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20:15 | TEST | Take X |
20:15 | EXPERIMENT | Let's see.... |
20:13 | DEBUG | Extra fuck! |
20:09 | TEST | Take IX |
20:09 | FUCKYOU | CRAP! |
20:07 | TEST | Take VIII |
20:07 | DEBUG | More information, as the impossible was claimed |
20:03 | TEST | Take VII to see what will happen now... |
20:02 | FIXED | Ah... just a mistake in the error message |
20:01 | HUH | Type 0? |
19:58 | TEST | Take VI |
19:58 | NOTE | Or rather return |
19:58 | FIXED | Illegal property call |
19:56 | TEST | Take V |
19:56 | FIXED | Lacking sense of self |
19:54 | TEST | An onto take IV |
19:54 | FIXED | Fixing a crash in the process |
19:54 | GENERATION | Regenerated ANYWAY |
19:52 | TEST | Take III |
19:52 | FIXED | Malformed #accept line |
19:51 | TEST | Take II |
19:51 | FIXED | Knudde! |
19:48 | TEST | Take I |
19:48 | LINK | Calculator linked to combat start up |
19:33 | OFFTOPIC | Aha... 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 ;) |
18:01 | DONE | Gauge 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. |
17:27 | LINK | RPG Data linked in Hero Compiler |
17:09 | STATUS | Wow... It works... IN ONE GO! |
17:07 | TEST | OF course, what SHOULD BE and what IS, are two different things, so let's get rocking Take I |
17:06 | DONE | Foes SHOULD now be drawn |
17:05 | EXPERIMENT | various |
16:23 | LINK | Linked those spots to the ingame Foe End Compiler |
16:20 | FIXED | Spot generator did work when it came to the calculation of coordinates, but did not create the actual spots |
16:18 | TODO | |
16:10 | POWERSHELL | I've added the call to my FoeCompiler in my building script |
13:51 | STATUS | Time for a break, though! |
13:47 | STATUS | Shouldn't be too hard, but I've seen simpler things causing cockroaches |
13:47 | STATUS | The next step will be to make sure the enemies actually appear |
13:44 | TECHNO | It 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... |
13:43 | CONFIRMED | It appears I'm correct |
13:42 | TEST | Take XVI to see if I'm correct |
13:41 | EXPERIMENT | I wonder.... |
13:37 | STATUS | Anyway as far as I can judge at this specific moment everything looks like it's in order... |
13:35 | DONE | Real life stuff |
13:08 | TEST | And into Take XV |
13:08 | GENERATION | Recompile all foes |
13:08 | DONE | Foe compiler should now also take care of generating a "Points" record for Foes holding their HP |
13:05 | FIXED | Always HP and not Hp |
13:01 | BUG | But the crap is not yet completely over |
13:01 | STATUS | At least no more parse errors |
12:59 | TEST | Take XIV |
12:59 | VOID | I'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! |
12:57 | HUH | Dupe identifier my ass! |
12:56 | TEST | Take XIII |
12:55 | FUCKYOU | No force |
12:55 | COCKROACH | WHAT THE???? |
12:53 | TEST | Take XII |
12:53 | FIXED | that issue |
12:52 | STUPIDITY | Oh, I made the same mistake TWICE.... Now I see |
12:52 | COCKROACH | Fix ignored |
12:50 | TEST | Take XI |
12:50 | FIXED | Case error in compiler |
12:49 | TEST | Take X |
12:49 | FIXED | This crash in the process |
12:49 | LAZY | Name link up |
12:47 | FUCKYOU | Do DAMN! |
12:44 | TEST | Take IX |
12:44 | FIXED | Fixed that too |
12:44 | STUPIDITY | AH! |
12:42 | COCKROACH | NOW I don't believe the claim anymore |
12:37 | TEST | Take VIII |
12:37 | FIXED | Directory error |
12:36 | STUPIDITY | Just as I suspected |
12:36 | COCKROACH | Apparently not.... |
12:34 | TEST | Take VII will show if this all went the way it should |
12:34 | ART | Blue Slime |
12:32 | ART | Goblin |
12:28 | JCR6 | But my JCR viewer appears to confirm this claim |
12:27 | STATUS | Ah yeah, it appears the enemy pictures are missing (or at least the system claims so, but it should be possible) |
