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
10:28BACKUP
BACKUPRunning... It was backlogged!
10:28STATUS
STATUSAll parse errors accounted for
10:26TEST
TESTTake VI
10:26FIXED
FIXEDA missing )
10:26TECHNO
TECHNOA cosmetic issue inside the class parser was to blame
10:26FIXED
FIXEDIt seems some line numbering issues in NIL have been fixed AT LAST!!!!
10:23TEST
TESTTake V
10:22FIXED
FIXEDWhich fixes another parse error in the process
10:22REMOVED
REMOVEDIllegal "end"
10:21TEST
TESTTake IV
10:21FIXED
FIXEDBad function naming
10:19BUG
BUGUnfortunately that doesn't end all misery
10:19CONFIRMED
CONFIRMEDThat fix
10:17TEST
TESTTake III
10:17FIXED
FIXED?
10:16BUG
BUGLibrary not found?
10:10TEST
TESTTake II
10:10VOID
VOIDThe issue for now, taking away a parse error
10:09TODO
10:04TEST
TESTTake I
10:03LINK
LINKI've now linked the combat start linker into the main field flow.... I've not yet made any callouts to it, but this way I can a least check if all parse errors have been fixed
- = 7 Sep 2019 = -
23:57STATUS
STATUSCalling it a day... Tomorrow is a busy day for me in general, and the work coming up now is very very complex... This is the hardest part of RPG creation, you know...
23:39LINK
LINKThe receiver for the link has been written.... All it can do (for now) is receive the data, so I can later compile it into the "core" of the combat routines. This won't be an easy thing to do, though, so expect some long periods of time passing without anything spectecular happening (at least not for the naked eye).... And the number of bugs... Oh, I already feel them coming....
23:24LINK
LINKSome link up code has been written.... It links to non-existent stuff for now, so calling it now WILL lead to a crash, but.... writing that all out will be a lot easier now, so that's a good thing... right?
19:38NOTE
NOTEBrendor No idea if it works now, since I cannot yet test, and it will take awhile to reach that point!
19:38DONE
DONEScipted the forest arena out in full....
19:27ART
ARTGrass
17:45ART
ARTCloud
16:14GENERATION
GENERATIONAnd a generator for forest arenas.... They will look different every time... :-/
16:13DONE
DONESet up the loader for Arenas
14:16POWERSHELL
POWERSHELLI love my script
14:16NALA
NALARebuilt
14:16FIXED
FIXEDIssues with NIL modules.... This will mean that no multiple modules can be sent anymore, but maybe that was a bad idea from the start, anyway....
13:37DONE
DONEArena script loader!
- = 6 Sep 2019 = -
19:28DONE
DONEI've setup a RelPos library, which can help me on the arenas.... Far from ideal, but hey, it will work out.... right?
19:05BRAINSTORM
In order to make sure the combat routine will always work, no matter how the screen settings are done, I've decided to set up a dynamic arena system.... This can automatically enlarge or reduce arena sizes and fighter positions.... It should be noted though, that this can (and likely will) tax slow computers with big screens, but then again, that combination was a bad idea from the start, if you ask me!
19:02SITE
SITEAdded tag BRAINSTORM
16:18STATUS
STATUSTime for me to take a break
16:18NOTE
NOTENot yet entirely happy, but for now it has to do... It's easy to lower or to raise the encounter settings in general, so it shouldn't be a big big issue....
16:17TEST
TESTTake VII
16:16NOTE
NOTEUnlike what the name implies to those who do not know the technical background of this routine, this actually LOWERS the frequency of random encounters
16:15DONE
DONEDoubled MaxRate for random encounters
16:13TEST
TESTTake VI
16:13FIXED
FIXEDCase error
16:13TEST
TESTtake V
16:13EXPERIMENT
EXPERIMENTLet's see what happens now
16:03STATUS
STATUSThere's a lot more wrong than I believed
16:02TEST
TESTTake IV
16:02DEBUG
DEBUGLet's add some extra debug information
15:57COCKROACH
COCKROACHIrravonia BUT STILL NO GOOD HERE!
