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
23:18TEST
TESTTake XIV
23:18FIXED
FIXEDIllegal function call
23:16TEST
TESTXIII
23:16FIXED
FIXEDThat should be fixed, though
23:13BUG
BUGBut my console also tells me they are immediately disposed as well, and that should NOT be possible under any circumstances.
23:13STATUS
STATUSI do see the required Zone Actions are created
23:11TEST
TESTScyndi Take XII
23:11FIXED
FIXEDTransfer error
23:08TEST
TESTTake XI
23:08FIXED
FIXEDGRRR!
23:02TEST
TESTTake X
23:02DONE
DONEI've sawed Pinocchio's nose off!
23:01BUG
BUGBug for some odd reason the system claims the map script does not exist, which is a lie!
23:01STATUS
STATUSAll parse errors accounted for
22:59TEST
TESTTake IX
22:58FIXED
FIXEDBad recurse
22:55TEST
TESTTake VIII
22:55VOID
VOIDDupe id bug in NIL
22:53TEST
TESTScyndi Scorpio Take VII
22:53FIXED
FIXEDMissing Object Referrence
22:52TEST
TESTTake VI
22:52FIXED
FIXEDAnother lacking 'self'
22:51ITCH.IO
ITCH.IOI did publish NIL on Itch.io now
22:09TEST
TESTTake V
22:09FIXED
FIXEDmore lack of "self"
22:09DONE
21:46TEST
TESTTake IV
21:43FIXED
FIXEDLack of "self"
21:42TEST
TESTTake III
21:42FIXED
FIXEDAnyway, that's been fixed
21:42STUPIDITY
STUPIDITYA big epic fail for me as NIL's creator, but haste is a bad advisor I suppose
21:41STUPIDITY
STUPIDITYBrendor Learn how to define class methods in NIL, Jeroen
21:40TEST
TESTAnd Take II
21:39FIXED
FIXEDAnd the first fix had to be done, already
21:38TEST
TESTFor 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....
21:26MAPSCRIPT
MAPSCRIPTThe function to be called is for now empty, but will be set up soon enough, I can't do all at once you know...
21:26LINK
LINKI've set the configured the tutorial to be linked to the Mapscript
21:25SITE
SITEAdded tag MAPSCRIPT
13:54NIL
NILDon't forget to stop by at the NIL forums... Dedicated to the language being used to write this game!
13:53STATUS
STATUSThe test will be done in creating and testing the Traveler's emblem's tutorials
13:52STATUS
STATUSAt 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...
13:52LINK
LINKLinked into field
13:52LINK
LINKLink code to get to ZoneAction from other instances (particularly the map script)
10:48LINK
LINKZone Checking will now be done during every "Update" cycle
10:40DONE
DONEI've set up a Zone-Check function
9:46POWERSHELL
POWERSHELLCompiling NALA
9:46LINK
LINKGeneral Link Up Code
9:43LINK
LINKActor Link Code
9:40KTHURA
KTHURALink up code in C# BUBBLE API
9:18KTHURA
KTHURAI'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 = -
23:42STATUS
STATUSI 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...
21:33NOTE
NOTE(that makes take IV by now)
21:33TEST
TESTAnother one
21:33DONE
DONETemp functions, so stuff will at least compile properly!
21:31TEST
TESTAnd let's test again!
21:31FIXED
FIXEDStupid action
21:29TEST
TESTAnother test!
21:29FIXED
FIXEDYup, that was not right
21:27TEST
TESTIrravonia 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.
21:27GENERATION
GENERATIONAnd I've generated a new module lay-out for that
21:26FIXED
FIXEDA little fix to prevent translation errors in NIL
20:19GENERATION
GENERATIONThe 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
20:17KTHURA
KTHURATraveler's level added to Map Meta Data
18:52CONVERT
CONVERTXenor 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....
18:51TUTORIAL
TUTORIALTraveler's Emblems
18:50SITE
SITEAdded tag TUTORIAL
17:52STATUS
STATUSBRB :P
17:52STATUS
STATUSIt's however almost 6 o' clock, so time for the news, so I guess I gotta focus on that now :P
17:51STATUS
STATUSThis is all in preparation for treasure scooping, but before all that, I guess it's better if I focus on Zone Actions first
17:50NOTE
NOTE(not to mention the rest of the main crew of this game).
