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 | ||
22:32 | FIXED | Did I fix the argumentation? |
22:29 | TEST | Take VI |
22:29 | FIXED | Linkup elsewhere faulty |
22:28 | FIXED | Cancel feature did not properly link back to the combat |
22:23 | TEST | Take V |
22:23 | FIXED | ? |
22:23 | FUCKYOU | AARGH! |
22:19 | TEST | Take IV |
22:19 | VOID | Well? |
22:16 | TEST | Take II |
22:16 | FIXED | CRAP! |
22:11 | TEST | To work or not to work... that's the question Take I |
22:11 | LINK | I've linked everything together now |
20:07 | OFFTOPIC | Are you also tired of corona? We got over 30 other kinds of beer. |
18:59 | ENHANCEMENT | Although I think this is better |
18:56 | NOTE | This should affect both items and abilities, but the latter cannot yet be checked |
18:56 | SCRIPT | Cancel function |
17:04 | CHECKED | I did check out a few things |
15:09 | OFFTOPIC | Sometimes MAGA idiots know how to amuse the MAGA opposers :P Come one, this is just funny :P |
12:15 | STATUS | It works the way it has to work for now, but there is still a lot of work to be done here.... :-/ |
12:00 | TEST | Take VI |
12:00 | FIXED | AH! |
11:58 | TEST | Take V |
11:58 | FUCKYOU | What is happening here? |
11:50 | TEST | Take IV |
11:50 | FIXED | Syntax error in Field Menu script |
11:46 | TEST | Take III |
11:46 | FIXED | Identifier issue |
11:46 | TEST | Take II |
11:18 | FIXED | Scope error |
11:18 | TEST | Take I |
11:16 | STATUS | Since there's no link back, calling for items basically ends the game for now, but still I can test stuff out, and that is what I will do |
11:11 | LINK | The link to the selector has been made already, and should even work, however there is still a lot to be done. |
11:11 | SCRIPT | Scripted the functions that can be used to link the item selector to the combat flow |
- = 7 Feb 2021 = - | ||
23:40 | NOTE | Some unexpected stuff came in my way today, so I couldn't do as much as I planned |
23:35 | CONFIG | Set up for usage of items, ARMS and abilities in combat.... This setup will aslo help in switching party members |
23:32 | OFFTOPIC | LOL |
- = 6 Feb 2021 = - | ||
1:12 | STATUS | We'll see I guess... |
1:12 | STATUS | I think either items or abilities should be next |
1:10 | FIXED | Color changes on combatant actors due to "hurt" messages should not happen |
1:08 | CONFIRMED | It works |
1:02 | TEST | Take V |
1:02 | FIXED | ??? |
0:59 | TEST | And that brings us to Test IV |
0:59 | VOID | No "Cast" for Briggs |
0:55 | TEST | Take III |
0:54 | FIXED | Missing underscores |
0:51 | TEST | Take II |
0:50 | FIXED | Dupe declaration |
0:49 | TEST | Let's see if that works the way it should, eh? |
0:49 | LINK | Linked to the combat menu |
0:48 | ABILITY | Reload |
0:24 | SCRIPT | Reload effect |
- = 5 Feb 2021 = - | ||
22:36 | FIXED | Of course! |
22:36 | FUCKYOU | Syntax error |
22:34 | TEST | Another quick test! |
22:34 | NOTE | And as in the original game, the ammo does NOT reset in the hard mode |
22:34 | NOTE | This does NOT count for Crystal's ARMS, only for the hand weapons that replace regular attacks |
22:33 | FIXED | Ammo reset at the start of each battle |
22:31 | CONFIRMED | Close, but no cigar.... not yet! |
22:28 | TEST | Let's see now! |
22:28 | FIXED | It actually appears that the not going down of ammo wasn't the result of a yet unscripted part, but of a bug... Congratulations, Jeroen! |
20:56 | STATUS | I think the next stop will be bullet subtraction and reloading |
20:56 | CLOSED | |
20:56 | CONFIRMED | Right! |
19:05 | TEST | And let's see how things turn out now, eh? |
19:04 | FIXED | #68 Defense stat was not properly compiled... It should be now |
