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20:15FIXED
FIXEDScyndi And another one
20:14TEST
TESTLet's test some more
20:14FIXED
FIXEDLack of self
20:13TEST
TESTGotta put it to the test
20:13LINK
LINKLoader linked to flow
20:12DONE
DONEProcess bar
20:04HUH
HUHI can't imagine I didn't do that one before, actually
20:04ENHANCEMENT
ENHANCEMENTImageLoaded
20:00DEBUG
DEBUGDebug console linked to the INTRO routine... All other #use files should not be needed (I hope)
19:58STATUS
STATUSSo far.... so good!
19:57TEST
TESTTake II
19:57FIXED
FIXEDUndeclared var
19:56TEST
TESTso LET'S GO!
19:52SKELETON
SKELETONNow things are set up properly, I first need to test if it actually starts up at all....
19:52SITE
SITEAdded tag SKELETON
19:33JUDGMENT
JUDGMENTScore!
19:32TEST
TESTAnother one!
19:32FIXED
FIXEDStartlink incomplete
19:31TEST
TESTA test (don't try this test at home, kids!)
19:28LINK
LINKAnd I've linked the loading script to it!
19:27DONE
DONEI've created the base template for the introduction... All it'll do is create a black screen, and other than that... Nothing....
19:21STATUS
STATUSfirst #59 and #63 as they must be done before any of the others are even possible!
19:21TODO
19:21TODO
19:21TODO
19:21TODO
19:20TODO
19:20TODO
19:20TODO
19:12STATUS
STATUSDespite the combat engine being the top priority now, I've decided to get onto the pre-main-menu-intro-screen first. For several reasons.... First of all, because I need to do it anyway, and the more I postpone this, the more hatred I'll have to do this.... and second, because I can get rid a bit of some issues I have with the mouse activating even when the screen is not active more easily that way, as it's really getting under my skin now....
17:47STATUS
STATUSFINALLY!
17:46FIXED
FIXEDI think I fixed that one though
17:45COCKROACH
COCKROACHNOG STEEDS GEEN WOLKJE AAN DE LUCHT!

Despite the meaning of that Dutch Idiom, this is not a good thing!

17:43FIXED
FIXEDIllegal Function Call
17:39CONFIRMED
CONFIRMEDThat bug did confirm the fix on the former
17:38FIXED
FIXEDIllegal class call
17:35FIXED
FIXEDNo cloud textures properly assigned
17:29JUDGMENT
JUDGMENT

PERFECT... Except for... the missing clouds....

17:25COSMETIC
COSMETICand lowered the tree frequence in otder to get a more natural flow
17:25COSMETIC
COSMETICAnd more random factor done
17:25COSMETIC
COSMETICy line trees adepted as that was not ENTIRELY right!
17:23RESULT
RESULTNow THAT is more like it!
17:21TEST
TESTLet's see if that's true or not
17:20VOID
VOIDAnd now let's void this bug, by making Tile call to ITile..... I REFUSE to call that a fix, but at least stuff should work this way
17:20SOLVED
SOLVEDThe boxes use "ITile" in stead of tile, that explains why it can work there, since they use a different function
17:09EXPERIMENT
EXPERIMENTLet's see what happens THIS way
17:04INVESTIGATION
INVESTIGATIONHowever a checkup of the code, also renders THAT into the impossible... Meaning the truth doesn't exist.... Now that's odd....
17:02INVESTIGATION
INVESTIGATION
  1. RelPos.Y is not bugged
  2. This shows by the floor being as big in height as it should be
  3. And also because the trees were properly placed in the center
  4. And my debug line also confirmed this
  5. Once you've eliminated all the impossible, whatever remains, however impropable must be the truth, and that truth can only be that the Tile function is bugged
16:57DEBUG
DEBUGA debug line must explain the floor position
16:56FIXED
FIXEDWidth issue
16:53BUG
BUGIrravonia Let's make up the balance:

  1. Sky and floor are swapped
  2. Width floor is not correct
  3. Trees are so close that it doesn't work out the way it was intended.
  4. The horizon is too low, although this could be the effect of the floor misplacement
  5. In short only the sky color is correct
  6. I don't see any clouds, but I think it's the floor bug doing this
16:48TEST
TESTAnother test is in order
16:48FIXED
FIXEDAnother case error
16:46TEST
TESTLet's see....
16:46FIXED
FIXEDCase error
16:08BUG
BUGRIIIIIIIIIIIIIGHT!

