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 | ||
10:28 | BACKUP | Running... It was backlogged! |
10:28 | STATUS | All parse errors accounted for |
10:26 | TEST | Take VI |
10:26 | FIXED | A missing ) |
10:26 | TECHNO | A cosmetic issue inside the class parser was to blame |
10:26 | FIXED | It seems some line numbering issues in NIL have been fixed AT LAST!!!! |
10:23 | TEST | Take V |
10:22 | FIXED | Which fixes another parse error in the process |
10:22 | REMOVED | Illegal "end" |
10:21 | TEST | Take IV |
10:21 | FIXED | Bad function naming |
10:19 | BUG | Unfortunately that doesn't end all misery |
10:19 | CONFIRMED | That fix |
10:17 | TEST | Take III |
10:17 | FIXED | ? |
10:16 | BUG | Library not found? |
10:10 | TEST | Take II |
10:10 | VOID | The issue for now, taking away a parse error |
10:09 | TODO | jpbubble/NIL-isn-t-Lua#48 -- Really! |
10:04 | TEST | Take I |
10:03 | LINK | I'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 = - | ||
23:57 | STATUS | Calling 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... |
23:39 | LINK | The 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.... |
23:24 | LINK | Some 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? |
19:38 | NOTE | No idea if it works now, since I cannot yet test, and it will take awhile to reach that point! |
19:38 | DONE | Scipted the forest arena out in full.... |
19:27 | ART | Grass |
17:45 | ART | Cloud |
16:14 | GENERATION | And a generator for forest arenas.... They will look different every time... :-/ |
16:13 | DONE | Set up the loader for Arenas |
14:16 | POWERSHELL | I love my script |
14:16 | NALA | Rebuilt |
14:16 | FIXED | Issues 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.... |
13:37 | DONE | Arena script loader! |
- = 6 Sep 2019 = - | ||
19:28 | DONE | I've setup a RelPos library, which can help me on the arenas.... Far from ideal, but hey, it will work out.... right? |
19:05 | BRAINSTORM | 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! |
19:02 | SITE | Added tag BRAINSTORM |
16:18 | STATUS | Time for me to take a break |
16:18 | NOTE | Not 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.... |
16:17 | TEST | Take VII |
16:16 | NOTE | Unlike what the name implies to those who do not know the technical background of this routine, this actually LOWERS the frequency of random encounters |
16:15 | DONE | Doubled MaxRate for random encounters |
16:13 | TEST | Take VI |
16:13 | FIXED | Case error |
16:13 | TEST | take V |
16:13 | EXPERIMENT | Let's see what happens now |
16:03 | STATUS | There's a lot more wrong than I believed |
16:02 | TEST | Take IV |
16:02 | DEBUG | Let's add some extra debug information |
15:57 | COCKROACH | BUT STILL NO GOOD HERE! |
15:55 | TEST | Take III |
15:55 | FIXED | And/Or error |
15:55 | BUG | Countdown linkup code ignored |
15:55 | TEST | Take II on the countdown test |
15:53 | FIXED | Case error |
15:53 | DONE | Some real-life stuff |
15:10 | TECHNO | And 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! |
15:09 | NOTE | AND I must make sure it doesn't conflict with Zone Actions |
15:09 | TODO | I must still link it properly to the walking routine.... |
15:09 | DONE | I'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 |
13:34 | STATUS | Time for lunch! |
13:31 | STATUS | All parsing crashout accounted for.... Wow.... I never expected THAT! |
13:28 | TEST | Take III |
13:28 | LAZY | Cockroach prevention macro! Doesn't hurt too much, so WHY BOTHER! |
13:27 | TEST | Take II |
13:27 | FIXED | Order error |
13:24 | TEST | Take I |
13:24 | NOTE | WISH ME LUCK!!!! |
13:18 | STATUS | For 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 = - | ||