12:25 | TEST | Take VI |
12:25 | FIXED | Put in an empty Draw() method to make at least sure its abstract has been overridden |
12:24 | FIXED | Replaced abstract GetTeamName |
12:21 | TEST | Take V |
12:21 | GENERATION | Recompiled all enemies |
12:20 | FIXED | missint enter when there should be one |
12:18 | CHECKED | Script doesn't look like it, but, ya never know... |
12:18 | TEST | And Take IV will show you if it's NOT ignore this time... |
12:17 | GENERATION | And recompiled the foe scripts |
12:17 | FIXED | I also fixed the missing name |
12:15 | COCKROACH | Fix ignored??? |
12:13 | TEST | Take III |
12:12 | FIXED | That's been fixed |
12:12 | BUG | Translation misforming in compiler program |
12:10 | TEST | Take II |
12:10 | FIXED | "Reg" |
12:04 | TEST | Take I |
12:04 | STATUS | That's all done, so let's start testing |
11:48 | STATUS | I first need to feed my cat and get to other real life issues, and after that it'll be testing time |
11:47 | LINK | I've linked the foe compiler to the start up script |
11:27 | CONFIRMED | Miracles DO happen.... |
11:27 | CONFIRMED | Okay, there are really no parse errors... |
11:27 | FIXED | Devlog issue |
11:26 | NOTE | Oh, wait, I think I know what's happening.... Duh... |
11:26 | FAILURE | What the hell? |
11:25 | TEST | Take II to make really sure everything's alright! |
11:25 | GENERATION | Let's run Anyway to make sure everything is actually loaded at all |
11:25 | STATUS | Well I'll be... none pop up |
11:22 | TEST | Take I |
11:22 | STATUS | This 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! |
11:21 | DONE | Compiler script set up |
11:12 | STATUS | I guess the compilation of foes can now truely begin.... |
10:49 | BUG | Why QuickNIL throws (nonsensical) errors for the quickmeta example is completely beyond me, tough.... But not really relevant at the present time, either.... |
10:48 | NIL | Some more examples written |
9:34 | FIXED | ???? False data in Blue Slime ??? |
9:17 | SECURITY | A big checkup.... Needed every now and then.... |
1:23 | STATUS | See ya! |
1:23 | STATUS | It's 1:23am... It's time |
1:23 | STATUS | Gonna call it |
1:20 | VISUALSTUDIO | The statistics should've been compiled properly |
1:13 | DONE | Well let's say I made progress! |
1:01 | BOSS | Recognizable by compiler now |
0:48 | DONE | AI module in compiler |
0:45 | FIXED | And more shit fixed |
0:45 | FIXED | |
0:35 | FIXED | Classes which extend fighter must be created with a tagname! |
0:16 | GENERATION | in order to make sure the foe compiler won't crash the game, I've regenerated anyway |
0:11 | VISUALSTUDIO | Yeah, I decided to do the description too, and I am planning to give Merya a move which allows her to identify enemies... |
0:06 | FIXED | THAT looks better already! |
0:05 | BUG | NOPE NOPE NOPE foeret.Image = LoadImage("{val}") |
0:05 | DONE | ImageLoad |
0:00 | UNDESIREABLE | And Friday the 13th has begun... Hopefull that doesn't bring bad luck to this project :-/ |
- = 12 Sep 2019 = - | ||
23:59 | STATUS | DANG! |
23:59 | STATUS | I guess that with the image file all that is not RPG lib based is out of the way |
23:58 | ANALYSIS | let's see about the groupless data! |
23:57 | NIL | FoeTag -- Parameter for the in-game foe loader |
23:56 | STATUS | Okay, now we get into the actual RPG module, and that can be a bit of an issue |
23:55 | STATUS | Okay, let's see what's next.... :-/ |
23:55 | TECHNO | It's not as hard as it looks, still it's a bit brain killing ;-/ |
23:54 | CONFIRMED | So far it all works the way it was intended |
23:54 | VISUALSTUDIO | Experience should be compiled now |
