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
21:18DUMMIED
DUMMIED And let's set the party bar on mute
21:18RECOVERED
RECOVERED The arena
21:17RESULT
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
21:15TEST
TEST Take XXX
21:15HUH
HUH Oh... false start....
21:14TEST
TEST Take XXIX
21:14DUMMIED
DUMMIED Let's temporarily mute some code, and see what happens (shouldn't change anything, but at this point I'll try ANYTHING!).
21:12RESULT
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).
21:08TEST
TEST Take XXVIII
21:08STUPIDITY
STUPIDITY I can NEVER do quick stuff right in once!
21:06TEST
TEST Take XXVII
21:02POWERSHELL
POWERSHELL Running compilation script
21:02LAZY
LAZY Small adaption to NALA
21:00COCKROACH
COCKROACH However I don't see that on screen, so something MUST still be wrong...
21:00ANALYSIS
ANALYSIS All data produced is in order
20:57TEST
TEST Take XXVI
20:57EXPERIMENT
EXPERIMENT Hmmmm
20:54TEST
TEST Take XXV
20:53DEBUG
DEBUG DIRTY DEBUG STRAIGHT FROM HELL!
20:48ANALYSIS
ANALYSIS Scyndi Screen is big enough, so that ain't the issue
20:47TEST
TEST Take XXIV
20:47DEBUG
DEBUG Still no clue
20:44TEST
TEST Take XXIII
20:44DEBUG
DEBUG MOAR investigation
20:36TEST
TEST Take XXII
20:36HUH
HUH Let's try THIS!
20:36HUH
HUH Still no good?
20:35TEST
TEST Take XXI
20:35EXPERIMENT
EXPERIMENT I need to try this out, then
20:32HUH
HUH The error thrown STRONGLY suggests that the Y coordinate happens to be "nil"... That should not be possible, but if it is somehow, it would explain a few things.
20:30TEST
TEST Take XX
20:30DEBUG
DEBUG So an extra line should (hopefully) get me an answer
20:30ANALYSIS
ANALYSIS Data The data I see now do not show any odd things... At least nothing that should enable this to happen
20:11TEST
TEST However an extra take is needed due to this crash... Take XIX
20:11FIXED
FIXED Debugger
20:09COCKROACH
COCKROACH And the debugger crashes this crap as well!
20:09COCKROACH
COCKROACH Still the fighters do no appear
20:07TEST
TEST Take XVIII
20:07FIXED
FIXED Illegal function call
20:07FUCKYOU
FUCKYOU PAY ATTENTION, JEROEN!
20:05BUG
BUG
20:03TEST
TEST We're still in the same test flow so Take XVII
20:02FIXED
FIXED A lack of self
20:02VOID
VOID I think I voided the cockroach, and my presumption was correct also...
19:48TEST
TEST Brendor GO take XVI
19:48EXPERIMENT
EXPERIMENT Let's see if this gets me some answers
19:42RESULT
RESULT Table is empty... Not a chance in hell that should be possible but it is....
19:39NOTE
NOTE TODAY is not Friday the 13th.... TOMORROW is....
19:39TEST
TEST Take XV
19:39FIXED
FIXED AAAARGH! A parse error!
19:36TEST
TEST Take XIV
19:36COCKROACH
COCKROACH And extra debug line must tell me WHY the impossible becomes possible
19:32TEST
TEST Take XIII
19:32NOTE
NOTE (I hope)
19:32DEBUG
DEBUG And an extra debug line *may* be able to do just that...
19:32COCKROACH
COCKROACH As a matter of fact, it moans about nil values.... There is not a single way in which that should be possible, so this is something that must be sorted out
19:31COCKROACH
COCKROACH The error show that this is going to be very very complex!
19:29STATUS
STATUS I'm getting tired, you know!
19:28TEST
TEST Take XII
19:28FIXED
FIXED Constructor not properly set up!
19:24TEST
TEST Take XI
19:24FIXED
FIXED Typo?
19:09TEST
TEST And during take X I can see if this works and what data is about to be produced, as I'm curious now....
