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 | ||
23:18 | TEST | Take XIV |
23:18 | FIXED | Illegal function call |
23:16 | TEST | XIII |
23:16 | FIXED | That should be fixed, though |
23:13 | BUG | But my console also tells me they are immediately disposed as well, and that should NOT be possible under any circumstances. |
23:13 | STATUS | I do see the required Zone Actions are created |
23:11 | TEST | Take XII |
23:11 | FIXED | Transfer error |
23:08 | TEST | Take XI |
23:08 | FIXED | GRRR! |
23:02 | TEST | Take X |
23:02 | DONE | I've sawed Pinocchio's nose off! |
23:01 | BUG | Bug for some odd reason the system claims the map script does not exist, which is a lie! |
23:01 | STATUS | All parse errors accounted for |
22:59 | TEST | Take IX |
22:58 | FIXED | Bad recurse |
22:55 | TEST | Take VIII |
22:55 | VOID | Dupe id bug in NIL |
22:53 | TEST | Take VII |
22:53 | FIXED | Missing Object Referrence |
22:52 | TEST | Take VI |
22:52 | FIXED | Another lacking 'self' |
22:51 | ITCH.IO | I did publish NIL on Itch.io now |
22:09 | TEST | Take V |
22:09 | FIXED | more lack of "self" |
22:09 | DONE | |
21:46 | TEST | Take IV |
21:43 | FIXED | Lack of "self" |
21:42 | TEST | Take III |
21:42 | FIXED | Anyway, that's been fixed |
21:42 | STUPIDITY | A big epic fail for me as NIL's creator, but haste is a bad advisor I suppose |
21:41 | STUPIDITY | Learn how to define class methods in NIL, Jeroen |
21:40 | TEST | And Take II |
21:39 | FIXED | And the first fix had to be done, already |
21:38 | TEST | For now I gotta test if the entire getup works at all.... All I can test now is if the ZA_Enter command is loaded at all.... |
21:26 | MAPSCRIPT | The function to be called is for now empty, but will be set up soon enough, I can't do all at once you know... |
21:26 | LINK | I've set the configured the tutorial to be linked to the Mapscript |
21:25 | SITE | Added tag MAPSCRIPT |
13:54 | NIL | Don't forget to stop by at the NIL forums... Dedicated to the language being used to write this game! |
13:53 | STATUS | The test will be done in creating and testing the Traveler's emblem's tutorials |
13:52 | STATUS | At this moment I don't have enough time to test things out, as I'm expecting a visitor soon, so that will be done later... |
13:52 | LINK | Linked into field |
13:52 | LINK | Link code to get to ZoneAction from other instances (particularly the map script) |
10:48 | LINK | Zone Checking will now be done during every "Update" cycle |
10:40 | DONE | I've set up a Zone-Check function |
9:46 | POWERSHELL | Compiling NALA |
9:46 | LINK | General Link Up Code |
9:43 | LINK | Actor Link Code |
9:40 | KTHURA | Link up code in C# BUBBLE API |
9:18 | KTHURA | I've expanded Kthura with an "object" in-zone detector... This is yet only part of the Kthura class in C#, and will not yet affect any engines I wrote using Kthura (at least not the ones written in C#, as the BlitzMax versions supported this all along) |
- = 31 Aug 2019 = - | ||
23:42 | STATUS | I need to make a routine which can check if the player is in the zone... I'm thinking to do this in C# in order to win speed... Scripting languages are not always the best choice... |
21:33 | NOTE | (that makes take IV by now) |
21:33 | TEST | Another one |
21:33 | DONE | Temp functions, so stuff will at least compile properly! |
21:31 | TEST | And let's test again! |
21:31 | FIXED | Stupid action |
21:29 | TEST | Another test! |
21:29 | FIXED | Yup, that was not right |
21:27 | TEST | Not much to see, but due to my debug logs I can at least see if the data that should be generated is in fact generated. |
21:27 | GENERATION | And I've generated a new module lay-out for that |
21:26 | FIXED | A little fix to prevent translation errors in NIL |
20:19 | GENERATION | The group import generator can now also pick up extra stuff I'll need.... Some flows (combat in particular) can just be too great to handle otherwise |
20:17 | KTHURA | Traveler's level added to Map Meta Data |
18:52 | CONVERT | Xenor Bushes scenario.... This was only done to merge what I have with what I had to add more easily, as the only scenario in this file is needed when you go to the final region of the game.... |
18:51 | TUTORIAL | Traveler's Emblems |
18:50 | SITE | Added tag TUTORIAL |
17:52 | STATUS | BRB :P |
17:52 | STATUS | It's however almost 6 o' clock, so time for the news, so I guess I gotta focus on that now :P |
17:51 | STATUS | This is all in preparation for treasure scooping, but before all that, I guess it's better if I focus on Zone Actions first |