15:55TEST
TESTTake III
15:55FIXED
FIXEDAnd/Or error
15:55BUG
BUGCountdown linkup code ignored
15:55TEST
TESTTake II on the countdown test
15:53FIXED
FIXEDCase error
15:53DONE
DONESome real-life stuff
15:10TECHNO
TECHNOAnd once an encounter goes off the game will forcefully crash, the error message generated will however tell me if things work the way I planned them.... so far!
15:09NOTE
NOTEAND I must make sure it doesn't conflict with Zone Actions
15:09TODO
TODOI must still link it properly to the walking routine....
15:09DONE
DONEI've set up the countdown which should lead to a random encounter... Please note that I only did the countdown for now, and nothing more
13:34STATUS
STATUSTime for lunch!
13:31STATUS
STATUSAll parsing crashout accounted for.... Wow.... I never expected THAT!
13:28TEST
TESTTake III
13:28LAZY
LAZYCockroach prevention macro! Doesn't hurt too much, so WHY BOTHER!
13:27TEST
TESTTake II
13:27FIXED
FIXEDOrder error
13:24TEST
TESTTake I
13:24NOTE
NOTEWISH ME LUCK!!!!
13:18STATUS
STATUSFor now all I can test is the absense of crash messages. But that is already a great deal on its own, so let's go for that!
- = 5 Sep 2019 = -
19:44SCRIPT
SCRIPTAnd an automated property added to make this easy
19:44GENERATION
GENERATIONCompiler for which floor may lead to encounters and which may not
18:26GENERATION
GENERATIONI've written a compiler which compiles Foe lists for dungeons....These are hard (read: impossible) to test at the current state of the game, but as things will run, I hope things will get clear... It shouldn't give any serious trouble, though...
2:06STATUS
STATUSOkay, it works... Maybe a little bit of fine tuning on the x-coordinate of the swords, and I need to make sure the gauge disappears in areas without encounters, but that comes later!
1:53COSMETIC
COSMETICSwords place in a a bit of fine tuning
1:52FIXED
FIXEDEric AT LAST!
1:50COCKROACH
COCKROACHI'm tired!
1:10FAILURE
FAILURENOOOO!!!! NOT AT THIS HOUR!!!!!
1:02LAZY
LAZYA laziness fix
1:00FIXED
FIXEDMOAR bugs
0:55FIXED
FIXEDAnd many bugs fixed along th eway
0:55DONE
DONERENC preparations
- = 4 Sep 2019 = -
21:15ART
ARTSwords symbol for Random Encounters
17:50NOTE
NOTEI think it goes without saying that these two enemies will be the ones little Irravonia will meet during her prologue dungeon in the Xenor Bushes
17:49FOE
FOEBlue Slime
17:48VISUALSTUDIO
VISUALSTUDIOMonster editor worked out a bit more
17:22BOSS
BOSSBig Mama Slime, although that boss will come in later, but I simply needed to get a few things on the road already
17:17ABILITY
ABILITYLaziness
16:40SITE
SITEAdded tag BOSS
16:40FOE
FOEGoblin
16:40STATUS
STATUSThe basic editor for foes has now been set up.... It's not yet possible though to properly import the data it generates into the game, but that will soon be taken care of
16:39SITE
SITEAdded tag FOE
- = 3 Sep 2019 = -
17:34TECHNO
TECHNOStricly speaking an ability as far as the database in concerend :P
17:34ABILITY
ABILITYAttack
17:33DONE
DONEI'm still working on my foe editor
0:14FAILURE
FAILUREAnd my lamp bulp broke... I guess I need to buy another one (sigh).
0:14DONE
DONEI've made a small start to set the enemy editor on the road, but it's far from finished yet!
