDA different function SHOULD do it....
19:40STATUS
STATUSIrravonia almost there
19:39NOTE
NOTEI don't need YOU to tell me that I was at least consistent >:(
19:38TEST
TESTTake VIII
19:38FIXED
FIXEDOf course I fixed that
19:38FUCKYOU
FUCKYOUI hate myself
19:36TEST
TESTTake VII
19:36FIXED
FIXEDIs that all?
19:34TEST
TESTTake VI
19:34FIXED
FIXEDMisnaming
19:32TEST
TESTTake V
19:32FIXED
FIXEDIncorrect line endings
19:30TEST
TESTTake IV
19:30FIXED
FIXEDAnd fixed a parse error in the process, I hope
19:30GENERATION
GENERATIONRegenerated the Anyway scripts
19:28TEST
TESTTake III
19:28FIXED
FIXEDNow it has been save
19:28STUPIDITY
STUPIDITYForgot to save before testing.... DOH!
19:27COCKROACH
COCKROACHFix ignored!
19:24TEST
TESTTake II
19:24FIXED
FIXEDParse error
19:20TEST
TESTTake I
19:20NOTE
NOTEClicking the items won't do ANYTHING at the present time!
19:20STATUS
STATUSWith this I can test if the cursor will light up when properly hovering, PLUS I can see if it's green when allowed and red when not allowed....
19:19DONE
DONECursor
18:45LINK
LINKLinked to the loader
18:42CONFIG
CONFIGEric hotspots (I hope I did that well)
18:42ART
ARTSplit-up
18:36ART
ARTI did recycle the cursor.... I know I'm gonna need it.... Unfortunately!
18:00NOTE
NOTEThis is only under-da-hood... So no visual effect yet!
18:00DONE
DONEData added to the class database
12:29NOTE
NOTENo data yet!
12:29DONE
DONESet up a menu class....
- = 18 Sep 2019 = -
16:22MEDICAL
MEDICALI feel a bit sick.... I hope it's nothing serious
16:22JUDGMENT
JUDGMENTBETTER!
16:21TEST
TESTTake IV
16:21DONE
DONEThis should fix the coord issue
16:20JUDGMENT
JUDGMENT
  1. Picture appears, but the coordinates are not good
  2. Flashing character pic in char bar doesn't work, but that is acutally the LEAST of my concerns
15:42TEST
TESTTake III
15:42FIXED
FIXEDCase error
15:39TEST
TESTSo NOW I can do take II
15:37DONE
DONESome real-life stuff
15:37PHANTASAR
PHANTASARAnother chapter
13:20FIXED
FIXEDLack of self
13:18TEST
TESTLet's see....
13:18COSMETIC
COSMETICPicture shows
13:11LINK
LINKI made the gauge updater link to the correct character tag (Simple enough, but critically important).
- = 17 Sep 2019 = -
23:03PHANTASAR
PHANTASARAnother chapter
21:06JUDGMENT
JUDGMENTCool!
21:03TEST
TESTTake III
21:03FIXED
FIXEDAziella Code typo
21:01TEST
TESTTake II
21:01FIXED
FIXEDAnd I think I found out why the menu didn't appear
20:58GITHUB
GITHUBInterestest in how my Dijkstra pathfinder works... Here you see my own test source ;)
20:11INVESTIGATION
INVESTIGATIONCome, my dear Watson! We gotta find out why!
20:11BUG
BUGThat's cool, but despite everything the menu does not appear
20:09TEST
TESTRight, let's get to take I, at last!
17:59STATUS
STATUSI just have a life too, you know, so sometimes I can do pretty little....
17:58NOTE
NOTEIt's however not yet tested
17:58DONE
DONESet in in the game
14:14LINK
LINKThe combat routine will now load this
10:14LINK
LINKLinked to the loader
10:10ART
ARTThe combat menu picture
- = 16 Sep 2019 = -
21:55BACKUP
BACKUPRuning
21:52STATUS
STATUSFINALLY!
21:50TEST
TESTTake VIII
21:50FIXED
FIXEDBug in audio loader
21:31TEST
TESTTake VII
21:31DONE
DONEWell, back to business
21:30POWERSHELL
POWERSHELLWhich I'll now do
21:30NALA
NALAI must recompile NALA because of that
21:30FIXED
FIXEDWhich I fixed, of course
21:30STUPIDITY
STUPIDITYForgotten return command in Audio obtainer
21:29TEST
TESTTake VI
21:28DONE
DONEPlay signal command
21:28STATUS
STATUSMerya Almost there
21:27TEST
TESTTake V
21:27VOID
VOIDStatic vars are not the way they should be,are they?
21:24TEST
TESTTake IV
21:24FUCKYOU
FUCKYOUDON'T WHINE! YOU FUCKING FUCKSHIT INTERPRETER!
21:19TEST
TESTTake III
21:19FIXED
FIXEDCase issue
21:17TEST
TESTTake II
21:17FIXED
FIXEDNon-Static which had to be static
21:15TEST
TESTTake I
21:15LINK
LINKLink to player input (which will just feeze combat for now)
21:09AUDIO
AUDIOStart of turn signal
21:08NOTE
NOTEI guess I really must build in some more protection from "non-ASCII" characters in this devlog tool
21:07PHANTASAR
PHANTASARI must not forget I'm also working on a novel and another chapter has been added.
