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
12:21FIXED
FIXED Font link up
12:19TEST
TEST Take SEVEN!
12:19FIXED
FIXED Did I fix it now?
12:16TEST
TEST Take SIX!
12:16FIXED
FIXED I hope
11:53BUG
BUG But there is now a link error
11:53STATUS
STATUS All PARSE errors accounted for
11:50TEST
TEST Take FIVE!!!
11:50FIXED
FIXED MOAR SHIT!
11:47TEST
TEST Scyndi Take FOUR!
11:47FIXED
FIXED Oh crap!
11:45TEST
TEST take THREE
11:45FIXED
FIXED Another one
11:43TEST
TEST Take TWO
11:43FIXED
FIXED Forward issue
11:41TEST
TEST Take ONE!
11:41STATUS
STATUS Time to put it all to the test... WISH ME LUCK!!!
11:39LINK
LINK Linked
11:34TODO
TODO I now must link it all
11:34DONE
DONE Set up some showing routines
10:55TODO
TODO Natural break
10:55UPDATED
UPDATED vUpdate
10:55FIXED
FIXED A quick issue
10:49CONFIG
CONFIG Box
10:33LINK
LINK A few link up things.... Nothing to see yet, though...
10:11DONE
DONE Message init
10:00GENERATION
GENERATION Regenerated all anyway files
9:59ENHANCEMENT
ENHANCEMENT I moved the message data to its own group... Makes my code cleaner, and makes it more logical the ENTIRE combat routine accesses everything
9:57DONE
DONE Set up the announce countdown... When the move is announce, the system will wait one second before the move is being executed... Should bring a kind of 'rest'
9:47DONE
DONE I declared some variables for the announcements of the move to perform
- = 19 Oct 2019 = -
23:54JCR6
JCR6 So I decided to do the "Show" section of NJCR, something I orignally planned for the Go version of JCR already, but as those tools will get deprecated as soon as NJCR is fully ready, it won't be added there anymore.
23:53STATUS
STATUS Due to my illness I could not work on the game, and when I felt good enough to do some work, I didn't have enough time to something as complex as the action manager, so that will have to wait for a few days.
22:36MEDICAL
MEDICAL And this day is wasted due to being ill the entire day.... Dang!
9:48CONFIG
CONFIG I had a lot of config this time
9:45BACKUP
BACKUP Brendor Running
9:44JCR6
JCR6 Verbose has been added to NJCR
9:43LINK
LINK Some link-up code has been done to make performing actions possible. When "playing the game" you won't notice anything drastic yet, though.
- = 18 Oct 2019 = -
18:38KITTY
KITTY And I also improved Kitty with a supported languages list
18:38KITTY
KITTY Cobra support
18:38DONE
DONE I had some other Things to take care of today, so I did
- = 17 Oct 2019 = -
20:49FAILURE
FAILURE Only BlitzPlus lacks a few functions which are actually CRUCIAL to do this... MAN! Does everything have to go like this.... :-/
16:49DONE
DONE I've done a few experiments with BlitzPlus... Although I don't like the idea, it appears it's the only option I got left to set something PROPER up....
16:48SECURITY
SECURITY Although it should never happen I did set up an error thrower for when the gauge value exceeds 20000
16:47DONE
DONE Secured end of gauge so I can easily link to the action handler once it's needed
16:36CONFIRMED
CONFIRMED Well, that worked... See, morons... it IS possible!
16:26TEST
TEST Take ONE!
16:26TEST
TEST Anyway, I need to test if the COM2ACT timer works the way it should
16:26FAILURE
FAILURE I guess some people never realized that not all coders studied quantum-physics.
16:25DONE
DONE Well at least I did the ACT2COM timer.... And I wish I could do more.... (Well if software that both WORKS and is USER-FRIENDLY did actually exist, but it appears I need to make a fully graphical tool to make that happen... Somehow).
16:12FAILURE
FAILURE I guess I wasted my time on this one.... Writing software that WORKS and is USER FRIENDLY appears to be too much to ask for these days!
16:10FAILURE
FAILURE And not just one... It appears that ALL outcalls to seperate modules fail....
