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
20:22TEST
TESTTake X
20:22FIXED
FIXEDGRRR!
20:22LINK
LINKSo let's do it
20:22STUPIDITY
STUPIDITYAPI linkage forgotten
20:19TEST
TESTTake IX
20:13VISUALSTUDIO
VISUALSTUDIOKota Compiling
20:12NEIL
NEILGlue Code
20:12C++
C++Huh, did I forget some really vital stuff.....? Adding it
20:12TEST
TESTTake VIII
19:42HUH
HUH?
19:27TEST
TESTTake VII
19:27VOID
VOIDGRR GRR GRR!
19:27FUCKYOU
FUCKYOUGRR!
19:25TEST
TESTTake VI
19:25FAILURE
FAILUREI hate Windows
19:20TEST
TESTTake V
19:19FIXED
FIXEDSyntax error
19:17TEST
TESTThe Goddess Take IV
19:17FIXED
FIXEDAnother
19:13TEST
TESTTake III
19:13FIXED
FIXEDVery severe code typo
19:08TEST
TESTTake II
19:08LINK
LINKExHuRU Linkup issue
19:05TEST
TESTTake I
19:04STATUS
STATUSWill it work?
18:59SPELLANI
SPELLANIScripted
17:44SCRIPT
SCRIPTSpellAni loader
15:34STATUS
STATUSReggie Next stop... SPELLANI (I hope)
15:09JUDGMENT
JUDGMENTTHAT should do it!
15:06TEST
TESTTake VIII
15:06COSMETIC
COSMETICThat should do it
15:06CONFIG
CONFIGThat's easy though
15:06JUDGMENT
JUDGMENTI think the wait time is good enough, I only want to make sure the pose animation is faster
15:05JUDGMENT
JUDGMENTBetter, not yet good enough
15:02TEST
TESTTake VII
14:55COSMETIC
COSMETICAnd I've done the same in the pose part
14:54COSMETIC
COSMETICShortened the time the name of the move is on screen by approx 50%
14:24JUDGMENT
JUDGMENTI do see what I WANT to see, although it is very extremely slow....
14:22TEST
TESTTake VI
14:21FIXED
FIXEDChain through error
14:20TEST
TESTTake V
14:13STATUS
STATUSAll system errors appear to be accounted for
14:07TEST
TESTAstrilopup Take IV
14:07FIXED
FIXEDAlright that's taken care off
14:07STUPIDITY
STUPIDITYName dupe
14:05TEST
TESTCrystal III
14:04FIXED
FIXED2x Syntax error in Neil Glue Code
14:03TEST
TESTTake II
14:02FIXED
FIXEDNeil glue code declaration issue
13:43FAILURE
FAILUREAdmiral Lovejoy I guess I got more work to do
13:41STATUS
STATUSRight.... I had my rest... Time to get to work!
1:55STATUS
STATUSI am only a bit tired now.... I hope I can get myself to it tomorrow to test his... You may have noticed I am a bit tired, so my workflow lowered drastically. I am trying to force myself to get back to work, as I know that this will only get the better of me soon....
1:51DONE
DONEPosing, however this is untested
- = 27 Jan 2021 = -
22:53NOTE
NOTEBut it's important to note that I cannot yet test it, so I must trust on it that it works
22:52NEIL
NEILAnd I wrote the Neil linkup code as well
22:52C++
C++I've created the APIs to copy images and to negative them
18:53OFFTOPIC
OFFTOPIC
11:22OFFTOPIC
- = 26 Jan 2021 = -
23:13NEIL
NEILNeil Glue Code written
23:13C++
C++API for grabscreen
17:22C++
C++I've adapted TQSG for #60 -- However this has not yet been tested so there's no telling if this is gonna work
- = 25 Jan 2021 = -
22:52FIXED
FIXEDA few fixups in Neil
22:38TODO
22:35OFFTOPIC
OFFTOPICNot bad... I may even follow this one:

