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10:06 | FIXED | DarkText inclusion |
10:04 | TEST | Take I |
10:04 | STATUS | Only one way to find out! |
10:03 | STATUS | No idea if this will work and I frankly expect DOZENS of nasty cockroaches |
10:03 | DONE | This in combination with their name |
10:02 | DONE | For enemies the enemy letter of a selected target will appear, for a playable character their icon as also used on the time gauge |
10:01 | TECHNO | I should note that for multi-targets I've just set up a basic table... Sometimes you mustn't make things more complex than needed |
10:00 | DONE | I've set up the detection if a target is selected or not |
9:12 | NOTE | (Or at least I hope so) |
9:12 | STUDY | Now I need to do things a bit differently than normal, but hey, it'll work out,trust me ;) |
- = 20 Sep 2019 = - | ||
22:32 | OFFTOPIC | And now I wonder who knows what "Opgeruimd staat netjes" means :P |
22:32 | BITBUCKET | updated |
22:32 | GITHUB | Updated |
22:32 | REMOVED | Tons of needless whitelines |
22:32 | FIXED | An issue in my MKL_Updater |
21:51 | ITCH.IO | Updated |
21:51 | BITBUCKET | updated |
21:51 | GITHUB | Updated |
21:50 | STATUS | Oh, 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 |
21:49 | STATUS | Well this was the EASY part.... The hard part has yet to come.... |
21:48 | STATUS | All errors so far accounted for |
21:46 | TEST | Take III |
21:46 | FIXED | Illegal class access |
21:44 | TEST | Take II |
21:44 | FIXED | Case Error |
21:42 | TEST | Take I |
21:40 | STATUS | The moment suprème! |
21:40 | LINK | Action code activated |
21:39 | SKELETON | Skeleton code, remember. ;) |
21:39 | NOTE | This is under the hood as these links are for now ignored, plus the target selector stage is empty at this moment.... |
21:38 | LINK | I've linked the target selector to the attack menu item |
21:35 | CONFIRMED | At least that doesn't seem to happen.... Good! |
21:33 | TEST | Let's go! Take I |
21:32 | NOTE | All I can test now is whether or not any parse errors pop up |
21:32 | NOTE | Made sure ANYWAY is loaded before the link takes place |
21:31 | LINK | Item loader linked to it! |
21:31 | DONE | Skeleton code set up for target selector (which does not yet work) |
15:49 | DONE | Irravonia's twig has been adapted for this! |
15:40 | NOTE | This 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. |
15:39 | DATABASE | Added a field which deterimes which kind of attack is done by a weapon when "attack" is chosen from the combat menu |
- = 19 Sep 2019 = - | ||
21:51 | PHANTASAR | And that story also goes on! |
19:43 | UPDATED | vUpdate |
19:43 | STATUS | All cool! |
19:40 | TEST | Take IX |
19:40 | FIXED | A different function SHOULD do it.... |
19:40 | STATUS | almost there |
19:39 | NOTE | I don't need YOU to tell me that I was at least consistent >:( |
19:38 | TEST | Take VIII |
19:38 | FIXED | Of course I fixed that |
19:38 | FUCKYOU | I hate myself |
19:36 | TEST | Take VII |
19:36 | FIXED | Is that all? |
19:34 | TEST | Take VI |
19:34 | FIXED | Misnaming |
19:32 | TEST | Take V |
19:32 | FIXED | Incorrect line endings |
19:30 | TEST | Take IV |
19:30 | FIXED | And fixed a parse error in the process, I hope |
19:30 | GENERATION | Regenerated the Anyway scripts |
19:28 | TEST | Take III |
19:28 | FIXED | Now it has been save |
19:28 | STUPIDITY | Forgot to save before testing.... DOH! |
19:27 | COCKROACH | Fix ignored! |
19:24 | TEST | Take II |
19:24 | FIXED | Parse error |
19:20 | TEST | Take I |
19:20 | NOTE | Clicking the items won't do ANYTHING at the present time! |
