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12:05 | FIXED | that |
12:03 | FAILURE | A NIL issue comes up now.... Not seen as the Blue Screen of Death was not initialized yet... |
12:02 | TEST | Let's see |
12:01 | NOTE | As my music file was modified in the meantime, RoboCopy can take its sweet time now, though |
12:00 | DEBUG | And I've added a few debug lines which must shine a light on this |
12:00 | VISUALSTUDIO | Well I guess another debug synchronization is in order then |
11:55 | TEST | I wonder.... |
11:55 | TEST | And see what will happen |
11:54 | POWERSHELL | Script |
11:54 | NALA | Let's recompile |
11:54 | EXPERIMENT | I wonder .... |
11:53 | NOTE | But I don't think THAT was a surprise |
11:53 | C# | Anyway, the pain must lie in the TQMG library for C# |
11:52 | CONFIRMED | And the outcome in general confirms what I suspected.... The hotspotting is bogus..... Now I do have a feeling I know why this is, but I can't be certain |
11:51 | FIXED | Color issue on icons |
11:49 | TEST | okaaaaaaaaay! PLEEEEAAAASE! |
11:49 | FIXED | Lack of self |
11:47 | DEBUG | This may also tell me a bit about the situation with the foe position.... |
11:47 | DONE | I've put in the Hero's gauge icon |
11:45 | STATUS | I'll leave the foe pointer be for now.... That comes later |
11:43 | UNDESIREABLE | The foe pointer did not |
11:43 | STATUS | The gauge and the pointers do appear to point almost well.... The player pointer reached my satisfaction |
11:42 | STATUS | All I can do is hope this will work out better next time |
11:41 | FAILURE | for some reason the music got TOTALLY messed up |
11:35 | TEST | And let's go for another run in the game again.... (It begins to annoy me, as this is getting boring, but yeah, I *knew* this was the woe of a new game project, so I shouldn't whine.... |
11:34 | FAILURE | Or is the the wonder of the vibration feature.... Oh crap! |
11:34 | FAILURE | And why did my cell phone jump to the floor all by itself? Since when can cellphone do that? |
11:33 | FIXED | Case error |
11:30 | IRONY | WHAT THE HECK!!!! |
11:30 | SITE | Added tag IRONY |
11:30 | STATUS | I guess I need to add an "irony" tag or something |
11:29 | TEST | Let's test that |
11:29 | VOID | I hope I voided that |
11:29 | FAILURE | Internal error in NIL |
11:25 | TEST | And let's go .... again! |
11:25 | FIXED | Fixed the issue that came from it |
11:25 | RESULT | I gotta raise it properly I suppose |
11:25 | FUCKYOU | I guess NIL didn't like my laziness |
11:22 | TEST | Does it work now??? |
11:22 | LAZY | I know this solution may slow things down, but I'm lazy now |
11:22 | LAZY | Crash prevention for the future |
11:20 | TECHNO | well who would've thought it figures.... something simple as this could go wrong.... |
11:19 | TEST | And another one (I should have counted them) |
11:19 | SOLVED | That explains |
11:19 | FIXED | Case error.... |
11:18 | BUG | Oh no??? |
11:16 | TEST | Another test is in order, of course! |
11:16 | FIXED | Referrence to GALE (which wasn't used here) removed |
11:16 | FIXED | Syntax Error |
11:02 | TODO | And another emergency ride to the restroom, I'm afraid (I hate it when that happens on a moment like this! Well, I hate it anyway, but ESPECIALLY on a moment like this!) |
11:00 | TECHNO | This will also allow me to see if the XDraw method works properly, but it should as Kthura heavily relies on the same code as on which the underlying API was written |
11:00 | NOTE | That is the "arrows", or whatever you call these things as they are a bit oddly shaped.... The icons used for identification and such are not yet drawn |
10:59 | DONE | The pointers should appear at their respective positions.... |
