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
12:05FIXED
FIXEDthat
12:03FAILURE
FAILUREA NIL issue comes up now.... Not seen as the Blue Screen of Death was not initialized yet...
12:02TEST
TESTLet's see
12:01NOTE
NOTEAs my music file was modified in the meantime, RoboCopy can take its sweet time now, though
12:00DEBUG
DEBUGAnd I've added a few debug lines which must shine a light on this
12:00VISUALSTUDIO
VISUALSTUDIOWell I guess another debug synchronization is in order then
11:55TEST
TESTI wonder....
11:55TEST
TESTAnd see what will happen
11:54POWERSHELL
POWERSHELLScript
11:54NALA
NALALet's recompile
11:54EXPERIMENT
EXPERIMENTI wonder ....
11:53NOTE
NOTEBut I don't think THAT was a surprise
11:53C#
C#Anyway, the pain must lie in the TQMG library for C#
11:52CONFIRMED
CONFIRMEDAnd 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
11:51FIXED
FIXEDColor issue on icons
11:49TEST
TESTokaaaaaaaaay! PLEEEEAAAASE!
11:49FIXED
FIXEDLack of self
11:47DEBUG
DEBUGThis may also tell me a bit about the situation with the foe position....
11:47DONE
DONEBrendor I've put in the Hero's gauge icon
11:45STATUS
STATUSI'll leave the foe pointer be for now.... That comes later
11:43UNDESIREABLE
UNDESIREABLEThe foe pointer did not
11:43STATUS
STATUSThe gauge and the pointers do appear to point almost well.... The player pointer reached my satisfaction
11:42STATUS
STATUSAll I can do is hope this will work out better next time
11:41FAILURE
FAILUREfor some reason the music got TOTALLY messed up
11:35TEST
TESTAnd 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....
11:34FAILURE
FAILUREOr is the the wonder of the vibration feature.... Oh crap!
11:34FAILURE
FAILUREAnd why did my cell phone jump to the floor all by itself? Since when can cellphone do that?
11:33FIXED
FIXEDCase error
11:30IRONY
IRONYWHAT THE HECK!!!!
11:30SITE
SITEAdded tag IRONY
11:30STATUS
STATUSI guess I need to add an "irony" tag or something
11:29TEST
TESTLet's test that
11:29VOID
VOIDI hope I voided that
11:29FAILURE
FAILUREInternal error in NIL
11:25TEST
TESTAnd let's go .... again!
11:25FIXED
FIXEDFixed the issue that came from it
11:25RESULT
RESULTI gotta raise it properly I suppose
11:25FUCKYOU
FUCKYOUI guess NIL didn't like my laziness
11:22TEST
TESTDoes it work now???
11:22LAZY
LAZYI know this solution may slow things down, but I'm lazy now
11:22LAZY
LAZYCrash prevention for the future
11:20TECHNO
TECHNOwell who would've thought it figures.... something simple as this could go wrong....
11:19TEST
TESTAnd another one (I should have counted them)
11:19SOLVED
SOLVEDIrravonia That explains
11:19FIXED
FIXEDCase error....
11:18BUG
BUGOh no???
11:16TEST
TESTAnother test is in order, of course!
11:16FIXED
FIXEDReferrence to GALE (which wasn't used here) removed
11:16FIXED
FIXEDSyntax Error
11:02TODO
TODOAnd 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!)
11:00TECHNO
TECHNOThis 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
11:00NOTE
NOTEThat 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
10:59DONE
DONEThe pointers should appear at their respective positions....
10:57DONE
DONEI've set up the position calculator of the gauge pointers
10:49LINK
LINKLinked pointers into the time gauge code (not used yet, though)....
10:47STUPIDITY
STUPIDITYYeah, that was the work of haste, and haste makes waste... or so they say....
10:47FIXED
FIXEDFoe pointer loaded twice... hero pointer not loaded at all
10:33STATUS
STATUSAs far as I can judge right now, everything appears to be in order now....
10:31TEST
TESTWell.... Let's see what'll happen now!
10:30FAILURE
FAILUREMerya Nou ja.... poep gebeurt, zullen we maar zeggen!
10:29POWERSHELL
POWERSHELLThen let's run my compilation script AGAIN!
10:28NALA
NALAWell, I guess recompilation is in order then.... if you want it so badly.....
10:28HUH
HUHI though I DID recompile NALA.... But NALA itself appears to have a different opinion.... Oh odd
10:26BUG
BUGHMMMMMM!