17:50 | NOTE | (not to mention the rest of the main crew of this game). |
17:49 | NOTE | In the easy mode there is a very small chance the player can score an emerald. Out of safety measures Young Irravonia can't equip it, but adult Irravonia can ;) |
17:47 | REMINDER | |
17:43 | KTHURA | I've added "Random Treasures" to the customized objects |
17:43 | KTHURA | Editor enhanced for proper usage in NIL |
16:58 | OFFTOPIC | Yeah, I do realize you didn't want to know that, but I don't care about that :P |
16:57 | DONE | All done |
16:49 | TODO | Shit (take that literally) |
16:20 | CONFIRMED | |
16:20 | TEST | Take IV will have to confirm this! |
16:20 | STATUS | Now I must see if the Traveler's emblem has really gone forever, once I load a savegame |
16:19 | FIXED | It appears to be fixed |
16:16 | TEST | Take III |
16:16 | POWERSHELL | running compiler script |
16:16 | FIXED | Code typo in Kthura -> NIL Link code |
16:15 | TEST | Take II |
16:15 | DONE | I've set a skipper for when objects have been removed... This should prevent the crash I had before |
15:47 | POWERSHELL | Running NALA compilation script |
15:38 | BUG | Now this is unexpected.... Due to the object being destroyed, objnum comes up.... |
15:35 | TECHNO | Since the swap system has already been linked to the savegame manager, it should just be saved, but hey, ya never know, you know, so I gotta test this out! |
15:32 | TEST | Take I |
15:32 | DONE | Loading a map should now pass on the permanent changes... Of course, I'll need to make sure this works... |
14:34 | STATUS | I'll get onto LOADING the perm changes later.... As I do need a break now, after enhancing NIL and doing this.... |
14:32 | STATUS | I'll be only TWO takes and I see what I wanted to see.... |
14:32 | TEST | Take II |
14:32 | FIXED | Lack of self |
14:28 | BUG | And as expected it DOES go wrong! |
14:26 | TEST | I don't expect this to go well, but I can only see what can possibly go wrong by testing this, so here goes.... TAKE I! |
14:20 | TECHNO | Now the permanent tag is being stored in the swap data, however the map loader is not yet able to properly import this... In other words the "permanent" effect does not yet take place... Not a bug, just the price of not being able to do everything all at once.... Nobody can multi-task after all (no, women can't either, no matter what they claim). |
14:19 | DONE | I've set up the basis to permanently remove certain items from the world map..... |
13:42 | OFFTOPIC |
|
13:19 | NOTE | And I also think this enhancement justifies an update to QuickNIL (I already have an updated version, but hey, why won't I SHARE that, eh?) |
13:18 | POWERSHELL | I'm now running my NALA compile script because of that, otherwise NALA won't pick up the change |
13:18 | NIL | I've enhanced NIL.... It now also support static locals... (well sort of, as I cheated my way around in this, but hey, IT WORKS).... |
- = 30 Aug 2019 = - | ||
23:05 | BACKUP | Running |
23:05 | CONFIG | Updated the configuration of my backup tool |
21:47 | TEST | Take XXIV will have to confirm this! |
21:46 | STATUS | And THAT should do it! |
21:46 | COSMETIC | First CountDown halved |
21:46 | COSMETIC | Color issue fixed |
21:42 | TEST | Take XXIII |
21:42 | EXPERIMENT | Let's try this |
21:35 | TEST | Take XXII |
21:35 | FIXED | Case error |
21:34 | TEST | Take XXI |
21:34 | FIXED | X |
21:34 | STATUS | getting closer |
21:29 | TEST | Take XX |
21:29 | EXPERIMENT | Does this fix stuff? |
21:25 | TEST | Take XIX |
21:25 | FIXED | Non-existent method call |
21:23 | TEST | Take XVIII |
21:23 | FIXED | Moar stupidity |
21:21 | TEST | take XVII |
21:21 | FIXED | Lack of self |
21:19 | TEST | Take XVI |
21:19 | FIXED | That's been fixed |
21:19 | STUPIDITY | Oh wait... not unlinked... Never linked at all in the first place, so that's why they fall through the garbage collector so quickly.... |
21:18 | RESULT | Tell ya what (it was not possible otherwise either with this speed)... The countdowns are even unaltered before the stuff is unlinked |
21:16 | TEST | And time for another test. Take XV! |
21:16 | DEBUG | I expanded the destruction debugger a bit to find out |
21:16 | EXPERIMENT | Did I switch some countdowns? |
21:14 | RESULT | I can see the minimessages get destroyed WAAAY too quickly.... This should mean they are not unlinked at the proper time... Good thing I placed those DESTRUCTOR debuggers in.... |
21:12 | TEST | Take XIV |
21:12 | COCKROACH | That did NOT fix this issue... only a crash the debugger gave me |
21:11 | FIXED | Illegal function call |
