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
0:00TEST
TEST Take XXII
0:00FIXED
FIXED Hopefully
0:00STUPIDITY
STUPIDITY It's midnight, and I'm tired... cut me some slack
0:00SOLVED
SOLVED Only half the job done
- = 1 Sep 2019 = -
23:59COCKROACH
COCKROACH Now the debuglog deems __lang being empty as impossible and yet the scenario loader still manages to get it so.... WHY?
23:56TEST
TEST Take XXI to get this confirmed
23:56SOLVED
SOLVED I think the map data is being loaded before the game vars, and that could explain why '__lang' was still empty
23:54HUH
HUH Language NOT included??? Now this is VERY VERY odd!
23:52TEST
TEST Take XX
23:52DEBUG
DEBUG Rebecca I guess I gotta adept things a little to find out what went wrong here!
23:50HUH
HUH This error is NOT possible!
23:48TEST
TEST Take XIX
23:48FIXED
FIXED Illegal function call
23:46TEST
TEST Take XVIII
23:46FIXED
FIXED No "sprintf"?
23:45TEST
TEST Take XVII
23:45FIXED
FIXED Another case error!
23:43TODO
TODO And while I'm at it, I'll also make myself a nice cup of tea!
23:43TEST
TEST Take XVI
23:43MAPSCRIPT
MAPSCRIPT And the mapscript will also make sure, this event will only pop up ONCE!
23:42LINK
LINK Tutorial text linked to map script
23:42FIXED
FIXED Tutor misnaming
23:36LINK
LINK StopWalking link function
23:26STATUS
STATUS The ZA_Enter system appears to be working! YAY!
23:25FIXED
FIXED Case Error
23:21TEST
TEST Take XV
23:21FIXED
FIXED MapScript miss-referrence
23:18TEST
TEST Take XIV
23:18FIXED
FIXED Illegal function call
23:16TEST
TEST XIII
23:16FIXED
FIXED That should be fixed, though
23:13BUG
BUG But my console also tells me they are immediately disposed as well, and that should NOT be possible under any circumstances.
23:13STATUS
STATUS I do see the required Zone Actions are created
23:11TEST
TEST Scyndi Take XII
23:11FIXED
FIXED Transfer error
23:08TEST
TEST Take XI
23:08FIXED
FIXED GRRR!
23:02TEST
TEST Take X
23:02DONE
DONE I've sawed Pinocchio's nose off!
23:01BUG
BUG Bug for some odd reason the system claims the map script does not exist, which is a lie!
23:01STATUS
STATUS All parse errors accounted for
22:59TEST
TEST Take IX
22:58FIXED
FIXED Bad recurse
22:55TEST
TEST Take VIII
22:55VOID
VOID Dupe id bug in NIL
22:53TEST
TEST Scyndi Scorpio Take VII
22:53FIXED
FIXED Missing Object Referrence
22:52TEST
TEST Take VI
22:52FIXED
FIXED Another lacking 'self'
22:51ITCH.IO
ITCH.IO I did publish NIL on Itch.io now
22:09TEST
TEST Take V
22:09FIXED
FIXED more lack of "self"
22:09DONE
21:46TEST
TEST Take IV
21:43FIXED
FIXED Lack of "self"
21:42TEST
TEST Take III
21:42FIXED
FIXED Anyway, that's been fixed
21:42STUPIDITY
STUPIDITY A big epic fail for me as NIL's creator, but haste is a bad advisor I suppose
21:41STUPIDITY
STUPIDITY Brendor Learn how to define class methods in NIL, Jeroen
21:40TEST
TEST And Take II
21:39FIXED
FIXED And the first fix had to be done, already
21:38TEST
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....
21:26MAPSCRIPT
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...
21:26LINK
LINK I've set the configured the tutorial to be linked to the Mapscript
21:25SITE
SITE Added tag MAPSCRIPT
13:54NIL
NIL Don't forget to stop by at the NIL forums... Dedicated to the language being used to write this game!
13:53STATUS
STATUS The test will be done in creating and testing the Traveler's emblem's tutorials
13:52STATUS
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...
13:52LINK
LINK Linked into field
13:52LINK
LINK Link code to get to ZoneAction from other instances (particularly the map script)
10:48LINK
LINK Zone Checking will now be done during every "Update" cycle
10:40DONE
DONE I've set up a Zone-Check function
9:46POWERSHELL
POWERSHELL Compiling NALA
9:46LINK
LINK General Link Up Code
9:43LINK
LINK Actor Link Code
9:40KTHURA
KTHURA Link up code in C# BUBBLE API
9:18KTHURA
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 = -
23:42STATUS
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...
21:33NOTE
NOTE (that makes take IV by now)
21:33TEST
TEST Another one
21:33DONE
DONE Temp functions, so stuff will at least compile properly!
21:31TEST
TEST And let's test again!
21:31FIXED
FIXED Stupid action
21:29TEST
TEST Another test!
21:29FIXED
FIXED Yup, that was not right
21:27TEST
TEST Irravonia 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
GENERATION And I've generated a new module lay-out for that
21:26FIXED
FIXED A little fix to prevent translation errors in NIL
20:19GENERATION
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
20:17KTHURA
KTHURA Traveler's level added to Map Meta Data
18:52CONVERT
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....
18:51TUTORIAL
TUTORIAL Traveler's Emblems
18:50SITE
SITE Added tag TUTORIAL
17:52STATUS
STATUS BRB :P
17:52STATUS
STATUS It's however almost 6 o' clock, so time for the news, so I guess I gotta focus on that now :P
17:51STATUS
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
17:50NOTE
NOTE (not to mention the rest of the main crew of this game).
17:49NOTE
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 ;)
17:47REMINDER
17:43KTHURA
KTHURA I've added "Random Treasures" to the customized objects
17:43KTHURA
KTHURA Editor enhanced for proper usage in NIL
16:58OFFTOPIC
OFFTOPIC Yeah, I do realize you didn't want to know that, but I don't care about that :P
16:57DONE
DONE All done
16:49TODO
TODO Shit (take that literally)
16:20CONFIRMED
CONFIRMED
16:20TEST
TEST Take IV will have to confirm this!
16:20STATUS
STATUS Now I must see if the Traveler's emblem has really gone forever, once I load a savegame
16:19FIXED
FIXED It appears to be fixed
16:16TEST
TEST Take III
16:16POWERSHELL
POWERSHELL running compiler script
16:16FIXED
FIXED Eric Code typo in Kthura -> NIL Link code
16:15TEST
TEST Take II
16:15DONE
DONE I've set a skipper for when objects have been removed... This should prevent the crash I had before
15:47POWERSHELL
POWERSHELL Running NALA compilation script
15:38BUG
BUG Now this is unexpected.... Due to the object being destroyed, objnum comes up....
15:35TECHNO
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!
15:32TEST
TEST Take I
15:32DONE
DONE Loading a map should now pass on the permanent changes... Of course, I'll need to make sure this works...
14:34STATUS
STATUS I'll get onto LOADING the perm changes later.... As I do need a break now, after enhancing NIL and doing this....
14:32STATUS
STATUS I'll be only TWO takes and I see what I wanted to see....
14:32TEST
TEST Take II
14:32FIXED
FIXED Lack of self
14:28BUG
BUG And as expected it DOES go wrong!
14:26TEST
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!
14:20TECHNO
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).