16:06VOID
VOIDDid I void it?
15:45BUG
BUGNow the arena itself is bugged, but that was not part of the tests I just did
15:45STATUS
STATUSThat link works
15:44TEST
TESTTake II is still required I guess
15:43FIXED
FIXEDA typo I keep making for some odd reason
15:42TEST
TESTTake I (And only take, I hope)
15:42LINK
LINKLink code for showing the background arena
15:23CONFIRMED
CONFIRMEDNOW it works
15:22TEST
TESTTake III
15:22FIXED
FIXEDCode Typo
15:20TEST
TESTWendicka Lovejoy Another test
15:20FIXED
FIXEDThat wasn't done the right way
15:19TEST
TESTAnd let's test the mouse pointer
15:18DONE
DONEEaten my lunch
14:55DONE
DONEMouse pointer added and will get to sleep if the stage asks for that!
14:48NOTE
NOTEBut that was acutally the easiest part to take care of
14:48CONFIRMED
CONFIRMEDWorks
14:47DONE
DONEParty status bar shown at the bottom of the screen during combat
14:05OFFTOPIC
OFFTOPICA moment of silence for those who died 18 years ago in this horrible, cowardly attack

14:02CONFIRMED
CONFIRMEDEric This does indeed create the basis combat settings
14:01TEST
TESTLet's see if it's picked up!
14:01DONE
DONEMore code in this direction
- = 10 Sep 2019 = -
21:45DONE
DONEOkay, okay, I made a skeleton for the Combat IDLE stage... Happy now?
20:38STATUS
STATUSI went to a the theme park today.... Allow me some time off, will ya?
- = 9 Sep 2019 = -
23:59STATUS
STATUSSo all is fine for now and I'm gonna call it a day!
23:59STATUS
STATUSIt says no stage set, which *is* actually what I wanted to see for now, as in order to get the IDLE on the move I need another coding session (I forgot about that)
23:58TEST
TESTTake XXIX
23:57STATUS
STATUSDelegate created to void another crash (which was needed from the beginning so pretty stupid actually).
23:56STATUS
STATUSCombat music starts already, which is a good sign!
23:56STATUS
STATUSAlmost there....
23:55TEST
TESTTake XXVIII
23:55NOTE
NOTEIs both :P
23:55VOID
VOID.
23:55LAZY
LAZY.
23:51TEST
TESTTake XXVII
23:51FIXED
FIXEDRoundingissue
23:48TEST
TESTTake XXVI
23:48FIXED
FIXEDA true error.... Bad sprintf definition
23:47TEST
TESTTake XXV
23:47VOID
VOIDVoided it
23:40HUH
HUHImpossible error
23:34TEST
TESTTake XXIV
23:34FIXED
FIXEDA REAL parse error!
23:28TEST
TESTAziella Take XXIII
23:28VOID
VOIDmore
23:27TEST
TESTTake XXII
23:27VOID
VOIDAnd another one
23:10BUG
23:07TEST
TESTTake XXI
23:07VOID
VOIDMore?
23:06TEST
TESTTake XX
23:06VOID
VOIDAnd another
23:04TEST
TESTTake XIX
23:04VOID
VOIDNIL bug
22:59TEST
TESTTest Take XVIII
22:59FIXED
FIXEDInvalid variable declaration (at least in accordance of the current variable declaration rules)
22:57TEST
TESTTake XVII
22:57FIXED
FIXEDMissing
22:55TEST
TESTTake XVI
22:55FIXED
FIXEDMisformed table
22:54TEST
TESTTake XV
22:54FIXED
FIXEDMissing "self"
22:39TEST
TESTTake XIV
22:39VOID
VOIDInvalid delegate my ass
22:33TEST
TESTTake XIII
22:33HUH
HUH?
22:28TEST
TESTTake XII
22:28FIXED
FIXEDMissing "end"
22:25TEST
TESTMerya Take XI
22:25FIXED
FIXEDMore link issues fixed
22:19TEST
TESTTake X
22:10FIXED
FIXEDAnd now I could easily fix this all
22:09NIL
NILExpanded error data on link error
21:44BUG
BUG
21:41TEST
TESTTake IX
21:41FIXED
FIXEDUse definition
21:39TEST
TESTTake VIII
21:39FIXED
FIXEDMissing self
21:35TEST
TESTTake VII
21:35FIXED
FIXEDMisformed formatted string
21:32TEST
TESTAnd Take VI
21:32VOID
VOIDA little void code
21:31INVESTIGATION
INVESTIGATIONSomething's definitely wrong with the static local translation
21:28INVESTIGATION
INVESTIGATIONThe outcome of the debugger shows me data, that should NOT be possible
21:05TEST
TESTTake V wil thus have to provide me some answers
21:04NALA
NALAAdded some extra data in the error thrower allowing me to properly debug this crap
21:04COCKROACH
COCKROACHOkay, it was NOT fixed
21:02TEST
TESTTake IV
21:02FIXED
FIXEDColor error
21:00TEST
TESTTake III
20:59FIXED
FIXEDShould fix another crash
20:59LINK
LINKAnother liblink
20:59CONFIRMED
CONFIRMED"Anyway" as indeed the issue
20:57TEST
TESTDernor Take II
20:57HUH
HUHDid I forget Anyway?
20:53TEST
TESTTake I
20:53LINK
LINKAnd the Random encounter routine is now linked to the combat routine, meaning combat SHOULD start, or at least the black empty screen and the music should play
20:51DEBUG
DEBUGDebug features should work though
20:51NOTE
NOTENothing that will lead to "playable" results yet.... Once the combat starts all that will happen is that the combat music plays and further than that a black empty screen.... I can't do all at once you know
20:50DONE
DONEI've done a few work-outs on the combat start up
0:03NOTE
NOTENot much, as the major part is being done elsewhere....
0:01DONE
DONEWorked them out
- = 8 Sep 2019 = -
23:53DONE
DONEskeletons for callbacks in combat
23:48LINK
LINKI've now linked up the prework to the routine that will ignite the battle at least... That is in basic, as this function linked to will also forcefully throw and error... for now! ;)
23:43UPDATED
UPDATEDversioning
23:24STATUS
STATUSAll parse issues accounted for!
23:21TEST
TESTTake V
23:21FIXED
FIXED...
23:21STUPIDITY
STUPIDITYIDIOT!
23:19TEST
TESTTake IV
23:19FIXED
FIXEDMulti-Array definition fault
23:17TEST
TESTTake III
23:17FIXED
FIXEDType requirement not followed
23:13TEST
TESTTake II
23:13FIXED
FIXEDModule conflict
23:10TEST
TESTAnd as this is a new chapter in development, let's have another Take I
23:09DEBUG
DEBUGMy forced error has another exclamation mark for my own references
22:46DONE
DONEAnd the random encounters will now also be able to pick which foes you'll meet in battle
22:44NOTE
NOTERebecca In stead of setting up a mathematical formula I decided it was just better to use my collections module in order to create a 2 dimensional array in which I manually set stuff up. The reason is simply because this was easier to come up with a well-balanced solution for all difficulty settings, and most of all the hard version. The hard version must be hard, yes, but experience also told me that there are sometimes mathematical impossibilities, and I don't wanna see those... Hard != impossible!