- = 15 Sep 2019 = -
23:37SITE
SITEAdded tag PHANTASAR
19:05STATUS
STATUSTime for another break!
19:01NOTE
NOTEI won't take too many tries, yet... I'll fix if I need to!
19:01TEST
TESTI need to test this, but with the combat engine active already this may be hard....
18:58POWERSHELL
POWERSHELLRan my NALA compile script
18:58STUPIDITY
STUPIDITYANd I wonder what I was thinking, actually.
18:57DONE
DONEI've set up a way to make Audio live cross state (which was not possible with the current getup)
17:59AUDIO
AUDIOPickup item
17:58SITE
SITEAdded tag AUDIO
17:48STATUS
STATUSThis will allow me to get things on the move in combat, cool!
17:47STATUS
STATUSDernor Hard to judge, but as far as I can tell, it appears to be working
17:45TEST
TESTTake IV
17:45FIXED
FIXEDCode Typo
17:41TEST
TESTTake III
17:41DONE
DONE#accept to void the lack of forward definitions
17:39TEST
TESTTake II
17:39FIXED
FIXEDForgotten "end"
17:38TEST
TESTAnd NOW we can move into Take I
17:38LINK
LINKI forgot to link the gauge update to the IDLE stage
17:37STATUS
STATUSOh wait... I'm too quick!
17:37STATUS
STATUSAt least I can test a littlebit
17:34DONE
DONESkeleton code for updating the guage... The icons should move, but as there's no enemy AI yet, and also no player input nothing will happen once the pointers reach COM... yet!
17:33REMINDER
15:31TEST
TESTVII SHOULD be the final test... but we'll see.... :-/
15:31COSMETIC
COSMETICA tiny bit more fine tuning
15:30JUDGMENT
JUDGMENTAlmost there!
15:29TEST
TESTTake VI
15:29VOID
VOIDTo void an internal bug I don't feel like fixing right now
15:29COSMETIC
COSMETICMore fine tuning
15:25TEST
TESTI'll consider this Take V, as this is still the same workout ;)
15:25COSMETIC
COSMETICWorked out the coordinates
15:19JUDGMENT
JUDGMENTBut there's still A LOT of work to do, that much is also clear!
15:19STATUS
STATUSAll parse errors accounted for
15:17TEST
TESTAnd onto Take IV
15:16TEST
TESTTake III
15:16FIXED
FIXEDRebecca Another act of idiocy
15:14TEST
TESTTake II (I did Take I in silence, as I didn't expect stuff like this).
15:14FIXED
FIXEDthat of course
15:14STUPIDITY
STUPIDITYForgot an important replacement
15:12DONE
DONEI've set the foe letters on the time gauge, although some fine tuning might be in order....
14:09NOTE
NOTEThis would've been hard to test otherwise, and have given me even more nightmares if these bugs were discovered after the game's release, so this is all the way better!
14:08FIXED
FIXEDAnd some issues that could come up should be fixed that way...
14:08LUA
LUAPrototyping
14:00NOTE
NOTEAs before these letters will be used in both the time bar as when selecting enemies to attack (or do otherwise anything with)
13:59DONE
DONEFoe letter generator
12:54STATUS
STATUSTime for a BREAK!
12:54STATUS
STATUSWONDERFUL!
12:45TEST
TESTBut a test is in order to make sure!
12:45STATUS
STATUSEverything should NOW be fixed
12:45STUPIDITY
STUPIDITYI mised up two different example codes.... Silly me
12:42SITE
SITEAnd I guess the devlog was a bit backlogged... Sorry folks... I did keep it up, but I took some time to push it I suppose.... :-/
12:41BUG
BUGOh well...
12:41IRONY
IRONYThe pointer, however is not
12:40IRONY
IRONYIrravonia's head is now on the CORRECT position
12:38TEST
TESTAnd let's see
12:38VISUALSTUDIO
VISUALSTUDIOResync
12:38FIXED
FIXEDI think I fixed the mispositioning for the icon in relation to the pointer
12:30STATUS
STATUSWell Rome wasn't built in one day either, so I guess some more patience is required now
12:30NOTE
NOTENot to mention that Irravonia's face's position is even worse off
12:30STATUS
STATUSAs a result, though this fix DOES put the enemy pointers on the right spot not, but now the player spot is messed up
12:29CONFIRMED
CONFIRMEDScyndi As I suspected the HotSpot system was being ignored
12:26EXPERIMENT
EXPERIMENTLet's try THIS!
12:21DUMMIED
DUMMIEDThe code that does show all NIL internal crap of NALA... I simply don't need it anymore, or at least not right now, and it only messes up my other debugging data!
12:09STATUS
STATUSI need a break, but this is too important, oh crap!
12:09STUPIDITY
STUPIDITYI need to rebuild, and to resync....
12:08NOTE
NOTEalso note what I was looking for, though
12:07FIXED
FIXEDInvalid cyclic call
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