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9:25 | TEST | Should only be a formality, but hey, let's see what'll happen |
9:24 | NOTE | Shouldn't give any trouble, but then again, debugging has done crazier things |
9:24 | MAPSCRIPT | Finding the stick in the sewers |
9:23 | LINK | Terminal in Hawk linked to NIM (reward for solving sewers) |
8:41 | NOTE | That won justify another test... if the rest works, all's fine! |
8:41 | FIXED | Minor level error |
8:27 | TEST | Take IV |
8:27 | FIXED | Wrong group |
8:27 | STUPIDITY | Why do I keep on doing that? |
7:55 | TEST | Take III |
7:55 | FIXED | Configuration error |
7:51 | TEST | Take II |
7:50 | FIXED | Code conflict |
7:42 | TEST | Let's see.... |
7:42 | DONE | A few finishing touches (that is if no bugs occur) |
7:41 | MAPSCRIPT | Post Boss script |
7:29 | GENERATION | Neg |
7:28 | APOLLO | Boss Alias |
7:28 | MAPSCRIPT | Boss Sewers |
- = 1 May 2021 = - | ||
23:27 | STATUS | So far..... Depending on my time tomorrow the boss of the sewers may be implemented, and that would be another thing out of the way |
23:26 | GITHUB | Updated |
23:24 | BACKUP | Running |
23:24 | CONFIRMED | So far, so good! |
22:32 | TEST | Take III |
22:17 | GENERATION | Again |
22:17 | FAILURE | Ah I need to force things as no assets were modified |
22:16 | GENERATION | Neg is required though |
22:15 | APOLLO | Alias for zombies |
22:04 | TEST | Take II |
22:04 | FIXED | Wrong function called |
18:50 | TEST | Well, let's see - Test II |
18:30 | FIXED | The bug itself has been fixed, of course |
18:30 | VOID | Damage due to old bug |
18:25 | TEST | There's not much to this dungeon, so I can start testing up to the point where the boss will be |
18:25 | MAP | Music Set |
17:59 | STATUS | Not yet ready to test all this, though |
17:56 | NOTE | Kota mentions this randomly... The higher the difficulty the lower the chance he mentions the sewers and he must mention it in order to unlock the sewers |
17:54 | MAPSCRIPT | Possibility to unlock the sewers |
17:53 | CONFIRMED | Appears to be working |
17:13 | TEST | Well let's see how this will go, then |
17:06 | LINK | Link for arrival event |
17:05 | MAPSCRIPT | Further workout on victory of the NIM game |
16:41 | CONFIRMED | So far it works... The game WILL crash when you win, but that is because I haven't yet set all that stuff up |
15:59 | STATUS | The NIM game should be completely done now.... However I still need to make sure the entirely link works, and when you win against Kota, this should unlock Excalibur, so there's more work to do |
15:49 | CONFIRMED | And the chain back also appears to be working |
15:49 | CONFIRMED | It appears to be working |
15:34 | TEST | Take B |
15:32 | FIXED | Code typo |
15:29 | TEST | Take A |
15:29 | NOTE | What appears depends on your language setting |
15:29 | ART | IK HEB GEWONNEN! |
15:29 | ART | I WON! |
15:11 | STATUS | Now the "I WIN" |
15:11 | NOTE | No more tests required here |
15:08 | FIXED | Color Issue |
14:53 | TEST | Take XII |
14:52 | FIXED | And I also think I fixed it |
14:52 | SOLVED | I think I found the little devil about the freezing (which did happen again), and also why it does not always happen |
14:51 | TEST | Take XI |
14:43 | FIXED | Boolean syntax error |
14:42 | TEST | Take IX |
14:41 | FIXED | Nil issue |
14:33 | HUH | Suddenly it doesn't happen anymore? |
14:25 | TEST | Take IX |