18:48 | VOID | Thanks to an issue in the Neil syntax when it comes to numbers as .1212 (the 0 must always come first in Neil... Not sure what to do to fix this). |
18:48 | CONFIRMED | #68 - Indeed the damage done was indeed way too high |
18:45 | TEST | |
18:45 | DEBUG | |
18:45 | INVESTIGATION | |
18:41 | CLOSED | |
17:35 | TEST | |
17:34 | DONE | |
17:31 | SCRIPT | A table for storing status change data |
13:49 | STATUS | time for a break |
13:48 | CONFIRMED | AT LAST! |
13:45 | TEST | Well? |
13:23 | OFFTOPIC | |
13:21 | FIXED | And that should also fix the enemies that do not always appear even when they should |
13:20 | FIXED | Case issue in Kthura for C++ |
13:15 | DEBUG | more debug |
13:09 | DEBUG | WTF is going on here? |
13:00 | TEST | Well? |
13:00 | DEBUG | Let's narrow things down a bit |
12:57 | TEST | And how about now? |
12:57 | COCKROACH | GRRR! |
12:46 | TEST | Let's see |
12:46 | DONE | I've set an "Always" field to enemies on the field guaranteeing they always appear. This is in order to make sure the enemy tutorial doesn't go off in an empty room, which would be quite ludicrous |
12:19 | FIXED | Monster should also disappear from the map after defeat |
12:07 | CONFIRMED | Almost there. |
11:39 | TEST | Take III |
11:39 | CONFIRMED | The error does however confirm that the main issue appears to be fixed, but I gotta test more to make sure! |
11:38 | FIXED | Old code typo... |
11:34 | TEST | Take II |
11:34 | FIXED | Scope issue |
11:30 | TEST | Take I |
11:30 | FIXED | And should fix this issue |
11:30 | SCRIPT | This has been don enow |
11:30 | INVESTIGATION | Enemy freeze examined... Yes, I didn't yet completely work out the conflict prevention routine.... |
1:52 | STATUS | Okay, that's in order for now... The next challenge will be why all enemies deactivate after combat as that is really puzzling me, but it's time to have break now... Be back soon |
1:45 | TEST | Take VI |
1:45 | COSMETIC | speed and y coordinate reconfigured |
1:44 | FIXED | Level number didn't increase |
1:40 | TEST | Take V (I forgot to mentio take IV) |
1:40 | COSMETIC | angle fix? |
1:40 | FIXED | Experience bar must reset after leveling up |
1:34 | FIXED | Anyway, it's fixed now! |
1:34 | HUH | WTF? How did that tag get like that? |
1:33 | TEST | Take III |
1:33 | FIXED | Scope error |
1:29 | TEST | Take II |
1:29 | FIXED | Declaration issue |
1:25 | TEST | Take I |
1:25 | SCRIPT | Level Up has been implemented for the front row |
- = 4 Feb 2021 = - | ||
23:12 | STATUS | I am first gonna see if I can make Wendicka and Crystal actually gain levels |
23:12 | BUG | #70 - Later concern, but I must sort it out! |
23:12 | JUDGMENT | Better |
23:05 | TEST | Take X |
23:05 | EXPERIMENT | Let's try this |
23:04 | JUDGMENT | Not quite |
22:54 | TEST | Take IX |
22:54 | EXPERIMENT | Let's see what happens now then? |
22:51 | JUDGMENT | Does a bit batter on the rotation, but there is some question about the hotspot I think |
22:44 | TEST | Take VIII |
22:44 | COSMETIC | Sped up "You win" animation |
22:43 | EXPERIMENT | I see rotation is still a bit of an issue |
22:35 | LAZY | Extra property |
22:25 | TEST | Take VII |
22:25 | TECHNO | Normally not possible in Neil, but the linkup with C++ can something cause this to happen |
22:24 | FIXED | Case error |
22:19 | TEST | Take VI |
22:18 | FIXED | Error in Apollo Glue code |
22:17 | FIXED | Error in boolean expression checking victory |
22:02 | TEST | Take V |
22:02 | FIXED | Bad boolean expression |
22:01 | TEST | Take IV |
21:57 | FIXED | Yawn |
21:25 | TEST | Take III |
21:25 | FIXED | Huh? |
21:17 | TEST | Take II |
