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
20:15TEST
TESTTake X
20:15EXPERIMENT
EXPERIMENTLet's see....
20:13DEBUG
DEBUGExtra fuck!
20:09TEST
TESTTake IX
20:09FUCKYOU
FUCKYOUCRAP!
20:07TEST
TESTTake VIII
20:07DEBUG
DEBUGMore information, as the impossible was claimed
20:03TEST
TESTTake VII to see what will happen now...
20:02FIXED
FIXEDAh... just a mistake in the error message
20:01HUH
HUHType 0?
19:58TEST
TESTTake VI
19:58NOTE
NOTEOr rather return
19:58FIXED
FIXEDIllegal property call
19:56TEST
TESTTake V
19:56FIXED
FIXEDLacking sense of self
19:54TEST
TESTAn onto take IV
19:54FIXED
FIXEDFixing a crash in the process
19:54GENERATION
GENERATIONBrendor Regenerated ANYWAY
19:52TEST
TESTTake III
19:52FIXED
FIXEDMalformed #accept line
19:51TEST
TESTTake II
19:51FIXED
FIXEDKnudde!
19:48TEST
TESTTake I
19:48LINK
LINKCalculator linked to combat start up
19:33OFFTOPIC
OFFTOPICAha... I see that Godot is not offering C# support.... That could be nice to give it a try, but not for the short term, but hey, I know they support it, and that's cool ;)
18:01DONE
DONEGauge speed calculator.... Contrary to the first version of the game, this will just base itself on who is quickest and who is slowest, making an order, and not a direct agility to setup as the original game had.
17:27LINK
LINKRPG Data linked in Hero Compiler
17:09STATUS
STATUSWow... It works... IN ONE GO!
17:07TEST
TESTOF course, what SHOULD BE and what IS, are two different things, so let's get rocking

Take I

17:06DONE
DONEFoes SHOULD now be drawn
17:05EXPERIMENT
EXPERIMENTvarious
16:23LINK
LINKLinked those spots to the ingame Foe End Compiler
16:20FIXED
FIXEDSpot generator did work when it came to the calculation of coordinates, but did not create the actual spots
16:18TODO
16:10POWERSHELL
POWERSHELLI've added the call to my FoeCompiler in my building script
13:51STATUS
STATUSTime for a break, though!
13:47STATUS
STATUSShouldn't be too hard, but I've seen simpler things causing cockroaches
13:47STATUS
STATUSThe next step will be to make sure the enemies actually appear
13:44TECHNO
TECHNOIt appears that NIL takes all "ground scopes" of the main script and all scripts in imports through "#use" as one big scope, and that was how the false "dupe identifier" errors were thrown.... Not sure what I can do about it, but it's good to know nonetheless...
13:43CONFIRMED
CONFIRMEDIt appears I'm correct
13:42TEST
TESTTake XVI to see if I'm correct
13:41EXPERIMENT
EXPERIMENTI wonder....
13:37STATUS
STATUSIrravonia Anyway as far as I can judge at this specific moment everything looks like it's in order...
13:35DONE
DONEReal life stuff
13:08TEST
TESTAnd into Take XV
13:08GENERATION
GENERATIONRecompile all foes
13:08DONE
DONEFoe compiler should now also take care of generating a "Points" record for Foes holding their HP
13:05FIXED
FIXEDAlways HP and not Hp
13:01BUG
BUGBut the crap is not yet completely over
13:01STATUS
STATUSAt least no more parse errors
12:59TEST
TESTTake XIV
12:59VOID
VOIDI've written some void code to get past all that, but I really need to find out what I can do to fix that nasty issue!
12:57HUH
HUHDupe identifier my ass!
12:56TEST
TESTTake XIII
12:55FUCKYOU
FUCKYOUNo force
12:55COCKROACH
COCKROACHWHAT THE????
12:53TEST
TESTTake XII
12:53FIXED
FIXEDthat issue
12:52STUPIDITY
STUPIDITYOh, I made the same mistake TWICE.... Now I see
12:52COCKROACH
COCKROACHFix ignored
12:50TEST
TESTTake XI
12:50FIXED
FIXEDCase error in compiler
12:49TEST
TESTTake X
12:49FIXED
FIXEDThis crash in the process
12:49LAZY
LAZYName link up
12:47FUCKYOU
FUCKYOUDo DAMN!
12:44TEST
TESTTake IX
12:44FIXED
FIXEDEric Fixed that too
12:44STUPIDITY
STUPIDITYAH!
12:42COCKROACH
COCKROACHNOW I don't believe the claim anymore
12:37TEST
TESTTake VIII
12:37FIXED
FIXEDDirectory error
12:36STUPIDITY
STUPIDITYJust as I suspected
12:36COCKROACH
COCKROACHApparently not....