14:24 | FIXED | C-Format error |
14:21 | TEST | Take VIII |
14:21 | FIXED | Code Typo |
14:17 | TEST | Take VII |
14:17 | SECURITY | Plus a timeout check to make sure the game crashes out with my BSOD, to prevent total freezes in the future. |
14:17 | DEBUG | I think I know where this must happen and I placed an extra debug line on the spot to make sure I can find more more information |
14:04 | MYSTERY | That shouldn't cause a total freeze, though |
14:03 | FIXED | Ticker has at least been fixed, as that didn't work |
14:01 | INVESTIGATION | I wonder why |
14:01 | BUG | I see the program freezes completely.... |
13:56 | TEST | Take VI |
13:52 | FIXED | Bad Scope |
13:47 | TEST | Take V |
13:46 | COSMETIC | Audio on shot |
13:44 | FIXED | Wrong reference to victory for player |
13:38 | TEST | Take IV |
13:38 | CONFIG | A few extra color issues |
13:38 | FIXED | Cosmetic issue |
13:36 | FIXED | Code Typo |
13:32 | TEST | Take III |
13:32 | FIXED | Math formula error |
13:31 | FIXED | Declaration error |
13:28 | TEST | Take II |
13:28 | FIXED | Scope Error |
13:24 | TEST | Take I |
13:24 | NOTE | Of course, when you can win a game you can also lose it, however I'll get into the deep of that later, first I gotta test winning |
13:23 | SCRIPT | Winning the NIM game should work now |
11:17 | FAILURE | EPIC FAIL |
8:38 | NOTE | SOOOO TRUE! |
8:36 | CONFIRMED | All clear |
8:32 | TEST | Take III |
8:32 | FIXED | AI bad readout |
8:28 | TEST | Take II |
8:28 | FIXED | Wrong boolean comparing |
8:25 | TEST | take I |
8:15 | LINK | Linked to the actual shooting |
8:15 | SCRIPT | AI execution |
- = 30 Apr 2021 = - | ||
20:01 | STATUS | I need to rest now.... Next step will be to put in the AI, which should be the easy part, as NIM AIs are not hard to code normally, plus, most preconfiguration has already been done for that |
19:19 | DUMMIED | Debug line, which could only slow down stuff, and which I no longer need |
19:06 | STATUS | Well, all issues accounted for |
19:02 | TEST | Take XV |
18:59 | CONFIG | I've sped the projectiles up... Hopefully it's more acceptable now |
18:51 | CONFIRMED | It works, but it *is* kinda slow |
18:48 | TEST | Take XIV |
18:48 | FIXED | Syntax error |
18:48 | STUPIDITY | I was too fast |
18:38 | TEST | Take XIII |
18:38 | DEBUG | Narrowed data |
18:38 | RESULT | Hmm..... |
18:37 | TEST | Take XII |
18:37 | DEBUG | Extra stuff to find out what is happening |
18:36 | TEST | Take XI |
17:17 | COCKROACH | But the projectile still doesn't appear, and I do not know why |
17:16 | CONFIRMED | Crash is fixed |
17:10 | TEST | Take X |
17:09 | FIXED | "Each" error? |
17:08 | FIXED | Projectile not visible |
16:59 | TEST | Take IX |
16:59 | FIXED | Another |
16:54 | TEST | Take VIII |
16:42 | FIXED | Static error |
15:52 | TEST | Take VII |
15:52 | FIXED | Well, later concern, this was an in-game back also, anyway, which is now fixed |
15:51 | VOID | Neil didn't check the value when it should have done that |
15:50 | HUH | 'Table'? |
15:42 | TEST | Take VI |
15:42 | FIXED | Static error |
15:42 | JUDGMENT | At least the speed of the UFO seems fine now |
15:41 | FUCKYOU | Static issue |
15:15 | TEST | Take V |
15:15 | CHECKED | Log does indicate the shooter did indeed activate |
15:14 | FIXED | Done now |
15:14 | STUPIDITY | Cycle function not included |
15:14 | SOLVED | Oh, wait I think I already found out |
15:13 | DEBUG | Let's see why shooting doesn't take place |
