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
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 ;)
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!
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....