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15:50 | FIXED | Illegal class instance usage |
15:48 | TEST | Take VI |
15:48 | FIXED | Syntax error |
15:46 | TEST | Take V |
15:45 | FIXED | Forgotten property added |
15:45 | FIXED | Removed obsolete code the worldmap routine can't properly handle |
15:42 | TEST | Take IV |
15:42 | FIXED | Stupid syntax error |
15:39 | TEST | Take III |
15:39 | FIXED | Callback definition error |
14:25 | TEST | Take II |
14:25 | FIXED | Bad file referrence |
14:13 | TEST | Take I |
14:12 | STATUS | Does or doesn't this work? Let's find out! |
14:10 | SCRIPT | Worldmap |
- = 28 Mar 2021 = - | ||
23:40 | FIXED | Missing liblink |
23:38 | VOID | Ignore Sue |
23:08 | VOID | Ignore Marlon |
13:39 | FIXED | Rectangle error in love scene |
13:32 | KTHURA | A setup has been made to start the Kthura to C++ operation.... Pull request TrickyGameTools/Kthura#53 can be followed to see the progress..... |
13:08 | KTHURA | Soon tags will be possibly case insensitive.... From that moment case sensitive tagging will be deprecated.... Since I plan to rewrite the Kthura Map Engine in C++ soon anyway, this shouldn't be too much trouble to do all in one go. |
13:07 | FIXED | Tagging error |
11:12 | SCRIPT | The part at the lake scripted |
10:38 | NOTE | The script has not yet been written |
10:38 | LINK | Link to Lake |
9:54 | KTHURA | The C++ version of Kthura has been expanded with the "Rect" objects.... |
- = 27 Mar 2021 = - | ||
22:59 | FIXED | Inzone bug in kthura |
22:55 | NOTE | The romance at the lake that comes next has not yet been scripted so when that point comes the game will (for now) crash |
22:54 | MAPSCRIPT | Meet Marlon |
18:02 | TEST | Time to test |
17:15 | MAP | I've completely redone the outside of Marlon's house. Thise because with the new engine this was the better option. I wonder how to do this if I ever need to redo the game again, but I hope that day never comes |
16:08 | LINK | The link to Marlon's house has been made.... The event there will trigger once I set the zone action there.... That will be the easier way to go |
15:22 | STATUS | The next step will be meeting Marlon.... This will be a very awful thing to script as this is a very long event in the story, however once it all works, we got ourselves something, eh? |
15:08 | FIXED | Invalid poison calculation |
14:48 | TEST | Let's see |
14:31 | FONT | ö |
14:23 | DATABASE | Edit to move Mölnir |
14:22 | FIXED | Illegal Lua library call |
13:58 | STATUS | All I can do now is put Foxy in the front line whenever I can and see if anything happens |
13:54 | SPELLANI | Reggie variant |
13:47 | TODO | And now I need to make a variant with Reggie so Foxy can work this out |
13:41 | SPELLANI | Inferno converted from Dyrt (adepted to Neil and some differences between NALA and Apollo in general). |
9:31 | CONFIRMED | This appears to solve the problem.... |
9:30 | VISUALSTUDIO | Let's test this out! |
9:30 | KTHURA | Driver adapted |
9:16 | C++ | As the viewport feature in SDL2 is not really working the way it should (that or I can simply not grasp is as the documentation on this subject is rather poor, now there's something to say about this documentation in general), I wrote an alternate Viewport routine with a drawer and a tiler able to handle this. I will attach these to my Kthura driver for now. If somebody can replace it with one that DOES work in full accordance to how SDL2 should be able to handle it, I'm all ears, but for now, this will do. |
- = 26 Mar 2021 = - | ||
20:05 | NOTE | Savegames where this issue still lingers, just return to the Hawk and the system will "fix itself". |
20:05 | FIXED | Wendicka unswitchable after Fire Spider |
18:56 | TEST | And for now just testing the rest of this dungeon |
18:55 | GENERATION | Neg |