17:49NOTE
NOTEIn 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 ;)
17:47REMINDER
17:43KTHURA
KTHURAI've added "Random Treasures" to the customized objects
17:43KTHURA
KTHURAEditor enhanced for proper usage in NIL
16:58OFFTOPIC
OFFTOPICYeah, I do realize you didn't want to know that, but I don't care about that :P
16:57DONE
DONEAll done
16:49TODO
TODOShit (take that literally)
16:20CONFIRMED
CONFIRMED
16:20TEST
TESTTake IV will have to confirm this!
16:20STATUS
STATUSNow I must see if the Traveler's emblem has really gone forever, once I load a savegame
16:19FIXED
FIXEDIt appears to be fixed
16:16TEST
TESTTake III
16:16POWERSHELL
POWERSHELLrunning compiler script
16:16FIXED
FIXEDEric Code typo in Kthura -> NIL Link code
16:15TEST
TESTTake II
16:15DONE
DONEI've set a skipper for when objects have been removed... This should prevent the crash I had before
15:47POWERSHELL
POWERSHELLRunning NALA compilation script
15:38BUG
BUGNow this is unexpected.... Due to the object being destroyed, objnum comes up....
15:35TECHNO
TECHNOSince 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!
15:32TEST
TESTTake I
15:32DONE
DONELoading a map should now pass on the permanent changes... Of course, I'll need to make sure this works...
14:34STATUS
STATUSI'll get onto LOADING the perm changes later.... As I do need a break now, after enhancing NIL and doing this....
14:32STATUS
STATUSI'll be only TWO takes and I see what I wanted to see....
14:32TEST
TESTTake II
14:32FIXED
FIXEDLack of self
14:28BUG
BUGAnd as expected it DOES go wrong!
14:26TEST
TESTI 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!
14:20TECHNO
TECHNONow 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).

14:19DONE
DONEI've set up the basis to permanently remove certain items from the world map.....
13:42OFFTOPIC
OFFTOPIC
13:19NOTE
NOTEAnd 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?)
13:18POWERSHELL
POWERSHELLI'm now running my NALA compile script because of that, otherwise NALA won't pick up the change
13:18NIL
NILI'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 = -
23:05BACKUP
BACKUPRunning
23:05CONFIG
CONFIGUpdated the configuration of my backup tool
21:47TEST
TESTTake XXIV will have to confirm this!
21:46STATUS
STATUSAnd THAT should do it!
21:46COSMETIC
COSMETICFirst CountDown halved
21:46COSMETIC
COSMETICAziella Color issue fixed
21:42TEST
TESTTake XXIII
21:42EXPERIMENT
EXPERIMENTLet's try this
21:35TEST
TESTTake XXII
21:35FIXED
FIXEDCase error
21:34TEST
TESTTake XXI
21:34FIXED
FIXEDX
21:34STATUS
STATUSgetting closer
21:29TEST
TESTTake XX
21:29EXPERIMENT
EXPERIMENTDoes this fix stuff?
21:25TEST
TESTTake XIX
21:25FIXED
FIXEDNon-existent method call
21:23TEST
TESTTake XVIII
21:23FIXED
FIXEDMoar stupidity
21:21TEST
TESTtake XVII
21:21FIXED
FIXEDLack of self
21:19TEST
TESTTake XVI
21:19FIXED
FIXEDThat's been fixed
21:19STUPIDITY
STUPIDITYOh wait... not unlinked... Never linked at all in the first place, so that's why they fall through the garbage collector so quickly....
21:18RESULT
RESULTTell ya what (it was not possible otherwise either with this speed)... The countdowns are even unaltered before the stuff is unlinked
21:16TEST
TESTAnd time for another test. Take XV!
21:16DEBUG
DEBUGI expanded the destruction debugger a bit to find out
21:16EXPERIMENT
EXPERIMENTDid I switch some countdowns?
21:14RESULT
RESULTI 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....
21:12TEST
TESTTake XIV
21:12COCKROACH
COCKROACHMerya That did NOT fix this issue... only a crash the debugger gave me
21:11FIXED
FIXEDIllegal function call
21:10TEST
TESTTake XIII
21:10DEBUG
DEBUGI've added a little debug line which should help me on this
21:06COCKROACH
COCKROACHNo effect! Well no crashes, but no messages either!