12:34TEST
TESTTake VII will show if this all went the way it should
12:34ART
ARTBlue Slime
12:32ART
ARTGoblin
12:28JCR6
JCR6But my JCR viewer appears to confirm this claim
12:27STATUS
STATUSAh yeah, it appears the enemy pictures are missing (or at least the system claims so, but it should be possible)
12:25TEST
TESTTake VI
12:25FIXED
FIXEDPut in an empty Draw() method to make at least sure its abstract has been overridden
12:24FIXED
FIXEDReplaced abstract GetTeamName
12:21TEST
TESTTake V
12:21GENERATION
GENERATIONRecompiled all enemies
12:20FIXED
FIXEDmissint enter when there should be one
12:18CHECKED
CHECKEDScript doesn't look like it, but, ya never know...
12:18TEST
TESTAnd Take IV will show you if it's NOT ignore this time...
12:17GENERATION
GENERATIONAnd recompiled the foe scripts
12:17FIXED
FIXEDI also fixed the missing name
12:15COCKROACH
COCKROACHFix ignored???
12:13TEST
TESTTake III
12:12FIXED
FIXEDAziella That's been fixed
12:12BUG
BUGTranslation misforming in compiler program
12:10TEST
TESTTake II
12:10FIXED
FIXED"Reg"
12:04TEST
TESTTake I
12:04STATUS
STATUSThat's all done, so let's start testing
11:48STATUS
STATUSI first need to feed my cat and get to other real life issues, and after that it'll be testing time
11:47LINK
LINKI've linked the foe compiler to the start up script
11:27CONFIRMED
CONFIRMEDMiracles DO happen....
11:27CONFIRMED
CONFIRMEDOkay, there are really no parse errors...
11:27FIXED
FIXEDDevlog issue
11:26NOTE
NOTEOh, wait, I think I know what's happening.... Duh...
11:26FAILURE
FAILUREWhat the hell?
11:25TEST
TESTTake II to make really sure everything's alright!
11:25GENERATION
GENERATIONLet's run Anyway to make sure everything is actually loaded at all
11:25STATUS
STATUSWell I'll be... none pop up
11:22TEST
TESTTake I
11:22STATUS
STATUSThis has not yet been linked, but some parse errors should now definitely be visible if they are there....

So the current task at hand is to make sure they are all removed!

11:21DONE
DONECompiler script set up
11:12STATUS
STATUSI guess the compilation of foes can now truely begin....
10:49BUG
BUGWhy QuickNIL throws (nonsensical) errors for the quickmeta example is completely beyond me, tough.... But not really relevant at the present time, either....
10:48NIL
NILSome more examples written
9:34FIXED
FIXED???? False data in Blue Slime ???
9:17SECURITY
SECURITYA big checkup.... Needed every now and then....
1:23STATUS
STATUSSee ya!
1:23STATUS
STATUSMerya It's 1:23am... It's time
1:23STATUS
STATUSGonna call it
1:20VISUALSTUDIO
VISUALSTUDIOThe statistics should've been compiled properly
1:13DONE
DONEWell let's say I made progress!
1:01BOSS
BOSSRecognizable by compiler now
0:48DONE
DONEAI module in compiler
0:45FIXED
FIXEDAnd more shit fixed
0:45FIXED
0:35FIXED
FIXEDClasses which extend fighter must be created with a tagname!
0:16GENERATION
GENERATIONin order to make sure the foe compiler won't crash the game, I've regenerated anyway
0:11VISUALSTUDIO
VISUALSTUDIOYeah, I decided to do the description too, and I am planning to give Merya a move which allows her to identify enemies...
0:06FIXED
FIXEDTHAT looks better already!
0:05BUG
BUGNOPE NOPE NOPE
foeret.Image = LoadImage("{val}")
0:05DONE
DONEImageLoad
0:00UNDESIREABLE
UNDESIREABLEAnd Friday the 13th has begun... Hopefull that doesn't bring bad luck to this project :-/
- = 12 Sep 2019 = -
23:59STATUS
STATUSDANG!
23:59STATUS
STATUSI guess that with the image file all that is not RPG lib based is out of the way
23:58ANALYSIS
ANALYSISlet's see about the groupless data!
23:57NIL
NILFoeTag -- Parameter for the in-game foe loader
23:56STATUS
STATUSOkay, now we get into the actual RPG module, and that can be a bit of an issue
23:55STATUS
STATUSOkay, let's see what's next.... :-/
23:55TECHNO
TECHNOIt's not as hard as it looks, still it's a bit brain killing ;-/
23:54CONFIRMED
CONFIRMEDSo far it all works the way it was intended
23:54VISUALSTUDIO
VISUALSTUDIOExperience should be compiled now
23:49NOTE
NOTEYeah, there I'll store how much EXP you earn for killing a monster
23:49NIL
NIL"Experience" field added
23:47REMINDER
REMINDERDernor Yeah, I really must NOT forget that one, so this was pretty important ;)
23:47REMINDER
23:46BUG
BUGI see that "physical" is misspelled in the foe editor... I must not forget to fix that
23:46FIXED
FIXEDthat "fixes" the issue indeed
23:45VOID
VOIDDirty code straight from hell, but it's the easiest way to prevent tons of needless work!