10:20TODO
TODOAnd I must go to the restroom.... emergency.... :(
10:19TEST
TESTI first need to make a quick test to see if XDraw does its job PROPERLY
10:19STUDY
STUDYAnd 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).
10:18DONE
DONEI've set a few things up to get this show on the road
9:46TODO
TODOEric time for some coffee
9:46DONE
DONEHad my breakfast
9:41TODO
TODOMy baguette's ready, so time to eat!
9:14FIXED
FIXEDWell 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....
9:12TODO
TODOWait until its ready!
9:12DONE
DONEMy baguette is in the oven now
9:10TODO
TODOSo, Jeroen, what are you still doing here! Get your ass moving into the kitchen, you lazy dork!
9:09TODO
TODO Yes, English folks, for a Dutch that is already a very extended breakfast.... Loads of people even skip it completely, you know!
9:09TODO
TODOAnd eat
9:09TODO
TODOAnd then I can put on cheese and ham on that
9:08TODO
TODOPut in my baguette in my oven so I can have breakfast soon....
9:05NOTE
NOTEneither alpha nor beta are useful now, although alpha might be mentioned a few times already, but at least their config is in order now ;)
9:05BETA
BETAWill have to do
9:04BETA
BETADummy
9:03ALPHA
ALPHATest new icon and config
9:00BITBUCKET
BITBUCKETIcon added :P
8:56CLOSED
0:35STATUS
STATUSSleeping is important too, you know.... When I sleep I can save up energy for a new coding session :-P
- = 14 Sep 2019 = -
23:17STATUS
STATUSWell 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 :)
23:14NOTE
NOTEThat tag will not be used for the time being, but I guess I had to make it exist, eh?
23:14SITE
SITEAdded tag BETA
23:14ALPHA
ALPHAAt this moment no alpha testers are planned and based on my current experiences with alpha testing... It's likely not gonna happen this time
23:13SITE
SITEAdded tag ALPHA
23:13ITCH.IO
ITCH.IOSecret download updated
23:12TODO
TODOAziella Oh, alright!
23:11STATUS
STATUSI guess I must add an icon for bitbucket
23:11BITBUCKET
BITBUCKETUpdated
23:11SITE
SITEAdded tag BITBUCKET
23:11GITHUB
GITHUBUpdated
23:10BACKUP
BACKUPRunning
23:09STATUS
STATUSThis will likely be for tomorrow though, as I'm getting tired and I'm getting more and more trouble to focus
23:09STUDY
STUDYLike 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...
23:06CONFIRMED
CONFIRMEDAnd the debug bar shows the data I wanted to see
23:06STATUS
STATUSAll parse errors accounted for
23:04TEST
TESTTake IV
23:04FIXED
FIXEDInvalid definition
23:02TEST
TESTTake III
23:02FIXED
FIXEDFunction call typo
23:00TEST
TESTTake II
22:59FIXED
FIXEDInvalid declaration
22:59TEST
TESTTake I
22:56NOTE
NOTEFor 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
22:49DEBUG
DEBUGAs I've no visual effect yet, I did add some debug lines here
22:49DONE
DONEI've set up the routine that will determine the start positions on the gauge
22:06NOTE
NOTEI 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....
22:04STATUS
STATUSNot that you'll see anything (yet)
22:03CONFIG
CONFIGHotspot Point Hero
22:02CONFIG
CONFIGHotspot Point Foe
22:00NALA
NALAThis Does of course require me to rebuild NALA
21:54NOTE
NOTEMerya Not much of an issue now (as the builder is still bugged on this point), but later on this can be VITAL
21:54FIXED
FIXEDFoldering error
21:49LINK
LINKI've linked XDraw into Bubble in order to make sure I can do some stuff that comes with the gauge more properly
21:44FAILURE
FAILUREWell it doesn't really matter, does it?
21:42FAILURE
FAILUREOnce again YouTube screwed it, as that was ONCE AGAIN NOT the video I linked to... This one is
21:40OFFTOPIC
OFFTOPIC
19:42STATUS
STATUSIt APPEARS to be working now.... Damn... that took some sweet time
19:36TEST
TESTTake V
19:36STATUS
STATUS(told you so!)
19:35FIXED
FIXEDConflict due to lacking self
19:34TEST
TESTTake IV
19:33VOID
VOIDVoided the NIL issue about negative numbers
19:32NOTE
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!)