15:55FAILURE
FAILURE And BlitzMax NG claims to have a succesful compilation but a link error remains.... (GRRR!)
15:31FAILURE
FAILURE And Blitzmax claims my processor doesn't support 64bit (which in fact it does... and BlitzMax Vanilla was not even set up to work with 64bit code anyway, so the entire error doesn't make sense).
15:30FAILURE
FAILURE CodeMirror looked like an easy way to set it up with (the failed language) JavaScript, but they messed up their own file system so even the demos don't work without modifications....
15:30FAILURE
FAILURE vscode's documentation on this topic only mentions irrelevant stuff, and apparently for many people irrelevant stuff is enough, since all stack overflow questions (or on similar sites) lead to people refering to that documentation that is about everything except the stuff I need.
15:28STATUS
STATUS The fact that I do not have a good editor for NIL bugs me.... The lexer in geany doesn't accept // for comments, and many other editors come with configuration that is too complicated for a guy with IQ120+ to understand
- = 15 Oct 2019 = -
17:08STATUS
STATUS later!
17:08BITBUCKET
BITBUCKET Updated
17:08GITHUB
GITHUB Updated
17:07BACKUP
BACKUP Running
17:06STATUS
STATUS Irravonia This will be all for now, as I still need to keep my cool and relax every now and then... The situation is at least that I can move on to the next stage of development... The COM2ACT timing, and then of course, the action itself.... Wish me luck on that one!
17:03STATUS
STATUS And all errors accounted for (as far as I can currently check)
17:03VOID
VOID Bug succesfully avoided
17:01TEST
TEST Take XVIII
17:01EXPERIMENT
EXPERIMENT Let's see.....?
16:57DEBUG
DEBUG The console shows this entire table is empty.... This should not be possible, so the question is why this still happens
16:55TEST
TEST Take XVII
16:53FUCKYOU
FUCKYOU Oh maaaaaaan!
16:51TEST
TEST Take XVI
16:51DEBUG
DEBUG Let's see if I can get a better view on everything now then....
16:50INVESTIGATION
INVESTIGATION What I see now is that the tag is correct, but that no data has been returned.... Once you've elimited all the impossible, whatever remains, however impropable, must be the truth... The tag's not incorrect, so the data initiator must be....
16:46TEST
TEST Take XV
16:46STUPIDITY
STUPIDITY Forgotten )
16:45TEST
TEST Take XIV
16:45DEBUG
DEBUG Let's add a better error thrower for more detailed information!
16:43COCKROACH
COCKROACH A "nil" value???
16:41TEST
TEST Take XIII
16:41FIXED
FIXED Illegal table readout
16:41BUG
BUG Although I'm close, I still don't have my cigar....
16:40STATUS
STATUS Progressing
16:39TEST
TEST Take XII
16:38FUCKYOU
FUCKYOU I hope it works THIS time!
16:38COCKROACH
COCKROACH It HAUNTS me!!!
16:36TEST
TEST Take XI
16:36FIXED
FIXED Fixed now????
16:33COCKROACH
COCKROACH Eric Fix ignored
16:31TEST
TEST Take X
16:31FIXED
FIXED Illegal API call
16:31TEST
TEST Extra take (IX) as I was distracted due to the real life business
16:27STATUS
STATUS At least all parse errors appear to be taken care of, however there is still some stuff to do
16:23DONE
DONE And some real life business came my way
14:31TEST
TEST Take VIII
14:31FIXED
FIXED Code typo in class definition
14:29TEST
TEST Take VII
14:29FIXED
FIXED A case error
14:29STATUS
STATUS I think that works
14:27TEST
TEST Take VI
14:27EXPERIMENT
EXPERIMENT Nope... Let's try it another way
14:23TEST
TEST Take V
14:23EXPERIMENT
EXPERIMENT Let's try this
14:19TEST
TEST Which brings us to take IV
14:19FIXED
FIXED And another
14:19FIXED
FIXED Fixes one bug
14:19DONE
DONE Another #accept
14:19DONE
DONE #accept
14:10TEST
TEST Take III
14:10STUPIDITY
STUPIDITY There wasn't want false case, but TWO.... GRRR!