19:20 | STATUS | With 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.... |
19:19 | DONE | Cursor |
18:45 | LINK | Linked to the loader |
18:42 | CONFIG | hotspots (I hope I did that well) |
18:42 | ART | Split-up |
18:36 | ART | I did recycle the cursor.... I know I'm gonna need it.... Unfortunately! |
18:00 | NOTE | This is only under-da-hood... So no visual effect yet! |
18:00 | DONE | Data added to the class database |
12:29 | NOTE | No data yet! |
12:29 | DONE | Set up a menu class.... |
- = 18 Sep 2019 = - | ||
16:22 | MEDICAL | I feel a bit sick.... I hope it's nothing serious |
16:22 | JUDGMENT | BETTER! |
16:21 | TEST | Take IV |
16:21 | DONE | This should fix the coord issue |
16:20 | JUDGMENT |
|
15:42 | TEST | Take III |
15:42 | FIXED | Case error |
15:39 | TEST | So NOW I can do take II |
15:37 | DONE | Some real-life stuff |
15:37 | PHANTASAR | Another chapter |
13:20 | FIXED | Lack of self |
13:18 | TEST | Let's see.... |
13:18 | COSMETIC | Picture shows |
13:11 | LINK | I made the gauge updater link to the correct character tag (Simple enough, but critically important). |
- = 17 Sep 2019 = - | ||
23:03 | PHANTASAR | Another chapter |
21:06 | JUDGMENT | Cool! |
21:03 | TEST | Take III |
21:03 | FIXED | Code typo |
21:01 | TEST | Take II |
21:01 | FIXED | And I think I found out why the menu didn't appear |
20:58 | GITHUB | Interestest in how my Dijkstra pathfinder works... Here you see my own test source ;) |
20:11 | INVESTIGATION | Come, my dear Watson! We gotta find out why! |
20:11 | BUG | That's cool, but despite everything the menu does not appear |
20:09 | TEST | Right, let's get to take I, at last! |
17:59 | STATUS | I just have a life too, you know, so sometimes I can do pretty little.... |
17:58 | NOTE | It's however not yet tested |
17:58 | DONE | Set in in the game |
14:14 | LINK | The combat routine will now load this |
10:14 | LINK | Linked to the loader |
10:10 | ART | The combat menu picture |
- = 16 Sep 2019 = - | ||
21:55 | BACKUP | Runing |
21:52 | STATUS | FINALLY! |
21:50 | TEST | Take VIII |
21:50 | FIXED | Bug in audio loader |
21:31 | TEST | Take VII |
21:31 | DONE | Well, back to business |
21:30 | POWERSHELL | Which I'll now do |
21:30 | NALA | I must recompile NALA because of that |
21:30 | FIXED | Which I fixed, of course |
21:30 | STUPIDITY | Forgotten return command in Audio obtainer |
21:29 | TEST | Take VI |
21:28 | DONE | Play signal command |
21:28 | STATUS | Almost there |
21:27 | TEST | Take V |
21:27 | VOID | Static vars are not the way they should be,are they? |
21:24 | TEST | Take IV |
21:24 | FUCKYOU | DON'T WHINE! YOU FUCKING FUCKSHIT INTERPRETER! |
21:19 | TEST | Take III |
21:19 | FIXED | Case issue |
21:17 | TEST | Take II |
21:17 | FIXED | Non-Static which had to be static |
21:15 | TEST | Take I |
21:15 | LINK | Link to player input (which will just feeze combat for now) |
21:09 | AUDIO | Start of turn signal |
21:08 | NOTE | I guess I really must build in some more protection from "non-ASCII" characters in this devlog tool |
21:07 | PHANTASAR | I must not forget I'm also working on a novel and another chapter has been added. |
- = 15 Sep 2019 = - | ||
23:37 | SITE | Added tag PHANTASAR |
19:05 | STATUS | Time for another break! |
19:01 | NOTE | I won't take too many tries, yet... I'll fix if I need to! |
19:01 | TEST | I need to test this, but with the combat engine active already this may be hard.... |
18:58 | POWERSHELL | Ran my NALA compile script |
18:58 | STUPIDITY | ANd I wonder what I was thinking, actually. |