21:10 | TEST | Take XIII |
21:10 | DEBUG | I've added a little debug line which should help me on this |
21:06 | COCKROACH | No effect! Well no crashes, but no messages either! |
21:05 | TEST | Take XII |
21:05 | FIXED | I think I fixed that |
21:04 | INVESTIGATION | Elementary, my dear Watson! I already know what's wrong here! |
21:03 | INVESTIGATION | And one with a strange error message, so this will require some investigation to see through properly |
21:02 | BUG | Now I get a crash thanks to that fix |
21:02 | CONFIRMED | The fix is confirmed but |
21:01 | TEST | Take XI must show if I'm right, though |
21:00 | FIXED | I think I fixed that issue |
20:59 | BUG | The mini messages do not appear on screen, but I think I already know why that happens |
20:59 | STATUS | The level cap and the traveler's levels do increase accordingly |
20:56 | TEST | Take X |
20:56 | FIXED | case error |
20:56 | CONFIRMED | That I did |
20:54 | TEST | Take IX |
20:54 | VOID | Did I avoid the bug? |
20:54 | HUH | WTF? |
20:50 | TEST | Take VIII |
20:50 | FIXED | ..... |
20:48 | TEST | Take VII |
20:48 | FIXED | Forgotten macro prefix |
20:47 | TEST | Take VI |
20:47 | FIXED | Missing lib import |
20:46 | TEST | Take V |
20:39 | TEST | Take IV |
20:39 | FIXED | MOAR of those |
20:38 | TEST | Take III |
20:37 | FIXED | Of course |
20:37 | STUPIDITY | Another one! |
20:36 | TEST | Take II |
20:36 | FIXED | Lack of self |
20:35 | TEST | Take I |
20:33 | DONE | Traveler's emblems SHOULD work now, except for the fact they do not yet disapepar from the map (I deliberately didn't do that as I'm still testing things). |
20:22 | LINK | Auto-adeption script for coordinates based on the current scroller settings |
19:23 | DONE | I've set up a mini-message system. It will be used on both combat and on the field. For example when grabbing treasures. |
15:57 | STATUS | At this moment it is as follows.... A nice game, but not much to do.... First I need to get the Traveler's emblems to work Next the treasures on the map And after that, the most complicated, time eating to code, part of the game, but also the most important part.... the combat engine.... Really wish me luck on that one... Fortunately, NIL has evolved while I was at this, and thus things can get a bit easier than they were... ;) |
14:06 | TECHNO | Yes, when this works, it affects all those projects I put in that issue, either directly or indirectly.... |
14:06 | TODO | I've decided to do the Traveler's emblems next... issued it as #52 |
14:01 | CLOSED | |
13:56 | CLOSED | |
13:56 | CLOSED | |
13:53 | CONFIRMED | All clear |
13:31 | DONE | And the savegame ball colors will respond accordingly.... Difficulty settings matter here! |
13:30 | LINK | And so the savegame manager should be linked to the savespots now |
13:11 | COCKROACH | Just as I feared.... If cockroaches are there, the impossible cannot be eliminated anymore.... |
13:09 | TEST | Of course I want confirmation.... |
13:08 | SOLVED | Anyway case solved, I think |
13:08 | NOTE | And now I'm glad this game isn't being writtin in Python, Boo or Godot |
13:08 | STUPIDITY | Right... I forgot to properly scope things out |
13:04 | HUH | The debug data indicated the delegate attached is simply ignored... Not not it's not called, but it's also not cleared up, which makes it even crazier |
13:00 | DEBUG | More debug data needed! |
12:55 | INVESTIGATION | More investigations to be done |
12:55 | RESULT | Delegate created, but not detected |
12:50 | INVESTIGATION | Still investigating |
12:08 | DEBUG | Some more debug lines will have to clear this one up, eh? |
12:04 | BUG | The log however indicates nothing happens, and I wonder why! |
12:04 | LINK | I've set up some link code to chain clickable objects to their respective events |
- = 29 Aug 2019 = - | ||
23:11 | DONE | I've set up some advanced array and map libraries for NIL.... These can help me to work more effectively on some accounts, although I gotta confess that they were developed a bit late... :P |
16:21 | STATUS | So far real life stuff has been in my way of getting anything done today |
- = 28 Aug 2019 = - | ||
22:40 | CONFIRMED | And that works! |
22:39 | DONE | In the main menu "Quit" will actually quit the program! |
22:38 | STATUS | I hope I can soon start to link these auto-clickables to their respective automated events |
21:10 | STATUS | It works.... Although Young Irravonia will only walk to the correct coordinates.... Any actions which have to follow up are not yet present |
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 |