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20:36DONE
DONE Mouse
20:36DONE
DONE ImageFont
20:35STATUS
STATUS Rebecca And Image loader should be working now
20:35JUDGMENT
JUDGMENT FINALLY I SEE WHAT I WNATED TO SEE
20:35TEST
TEST How far am I? MCMLXXV?
20:34FIXED
FIXED Case error
20:33TEST
TEST .......
20:33FIXED
FIXED Forward issues
20:26TEST
TEST Pleaaase!
20:26SOLVED
SOLVED I think.....
20:25TEST
TEST ....?
20:25EXPERIMENT
EXPERIMENT What will happen if.....?
20:25HUH
HUH Impossible error!
20:23TEST
TEST Guess.....
20:23FIXED
FIXED And ANOTHER conflict (of the same kind)
20:22TEST
TEST And more testing (I really should have numbered them this time)
20:22FIXED
FIXED class conflict
20:21TEST
TEST .......
20:21FIXED
FIXED Incorrect class usage
20:19FIXED
FIXED It's fixed... that suffices
20:19STUPIDITY
STUPIDITY I don't wanna talk about it!
20:17TEST
TEST And more testing!
20:17LINK
LINK To Algemene Definities
20:16TEST
TEST MOAR testing
20:15FIXED
FIXED fixed it!
20:15FUCKYOU
FUCKYOU Oh crap!
20:15TEST
TEST And another test (and I didn't count them this time) :(
20:15FIXED
FIXED Scyndi And another one
20:14TEST
TEST Let's test some more
20:14FIXED
FIXED Lack of self
20:13TEST
TEST Gotta put it to the test
20:13LINK
LINK Loader linked to flow
20:12DONE
DONE Process bar
20:04HUH
HUH I can't imagine I didn't do that one before, actually
20:04ENHANCEMENT
ENHANCEMENT ImageLoaded
20:00DEBUG
DEBUG Debug console linked to the INTRO routine... All other #use files should not be needed (I hope)
19:58STATUS
STATUS So far.... so good!
19:57TEST
TEST Take II
19:57FIXED
FIXED Undeclared var
19:56TEST
TEST so LET'S GO!
19:52SKELETON
SKELETON Now things are set up properly, I first need to test if it actually starts up at all....
19:52SITE
SITE Added tag SKELETON
19:33JUDGMENT
JUDGMENT Score!
19:32TEST
TEST Another one!
19:32FIXED
FIXED Startlink incomplete
19:31TEST
TEST A test (don't try this test at home, kids!)
19:28LINK
LINK And I've linked the loading script to it!
19:27DONE
DONE I've created the base template for the introduction... All it'll do is create a black screen, and other than that... Nothing....
19:21STATUS
STATUS first #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
STATUS Despite 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
STATUS FINALLY!
17:46FIXED
FIXED I think I fixed that one though
17:45COCKROACH
COCKROACH NOG STEEDS GEEN WOLKJE AAN DE LUCHT!

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

17:43FIXED
FIXED Illegal Function Call
17:39CONFIRMED
CONFIRMED That bug did confirm the fix on the former
17:38FIXED
FIXED Illegal class call
17:35FIXED
FIXED No cloud textures properly assigned
17:29JUDGMENT
JUDGMENT

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

17:25COSMETIC
COSMETIC and lowered the tree frequence in otder to get a more natural flow
17:25COSMETIC
COSMETIC And more random factor done
17:25COSMETIC
COSMETIC y line trees adepted as that was not ENTIRELY right!
17:23RESULT
RESULT Now THAT is more like it!
17:21TEST
TEST Let's see if that's true or not
17:20VOID
VOID And 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
SOLVED The boxes use "ITile" in stead of tile, that explains why it can work there, since they use a different function
17:09EXPERIMENT
EXPERIMENT Let's see what happens THIS way
17:04INVESTIGATION
INVESTIGATION However 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
DEBUG A debug line must explain the floor position
16:56FIXED
FIXED Width issue
16:53BUG
BUG Irravonia 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
TEST Another test is in order
16:48FIXED
FIXED Another case error
16:46TEST
TEST Let's see....
16:46FIXED
FIXED Case error
16:08BUG
BUG RIIIIIIIIIIIIIGHT!

16:06VOID
VOID Did I void it?
15:45BUG
BUG Now the arena itself is bugged, but that was not part of the tests I just did
15:45STATUS
STATUS That link works
15:44TEST
TEST Take II is still required I guess
15:43FIXED
FIXED A typo I keep making for some odd reason
15:42TEST
TEST Take I (And only take, I hope)
15:42LINK
LINK Link code for showing the background arena
15:23CONFIRMED
CONFIRMED NOW it works
15:22TEST
TEST Take III
15:22FIXED
FIXED Code Typo
15:20TEST
TEST Wendicka Lovejoy Another test
15:20FIXED
FIXED That wasn't done the right way
15:19TEST
TEST And let's test the mouse pointer
15:18DONE
DONE Eaten my lunch
14:55DONE
DONE Mouse pointer added and will get to sleep if the stage asks for that!
14:48NOTE
NOTE But that was acutally the easiest part to take care of
14:48CONFIRMED
CONFIRMED Works
14:47DONE
DONE Party status bar shown at the bottom of the screen during combat
14:05OFFTOPIC
OFFTOPIC A moment of silence for those who died 18 years ago in this horrible, cowardly attack