14:09TEST
TEST Take II
14:09FIXED
FIXED Aziella Case error
14:02NOTE
NOTE I be surprised if this goes well in one go, but we'll hafta wait-n-see, I guess...
14:00TEST
TEST Take I
14:00UPDATED
UPDATED vUpdates
13:30DONE
DONE And some real life stuff.... You know how that goes....
13:30PHANTASAR
PHANTASAR First I wrote another chapter here (I'm terribly chaotic... Don't you know that by now)
11:41LINK
LINK All that should link this properly, but hey, you never know, right?
11:41SCRIPT
SCRIPT And cancelling also possible
11:41SCRIPT
SCRIPT Set script back to IDLE
11:40CONFIG
CONFIG Configuring time gauge
11:40CONFIG
CONFIG Configuring next hero move
11:05STATUS
STATUS I do hope to put my main focus today on linking the action class to the targeting routines, so the battle can continue once a new move has been fully entered.
11:04KITTY
KITTY I am currently trying to see what I can do about languages such as php where scripting code and HTML code are mixed in one file sometimes. I do have a few ideas though.... In HTML I have similar issues with JavaScript and CSS... The latter is not yet supported at all, and about CSS I'm also not sure how to properly highlight that.
11:02KITTY
KITTY FreezerNick threw me a pull request to allow Kitty to support Visual Basic.... Although I must note that I must sort out if VB is case insensitive or not, although Visual Studio mostly auto-correcting case issues, this may not be that big an issue
11:01STATUS
STATUS My apologies for being gone that long, but I hope you understand, my health ALWAYS comes first!
- = 10 Oct 2019 = -
23:31MEDICAL
MEDICAL Not only my mental condition was in my way, making me want to rest, but I also got another of my infamouse headeaches.... I suffer from the latter a lot lately.... :(
- = 9 Oct 2019 = -
21:37MEDICAL
MEDICAL I've some mental problems... I hope I can deal with those... if not I may be forced to suspend the project AGAIN (and I don't want that).
- = 8 Oct 2019 = -
21:04STATUS
STATUS Time is still not on my side, but at least I could prepare for the big upcoming operations
21:02BACKUP
BACKUP Done
21:02SCRIPT
SCRIPT A few preps for the action Stage
17:29PHANTASAR
PHANTASAR Another chapter
17:28NOTE
NOTE There's not much I can do, as there are still also some real-life duties, but hey, progress is being made, and that's what counts, right....
14:54STUDY
STUDY I've taken a look a stuff, but it's clear that I should use a different group for the Actions stage, in stead of using the class with a few statics... It's cleaner that way.
13:29LINK
LINK Which should link the Actions class into the rest of the combat engine
13:29GENERATION
GENERATION I've regenerated all anyway linkups
12:31NOTE
NOTE It seems that MKL_Update needlessly adds whitelines to the end of the code... Not supposed to happen, and I wonder why this happens.... So that's a job for Sherlock Holmes....
12:27SCRIPT
SCRIPT Set up the actual class for the actions to get a few things on the roll....
12:11UPDATED
UPDATED Loads of stuff
12:06NIL
NIL Created empty script which will deal with actions. This is very important, as no combat action will be possible without the stuff I'm gonna put in here!
- = 4 Oct 2019 = -
21:10KITTY
KITTY JavaScript has been tested... JSON has not
21:09KITTY
KITTY JavaScript and JSON
20:44KITTY
KITTY SASKIA
20:44KITTY
KITTY Merya Blitz Basic
19:54KITTY
KITTY Added support for more stuff here....
19:53SITE
SITE Added tag KITTY
- = 3 Oct 2019 = -
23:39REMOVED
REMOVED I've destroyed a test directory I created for JCR6 extraction in NJCR
23:38BACKUP
BACKUP Running
23:36STATUS
STATUS Kitty now has (limited) support to highlight NIL, Lua, GINI and C#... adding programming language support which use a basic programming approach like C, C++, Java, Go, Pascal, etc. should be easy now.
23:35C#
Kitty exists as a tool and as a class bundle, and that allowed me to attach kitty to NJCR, and boom, I now got myself a nice NIL syntax highlighter for console usage, and it can help a bit in debugging this game, so I guess it was pretty win-win.