21:17 | VOID | Voided that! (This is Microsoft's failure not mine, so I refuse to speak of a fix) |
21:16 | FAILURE | This is what I hate about MS-DOS and systems derived of it..... backslashes where slashes should have been used in stead! |
21:06 | TEST | In the meantime I can prepare for take I, though |
21:06 | DONE | And put some snert on in my kitchen in order to eat |
21:06 | DONE | Taken a break |
19:24 | LINK | Linked |
19:19 | SCRIPT | The Victory Screen has been scripted |
17:50 | VISUALSTUDIO | For starters recompiling Apollo |
17:50 | STATUS | But before that a lot needs to be done first |
17:49 | APOLLO | No telling if it works,yet, but the upcoming tests will tell... Likely |
17:49 | NEIL | Glue code |
17:40 | C++ | Well yeah, I did have to prepare Apollo for that.... Not fully there yet! |
16:11 | OFFTOPIC | |
16:04 | TECHNO | Now it is my plan to make the letters "You Win!" turn in scaled and rotating in the same manner as in the original game, however study is required, as I am not fully sure about how TQSG handles that, however since Kthura requires this, there must be a way, eh? |
16:02 | NOTE | Please note, this routine has not yet been linked up in the main flow so whether or not a group has been defeated will (for now) not mean anything at all. |
16:01 | SCRIPT | A checkup routine has been made to check if a team as or has not been defeated |
1:55 | NOTE | Although the damage Briggs and the girls do is incredably high... Now Briggs is not really much wonder, but the girls.... I need to sort this out.... |
1:55 | JUDGMENT | This seems about right |
1:54 | TEST | Take XXXII |
1:50 | FIXED | Experience didn't work, but I think I fixed that.... |
1:48 | CONFIRMED | which finally works, but still.... |
1:48 | COSMETIC | Speed up death animation for enemies |
1:34 | TEST | Take XXXI |
1:34 | VOID | Let's try this.... Does that void this issue? |
1:32 | FIXED | Code typo |
1:27 | TEST | Take XXX |
1:27 | FIXED | I guess I'm getting sleepy |
1:20 | TEST | Take XXIX |
1:20 | VOID | Let's ignore this, shall we? |
1:19 | FUCKYOU | fuckit! |
1:12 | TEST | Take XXVIII |
1:12 | COSMETIC | Does THIS slow down the death sequence? |
1:12 | FIXED | AP going up forever where it should only happen once |
1:10 | BUG | Not quite, but getting closer |
0:56 | TEST | Take XXVII |
0:56 | VOID | Random idiocy |
0:52 | TEST | Take XXVI |
0:52 | FIXED | Bad class member |
0:52 | FUCKYOU | I am getting awfully tired of this |
0:42 | TEST | Take XXV |
0:42 | FIXED | Identifier conflict |
0:40 | TEST | Take XXIV |
0:40 | LAZY | Voided issues for the future |
0:31 | TEST | Take XXIII |
0:31 | FIXED | That SHOULD fix all that... At least I hope so... |
0:31 | LINK | Call to function to check stuff out! |
0:30 | STUPIDITY | Well, the latter was easy to explain I guess |
0:30 | BUG | By why the enemy sprites don't collapse and disappear, THAT requires some thought.... |
0:29 | BUG | Yet they still move over the guage, but that is not that strange as I still need to update that part |
0:29 | CONFIRMED | At least I got it confirmed that dead enemies are no longer targetable by the player, which is a good thing.... |
0:28 | STATUS | Not out of the crap yet.... far from it, actually |
0:24 | TEST | Take XXII |
0:24 | FIXED | I think? |
0:24 | ANALYSIS | Code analysis |
0:21 | DEBUG | I made myself a hitpoint overview |
0:19 | INVESTIGATION | Well, I will need to give this a clear thought, my dear Watson! |
0:18 | CONFIRMED | At least Wendicka gets her AP when Briggs attacks.... Hey, gotta make progress somehow, eh? |
0:18 | BUG | Right the HP are not subtracted |
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 |