- = 2 Sep 2019 = -
17:42STATUS
STATUSOne of the first things to be done is to set up a proper enemy editor... Now I could make one with WPF... Not sure if that's the best way to go, but it is a viable option, GTK+ also looks like a good option.... MyData is quite often NOT the best option, due to some functionality I need that MyData simply can't provide
17:38STATUS
STATUSNow the hardest part..... The encounters.... Some pre-work will have to be done before the combat engine it self will be set up, but it will be a very hard job altogether
17:35NOTE
NOTEAziella I expect "OVERLOADED" works as it should, but I cannot fully test that, but that will come over time!
17:35STATUS
STATUSIt appears to be working
17:31TEST
TESTTake VII
17:31FIXED
FIXEDForgotten minimessage coordinates
17:29TEST
TESTTake VI
17:29FIXED
FIXEDAnd I fixed it
17:28SOLVED
SOLVEDI think I found out why
17:28BUG
BUGBut now it tries to look on the Kthura Object tag in stead of the item tag, and I need to find out why
17:27STATUS
STATUSAll direct parse errors accounted for
17:26TEST
TESTTake V
17:26FIXED
FIXEDSyntax Error
17:24TEST
TESTTake IV
17:24STUPIDITY
STUPIDITYHow could I make such a beginner's mistake?
17:24FIXED
FIXEDUnquoted string
17:23TEST
TESTTake III
17:23FIXED
FIXEDSyntax error
17:22TEST
TESTTake II
17:22FIXED
FIXEDForgotten declaration + definition
17:19OFFTOPIC
OFFTOPICAnd then a lesser fun note....

Today I've been told a woman I know has passed away. She was 60 years old.

17:18TEST
TESTSo let's get to it

Take I

17:18NOTE
NOTEIt's not tested yet, though
17:17DONE
DONEI've created the item pickup routine
13:09ITCH.IO
ITCH.IOI mean a quick script updating stuff with Butler
13:09POWERSHELL
POWERSHELLAnd a quick powershell so I don't have to worry about it anymore in the future
13:05ITCH.IO
ITCH.IOI've set up a secret page on itch.io for this... Most of all to prevent having to deal with stuff later on release days
12:46STATUS
STATUSMerya Now the next step is (of course) to make sure the treasures are actually being awarded
12:45CONFIRMED
CONFIRMEDthe specific (temporary) crash message I've set up does confirm the treasure event does trigger
12:45CONFIRMED
CONFIRMEDThe treasure bags appear
12:40TEST
TESTAnd Take IV
12:40POWERSHELL
POWERSHELLSo running my compilation script
12:40STUPIDITY
STUPIDITYForgot to recompile NALA was was needed for this operation
12:38TEST
TESTTake III
12:38FIXED
FIXEDSchijt
12:36TEST
TESTTake II
12:36FIXED
FIXEDCase error
12:35TEST
TESTLet's see if the treasures appear
12:34KTHURA
KTHURARebuilding
12:24TODO
TODOKitty needs her foodbowl to be filled... ;)
12:24NOTE
NOTERandom treasures as the name suggests are placed at random... In the easy mode they always reappear and all spots are set... in the harder modes, this will be less. In casual modes some treasure spots can randomly disappear forever, in the hard mode this always happens, and the easy mode never. And Random Treasures are not saved, so they reset every time you load a game... Permanent disappearances ARE saved, though :P
12:22MAP
MAPI've placed in several random treasure spots, let's see if they appear....
12:22FIXED
FIXEDKthura issue
12:08NOTE
NOTENot yet tested if they actually appear, if they do, trying to pick them up will (for now) crash the game (safety pre-caution, because that part has not yet been fully coded out).
12:07GENERATION
GENERATIONThe auto-clickables compiler has been set to recognize random treasures
11:21BUBBLE
BUBBLEKthura String properties of objects are not writable.... This is a dangerous feature, but unfortunately, needed!
11:16ART
ARTBlack Orb, but that was only because now I had it, and it would save me some frustration later ;)
11:16ART
ARTBag
11:14STATUS
STATUSSo far no errors pop up, but the "real" work is not yet over... :-/
10:57FIXED
FIXEDAnd yeah one did pop up....