19:32TEST
TESTTake III
19:32VOID
VOIDAccept request done
19:30TEST
TESTTake II (GRRR!)
19:30DONE
DONECleaned that up!
19:29BUG
BUGBULLSHIT!
19:27TEST
TESTWell, 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!
19:27STATUS
STATUSDamn... I feel terrible
19:26LINK
LINKI've linked that to the main draw routine
18:43DONE
DONEA base for the gauge draw function
17:32NOTE
NOTEI 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....
14:57FAILURE
FAILUREWTF... Paint threw me an error, while I did never even start that program up.... Ghosts!
14:31FAILURE
FAILUREI guess YouTube is a bit bugged today, as that was NOT the video I was linking to... Oh well
14:30OFFTOPIC
OFFTOPICDernor
14:21POWERSHELL
POWERSHELLSo let's run my little scrippie
14:21NALA
NALAI guess I did not recompile this
14:20CONFIG
CONFIGI've the coordinates it has to move to
14:18TECHNO
TECHNOYes, this will cause it to be invisible for being out of the screen borders, and was deliberate so I can make it "scroll in"
14:17CONFIG
CONFIGI've set the Gauge at Y -500
14:15NOTE
NOTETrouble is that it's impossible to test at the present time if this all works
14:15ENHANCEMENT
ENHANCEMENTI've updated the TQMG library for automated hotspot support.... The time gauge can really benefit from this
14:14BACKUP
BACKUPExtra backup is running now
14:14OFFTOPIC
OFFTOPIC
14:06STATUS
STATUSNothing 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
14:05UPDATED
UPDATEDTQMG repository
14:04STATUS
STATUSAnd 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
14:02UPDATED
UPDATEDTricky Units
14:01BUG
BUGI know it won't compile, don't even try it! This doesn't have priority right now!
14:00UPDATED
UPDATEDBubble/MonoGame
13:59BUG
BUGOkay That is jpbubble/Bubble_CLI#1 -- My bad!
13:58BUG
13:58UPDATED
UPDATEDBubble Build Respository
13:58UPDATED
UPDATEDBubble Lib Repository
13:27C#
C#StripExt (I needed that)
13:14CONFIRMED
CONFIRMEDOkay, everything appears to be working
13:13TEST
TESTTake II
13:13FIXED
FIXEDI was too quick
13:12STUPIDITY
STUPIDITYIdiot!
13:10TEST
TESTRebecca I need to see now if the game still starts up... if it does... everything is most likely fine!
13:09DONE
DONEI've set the intro routine to load the gauge icons as well... It was just easier to do
9:43OFFTOPIC
OFFTOPICLet's enjoy a good song also, eh?

9:42STATUS
STATUSAnd 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
9:41TODO
TODOmaking myself some baguettes with cheese and ham for breakfast....
1:04STATUS
STATUSSo far... Gonna call it... mesa tired
0:58JCR6
JCR6Oh yeah, I made a secret alias... but that will come down to spoilers :P
0:36STATUS
STATUSHey, they had to be done anyway, and this way I can't forget about them anymore... XD
0:34ART
ARTGauge Icon Shanda
0:33ART
ARTGauge Icon Scyndi
0:31ART
ARTGauge Icon Rebecca
0:27ART
ARTGauge Icon Merya
0:25ART
ART
Kirana
0:23ART
ARTGauge Icon Dernor
0:22ART
ARTGauge Icon Brendor
0:21ART
ARTGauge Icon Aziëlla
0:20ART
ARTGauge Icon Eric
0:19TODO
TODOAlthough 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.

0:16DONE
DONEEnrollments 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 = -
21:58NIL
NILThey too will be added to the pre-menu loader, for the same reasons
21:57ART
ARTTime Pointers
21:52NIL
NILAs 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
21:49ART
ARTTime gauge itself
21:48ART
ARTIrravonia's combat gauge icons
20:23NOTE
NOTEYeah, I had that luck...XD
20:23JUDGMENT
JUDGMENTScyndi BETTER!
20:21NOTE
NOTEI need the luck that 2 enemies appear though
20:21TEST
TESTLet's see how that looks
20:21COSMETIC
COSMETICAdepted the calculation
20:19UNDESIREABLE
UNDESIREABLEWhen there are multiple enemies they are needlessly close to each other, so I need to do some recalculating here
20:19CONFIRMED
CONFIRMEDIt works!
20:17TEST
TESTTake XI
20:17FIXED
FIXEDI think....
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