18:57 | DONE | I've set up a way to make Audio live cross state (which was not possible with the current getup) |
17:59 | AUDIO | Pickup item |
17:58 | SITE | Added tag AUDIO |
17:48 | STATUS | This will allow me to get things on the move in combat, cool! |
17:47 | STATUS | Hard to judge, but as far as I can tell, it appears to be working |
17:45 | TEST | Take IV |
17:45 | FIXED | Code Typo |
17:41 | TEST | Take III |
17:41 | DONE | #accept to void the lack of forward definitions |
17:39 | TEST | Take II |
17:39 | FIXED | Forgotten "end" |
17:38 | TEST | And NOW we can move into Take I |
17:38 | LINK | I forgot to link the gauge update to the IDLE stage |
17:37 | STATUS | Oh wait... I'm too quick! |
17:37 | STATUS | At least I can test a littlebit |
17:34 | DONE | Skeleton 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! |
17:33 | REMINDER | |
15:31 | TEST | VII SHOULD be the final test... but we'll see.... :-/ |
15:31 | COSMETIC | A tiny bit more fine tuning |
15:30 | JUDGMENT | Almost there! |
15:29 | TEST | Take VI |
15:29 | VOID | To void an internal bug I don't feel like fixing right now |
15:29 | COSMETIC | More fine tuning |
15:25 | TEST | I'll consider this Take V, as this is still the same workout ;) |
15:25 | COSMETIC | Worked out the coordinates |
15:19 | JUDGMENT | But there's still A LOT of work to do, that much is also clear! |
15:19 | STATUS | All parse errors accounted for |
15:17 | TEST | And onto Take IV |
15:16 | TEST | Take III |
15:16 | FIXED | Another act of idiocy |
15:14 | TEST | Take II (I did Take I in silence, as I didn't expect stuff like this). |
15:14 | FIXED | that of course |
15:14 | STUPIDITY | Forgot an important replacement |
15:12 | DONE | I've set the foe letters on the time gauge, although some fine tuning might be in order.... |
14:09 | NOTE | This 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! |
14:08 | FIXED | And some issues that could come up should be fixed that way... |
14:08 | LUA | Prototyping |
14:00 | NOTE | As before these letters will be used in both the time bar as when selecting enemies to attack (or do otherwise anything with) |
13:59 | DONE | Foe letter generator |
12:54 | STATUS | Time for a BREAK! |
12:54 | STATUS | WONDERFUL! |
12:45 | TEST | But a test is in order to make sure! |
12:45 | STATUS | Everything should NOW be fixed |
12:45 | STUPIDITY | I mised up two different example codes.... Silly me |
12:42 | SITE | And 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.... :-/ |
12:41 | BUG | Oh well... |
12:41 | IRONY | The pointer, however is not |
12:40 | IRONY | Irravonia's head is now on the CORRECT position |
12:38 | TEST | And let's see |
12:38 | VISUALSTUDIO | Resync |
12:38 | FIXED | I think I fixed the mispositioning for the icon in relation to the pointer |
12:30 | STATUS | Well Rome wasn't built in one day either, so I guess some more patience is required now |
12:30 | NOTE | Not to mention that Irravonia's face's position is even worse off |
12:30 | STATUS | As a result, though this fix DOES put the enemy pointers on the right spot not, but now the player spot is messed up |
12:29 | CONFIRMED | As I suspected the HotSpot system was being ignored |
12:26 | EXPERIMENT | Let's try THIS! |
12:21 | DUMMIED | The 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! |
12:09 | STATUS | I need a break, but this is too important, oh crap! |
12:09 | STUPIDITY | I need to rebuild, and to resync.... |
12:08 | NOTE | also note what I was looking for, though |
12:07 | FIXED | Invalid cyclic call |
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