19:44 | SCRIPT | And an automated property added to make this easy |
19:44 | GENERATION | Compiler for which floor may lead to encounters and which may not |
18:26 | GENERATION | I'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... |
2:06 | STATUS | Okay, 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! |
1:53 | COSMETIC | Swords place in a a bit of fine tuning |
1:52 | FIXED | AT LAST! |
1:50 | COCKROACH | I'm tired! |
1:10 | FAILURE | NOOOO!!!! NOT AT THIS HOUR!!!!! |
1:02 | LAZY | A laziness fix |
1:00 | FIXED | MOAR bugs |
0:55 | FIXED | And many bugs fixed along th eway |
0:55 | DONE | RENC preparations |
- = 4 Sep 2019 = - | ||
21:15 | ART | Swords symbol for Random Encounters |
17:50 | NOTE | I 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 |
17:49 | FOE | Blue Slime |
17:48 | VISUALSTUDIO | Monster editor worked out a bit more |
17:22 | BOSS | Big Mama Slime, although that boss will come in later, but I simply needed to get a few things on the road already |
17:17 | ABILITY | Laziness |
16:40 | SITE | Added tag BOSS |
16:40 | FOE | Goblin |
16:40 | STATUS | The 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 |
16:39 | SITE | Added tag FOE |
- = 3 Sep 2019 = - | ||
17:34 | TECHNO | Stricly speaking an ability as far as the database in concerend :P |
17:34 | ABILITY | Attack |
17:33 | DONE | I'm still working on my foe editor |
0:14 | FAILURE | And my lamp bulp broke... I guess I need to buy another one (sigh). |
0:14 | DONE | I've made a small start to set the enemy editor on the road, but it's far from finished yet! |
- = 2 Sep 2019 = - | ||
17:42 | STATUS | One 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 |
17:38 | STATUS | Now 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 |
17:35 | NOTE | I expect "OVERLOADED" works as it should, but I cannot fully test that, but that will come over time! |
17:35 | STATUS | It appears to be working |
17:31 | TEST | Take VII |
17:31 | FIXED | Forgotten minimessage coordinates |
17:29 | TEST | Take VI |
17:29 | FIXED | And I fixed it |
17:28 | SOLVED | I think I found out why |
17:28 | BUG | But now it tries to look on the Kthura Object tag in stead of the item tag, and I need to find out why |
17:27 | STATUS | All direct parse errors accounted for |
17:26 | TEST | Take V |
17:26 | FIXED | Syntax Error |
17:24 | TEST | Take IV |
17:24 | STUPIDITY | How could I make such a beginner's mistake? |
17:24 | FIXED | Unquoted string |
17:23 | TEST | Take III |
17:23 | FIXED | Syntax error |
17:22 | TEST | Take II |
17:22 | FIXED | Forgotten declaration + definition |
17:19 | OFFTOPIC | And then a lesser fun note.... Today I've been told a woman I know has passed away. She was 60 years old. |
17:18 | TEST | So let's get to it Take I |
17:18 | NOTE | It's not tested yet, though |
17:17 | DONE | I've created the item pickup routine |
13:09 | ITCH.IO | I mean a quick script updating stuff with Butler |
13:09 | POWERSHELL | And a quick powershell so I don't have to worry about it anymore in the future |
13:05 | ITCH.IO | I'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 |
12:46 | STATUS | Now the next step is (of course) to make sure the treasures are actually being awarded |
12:45 | CONFIRMED | the specific (temporary) crash message I've set up does confirm the treasure event does trigger |
12:45 | CONFIRMED | The treasure bags appear |
12:40 | TEST | And Take IV |
12:40 | POWERSHELL | So running my compilation script |
12:40 | STUPIDITY | Forgot to recompile NALA was was needed for this operation |
12:38 | TEST | Take III |
12:38 | FIXED | Schijt |
12:36 | TEST | Take II |
12:36 | FIXED | Case error |
12:35 | TEST | Let's see if the treasures appear |