10:55NOTE
NOTEAll I can test for now is making sure no errors pop up....
10:49NOTE
NOTEThis compiled data can be used by the clickable compiler to assign treasures to treasure spots
10:48GENERATION
GENERATIONI made a "compiler" for the random treasure list. I should note that the list of treasures you can find can 'narrow' a bit based on your chosen difficulty settings.
0:53STATUS
STATUSAnd that being said I'm gonna call it a day! See ya!
0:52DONE
DONEIrravonia will now refuse to go back through the eastern exit of the Xenor bushes and say that it's better to go the other way. Sounds obvious, but if I didn't do this, the player could end up on the world map in the later stage of production and that was NOT supposed to happen.
0:45TEST
TESTDon't go back!
0:45LINK
LINKDon't goback
0:45SCENARIO
SCENARIODon't go back
0:45MAPSCRIPT
MAPSCRIPTDon't go back
0:30STATUS
STATUSFINALLY!
0:27BACKUP
BACKUPRunning in the background
0:26TEST
TESTDernor Take XXVII
0:26POWERSHELL
POWERSHELLCompilation script running
0:26NALA
NALAWalking no longer read only
0:22COCKROACH
COCKROACHSIIIIIIIIIIIIIIGH! (Crash)
0:21TEST
TESTIs take XXVI the final take then.... PLEAAAAASE!!!!
0:21FIXED
FIXEDI guess not
0:19TEST
TESTTake XXVI (hopefully that's the final test in this issue)
0:18FIXED
FIXEDMinor bug... StopWalking() was forgotten, that's been added to this event to preven further confusion
0:18FIXED
FIXEDMain bugs fixed
0:14TEST
TESTTake XXV
0:14FIXED
FIXED???
0:12TEST
TESTTake XXIV
0:12DEBUG
DEBUGXtra debug line undummied
0:07TEST
TESTtake XXXIII
0:07DEBUG
DEBUGExtra checkups
0:05COCKROACH
COCKROACHIt says the scenario "map" is not loaded... That's not possible without causing bugs on this in the start game scenario.... In fact not possible at all, at this point of production, and yet it happens, so this is getting on my nerves
0:00TEST
TESTTake XXII
0:00FIXED
FIXEDHopefully
0:00STUPIDITY
STUPIDITYIt's midnight, and I'm tired... cut me some slack
0:00SOLVED
SOLVEDOnly half the job done
- = 1 Sep 2019 = -
23:59COCKROACH
COCKROACHNow the debuglog deems __lang being empty as impossible and yet the scenario loader still manages to get it so.... WHY?
23:56TEST
TESTTake XXI to get this confirmed
23:56SOLVED
SOLVEDI think the map data is being loaded before the game vars, and that could explain why '__lang' was still empty
23:54HUH
HUHLanguage NOT included??? Now this is VERY VERY odd!
23:52TEST
TESTTake XX
23:52DEBUG
DEBUGRebecca I guess I gotta adept things a little to find out what went wrong here!
23:50HUH
HUHThis error is NOT possible!
23:48TEST
TESTTake XIX
23:48FIXED
FIXEDIllegal function call
23:46TEST
TESTTake XVIII
23:46FIXED
FIXEDNo "sprintf"?
23:45TEST
TESTTake XVII
23:45FIXED
FIXEDAnother case error!
23:43TODO
TODOAnd while I'm at it, I'll also make myself a nice cup of tea!
23:43TEST
TESTTake XVI
23:43MAPSCRIPT
MAPSCRIPTAnd the mapscript will also make sure, this event will only pop up ONCE!
23:42LINK
LINKTutorial text linked to map script
23:42FIXED
FIXEDTutor misnaming
23:36LINK
LINKStopWalking link function
23:26STATUS
STATUSThe ZA_Enter system appears to be working! YAY!
23:25FIXED
FIXEDCase Error
23:21TEST
TESTTake XV
23:21FIXED
FIXEDMapScript miss-referrence
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