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
22:46DONE
DONE And the random encounters will now also be able to pick which foes you'll meet in battle
22:44NOTE
NOTE Rebecca 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
DONE Right-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
STATUS All parse issues accounted for!
21:56TEST
TEST And let's move on into take VII
21:56NOTE
NOTE that one came out in take VI
21:56STUPIDITY
STUPIDITY Well that was very very stupid
21:56FIXED
FIXED Forgotten // in comments
21:18FIXED
FIXED Missing "self"
21:17TEST
TEST Take V
21:16GENERATION
GENERATION Anyway regenerated... (I guess that was obvious).
21:16FIXED
FIXED Forgotten anyway generation
14:06TEST
TEST Take IV
14:06FIXED
FIXED Illegal 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
TEST Take III
14:02FIXED
FIXED missing data to map added
13:48STUPIDITY
STUPIDITY It was late in the evening when I wrote that code, so cut me some slack, will ya!
13:47FIXED
FIXED Unless 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
LINK Re-linked the script but now to a different spot... Maybe that will help!
13:44BUG
BUG Clearly the class required was not seen
13:43TEST
TEST Take I
13:42TECHNO
TECHNO I 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
STATUS I 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
DONE Some pre-battle config has been taken care of now
10:35STATUS
STATUS Scyndi 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 ;)

10:28BACKUP
BACKUP Running... It was backlogged!
10:28STATUS
STATUS All parse errors accounted for
10:26TEST
TEST Take VI
10:26FIXED
FIXED A missing )
10:26TECHNO
TECHNO A cosmetic issue inside the class parser was to blame
10:26FIXED
FIXED It seems some line numbering issues in NIL have been fixed AT LAST!!!!
10:23TEST
TEST Take V
10:22FIXED
FIXED Which fixes another parse error in the process
10:22REMOVED
REMOVED Illegal "end"
10:21TEST
TEST Take IV
10:21FIXED
FIXED Bad function naming
10:19BUG
BUG Unfortunately that doesn't end all misery
10:19CONFIRMED
CONFIRMED That fix
10:17TEST
TEST Take III
10:17FIXED
FIXED ?
10:16BUG
BUG Library not found?
10:10TEST
TEST Take II
10:10VOID
VOID The issue for now, taking away a parse error
10:09TODO
10:04TEST
TEST Take I
10:03LINK
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 = -
23:57STATUS
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...
23:39LINK
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....
23:24LINK
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?
19:38NOTE
NOTE Brendor No idea if it works now, since I cannot yet test, and it will take awhile to reach that point!
19:38DONE
DONE Scipted the forest arena out in full....
19:27ART
ART Grass
17:45ART
ART Cloud
16:14GENERATION
GENERATION And a generator for forest arenas.... They will look different every time... :-/
16:13DONE
DONE Set up the loader for Arenas
14:16POWERSHELL
POWERSHELL I love my script
14:16NALA
NALA Rebuilt
14:16FIXED
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....
13:37DONE
DONE Arena script loader!
- = 6 Sep 2019 = -
19:28DONE
DONE I've setup a RelPos library, which can help me on the arenas.... Far from ideal, but hey, it will work out.... right?
19:05BRAINSTORM
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
SITE Added tag BRAINSTORM
16:18STATUS
STATUS Time for me to take a break
16:18NOTE
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....
16:17TEST
TEST Take VII
16:16NOTE
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
16:15DONE
DONE Doubled MaxRate for random encounters
16:13TEST
TEST Take VI
16:13FIXED
FIXED Case error
16:13TEST
TEST take V
16:13EXPERIMENT
EXPERIMENT Let's see what happens now
16:03STATUS
STATUS There's a lot more wrong than I believed
16:02TEST
TEST Take IV
16:02DEBUG
DEBUG Let's add some extra debug information
15:57COCKROACH
COCKROACH Irravonia BUT STILL NO GOOD HERE!
15:55TEST
TEST Take III
15:55FIXED
FIXED And/Or error
15:55BUG
BUG Countdown linkup code ignored
15:55TEST
TEST Take II on the countdown test
15:53FIXED
FIXED Case error
15:53DONE
DONE Some real-life stuff
15:10TECHNO
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!
15:09NOTE
NOTE AND I must make sure it doesn't conflict with Zone Actions
15:09TODO
TODO I must still link it properly to the walking routine....
15:09DONE
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
13:34STATUS
STATUS Time for lunch!
13:31STATUS
STATUS All parsing crashout accounted for.... Wow.... I never expected THAT!
13:28TEST
TEST Take III
13:28LAZY
LAZY Cockroach prevention macro! Doesn't hurt too much, so WHY BOTHER!
13:27TEST
TEST Take II
13:27FIXED
FIXED Order error
13:24TEST
TEST Take I
13:24NOTE
NOTE WISH ME LUCK!!!!
13:18STATUS
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 = -
19:44SCRIPT
SCRIPT And an automated property added to make this easy
19:44GENERATION
GENERATION Compiler for which floor may lead to encounters and which may not
18:26GENERATION
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...
2:06STATUS
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!
1:53COSMETIC
COSMETIC Swords place in a a bit of fine tuning
1:52FIXED
FIXED Eric AT LAST!
1:50COCKROACH
COCKROACH I'm tired!
1:10FAILURE
FAILURE NOOOO!!!! NOT AT THIS HOUR!!!!!
1:02LAZY
LAZY A laziness fix
1:00FIXED
FIXED MOAR bugs
0:55FIXED
FIXED And many bugs fixed along th eway
0:55DONE
DONE RENC preparations
- = 4 Sep 2019 = -
21:15ART
ART Swords symbol for Random Encounters
17:50NOTE
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
17:49FOE
FOE Blue Slime
17:48VISUALSTUDIO
VISUALSTUDIO Monster editor worked out a bit more
17:22BOSS
BOSS Big Mama Slime, although that boss will come in later, but I simply needed to get a few things on the road already
17:17ABILITY
ABILITY Laziness
16:40SITE
SITE Added tag BOSS
16:40FOE
FOE Goblin
16:40STATUS
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
16:39SITE
SITE Added tag FOE
- = 3 Sep 2019 = -
17:34TECHNO
TECHNO Stricly speaking an ability as far as the database in concerend :P
17:34ABILITY
ABILITY Attack
17:33DONE
DONE I'm still working on my foe editor
0:14FAILURE
FAILURE And my lamp bulp broke... I guess I need to buy another one (sigh).
0:14DONE
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 = -
17:42STATUS
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
17:38STATUS
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
17:35NOTE
NOTE Aziella I expect "OVERLOADED" works as it should, but I cannot fully test that, but that will come over time!
17:35STATUS
STATUS It appears to be working
17:31TEST
TEST Take VII
17:31FIXED
FIXED Forgotten minimessage coordinates
17:29TEST
TEST Take VI
17:29FIXED
FIXED And I fixed it
17:28SOLVED
SOLVED I think I found out why
17:28BUG
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
17:27STATUS
STATUS All direct parse errors accounted for
17:26TEST
TEST Take V
17:26FIXED
FIXED Syntax Error
17:24TEST
TEST Take IV
17:24STUPIDITY
STUPIDITY How could I make such a beginner's mistake?
17:24FIXED
FIXED Unquoted string
17:23TEST
TEST Take III
17:23FIXED
FIXED Syntax error
17:22TEST
TEST Take II
17:22FIXED
FIXED Forgotten declaration + definition
17:19OFFTOPIC
OFFTOPIC And then a lesser fun note....