18:55 | TRANSFER | Art - Wolf |
18:34 | TEST | Take XXXV |
18:34 | FIXED | Linkback crash |
18:32 | TEST | Take XXXIV |
18:20 | LINK | Linked to savegame routine |
18:19 | TEST | Take XXXIII |
18:19 | FIXED | Too fast |
18:19 | TEST | Take XXXII |
18:06 | STUPIDITY | Not gonna explain this.... This is TOO embarrassing |
18:05 | SOLVED | I think |
18:00 | TEST | Take XXXI |
18:00 | EXPERIMENT | Maybe..... |
17:54 | TEST | Take XXX |
17:54 | FUCKYOU | Oh crap! |
17:51 | TEST | Take XXIX |
17:51 | FIXED | Not too fast, Jeroen |
17:50 | TEST | Take XXVIII |
17:47 | OPTIMIZATION | Only clear the screen when needed (this will prevent loads of needless initiations and removals, which slow the system down) |
17:43 | TEST | Take XXVII |
17:43 | EXPERIMENT | I wanna know! |
17:30 | TEST | Take XXVI |
17:30 | DEBUG | MOAR information please |
17:27 | NOTE | I do not know why the scroll down icon does not appear on the place where it should |
17:26 | FIXED | Scrolling issue |
17:00 | TEST | Take XXV |
17:00 | DONE | Scrolling |
16:43 | TEST | Take XXIV |
16:43 | DONE | Highlight |
16:36 | ENHANCEMENT | Mouse pointer enhanced |
16:35 | STATUS | Getting there |
16:34 | TEST | Take XXIII |
16:26 | HUH | The stack overflow disappeared as mysteriously as it came, I see. |
16:18 | TEST | Take XXII |
16:18 | TEST | Investigation Home come? |
16:18 | BUG | Stack overflow??? |
14:46 | TEST | Take XXI |
14:46 | FIXED | Minor fixes |
14:46 | TEST | Take XX |
13:27 | STUPIDITY | You don't have to tell me, that was really really stupid! |
13:27 | FIXED | Writer routine didn't write colors into the database |
13:25 | GIMP | Font graphics adaption (no transparency, how could I be so stupid?) |
13:25 | SITE | Added tag GIMP |
13:19 | NOTE | INTERESTING! |
13:18 | TEST | Take XIX |
12:59 | DEBUG | More info |
12:52 | BUG | I still see no text though.... But my debug bars are clear that something is happening |
12:52 | FIXED | Byte check doesn't count up |
12:52 | FIXED | Overwidth |
12:43 | TEST | Take Take XVII |
12:43 | FIXED | I *THINK* I fixed that issue |
12:42 | DEBUG | Interesting.... all characters are 0? |
12:42 | TEST | Take XVI |
12:42 | DEBUG | MOAR DEBUG |
12:31 | TEST | Take XV |
12:31 | FIXED | Code Typo |
12:30 | TEST | XIV |
12:29 | EXPERIMENT | Mesa distrust.... Mesa try this! |
12:16 | TEST | Take XIII |
12:16 | DEBUG | Marker of 'nil' positions |
12:12 | TEST | Take XII |
12:12 | NOTE | The computer did crash, but this could be the result of my debug routine, so another test must give me more clarity |
12:12 | DUMMIED | Debug code confirming this |
12:12 | CONFIRMED | Very good |
12:09 | FIXED | ? |
12:08 | INVESTIGATION | It is as I feared.... The loop routine does not work the way it should |
11:26 | INVESTIGATION | Why? |
11:26 | HUH | Nothing to see.... at all! |
11:21 | TEST | Take X |
11:21 | FIXED | Link code error |
11:18 | TEST | Take IX |
11:18 | FIXED | Missing link |
11:13 | TEST | Take VIII |
11:13 | FIXED | Syntax error |
11:07 | FIXED | Missing declaration |
10:59 | TEST | Take VII |
10:58 | FIXED | Identifier mistakes |
10:57 | FIXED | declaration typo |
10:52 | TEST | Take VI |
10:51 | FIXED | Blockmap issue (I hope) |
10:50 | TEST | Take IV (this is how it always goes, eh?) |
10:50 | FIXED | Flow script reference wrong |
10:47 | TEST | Take III |
10:46 | FIXED | Issue in Neil when numbers come halfway files being used... (Identifiers may not start with a number, but Neil checked the entire string and not just the first byte) |
10:42 | TEST | Take II |
10:42 | FIXED | Library error |
10:39 | BUG | Library error |
10:38 | TEST | Take I |
10:22 | LINK | Established |
9:51 | SCRIPT | Link Code written.... So now is the time to finally link it all ;) |
9:42 | STATUS | But this way I can at least test a few things out... That is, after writing some link up code |