19:08DEBUG
DEBUG I can now view some data about my heroes (and later also about the foes)
19:07GENERATION
GENERATION New Anyway for combat
19:07NOTE
NOTE "Zorg" means "Care" in Dutch, and since it begins with a "Z" it's most likely to be imported last, which is vital!
19:07DEBUG
DEBUG Set up my "Zorg Centrum" for the combat routine
18:57COCKROACH
COCKROACH Now this is really going to be a VERY SERIOUS issue
18:54TEST
TEST Take IX
18:54FIXED
FIXED Irravonia Stack overflow
18:52TEST
TEST Take VIII
18:52LAZY
LAZY "fix"
18:49TEST
TEST Take VII
18:49EXPERIMENT
EXPERIMENT Let's see if this works ... :-/
18:03BUG
BUG Still no good!
18:01TEST
TEST Take VI
18:01LINK
LINK Xtra lib import
17:59TEST
TEST Take V
17:59LINK
LINK Acceptance link
17:58TEST
TEST Take IV
17:58DONE
DONE Visual effect should be thre now.... :-/
17:33BUG
BUG No visisble results either
17:33STATUS
STATUS No crahses yet, but
17:33TEST
TEST Take III
16:55STATUS
STATUS Be back later
16:55FIXED
FIXED Maybe this is even better
16:53TEST
TEST Take II
16:53FIXED
FIXED Dernor Local Mistreatment
16:51TEST
TEST Take I
16:51STATUS
STATUS Of course, nobody in his right mind would expect this to work in one go, so ....
16:50DONE
DONE Auto-Measurement "JumpIn".... This will make the heroes "jump" into battle... At least, they should... :)
16:50DONE
DONE Draw
16:50DONE
DONE AutoLoad Hero pictures
16:24NOTE
NOTE (Except for the two "guest" characters, as they have some different setups)
16:23BUBBLE
BUBBLE Eric Project file adapted in order to make all IDLE combat stances identical to the IDLE walk stance in the field.... This may change for some characers, but for now this will do
16:16CONFIG
CONFIG All heroes are by default in "houding" (stance) "IDLE"
16:11NOTE
NOTE Foes come later, and NO VISUAL EFFECT YET!
16:11DONE
DONE Automated X,Y calculators for the heroes
15:49STATUS
STATUS Everything LOOKS the way it should...
15:47TEST
TEST Take III
15:46FIXED
FIXED Lack of "self"
15:45TEST
TEST Take II
15:44SOLVED
SOLVED I also think why the countdown bug in this devlog happens (and it struck again, but this time only Aziella is "seriously hit"). Her appearing twice is not part of this bug... That was just the result of some deliberate configuration I did that led to this coincidence....
15:44NALA
NALA Well it was affected, you know!
15:43POWERSHELL
POWERSHELL Rebuilding NALA
15:43FIXED
FIXED NIL function conflict
15:42NOTE
NOTE Aziella (Nothing visible will be there, just looking if stuff I got so far works)
15:41TEST
TEST And Take I in testing what I got so far!
15:41LINK
LINK Some final linkup code I couldn't do before
12:49STATUS
STATUS And now I must attend to some real-life stuff... see you!
12:49DONE
DONE Some skeleton code written for compiling heroes
12:00POWERSHELL
POWERSHELL So let's run my little script!
12:00NALA
NALA must be recompiled of course
12:00NIL
NIL Extendable classes work
10:46NIL
NIL The basic concept of extending classes appears to be working now.... But now comes the challenge.... abstracts
10:06NIL
NIL And now before I can truly get into business I think I need to make sure extended classes are now possible in NIL (which me luck)
9:57GENERATION
GENERATION And I've written a generator for the default coordinates in battle
9:57DONE
DONE I've been doing some calculations for the correct spots for the heroes to appear on
0:42STATUS
STATUS And time to call it!
0:38STATUS
STATUS cool!
0:37TEST
TEST Take VI
0:37FIXED
FIXED Lack of "self"
0:36TEST
TEST Take V
0:35FIXED
FIXED Invalid group definition
0:35COSMETIC
COSMETIC This should make a better chain
0:31STUDY
STUDY Crap... Not the way I wanted it to be... No matter, I can take care of that ;)
0:30STUDY
STUDY Aziella I need to see how I loaded the menu theme though...
