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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113
0:58JCR6
JCR6 Oh yeah, I made a secret alias... but that will come down to spoilers :P
0:36STATUS
STATUS Hey, they had to be done anyway, and this way I can't forget about them anymore... XD
0:34ART
ART Gauge Icon Shanda
0:33ART
ART Gauge Icon Scyndi
0:31ART
ART Gauge Icon Rebecca
0:27ART
ART Gauge Icon Merya
0:25ART
ART
Kirana
0:23ART
ART Gauge Icon Dernor
0:22ART
ART Gauge Icon Brendor
0:21ART
ART Gauge Icon Aziëlla
0:20ART
ART Gauge Icon Eric
0:19TODO
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.

0:16DONE
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 = -
21:58NIL
NIL They too will be added to the pre-menu loader, for the same reasons
21:57ART
ART Time Pointers
21:52NIL
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
21:49ART
ART Time gauge itself
21:48ART
ART Irravonia's combat gauge icons
20:23NOTE
NOTE Yeah, I had that luck...XD
20:23JUDGMENT
JUDGMENT Scyndi BETTER!
20:21NOTE
NOTE I need the luck that 2 enemies appear though
20:21TEST
TEST Let's see how that looks
20:21COSMETIC
COSMETIC Adepted the calculation
20:19UNDESIREABLE
UNDESIREABLE When there are multiple enemies they are needlessly close to each other, so I need to do some recalculating here
20:19CONFIRMED
CONFIRMED It works!
20:17TEST
TEST Take XI
20:17FIXED
FIXED I think....
20:15TEST
TEST Take X
20:15EXPERIMENT
EXPERIMENT Let's see....
20:13DEBUG
DEBUG Extra fuck!
20:09TEST
TEST Take IX
20:09FUCKYOU
FUCKYOU CRAP!
20:07TEST
TEST Take VIII
20:07DEBUG
DEBUG More information, as the impossible was claimed
20:03TEST
TEST Take VII to see what will happen now...
20:02FIXED
FIXED Ah... just a mistake in the error message
20:01HUH
HUH Type 0?
19:58TEST
TEST Take VI
19:58NOTE
NOTE Or rather return
19:58FIXED
FIXED Illegal property call
19:56TEST
TEST Take V
19:56FIXED
FIXED Lacking sense of self
19:54TEST
TEST An onto take IV
19:54FIXED
FIXED Fixing a crash in the process
19:54GENERATION
GENERATION Brendor Regenerated ANYWAY
19:52TEST
TEST Take III
19:52FIXED
FIXED Malformed #accept line
19:51TEST
TEST Take II
19:51FIXED
FIXED Knudde!
19:48TEST
TEST Take I
19:48LINK
LINK Calculator linked to combat start up
19:33OFFTOPIC
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 ;)
18:01DONE
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.
17:27LINK
LINK RPG Data linked in Hero Compiler
17:09STATUS
STATUS Wow... It works... IN ONE GO!
17:07TEST
TEST OF course, what SHOULD BE and what IS, are two different things, so let's get rocking

Take I

17:06DONE
DONE Foes SHOULD now be drawn
17:05EXPERIMENT
EXPERIMENT various
16:23LINK
LINK Linked those spots to the ingame Foe End Compiler
16:20FIXED
FIXED Spot generator did work when it came to the calculation of coordinates, but did not create the actual spots
16:18TODO
16:10POWERSHELL
POWERSHELL I've added the call to my FoeCompiler in my building script
13:51STATUS
STATUS Time for a break, though!
13:47STATUS
STATUS Shouldn't be too hard, but I've seen simpler things causing cockroaches
13:47STATUS
STATUS The next step will be to make sure the enemies actually appear
13:44TECHNO
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...
13:43CONFIRMED
CONFIRMED It appears I'm correct
13:42TEST
TEST Take XVI to see if I'm correct
13:41EXPERIMENT
EXPERIMENT I wonder....
13:37STATUS
STATUS Irravonia Anyway as far as I can judge at this specific moment everything looks like it's in order...