14:19DONE
DONE I've set up the basis to permanently remove certain items from the world map.....
13:42OFFTOPIC
OFFTOPIC
13:19NOTE
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?)
13:18POWERSHELL
POWERSHELL I'm now running my NALA compile script because of that, otherwise NALA won't pick up the change
13:18NIL
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 = -
23:05BACKUP
BACKUP Running
23:05CONFIG
CONFIG Updated the configuration of my backup tool
21:47TEST
TEST Take XXIV will have to confirm this!
21:46STATUS
STATUS And THAT should do it!
21:46COSMETIC
COSMETIC First CountDown halved
21:46COSMETIC
COSMETIC Aziella Color issue fixed
21:42TEST
TEST Take XXIII
21:42EXPERIMENT
EXPERIMENT Let's try this
21:35TEST
TEST Take XXII
21:35FIXED
FIXED Case error
21:34TEST
TEST Take XXI
21:34FIXED
FIXED X
21:34STATUS
STATUS getting closer
21:29TEST
TEST Take XX
21:29EXPERIMENT
EXPERIMENT Does this fix stuff?
21:25TEST
TEST Take XIX
21:25FIXED
FIXED Non-existent method call
21:23TEST
TEST Take XVIII
21:23FIXED
FIXED Moar stupidity
21:21TEST
TEST take XVII
21:21FIXED
FIXED Lack of self
21:19TEST
TEST Take XVI
21:19FIXED
FIXED That's been fixed
21:19STUPIDITY
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....
21:18RESULT
RESULT Tell ya what (it was not possible otherwise either with this speed)... The countdowns are even unaltered before the stuff is unlinked
21:16TEST
TEST And time for another test. Take XV!
21:16DEBUG
DEBUG I expanded the destruction debugger a bit to find out
21:16EXPERIMENT
EXPERIMENT Did I switch some countdowns?
21:14RESULT
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....
21:12TEST
TEST Take XIV
21:12COCKROACH
COCKROACH Merya That did NOT fix this issue... only a crash the debugger gave me
21:11FIXED
FIXED Illegal function call
21:10TEST
TEST Take XIII
21:10DEBUG
DEBUG I've added a little debug line which should help me on this
21:06COCKROACH
COCKROACH No effect! Well no crashes, but no messages either!
21:05TEST
TEST Take XII
21:05FIXED
FIXED I think I fixed that
21:04INVESTIGATION
INVESTIGATION Elementary, my dear Watson!

I already know what's wrong here!

21:03INVESTIGATION
INVESTIGATION And one with a strange error message, so this will require some investigation to see through properly
21:02BUG
BUG Now I get a crash thanks to that fix
21:02CONFIRMED
CONFIRMED The fix is confirmed but
21:01TEST
TEST Take XI must show if I'm right, though
21:00FIXED
FIXED I think I fixed that issue
20:59BUG
BUG The mini messages do not appear on screen, but I think I already know why that happens
20:59STATUS
STATUS The level cap and the traveler's levels do increase accordingly
20:56TEST
TEST Take X
20:56FIXED
FIXED case error
20:56CONFIRMED
CONFIRMED That I did
20:54TEST
TEST Take IX
20:54VOID
VOID Did I avoid the bug?
20:54HUH
HUH WTF?
20:50TEST
TEST Take VIII
20:50FIXED
FIXED .....
20:48TEST
TEST Take VII
20:48FIXED
FIXED Forgotten macro prefix
20:47TEST
TEST Dernor Take VI
20:47FIXED
FIXED Missing lib import
20:46TEST
TEST Take V
20:39TEST
TEST Take IV
20:39FIXED
FIXED MOAR of those
20:38TEST
TEST Take III
20:37FIXED
FIXED Of course
20:37STUPIDITY
STUPIDITY Another one!
20:36TEST
TEST Take II
20:36FIXED
FIXED Lack of self
20:35TEST
TEST Take I
20:33DONE
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).
20:22LINK
LINK Auto-adeption script for coordinates based on the current scroller settings
19:23DONE
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.
15:57STATUS
STATUS Marrilona 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... ;)

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