15:12 | CONFIG | Slowed the UFO |
15:11 | BUG | It also doesn't shoot, and that's more terrible |
15:11 | UNDESIREABLE | Now the UFO goes too fast, but that's easy to take care of! |
15:09 | TEST | Take IV |
14:48 | FIXED | Syntax error due to a code typo |
14:45 | TEST | Take III |
14:44 | FUCKYOU | Dang! |
14:31 | TEST | Take II |
14:31 | FIXED | Scope Error |
14:29 | TEST | Take I |
13:56 | NOTE | As the links link to non-existing stuff now, their activation will cause an error, but that's not the issue right now! |
13:56 | LINK | EndGame Linkups |
13:55 | SCRIPT | Checking for end game |
13:55 | CONFIG | Sped things up a bit |
13:54 | SCRIPT | Firing projectiles should work now |
13:48 | JUDGMENT | Basically it works as it should, but the flight speed of the UFO is terribly slow, so I need something to make that quicker somehow |
13:12 | TEST | Take TWO! |
13:11 | FIXED | Alrighty |
13:11 | SITE | Due to that I had to first sort a few things out here, as git got acting up on me because of that |
13:11 | FAILURE | A I/O error on my device? |
13:08 | TEST | Take ONE! |
12:17 | FAILURE | Ctrl-X I see the text disappear, and yet when pasting old clipboard data appears.... This system really is busted! |
12:17 | FAILURE | Embedding tweets appears to cause issues. Just linking then Link |
12:13 | SCRIPT | And besides... I also added the needed class, and I wanna make sure no parse errors live in there, before I start using it |
12:12 | NOTE | Shooting itself won't happen yet.... Something as trivial as just a flying UFO can sometimes be enough for tons of bugs |
11:50 | SCRIPT | the ship which should kill the NIM-actors should now fly over, but not yet shoot |
- = 29 Apr 2021 = - | ||
22:46 | FAILURE | Stuff acts up on me... okay |
17:06 | STATUS | The shooting itself does not yet take place, but that's a later concern |
17:06 | SCRIPT | Removal can be selected |
15:55 | FIXED | Stuff |
15:25 | SCRIPT | Hover shoot |
14:31 | STATUS | FINALLY! |
14:30 | VOID | Alright, alright, already! |
13:51 | VOID | ? |
13:51 | HUH | ? |
13:03 | C++ | Flush API |
13:00 | FIXED | Some identifier issues |
12:26 | SCRIPT | Row choosing player |
11:55 | AI | Added the situation in any of the rows have zero.... I really forgot to take that one in order, that would have lead to crashes later (or stupid moves) so I got that one covered now! |
11:06 | C++ | GetChar() API function |
- = 28 Apr 2021 = - | ||
23:39 | STATUS | FINALLY! |
23:34 | FIXED | 2x Syntax Error |
23:30 | MUSIC | Overworld linked to NIM game |
23:30 | FIXED | Identifier issues |
23:22 | FIXED | Scope error |
23:11 | SCRIPT | Row selection |
21:54 | PLAN | Now the plan is to make it possible to select the row and the number to shoot by either using the mouse or the keyboard. Just what the player prefers |
21:53 | COSMETIC | Coordinate correction |
21:20 | FIXED | Fuck you! |
21:13 | SCRIPT | "Which row?" |
20:59 | FIXED | Man record error |
20:13 | FIXED | Of course! |
20:13 | FUCKYOU | code typo |
20:10 | FUCKYOU | Dang! |
20:04 | FIXED | Oops |
20:00 | SCRIPT | A bit more scriptups |
0:33 | TEST | Take XXIII |
0:33 | FIXED | AAARGH! |
0:32 | TEST | Take XXII |
0:32 | NOTE | Now the player would never get this error (as it's a debug cheat thing), but still it's handier this way |
0:32 | FIXED | Extra code to fix this crap |
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