0:30STATUS
STATUS Almost there, but one things I need to sort out
0:28TEST
TEST Take IV
0:27FIXED
FIXED Instance == nil issue?
0:27REMOVED
REMOVED Deprecated .NEW() from Audio glue code
0:24TEST
TEST Take III
0:23EXPERIMENT
EXPERIMENT Let's see
0:23NOTE
NOTE But I think I know why
0:23BUG
BUG Clicks ignored
0:20TEST
TEST Take II
0:20FIXED
FIXED I think I fixed that
0:20BUG
BUG And it goes wrong already!
0:20TEST
TEST Take I
0:20STATUS
STATUS But I got to test this first so
0:19STATUS
STATUS And from there everything should work like it did before!
0:19LINK
LINK Linked "Continue" button to the main menu
0:15JUDGMENT
JUDGMENT Not entirely satisfying, but due to the way the numberics are in the music timing, this will have to do.... Unfortunately!
0:13TEST
TEST Take V
0:13FIXED
FIXED Forgotten #
0:12TEST
TEST Take IV
0:12DONE
DONE Time fine tuning
0:12FIXED
FIXED Crash
0:10TEST
TEST Take III
0:10FIXED
FIXED A few time fixes, but more is needed I believe
0:07DEBUG
DEBUG More info must tell me why it still happens
0:07HUH
HUH Merya THAT error should not be possible
0:06TEST
TEST Take I
0:06DONE
DONE Worked out the show altogether
0:05STATUS
STATUS Ok
- = 11 Sep 2019 = -
23:35TEST
TEST Take F
23:35FIXED
FIXED That didn't work
23:33TEST
TEST That's still part of take E
23:33FIXED
FIXED Oh yeah, a color calc issue
23:31TEST
TEST Take E
23:31LAZY
LAZY Laziness to void an issue
23:30TEST
TEST Take D
23:30FIXED
FIXED Rect issue (I think)
23:29TEST
TEST Take C
23:29FIXED
FIXED Illegal call
23:27TEST
TEST Take B
23:27FIXED
FIXED Code Typo
23:26TEST
TEST Take A
23:26DONE
DONE #63 -- Appearance Continue Button -- But does it work?
23:25CLOSED
23:11FIXED
FIXED Mouse Coloring Issue
23:09FIXED
FIXED Whiner!
23:07COSMETIC
COSMETIC Rebecca Mouse pointer in all stages except loading
23:07LINK
LINK Tune to loader
23:01JUDGMENT
JUDGMENT GOOD! (at last)
23:00FIXED
FIXED Color issue
23:00STATUS
STATUS Almost there!
22:59FIXED
FIXED Dernor And the setup was bad anyway
22:59VOID
VOID Voided that
22:59FUCKYOU
FUCKYOU .NET error, eh?
22:58EXPERIMENT
EXPERIMENT Does THIS fix that?
22:55COCKROACH
COCKROACH It's beyond me why the "Loading" banner refuses to appear
22:54FIXED
FIXED False start intro music!
22:53NOTE
NOTE Loading times will be longer, but otherwise this won't work.... I guess
22:53EXPERIMENT
EXPERIMENT Let's do this differently
22:51TEST
TEST Take TWO!
22:50FIXED
FIXED Forgotten )
22:49TEST
TEST So I can properly test stuff now... Take ONE!
22:49STATUS
STATUS And the JCR6 aliasing re-build process has been done
22:48DONE
DONE Finished my dish, and it was delicious
21:05TODO
TODO Doing my mince
21:04DONE
DONE ...
20:54TODO
TODO Next to the mushrooms
20:54DONE
DONE Carrots done
20:49TODO
TODO But as it's getting late I can cut some carrots for my dinner in the meantime
20:48JCR6
JCR6 Must re-pack unfortunately... That's gonna take awhile
20:48LINK
LINK Linked it to the event
20:48MUSIC
MUSIC Epicity by Widzy configured to be used in the intro screen
20:39FIXED
FIXED Okay, I needed to fix the bar not being updated!
20:36TEST
TEST Let's go
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