10:57 | DONE | I've set up the position calculator of the gauge pointers |
10:49 | LINK | Linked pointers into the time gauge code (not used yet, though).... |
10:47 | STUPIDITY | Yeah, that was the work of haste, and haste makes waste... or so they say.... |
10:47 | FIXED | Foe pointer loaded twice... hero pointer not loaded at all |
10:33 | STATUS | As far as I can judge right now, everything appears to be in order now.... |
10:31 | TEST | Well.... Let's see what'll happen now! |
10:30 | FAILURE | Nou ja.... poep gebeurt, zullen we maar zeggen! |
10:29 | POWERSHELL | Then let's run my compilation script AGAIN! |
10:28 | NALA | Well, I guess recompilation is in order then.... if you want it so badly..... |
10:28 | HUH | I though I DID recompile NALA.... But NALA itself appears to have a different opinion.... Oh odd |
10:26 | BUG | HMMMMMM! |
10:20 | TODO | And I must go to the restroom.... emergency.... :( |
10:19 | TEST | I first need to make a quick test to see if XDraw does its job PROPERLY |
10:19 | STUDY | And I've studied my old code... The code itself is not usable, however, the mathemetical formulas used in it are, so that SHOULD be fairly easy.... (But what should and what is, are two different things, actually). |
10:18 | DONE | I've set a few things up to get this show on the road |
9:46 | TODO | time for some coffee |
9:46 | DONE | Had my breakfast |
9:41 | TODO | My baguette's ready, so time to eat! |
9:14 | FIXED | Well I'll be.... I see the YouTube videos I posted before, which were wrongly linked now show the correct linkups.... So the guys at Google did fix this.... |
9:12 | TODO | Wait until its ready! |
9:12 | DONE | My baguette is in the oven now |
9:10 | TODO | So, Jeroen, what are you still doing here! Get your ass moving into the kitchen, you lazy dork! |
9:09 | TODO | Yes, English folks, for a Dutch that is already a very extended breakfast.... Loads of people even skip it completely, you know! |
9:09 | TODO | And eat |
9:09 | TODO | And then I can put on cheese and ham on that |
9:08 | TODO | Put in my baguette in my oven so I can have breakfast soon.... |
9:05 | NOTE | neither alpha nor beta are useful now, although alpha might be mentioned a few times already, but at least their config is in order now ;) |
9:05 | BETA | Will have to do |
9:04 | BETA | Dummy |
9:03 | ALPHA | Test new icon and config |
9:00 | BITBUCKET | Icon added :P |
8:56 | CLOSED | |
0:35 | STATUS | Sleeping is important too, you know.... When I sleep I can save up energy for a new coding session :-P |
- = 14 Sep 2019 = - | ||
23:17 | STATUS | Well that's it.... for now... If you don't mind... Aside from developing games, I also PLAY games, so I'm gonna waste some of my time on Septerra Core :) |
23:14 | NOTE | That tag will not be used for the time being, but I guess I had to make it exist, eh? |
23:14 | SITE | Added tag BETA |
23:14 | ALPHA | At this moment no alpha testers are planned and based on my current experiences with alpha testing... It's likely not gonna happen this time |
23:13 | SITE | Added tag ALPHA |
23:13 | ITCH.IO | Secret download updated |
23:12 | TODO | Oh, alright! |
23:11 | STATUS | I guess I must add an icon for bitbucket |
23:11 | BITBUCKET | Updated |
23:11 | SITE | Added tag BITBUCKET |
23:11 | GITHUB | Updated |
23:10 | BACKUP | Running |
23:09 | STATUS | This will likely be for tomorrow though, as I'm getting tired and I'm getting more and more trouble to focus |
23:09 | STUDY | Like I said I now must study my old code in order not to reinvent the wheel.... What I need to sort out is how I did the coordinates on the time gauge... |
23:06 | CONFIRMED | And the debug bar shows the data I wanted to see |
23:06 | STATUS | All parse errors accounted for |