Especially in 1 and 2 character parties this easily happens. With 3 or more, this danger is out of the air, and not to mention then you must be able to properly cover it up as a player, but below that (especially in starting dungeons) this can be an issue!

This way I can more easily balance things out and even edit things.....

22:41DONE
DONERight-o, I've set up a list of how many foes can appear in a random encounter based on the difficulty setting, and the number of party members.
21:58STATUS
STATUSAll parse issues accounted for!
21:56TEST
TESTAnd let's move on into take VII
21:56NOTE
NOTEthat one came out in take VI
21:56STUPIDITY
STUPIDITYWell that was very very stupid
21:56FIXED
FIXEDForgotten // in comments
21:18FIXED
FIXEDMissing "self"
21:17TEST
TESTTake V
21:16GENERATION
GENERATIONAnyway regenerated... (I guess that was obvious).
21:16FIXED
FIXEDForgotten anyway generation
14:06TEST
TESTTake IV
14:06FIXED
FIXEDIllegal function call
14:03FAILURE
FAILURE(I did announce take II before, but somehow it didn't appear on the log... how odd.... That or I'm getting senile at a too young age).
14:02TEST
TESTTake III
14:02FIXED
FIXEDmissing data to map added
13:48STUPIDITY
STUPIDITYIt was late in the evening when I wrote that code, so cut me some slack, will ya!
13:47FIXED
FIXEDUnless of course you don't put the proper returns in the meta-table script
13:47BUG
BUG"nil" value? Now this is impossible from a metatable, so I wonder what has happened here!
13:44LINK
LINKRe-linked the script but now to a different spot... Maybe that will help!
13:44BUG
BUGClearly the class required was not seen
13:43TEST
TESTTake I
13:42TECHNO
TECHNOI did add an extra exclamation mark in that error as a mark for myself to see if the entire routine did get executed.
13:42STATUS
STATUSI now must test if everything works the way it is intended, however that is not yet possible... All I can test is if no errors pop up, except for the one forced to happen
13:41DONE
DONESome pre-battle config has been taken care of now
10:35STATUS
STATUSScyndi Well, now that all parse errors have been fixed, the "real work" has only just begun.
Now I can make the field routine actually configure the combat routine. This will be hard to do, as no visual effect will take place at all during this process. However the combat routine cannot start up without the data generated in this process...

A few early tests can be done in the form of drawing the arena and making sure the combat music will play, after that I will have to put in the foe compiler, which is very important as there the foe's stats and abilities are properly defined

Once that's all done, we're still not there, as then I need to position everything out, and well after some more preparations, I might be able to actually start to code the combat itself, which will even then still remain complex, but at least possible.

Of course, once the combat routine works, the long boring stuff will finally come to an end, allowing me to focus most of all on game content.

Let's first make the Random Encouter routine ine routine call out to the combat routine... Hey, no combat is yet possible I know, but at least I can see if things run accordingly ;)

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