14:02CONFIRMED
CONFIRMED Eric This does indeed create the basis combat settings
14:01TEST
TEST Let's see if it's picked up!
14:01DONE
DONE More code in this direction
- = 10 Sep 2019 = -
21:45DONE
DONE Okay, okay, I made a skeleton for the Combat IDLE stage... Happy now?
20:38STATUS
STATUS I went to a the theme park today.... Allow me some time off, will ya?
- = 9 Sep 2019 = -
23:59STATUS
STATUS So all is fine for now and I'm gonna call it a day!
23:59STATUS
STATUS It 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
TEST Take XXIX
23:57STATUS
STATUS Delegate created to void another crash (which was needed from the beginning so pretty stupid actually).
23:56STATUS
STATUS Combat music starts already, which is a good sign!
23:56STATUS
STATUS Almost there....
23:55TEST
TEST Take XXVIII
23:55NOTE
NOTE Is both :P
23:55VOID
VOID .
23:55LAZY
LAZY .
23:51TEST
TEST Take XXVII
23:51FIXED
FIXED Roundingissue
23:48TEST
TEST Take XXVI
23:48FIXED
FIXED A true error.... Bad sprintf definition
23:47TEST
TEST Take XXV
23:47VOID
VOID Voided it
23:40HUH
HUH Impossible error
23:34TEST
TEST Take XXIV
23:34FIXED
FIXED A REAL parse error!
23:28TEST
TEST Aziella Take XXIII
23:28VOID
VOID more
23:27TEST
TEST Take XXII
23:27VOID
VOID And another one
23:10BUG
23:07TEST
TEST Take XXI
23:07VOID
VOID More?
23:06TEST
TEST Take XX
23:06VOID
VOID And another
23:04TEST
TEST Take XIX
23:04VOID
VOID NIL bug
22:59TEST
TEST Test Take XVIII
22:59FIXED
FIXED Invalid variable declaration (at least in accordance of the current variable declaration rules)
22:57TEST
TEST Take XVII
22:57FIXED
FIXED Missing
22:55TEST
TEST Take XVI
22:55FIXED
FIXED Misformed table
22:54TEST
TEST Take XV
22:54FIXED
FIXED Missing "self"
22:39TEST
TEST Take XIV
22:39VOID
VOID Invalid delegate my ass
22:33TEST
TEST Take XIII
22:33HUH
HUH ?
22:28TEST
TEST Take XII
22:28FIXED
FIXED Missing "end"
22:25TEST
TEST Merya Take XI
22:25FIXED
FIXED More link issues fixed
22:19TEST
TEST Take X
22:10FIXED
FIXED And now I could easily fix this all
22:09NIL
NIL Expanded error data on link error
21:44BUG
BUG
21:41TEST
TEST Take IX
21:41FIXED
FIXED Use definition
21:39TEST
TEST Take VIII
21:39FIXED
FIXED Missing self
21:35TEST
TEST Take VII
21:35FIXED
FIXED Misformed formatted string
21:32TEST
TEST And Take VI
21:32VOID
VOID A little void code
21:31INVESTIGATION
INVESTIGATION Something's definitely wrong with the static local translation
21:28INVESTIGATION
INVESTIGATION The outcome of the debugger shows me data, that should NOT be possible
21:05TEST
TEST Take V wil thus have to provide me some answers
21:04NALA
NALA Added some extra data in the error thrower allowing me to properly debug this crap
21:04COCKROACH
COCKROACH Okay, it was NOT fixed
21:02TEST
TEST Take IV
21:02FIXED
FIXED Color error
21:00TEST
TEST Take III
20:59FIXED
FIXED Should fix another crash
20:59LINK
LINK Another liblink
20:59CONFIRMED
CONFIRMED "Anyway" as indeed the issue
20:57TEST
TEST Dernor Take II
20:57HUH
HUH Did I forget Anyway?
20:53TEST
TEST Take I
20:53LINK
LINK And 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
DEBUG Debug features should work though
20:51NOTE
NOTE Nothing 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
DONE I've done a few work-outs on the combat start up
0:03NOTE
NOTE Not much, as the major part is being done elsewhere....
0:01DONE
DONE Worked them out
- = 8 Sep 2019 = -
23:53DONE
DONE skeletons for callbacks in combat
23:48LINK
LINK I'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
UPDATED versioning
23:24STATUS
STATUS All parse issues accounted for!
23:21TEST
TEST Take V
23:21FIXED
FIXED ...
23:21STUPIDITY
STUPIDITY IDIOT!
23:19TEST
TEST Take IV
23:19FIXED
FIXED Multi-Array definition fault
23:17TEST
TEST Take III
23:17FIXED
FIXED Type requirement not followed
23:13TEST
TEST Take II
23:13FIXED
FIXED Module conflict
23:10TEST
TEST And as this is a new chapter in development, let's have another Take I
23:09DEBUG
DEBUG My forced error has another exclamation mark for my own references
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