13:35DONE
DONE Real life stuff
13:08TEST
TEST And into Take XV
13:08GENERATION
GENERATION Recompile all foes
13:08DONE
DONE Foe compiler should now also take care of generating a "Points" record for Foes holding their HP
13:05FIXED
FIXED Always HP and not Hp
13:01BUG
BUG But the crap is not yet completely over
13:01STATUS
STATUS At least no more parse errors
12:59TEST
TEST Take XIV
12:59VOID
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!
12:57HUH
HUH Dupe identifier my ass!
12:56TEST
TEST Take XIII
12:55FUCKYOU
FUCKYOU No force
12:55COCKROACH
COCKROACH WHAT THE????
12:53TEST
TEST Take XII
12:53FIXED
FIXED that issue
12:52STUPIDITY
STUPIDITY Oh, I made the same mistake TWICE.... Now I see
12:52COCKROACH
COCKROACH Fix ignored
12:50TEST
TEST Take XI
12:50FIXED
FIXED Case error in compiler
12:49TEST
TEST Take X
12:49FIXED
FIXED This crash in the process
12:49LAZY
LAZY Name link up
12:47FUCKYOU
FUCKYOU Do DAMN!
12:44TEST
TEST Take IX
12:44FIXED
FIXED Eric Fixed that too
12:44STUPIDITY
STUPIDITY AH!
12:42COCKROACH
COCKROACH NOW I don't believe the claim anymore
12:37TEST
TEST Take VIII
12:37FIXED
FIXED Directory error
12:36STUPIDITY
STUPIDITY Just as I suspected
12:36COCKROACH
COCKROACH Apparently not....
12:34TEST
TEST Take VII will show if this all went the way it should
12:34ART
ART Blue Slime
12:32ART
ART Goblin
12:28JCR6
JCR6 But my JCR viewer appears to confirm this claim
12:27STATUS
STATUS Ah yeah, it appears the enemy pictures are missing (or at least the system claims so, but it should be possible)
12:25TEST
TEST Take VI
12:25FIXED
FIXED Put in an empty Draw() method to make at least sure its abstract has been overridden
12:24FIXED
FIXED Replaced abstract GetTeamName
12:21TEST
TEST Take V
12:21GENERATION
GENERATION Recompiled all enemies
12:20FIXED
FIXED missint enter when there should be one
12:18CHECKED
CHECKED Script doesn't look like it, but, ya never know...
12:18TEST
TEST And Take IV will show you if it's NOT ignore this time...
12:17GENERATION
GENERATION And recompiled the foe scripts
12:17FIXED
FIXED I also fixed the missing name
12:15COCKROACH
COCKROACH Fix ignored???
12:13TEST
TEST Take III
12:12FIXED
FIXED Aziella That's been fixed
12:12BUG
BUG Translation misforming in compiler program
12:10TEST
TEST Take II
12:10FIXED
FIXED "Reg"
12:04TEST
TEST Take I
12:04STATUS
STATUS That's all done, so let's start testing
11:48STATUS
STATUS I first need to feed my cat and get to other real life issues, and after that it'll be testing time
11:47LINK
LINK I've linked the foe compiler to the start up script
11:27CONFIRMED
CONFIRMED Miracles DO happen....
11:27CONFIRMED
CONFIRMED Okay, there are really no parse errors...
11:27FIXED
FIXED Devlog issue
11:26NOTE
NOTE Oh, wait, I think I know what's happening.... Duh...
11:26FAILURE
FAILURE What the hell?
11:25TEST
TEST Take II to make really sure everything's alright!
11:25GENERATION
GENERATION Let's run Anyway to make sure everything is actually loaded at all
11:25STATUS
STATUS Well I'll be... none pop up
11:22TEST
TEST Take I
11:22STATUS
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!

11:21DONE
DONE Compiler script set up
11:12STATUS
STATUS I guess the compilation of foes can now truely begin....
10:49BUG
BUG Why QuickNIL throws (nonsensical) errors for the quickmeta example is completely beyond me, tough.... But not really relevant at the present time, either....
10:48NIL
NIL Some more examples written
9:34FIXED
FIXED ???? False data in Blue Slime ???
9:17SECURITY
SECURITY A big checkup.... Needed every now and then....
1:23STATUS
STATUS See ya!