21:05TEST
TESTTake XII
21:05FIXED
FIXEDI think I fixed that
21:04INVESTIGATION
INVESTIGATIONElementary, my dear Watson!

I already know what's wrong here!

21:03INVESTIGATION
INVESTIGATIONAnd one with a strange error message, so this will require some investigation to see through properly
21:02BUG
BUGNow I get a crash thanks to that fix
21:02CONFIRMED
CONFIRMEDThe fix is confirmed but
21:01TEST
TESTTake XI must show if I'm right, though
21:00FIXED
FIXEDI think I fixed that issue
20:59BUG
BUGThe mini messages do not appear on screen, but I think I already know why that happens
20:59STATUS
STATUSThe level cap and the traveler's levels do increase accordingly
20:56TEST
TESTTake X
20:56FIXED
FIXEDcase error
20:56CONFIRMED
CONFIRMEDThat I did
20:54TEST
TESTTake IX
20:54VOID
VOIDDid I avoid the bug?
20:54HUH
HUHWTF?
20:50TEST
TESTTake VIII
20:50FIXED
FIXED.....
20:48TEST
TESTTake VII
20:48FIXED
FIXEDForgotten macro prefix
20:47TEST
TESTDernor Take VI
20:47FIXED
FIXEDMissing lib import
20:46TEST
TESTTake V
20:39TEST
TESTTake IV
20:39FIXED
FIXEDMOAR of those
20:38TEST
TESTTake III
20:37FIXED
FIXEDOf course
20:37STUPIDITY
STUPIDITYAnother one!
20:36TEST
TESTTake II
20:36FIXED
FIXEDLack of self
20:35TEST
TESTTake I
20:33DONE
DONETraveler'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).
20:22LINK
LINKAuto-adeption script for coordinates based on the current scroller settings
19:23DONE
DONEI've set up a mini-message system. It will be used on both combat and on the field. For example when grabbing treasures.
15:57STATUS
STATUSMarrilona 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... ;)

14:06TECHNO
TECHNOYes, when this works, it affects all those projects I put in that issue, either directly or indirectly....
14:06TODO
TODOI've decided to do the Traveler's emblems next... issued it as #52
14:01CLOSED
13:56CLOSED
13:56CLOSED
13:53CONFIRMED
CONFIRMEDAll clear
13:31DONE
DONEAnd the savegame ball colors will respond accordingly.... Difficulty settings matter here!
13:30LINK
LINKAnd so the savegame manager should be linked to the savespots now
13:11COCKROACH
COCKROACHRebecca Just as I feared.... If cockroaches are there, the impossible cannot be eliminated anymore....
13:09TEST
TESTOf course I want confirmation....
13:08SOLVED
SOLVEDAnyway case solved, I think
13:08NOTE
NOTEAnd now I'm glad this game isn't being writtin in Python, Boo or Godot
13:08STUPIDITY
STUPIDITYRight... I forgot to properly scope things out
13:04HUH
HUHThe 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
13:00DEBUG
DEBUGMore debug data needed!
12:55INVESTIGATION
INVESTIGATIONMore investigations to be done
12:55RESULT
RESULTDelegate created, but not detected
12:50INVESTIGATION
INVESTIGATIONStill investigating
12:08DEBUG
DEBUGSome more debug lines will have to clear this one up, eh?
12:04BUG
BUGThe log however indicates nothing happens, and I wonder why!
12:04LINK
LINKI've set up some link code to chain clickable objects to their respective events
- = 29 Aug 2019 = -
23:11DONE
DONEI'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
16:21STATUS
STATUSSo far real life stuff has been in my way of getting anything done today
- = 28 Aug 2019 = -
22:40CONFIRMED
CONFIRMEDAnd that works!
22:39DONE
DONEIn the main menu "Quit" will actually quit the program!
22:38STATUS
STATUSI hope I can soon start to link these auto-clickables to their respective automated events
21:10STATUS
STATUSIt works.... Although Young Irravonia will only walk to the correct coordinates.... Any actions which have to follow up are not yet present
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