23:04 | TEST | Take IV |
23:04 | FIXED | Invalid definition |
23:02 | TEST | Take III |
23:02 | FIXED | Function call typo |
23:00 | TEST | Take II |
22:59 | FIXED | Invalid declaration |
22:59 | TEST | Take I |
22:56 | NOTE | For now all I can test is if no crashes occur and if the debug console shows the data I want to see.... Since I'm dealing with random values this is not entirely easy, but overall this should work |
22:49 | DEBUG | As I've no visual effect yet, I did add some debug lines here |
22:49 | DONE | I've set up the routine that will determine the start positions on the gauge |
22:06 | NOTE | I guess I've come to a point that I must NOT re-invent the wheel... So some study of the original game will be required now... But I now realize I did also forgot to set the base positions on the gauge, so that must come first.... |
22:04 | STATUS | Not that you'll see anything (yet) |
22:03 | CONFIG | Hotspot Point Hero |
22:02 | CONFIG | Hotspot Point Foe |
22:00 | NALA | This Does of course require me to rebuild NALA |
21:54 | NOTE | Not much of an issue now (as the builder is still bugged on this point), but later on this can be VITAL |
21:54 | FIXED | Foldering error |
21:49 | LINK | I've linked XDraw into Bubble in order to make sure I can do some stuff that comes with the gauge more properly |
21:44 | FAILURE | Well it doesn't really matter, does it? |
21:42 | FAILURE | Once again YouTube screwed it, as that was ONCE AGAIN NOT the video I linked to... This one is |
21:40 | OFFTOPIC | |
19:42 | STATUS | It APPEARS to be working now.... Damn... that took some sweet time |
19:36 | TEST | Take V |
19:36 | STATUS | (told you so!) |
19:35 | FIXED | Conflict due to lacking self |
19:34 | TEST | Take IV |
19:33 | VOID | Voided the NIL issue about negative numbers |
19:32 | NOTE | (I just KNEW it would take more takes... I already said it, you'd be surprised what can all go wrong in such a process!) |
19:32 | TEST | Take III |
19:32 | VOID | Accept request done |
19:30 | TEST | Take II (GRRR!) |
19:30 | DONE | Cleaned that up! |
19:29 | BUG | BULLSHIT! |
19:27 | TEST | Well, I gotta test if this work... The gauge only appears.... The fighters do NOT yet appear on it.... But you'd be surprised how much can go wrong in this process... Take I and hopefully the only take! |
19:27 | STATUS | Damn... I feel terrible |
19:26 | LINK | I've linked that to the main draw routine |
18:43 | DONE | A base for the gauge draw function |
17:32 | NOTE | I know I did not as much as I should have today, but allow me some rest... I've been working hard enough yesterday and the combat engine is already hard enough the way it is.... |
14:57 | FAILURE | WTF... Paint threw me an error, while I did never even start that program up.... Ghosts! |
14:31 | FAILURE | I guess YouTube is a bit bugged today, as that was NOT the video I was linking to... Oh well |
14:30 | OFFTOPIC | |
14:21 | POWERSHELL | So let's run my little scrippie |
14:21 | NALA | I guess I did not recompile this |
14:20 | CONFIG | I've the coordinates it has to move to |
14:18 | TECHNO | Yes, this will cause it to be invisible for being out of the screen borders, and was deliberate so I can make it "scroll in" |
14:17 | CONFIG | I've set the Gauge at Y -500 |
14:15 | NOTE | Trouble is that it's impossible to test at the present time if this all works |
14:15 | ENHANCEMENT | I've updated the TQMG library for automated hotspot support.... The time gauge can really benefit from this |
14:14 | BACKUP | Extra backup is running now |
14:14 | OFFTOPIC | |
14:06 | STATUS | Nothing odd here.... With the way VS works, pluse how much my VS frameworks are still in development with the complete engines, this was only bound to happen, and then you gotta update everything someday |