1:23STATUS
STATUS Merya It's 1:23am... It's time
1:23STATUS
STATUS Gonna call it
1:20VISUALSTUDIO
VISUALSTUDIO The statistics should've been compiled properly
1:13DONE
DONE Well let's say I made progress!
1:01BOSS
BOSS Recognizable by compiler now
0:48DONE
DONE AI module in compiler
0:45FIXED
FIXED And more shit fixed
0:45FIXED
0:35FIXED
FIXED Classes which extend fighter must be created with a tagname!
0:16GENERATION
GENERATION in order to make sure the foe compiler won't crash the game, I've regenerated anyway
0:11VISUALSTUDIO
VISUALSTUDIO Yeah, I decided to do the description too, and I am planning to give Merya a move which allows her to identify enemies...
0:06FIXED
FIXED THAT looks better already!
0:05BUG
BUG NOPE NOPE NOPE
foeret.Image = LoadImage("{val}")
0:05DONE
DONE ImageLoad
0:00UNDESIREABLE
UNDESIREABLE And Friday the 13th has begun... Hopefull that doesn't bring bad luck to this project :-/
- = 12 Sep 2019 = -
23:59STATUS
STATUS DANG!
23:59STATUS
STATUS I guess that with the image file all that is not RPG lib based is out of the way
23:58ANALYSIS
ANALYSIS let's see about the groupless data!
23:57NIL
NIL FoeTag -- Parameter for the in-game foe loader
23:56STATUS
STATUS Okay, now we get into the actual RPG module, and that can be a bit of an issue
23:55STATUS
STATUS Okay, let's see what's next.... :-/
23:55TECHNO
TECHNO It's not as hard as it looks, still it's a bit brain killing ;-/
23:54CONFIRMED
CONFIRMED So far it all works the way it was intended
23:54VISUALSTUDIO
VISUALSTUDIO Experience should be compiled now
23:49NOTE
NOTE Yeah, there I'll store how much EXP you earn for killing a monster
23:49NIL
NIL "Experience" field added
23:47REMINDER
REMINDER Dernor Yeah, I really must NOT forget that one, so this was pretty important ;)
23:47REMINDER
23:46BUG
BUG I see that "physical" is misspelled in the foe editor... I must not forget to fix that
23:46FIXED
FIXED that "fixes" the issue indeed
23:45VOID
VOID Dirty code straight from hell, but it's the easiest way to prevent tons of needless work!
23:43JUDGMENT
JUDGMENT Ah.... The fatal elements is not yet the way it should be I suppose, hahaha....
23:42VISUALSTUDIO
VISUALSTUDIO the default AI data will be properly compiled
23:41NIL
NIL Set up a class for foes
23:10STATUS
STATUS How sweet... Kitty seeks my attentions ;)
23:09DONE
DONE Also compile if target doesn't exist!
23:09GENERATION
GENERATION Combat dir generator
23:05NOTE
NOTE A "force" mode is there to do it anyway... Most of all brought in for if files got corrupted or anything!
23:05DONE
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!
23:04TECHNO
TECHNO This will save me some trouble in a later stage, trust me!
23:03VISUALSTUDIO
VISUALSTUDIO I'm setting up a quick way to do some pre-compiling on foes
22:54STUDY
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...
21:57TECHNO
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....
21:55STATUS
STATUS The next stup of evolution in this game will be.... The FOE compiler, and THAT is gonna be a challenge...
21:54OFFTOPIC
OFFTOPIC my IQ is only above average... I'm not beyond insanity, so don't expect too much of me....
21:54OFFTOPIC
OFFTOPIC Let's just say I'm too stupid for this....
21:45EXPERIMENT
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!
21:30GITHUB
GITHUB Also updated
21:30BACKUP
BACKUP Running, as I wanna make sure this remains here
21:30MYSTERY
MYSTERY Some things will never be solved by mankind.... Or at least so it seems!
21:27HUH
HUH And suddenly without any kind of explanation... it works....
21:25TEST
TEST Rebecca Take XXXII
21:25EXPERIMENT
EXPERIMENT Let's try.... :-/
21:23COCKROACH
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
21:22CONFIRMED
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).
21:21RESULT
RESULT That too isn't it (couldn't be, but I must eliminate all the impossible to come to the truth)
21:19TEST
TEST Take XXXI
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