9:41 | SCRIPT | Basis done for the Save Game routine in old XT style - The savegame data does not yet appear though |
- = 25 Mar 2021 = - | ||
17:11 | STATUS | Time to fake a DOS screen.... I already got the proper font for this, but the point is though, that I must take multiple screen modes in mind, and this can make this still a bit hard to do |
10:52 | OFFTOPIC | Learn Dutch and you'll find this story very enlightening. :) |
- = 24 Mar 2021 = - | ||
22:17 | FIXED | Exit Hut => Crash |
20:58 | MAPSCRIPT | Enter and leave the hut in the forest |
17:58 | NOTE | The Kthura Map Editor will likely be rewritten in C++ pretty soon.... The June19 project may even come in handy here.... The most important feature it needs before I can start on that operation is the pulldown menus and that can still be a hard way to go (unfortunately) |
16:55 | KTHURA | I've used a different method of accepting text in the Kthura editor... This voids a bug that was bothering me for quite awhile. I won't fix the true bug, as I wanna get out of MonoGame in which the current version of Kthura works completely, so I cannot rule out that the editor will have to be rewritten (again) in C++. I am only not yet fully sure about the best approach for this, and I am not yet in a hurry, but this is something to come |
16:46 | DONE | Every now and then I need to get out, so I've done this that..... |
- = 23 Mar 2021 = - | ||
23:21 | SCRIPT | Skeleton for the world map that will be used on Nizozemska and Phantasar |
22:44 | FIXED | A few needed linkups for Rolf were not properly done |
22:22 | FIXED | Rolf not added to the active party |
22:19 | FIXED | Syntax error |
22:13 | DONE | MapScript Welcome to Nizozemska Forest |
22:03 | VERIFIED | Rolf's data LOOKS correct |
20:38 | STATUS | That's it for this moment, but I'll be back soon! |
20:37 | STATUS | All's fine now! |
20:37 | TEST | Take XVI |
20:33 | FIXED | Still no good? |
20:26 | TEST | Take XV |
20:26 | HUH | What? |
20:24 | TEST | Take XIV |
20:24 | VOID | Perhaps I can void the issue by temporarily turning off the auto-hide for stuff outside the screen boundaries... The measure was only taken to prevent slowndown on enemies, anyway |
19:50 | SOLVED | Wait, a minute... I think I know what's happening |
19:50 | MYSTERY | The Rolf mystery is still not solved |
19:50 | FIXED | Code Typo |
19:42 | TEST | Take XIII |
19:41 | FIXED | Chain to Groenhart |
19:41 | DEBUG | Perhaps this debug line can tell me why |
19:41 | COCKROACH | Rolf remains invisible |
19:40 | FIXED | Cosmetic issue |
19:35 | TEST | Take XII |
19:34 | EXPERIMENT | I gotta see if this will work |
19:34 | INVESTIGATION | Nothing I see appers to make this possible |
19:33 | MYSTERY | I am still puzzled about why Rolf doesn't walk to his desinated spot |
18:58 | TEST | Take XI |
18:58 | FIXED | Doors won't close |
18:58 | FIXED | Illegal function call |
18:54 | TEST | Take X |
18:54 | FIXED | Ref error |
18:51 | TEST | Take IX |
18:50 | VOID | Does this set things straight? |
18:50 | FIXED | Doors wouldn't open |
18:46 | TEST | Take VIII |
18:44 | FIXED | The doors blocked me? |
18:41 | TEST | Take VII |
18:41 | FIXED | That should do it! |
18:40 | NOTE | the error does at least show all parse errors are accounted for |
18:40 | STUPIDITY | I keep forgetting to set the wind in Party Pop requests |
18:38 | TEST | Take VI |
18:38 | VOID | Impossibility |
18:35 | TEST | Take V |
18:28 | FIXED | Missin linups |
18:20 | FIXED | Door data incorrect |
18:19 | BUG | NO GOOD AT ALL! |
18:17 | TEST | Take IV |
18:17 | FIXED | Illegal Function Call x2 |
18:13 | TEST | Take III |
18:13 | FIXED | Door tag reference |
18:10 | TEST | Take II |
18:10 | LAZY | Quick ref to fix other things |
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