23:43JUDGMENT
JUDGMENTAh.... The fatal elements is not yet the way it should be I suppose, hahaha....
23:42VISUALSTUDIO
VISUALSTUDIOthe default AI data will be properly compiled
23:41NIL
NILSet up a class for foes
23:10STATUS
STATUSHow sweet... Kitty seeks my attentions ;)
23:09DONE
DONEAlso compile if target doesn't exist!
23:09GENERATION
GENERATIONCombat dir generator
23:05NOTE
NOTEA "force" mode is there to do it anyway... Most of all brought in for if files got corrupted or anything!
23:05DONE
DONEI've set up a scanner which has to see if a foe file has been modified.... It's no use to regenerate even if nothing's changed!
23:04TECHNO
TECHNOThis will save me some trouble in a later stage, trust me!
23:03VISUALSTUDIO
VISUALSTUDIOI'm setting up a quick way to do some pre-compiling on foes
22:54STUDY
STUDYRight... Now that I see how leafo did things on moonscript when it comes to linguist I guess it's easy... Just add NIL to the yaml script and dump in some sample code, and make a pull request... I feel a bit silly, but then again, the documentation (or lack thereof) did make things so easy on me...
21:57TECHNO
TECHNONow I do not feel like copying GINI stuff into the game itself, although it can still be an option.... Well generated code seems to me like the most plausible way to go....
21:55STATUS
STATUSThe next stup of evolution in this game will be.... The FOE compiler, and THAT is gonna be a challenge...
21:54OFFTOPIC
OFFTOPICmy IQ is only above average... I'm not beyond insanity, so don't expect too much of me....
21:54OFFTOPIC
OFFTOPICLet's just say I'm too stupid for this....
21:45EXPERIMENT
EXPERIMENTI'm messing a bit with linguist, but the documentation (or rather lack thereof) is so fantastic I frankly have NO IDEA what I'm doing!
21:30GITHUB
GITHUBAlso updated
21:30BACKUP
BACKUPRunning, as I wanna make sure this remains here
21:30MYSTERY
MYSTERYSome things will never be solved by mankind.... Or at least so it seems!
21:27HUH
HUHAnd suddenly without any kind of explanation... it works....
21:25TEST
TESTRebecca Take XXXII
21:25EXPERIMENT
EXPERIMENTLet's try.... :-/
21:23COCKROACH
COCKROACHIf you eliminate all the impossible, whatever remains however impropable must be the truth.... The point is NOTHING remains after doing that, so the project is getting more and more in danger
21:22CONFIRMED
CONFIRMEDGJCR confirmed that the picture files themselves are all in order (not a chance in Hell it would be otherwise, but at this point one can never be sure).
21:21RESULT
RESULTThat too isn't it (couldn't be, but I must eliminate all the impossible to come to the truth)
21:19TEST
TESTTake XXXI
21:18DUMMIED
DUMMIEDAnd let's set the party bar on mute
21:18RECOVERED
RECOVEREDThe arena
21:17RESULT
RESULTOkay, removing the Arena does indeed not make a difference... This confirms what I suspected that XNA's own (dreaded) layer system could not be the cause of all this
21:15TEST
TESTTake XXX
21:15HUH
HUHOh... false start....
21:14TEST
TESTTake XXIX
21:14DUMMIED
DUMMIEDLet's temporarily mute some code, and see what happens (shouldn't change anything, but at this point I'll try ANYTHING!).
21:12RESULT
RESULTNothing spectecular happened... Wasn't to be expected (when there's nothing wrong, there's nothing to be fixed, but yet, the system DOES refuse to do what it has to do).
21:08TEST
TESTTake XXVIII
21:08STUPIDITY
STUPIDITYI can NEVER do quick stuff right in once!
21:06TEST
TESTTake XXVII
21:02POWERSHELL
POWERSHELLRunning compilation script
21:02LAZY
LAZYSmall adaption to NALA
21:00COCKROACH
COCKROACHHowever I don't see that on screen, so something MUST still be wrong...
21:00ANALYSIS
ANALYSISAll data produced is in order
20:57TEST
TESTTake XXVI
20:57EXPERIMENT
EXPERIMENTHmmmm
20:54TEST
TESTTake XXV
20:53DEBUG
DEBUGDIRTY DEBUG STRAIGHT FROM HELL!
20:48ANALYSIS
ANALYSISScyndi Screen is big enough, so that ain't the issue
20:47TEST
TESTTake XXIV
20:47DEBUG
DEBUGStill no clue
20:44TEST
TESTTake XXIII
20:44DEBUG
DEBUGMOAR investigation
20:36TEST
TESTTake XXII
20:36HUH
HUHLet's try THIS!
20:36HUH
HUHStill no good?
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