12:34 | KTHURA | Rebuilding |
12:24 | TODO | Kitty needs her foodbowl to be filled... ;) |
12:24 | NOTE | Random 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 |
12:22 | MAP | I've placed in several random treasure spots, let's see if they appear.... |
12:22 | FIXED | Kthura issue |
12:08 | NOTE | Not 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). |
12:07 | GENERATION | The auto-clickables compiler has been set to recognize random treasures |
11:21 | BUBBLE | Kthura String properties of objects are not writable.... This is a dangerous feature, but unfortunately, needed! |
11:16 | ART | Black Orb, but that was only because now I had it, and it would save me some frustration later ;) |
11:16 | ART | Bag |
11:14 | STATUS | So far no errors pop up, but the "real" work is not yet over... :-/ |
10:57 | FIXED | And yeah one did pop up.... |
10:55 | NOTE | All I can test for now is making sure no errors pop up.... |
10:49 | NOTE | This compiled data can be used by the clickable compiler to assign treasures to treasure spots |
10:48 | GENERATION | I 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. |
0:53 | STATUS | And that being said I'm gonna call it a day! See ya! |
0:52 | DONE | Irravonia 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. |
0:45 | TEST | Don't go back! |
0:45 | LINK | Don't goback |
0:45 | SCENARIO | Don't go back |
0:45 | MAPSCRIPT | Don't go back |
0:30 | STATUS | FINALLY! |
0:27 | BACKUP | Running in the background |
0:26 | TEST | Take XXVII |
0:26 | POWERSHELL | Compilation script running |
0:26 | NALA | Walking no longer read only |
0:22 | COCKROACH | SIIIIIIIIIIIIIIGH! (Crash) |
0:21 | TEST | Is take XXVI the final take then.... PLEAAAAASE!!!! |
0:21 | FIXED | I guess not |
0:19 | TEST | Take XXVI (hopefully that's the final test in this issue) |
0:18 | FIXED | Minor bug... StopWalking() was forgotten, that's been added to this event to preven further confusion |
0:18 | FIXED | Main bugs fixed |
0:14 | TEST | Take XXV |
0:14 | FIXED | ??? |
0:12 | TEST | Take XXIV |
0:12 | DEBUG | Xtra debug line undummied |
0:07 | TEST | take XXXIII |
0:07 | DEBUG | Extra checkups |
0:05 | COCKROACH | It 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 |
0:00 | TEST | Take XXII |
0:00 | FIXED | Hopefully |
0:00 | STUPIDITY | It's midnight, and I'm tired... cut me some slack |
0:00 | SOLVED | Only half the job done |
- = 1 Sep 2019 = - | ||
23:59 | COCKROACH | Now the debuglog deems __lang being empty as impossible and yet the scenario loader still manages to get it so.... WHY? |
23:56 | TEST | Take XXI to get this confirmed |
23:56 | SOLVED | I think the map data is being loaded before the game vars, and that could explain why '__lang' was still empty |
23:54 | HUH | Language NOT included??? Now this is VERY VERY odd! |
23:52 | TEST | Take XX |
23:52 | DEBUG | I guess I gotta adept things a little to find out what went wrong here! |
23:50 | HUH | This error is NOT possible! |
23:48 | TEST | Take XIX |
23:48 | FIXED | Illegal function call |
23:46 | TEST | Take XVIII |
23:46 | FIXED | No "sprintf"? |
23:45 | TEST | Take XVII |
23:45 | FIXED | Another case error! |
23:43 | TODO | And while I'm at it, I'll also make myself a nice cup of tea! |
23:43 | TEST | Take XVI |
23:43 | MAPSCRIPT | And the mapscript will also make sure, this event will only pop up ONCE! |
23:42 | LINK | Tutorial text linked to map script |
23:42 | FIXED | Tutor misnaming |
23:36 | LINK | StopWalking link function |
23:26 | STATUS | The ZA_Enter system appears to be working! YAY! |
23:25 | FIXED | Case Error |
23:21 | TEST | Take XV |
23:21 | FIXED | MapScript miss-referrence |
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