23:49 | NOTE | Yeah, there I'll store how much EXP you earn for killing a monster |
23:49 | NIL | "Experience" field added |
23:47 | REMINDER | Yeah, I really must NOT forget that one, so this was pretty important ;) |
23:47 | REMINDER | |
23:46 | BUG | I see that "physical" is misspelled in the foe editor... I must not forget to fix that |
23:46 | FIXED | that "fixes" the issue indeed |
23:45 | VOID | Dirty code straight from hell, but it's the easiest way to prevent tons of needless work! |
23:43 | JUDGMENT | Ah.... The fatal elements is not yet the way it should be I suppose, hahaha.... |
23:42 | VISUALSTUDIO | the default AI data will be properly compiled |
23:41 | NIL | Set up a class for foes |
23:10 | STATUS | How sweet... Kitty seeks my attentions ;) |
23:09 | DONE | Also compile if target doesn't exist! |
23:09 | GENERATION | Combat dir generator |
23:05 | NOTE | A "force" mode is there to do it anyway... Most of all brought in for if files got corrupted or anything! |
23:05 | DONE | I'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! |
23:04 | TECHNO | This will save me some trouble in a later stage, trust me! |
23:03 | VISUALSTUDIO | I'm setting up a quick way to do some pre-compiling on foes |
22:54 | STUDY | Right... 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... |
21:57 | TECHNO | Now 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.... |
21:55 | STATUS | The next stup of evolution in this game will be.... The FOE compiler, and THAT is gonna be a challenge... |
21:54 | OFFTOPIC | my IQ is only above average... I'm not beyond insanity, so don't expect too much of me.... |
21:54 | OFFTOPIC | Let's just say I'm too stupid for this.... |
21:45 | EXPERIMENT | I'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! |
21:30 | GITHUB | Also updated |
21:30 | BACKUP | Running, as I wanna make sure this remains here |
21:30 | MYSTERY | Some things will never be solved by mankind.... Or at least so it seems! |
21:27 | HUH | And suddenly without any kind of explanation... it works.... |
21:25 | TEST | Take XXXII |
21:25 | EXPERIMENT | Let's try.... :-/ |
21:23 | COCKROACH | If 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 |
21:22 | CONFIRMED | GJCR 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). |
21:21 | RESULT | That too isn't it (couldn't be, but I must eliminate all the impossible to come to the truth) |
21:19 | TEST | Take XXXI |
21:18 | DUMMIED | And let's set the party bar on mute |
21:18 | RECOVERED | The arena |
21:17 | RESULT | Okay, 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 |
21:15 | TEST | Take XXX |
21:15 | HUH | Oh... false start.... |
21:14 | TEST | Take XXIX |
21:14 | DUMMIED | Let's temporarily mute some code, and see what happens (shouldn't change anything, but at this point I'll try ANYTHING!). |
21:12 | RESULT | Nothing 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). |
21:08 | TEST | Take XXVIII |
21:08 | STUPIDITY | I can NEVER do quick stuff right in once! |
21:06 | TEST | Take XXVII |
21:02 | POWERSHELL | Running compilation script |
21:02 | LAZY | Small adaption to NALA |
21:00 | COCKROACH | However I don't see that on screen, so something MUST still be wrong... |
21:00 | ANALYSIS | All data produced is in order |
20:57 | TEST | Take XXVI |
20:57 | EXPERIMENT | Hmmmm |
20:54 | TEST | Take XXV |
20:53 | DEBUG | DIRTY DEBUG STRAIGHT FROM HELL! |
20:48 | ANALYSIS | Screen is big enough, so that ain't the issue |
20:47 | TEST | Take XXIV |
20:47 | DEBUG | Still no clue |
20:44 | TEST | Take XXIII |
20:44 | DEBUG | MOAR investigation |
20:36 | TEST | Take XXII |
20:36 | HUH | Let's try THIS! |
20:36 | HUH | Still no good? |
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