23:34C#
And I've written a simple console Syntax Higlighter named "Kitty"... This as a pun to "cat", and maybe also named after my own cat who also bears that name ;)
23:33C#
I've worked out NJCR some more
19:08STATUS
STATUS For the short term I'll do some work for NJCR first... It was a bit backlogged and I want to get that project done too... Actually before this game is over, as I may even need it for this game... :-/
17:38WALKTHROUGH
WALKTHROUGH At least I can say I finished my Septerra Core Walkthrough.
17:37NOTE
NOTE Note something I plan on soon, but hey, the tag needed to be there anyway
17:37SITE
SITE Added tag WALKTHROUGH
17:37STATUS
STATUS I will soon resume this project
- = 24 Sep 2019 = -
18:19STATUS
STATUS I need to take a break from this project, but I'll be back soon!
- = 22 Sep 2019 = -
21:18NOTE
NOTE Unexpected stuff.... I guess I was a bit messed up with my calendar
12:44PHANTASAR
PHANTASAR Another chapter
- = 21 Sep 2019 = -
17:20ART
ART

Nice to show but not used in this game :P

16:20CONFIRMED
CONFIRMED Yup! It works.... So far!
16:18NOTE
NOTE (For this particular thing that is).
16:17TEST
TEST Take VIII Should be the final test, then....
16:17FIXED
FIXED Wrong color of the question mark
16:15FIXED
FIXED Gauge would recolor based on selected characters, which should (of course) never happen at all.
16:14BUG
BUG A few cosmetic bugs are to be taken care of!
16:12TEST
TEST Take VII
16:12NOTE
NOTE Yup, that bug was the one I couldn't find due to this shortening issue in Lua
16:11FIXED
FIXED Misformed definition
16:10RESULT
RESULT Yup, now things are more clear about WHERE to look
16:07TEST
TEST Take VI
15:47FIXED
FIXED Parse error in NIL itself.... good :(
15:45TEST
TEST Take V
15:45POWERSHELL
POWERSHELL Running my compile script
15:45NALA
NALA Must be rebuilt
15:45NIL
NIL Dernor NIL will make a different way of shortening and hopefully that helps me a bit
15:45UNDESIREABLE
UNDESIREABLE Due to the way Lua autoshortens long chunk names, I cannot properly debug so let's do it my way
15:29TEST
TEST Take IV
15:29FIXED
FIXED Syntax error
15:27TEST
TEST Take III
15:27FIXED
FIXED SUCKER!
15:21TEST
TEST Take II
15:21FIXED
FIXED Class object forgotten
15:19TEST
TEST Take I
15:19DONE
DONE Health bar for selected target and invisible in casual mode if the boss was never fought before.
15:19DONE
DONE Blockout in hardest mode for enemies other than tag letter and enemy name
15:13NOTE
NOTE Please note this is all under the hood configuration, the game does NOT yet respond to this!
15:12SCRIPT
SCRIPT For the enemies, HP bars will show in the easy mode, be shown in the casual mode only if the player has defeated this kind of enemy before, and never in the hard mode.
15:12SCRIPT
SCRIPT For heroes always true, which is only logical, I think
15:11SCRIPT
SCRIPT Property ShowHP for fighters in combat
14:39NOTE
NOTE And all the information you'd get if you'd be playing the hard mode is also shown
14:37NOTE
NOTE I cannot work out how well multi-target attacks work, yet, as there are no such attacks right now...
14:36STATUS
STATUS IT WORKS!
14:34TEST
TEST Take XIV
14:34FIXED
FIXED Anyway, it's ben fixed!
14:34BUG
BUG Aha, the chartag didn't get into the hero compiled record, while it should have been.... Why?
14:32BUG
BUG But targetting a character => DEATH!
14:32STATUS
STATUS Targetting enemies works so far (only shows name and letter as I still most code out the rest)
14:30TEST
TEST Take XIII
14:30LAZY
LAZY Only having to make more fixes, and I don't like that
14:30VOID
VOID Rebecca Voids a true bug, that I could fix
14:30LAZY
LAZY Solved that issue
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