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

17:18TEST
TEST So let's get to it

Take I

17:18NOTE
NOTE It's not tested yet, though
17:17DONE
DONE I've created the item pickup routine
13:09ITCH.IO
ITCH.IO I mean a quick script updating stuff with Butler
13:09POWERSHELL
POWERSHELL And a quick powershell so I don't have to worry about it anymore in the future
13:05ITCH.IO
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
12:46STATUS
STATUS Merya Now the next step is (of course) to make sure the treasures are actually being awarded
12:45CONFIRMED
CONFIRMED the specific (temporary) crash message I've set up does confirm the treasure event does trigger
12:45CONFIRMED
CONFIRMED The treasure bags appear
12:40TEST
TEST And Take IV
12:40POWERSHELL
POWERSHELL So running my compilation script
12:40STUPIDITY
STUPIDITY Forgot to recompile NALA was was needed for this operation
12:38TEST
TEST Take III
12:38FIXED
FIXED Schijt
12:36TEST
TEST Take II
12:36FIXED
FIXED Case error
12:35TEST
TEST Let's see if the treasures appear
12:34KTHURA
KTHURA Rebuilding
12:24TODO
TODO Kitty needs her foodbowl to be filled... ;)
12:24NOTE
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
12:22MAP
MAP I've placed in several random treasure spots, let's see if they appear....
12:22FIXED
FIXED Kthura issue
12:08NOTE
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).
12:07GENERATION
GENERATION The auto-clickables compiler has been set to recognize random treasures
11:21BUBBLE
BUBBLE Kthura String properties of objects are not writable.... This is a dangerous feature, but unfortunately, needed!
11:16ART
ART Black Orb, but that was only because now I had it, and it would save me some frustration later ;)
11:16ART
ART Bag
11:14STATUS
STATUS So far no errors pop up, but the "real" work is not yet over... :-/
10:57FIXED
FIXED And yeah one did pop up....
10:55NOTE
NOTE All I can test for now is making sure no errors pop up....
10:49NOTE
NOTE This compiled data can be used by the clickable compiler to assign treasures to treasure spots
10:48GENERATION
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.
0:53STATUS
STATUS And that being said I'm gonna call it a day! See ya!
0:52DONE
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.
0:45TEST
TEST Don't go back!
0:45LINK
LINK Don't goback
0:45SCENARIO
SCENARIO Don't go back
0:45MAPSCRIPT
MAPSCRIPT Don't go back
0:30STATUS
STATUS FINALLY!
0:27BACKUP
BACKUP Running in the background
0:26TEST
TEST Dernor Take XXVII
0:26POWERSHELL
POWERSHELL Compilation script running
0:26NALA
NALA Walking no longer read only
0:22COCKROACH
COCKROACH SIIIIIIIIIIIIIIGH! (Crash)
0:21TEST
TEST Is take XXVI the final take then.... PLEAAAAASE!!!!
0:21FIXED
FIXED I guess not
0:19TEST
TEST Take XXVI (hopefully that's the final test in this issue)
0:18FIXED
FIXED Minor bug... StopWalking() was forgotten, that's been added to this event to preven further confusion
0:18FIXED
FIXED Main bugs fixed
0:14TEST
TEST Take XXV
0:14FIXED
FIXED ???
0:12TEST
TEST Take XXIV
0:12DEBUG
DEBUG Xtra debug line undummied
0:07TEST
TEST take XXXIII
0:07DEBUG
DEBUG Extra checkups
0:05COCKROACH
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
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