14:05 | UPDATED | TQMG repository |
14:04 | STATUS | And I really need to find time to continue development on NJCR... By the time this project is finished I probably won't be needing it anymore XD |
14:02 | UPDATED | Tricky Units |
14:01 | BUG | I know it won't compile, don't even try it! This doesn't have priority right now! |
14:00 | UPDATED | Bubble/MonoGame |
13:59 | BUG | Okay That is jpbubble/Bubble_CLI#1 -- My bad! |
13:58 | BUG | |
13:58 | UPDATED | Bubble Build Respository |
13:58 | UPDATED | Bubble Lib Repository |
13:27 | C# | StripExt (I needed that) |
13:14 | CONFIRMED | Okay, everything appears to be working |
13:13 | TEST | Take II |
13:13 | FIXED | I was too quick |
13:12 | STUPIDITY | Idiot! |
13:10 | TEST | I need to see now if the game still starts up... if it does... everything is most likely fine! |
13:09 | DONE | I've set the intro routine to load the gauge icons as well... It was just easier to do |
9:43 | OFFTOPIC | Let's enjoy a good song also, eh? |
9:42 | STATUS | And today I hope I can make a start on getting the time gauge to work, which may not be easy, but ya never know... I've done this before, so I hope I still remember how I did it before :P |
9:41 | TODO | making myself some baguettes with cheese and ham for breakfast.... |
1:04 | STATUS | So far... Gonna call it... mesa tired |
0:58 | JCR6 | Oh yeah, I made a secret alias... but that will come down to spoilers :P |
0:36 | STATUS | Hey, they had to be done anyway, and this way I can't forget about them anymore... XD |
0:34 | ART | Gauge Icon Shanda |
0:33 | ART | Gauge Icon Scyndi |
0:31 | ART | Gauge Icon Rebecca |
0:27 | ART | Gauge Icon Merya |
0:25 | ART | Kirana |
0:23 | ART | Gauge Icon Dernor |
0:22 | ART | Gauge Icon Brendor |
0:21 | ART | Gauge Icon Aziëlla |
0:20 | ART | Gauge Icon Eric |
0:19 | TODO | Although the order of speed has been determined, this says NOTHING about the starting positions on the start bar, which can be over the entire startbar... of course, when in pre-emptive strike all heroes will have a huge advantage over the enemies (and always have a big head start then) and in ambush the enemy will have this advantage. How the battle goes on after that will be the same in all situations. |
0:16 | DONE | Enrollments for pre-emptive strkes and ambushes.... Please note that in the easy mode you'll never get ambushed, and in the hard mode you'll never get a pre-emptive strike.... There is still a chance factor deciding on how high your travel level is compared to the dungeon's travel level. If yours is higher than the levels, then the chance for ambushes decreases and for pre-emptive strikes will increase (if applicable for the chosen difficulty). |
- = 13 Sep 2019 = - | ||
21:58 | NIL | They too will be added to the pre-menu loader, for the same reasons |
21:57 | ART | Time Pointers |
21:52 | NIL | As the combat gauge will be one of the most used assets, even though it's only in battle I did place it in the pre-main menu loading sequence in order to shorten the loading times later in the game |
21:49 | ART | Time gauge itself |
21:48 | ART | Irravonia's combat gauge icons |
20:23 | NOTE | Yeah, I had that luck...XD |
20:23 | JUDGMENT | BETTER! |
20:21 | NOTE | I need the luck that 2 enemies appear though |
20:21 | TEST | Let's see how that looks |
20:21 | COSMETIC | Adepted the calculation |
20:19 | UNDESIREABLE | When there are multiple enemies they are needlessly close to each other, so I need to do some recalculating here |
20:19 | CONFIRMED | It works! |
20:17 | TEST | Take XI |
20:17 | FIXED | I think.... |
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