22:18TODO
- = 24 Jan 2021 = -
23:52FIXED
FIXEDFixed that, of course!
23:52STUPIDITY
STUPIDITYI forgot about the combat pose.... Only cosmetic, yet vital
17:49DONE
DONESue I've just copied the projectile template from Dyrt... Although I'm quite sure more adaption is needed here
0:17STATUS
STATUSWendicka Well, I got everything ready to get to the next step.... Which would be either SpellAni or the actual effect... Now SpellAni might be cosmetic only, I am thinking to do that first anyway, this in order to make sure I won't forget about this and make sure this works correctly... I already got my ideas on how to do this (which will be slightly different from the way I did this in Dyrt).
- = 23 Jan 2021 = -
20:25STATUS
STATUSAnd right on time too as the TV show I wanna see is about to begin.
20:25JUDGMENT
JUDGMENTPerfect
20:22TEST
TESTAdmiral Johnson Take XII
20:22COSMETIC
COSMETICAnd now a bit lower to prevent "head slicing", and we should be cool
20:18TEST
TESTTake XI
20:17COSMETIC
COSMETICMore tuning
20:17FIXED
FIXEDPortrait
20:16TEST
TESTTake X
20:15EXPERIMENT
EXPERIMENTI need to sort this out
20:15COSMETIC
COSMETICand I need a bit of color tweaking too
20:14BUG
BUGThe Icon's too high
20:14BUG
BUGFor starters the hero's portrait does not appear at all
20:14JUDGMENT
JUDGMENTClosing in but not everything's right yet
20:11TEST
TESTTake IX
20:11EXPERIMENT
EXPERIMENTWhat?
20:09TEST
TESTTake VIII
20:09FIXED
FIXEDFixed now!
20:09FUCKYOU
FUCKYOUAnd I missed one
20:06TEST
TESTTake VII
20:06FIXED
FIXEDand antoher
20:06FIXED
FIXEDAnd another
20:06FIXED
FIXEDAnother
19:58TEST
TESTTake VI
19:58FIXED
FIXEDBakina Illegal class call
19:50TEST
TESTBriggs Take V
19:50VOID
VOIDThis time then?
19:50COCKROACH
COCKROACHFix ignored
19:48TEST
TESTTake IV
19:48VOID
VOIDdirty code straight from the bog of eternal stench
19:46TEST
TESTTake III
19:46FIXED
FIXEDI think I fixed it?
19:45HUH
HUH"nil" index?
19:42TEST
TESTTake II
19:42VOID
VOIDModule bug
19:39TEST
TESTTake I
19:39DONE
DONEAnd dupe conflict protechtion
19:39DONE
DONEAnd also some "cancel" protection
19:39LINK
LINKLink established
19:37NOTE
NOTENow one visual effect takes place... The showing of the used ability, however that doesn't happen yet as I haven't yet linked the code to each other... Which will happen now
19:36STATUS
STATUSAll parse errors accounted for
19:35TEST
TESTTake II
19:35FIXED
FIXEDIdentifier issues (One typo and one wrong call in general)
19:32TEST
TESTTake I
19:28DONE
DONEDinner time
17:33STATUS
STATUSThis too is now only testable in no-parse errors, as this is still under the hood code, but now the time has come the visual part can be coded... providing this works, that is....
17:02SCRIPT
SCRIPTSkeleton for execution now completely ready
16:44NOTE
NOTEDr. Sal’pr’drita I will not longer stack that up the way the original game did, as the result was awful... Lack of time is the only reason why I never removed that.
16:44DONE
DONEThe name of the move plus it's icon, plus the portrait of the one who executes it should now be visible as long as the move takes place
16:16ENHANCEMENT
ENHANCEMENTKota PLANNED: #59
15:05TEST
TESTTake III
15:05FIXED
FIXEDSyntax error
15:03TEST
TESTTake II
15:03FIXED
FIXEDIdentifier issues
15:01TEST
TESTTake I
14:10STATUS
STATUSI can however check if no parsing errors and such take place, so that will be what I'll do soon...
14:09DONE
DONEI've set up the basis for move execution. It must be noted that none of this has been tested yet, nad it's not even possible to do this properly. Everything I got now is "under-the-hood" code, so nothing visual will happen
12:30TECHNO
TECHNOLike I said, I am not going into the execution stage.... Now this is the most complicated part of the engine, as it will contain multiple sub-stages. This to make sure the normal "flow" of Apollo runs the way it should and gets not in a kind of break-up when not needed....
12:29DYRT
DYRTWhile I'm preparing for the execution phase in the combat section, I'll have the system create one final alpha version for Game Jolt... This to make sure my alpha testers can get the current version of the game without having to go to itch.io

This is actually already a "beta/stable" release, but hey, this way we can avoid bug reports of stuff that's already fixed, eh?

- = 22 Jan 2021 = -
21:48TEST
TESTTake VIII
21:48FIXED
FIXEDAh, I think I found the bugger!
21:48ANALYSIS
ANALYSISNot a cancel? What is it then?
21:47TEST
TESTTake VII
21:46DEBUG
DEBUGPerhaps this line can show me more light on this mystery?
21:45BUG
BUGAfter entering move a time bar reset? That's not right!
21:38TEST
TESTTake VI
21:38FIXED
FIXEDThe Goddess Missing link?
21:27TEST
TESTTake V
21:27VOID
VOIDAnother bug in Neil I really need to fix
21:25TEST
TESTRolf Take IV
21:25FUCKYOU
FUCKYOUVoid
21:23TEST
TESTTake III
21:23FIXED
FIXEDSyntax error
21:22TEST
TESTTake II
21:22FIXED
FIXEDReggie Class misreference
21:18TEST
TESTTake I
21:16TECHNO
TECHNONullifying the 'NextAct' member of a fighter will now automatically cancel them... that is if past COM, if not past COM nothing will happen
21:16SCRIPT
SCRIPTRunning from COM to ACT *should* now work
21:10DONE
DONEConstructor set up... I forgot about that... :-/
21:08NOTE
NOTECannot be tested on short term
21:08DONE
DONE"Hurt" routine
19:42CLOSED
19:27TECHNO
TECHNOThe reason why I didn't do this before was simply because I wasn't sure if the required routine was already present or not.... It was, so boom, here goes!
19:26DONE
14:12MEDICAL
MEDICALBut first I'll go to the local hospital, as a request from my doctor came in to make an x-ray of my shoulder... be right back
14:12STATUS
STATUSThe next step will be to actually "move to COM"
14:10CONFIRMED
CONFIRMEDIt appears to be working, folks!
14:07TEST
TESTAstrilopup Take IV
14:07FIXED
FIXEDIllegal class usage
13:59TEST
TESTTake II
13:59FIXED
FIXEDA few faulty identifiers
13:19TEST
TESTXenobi Take I
13:19TECHNO
TECHNOBut at least I can start to test this part out!
13:19NOTE
NOTENow the action will not take place... As a matter of fact, the hero in question will "freeze" 1 position after COM.... What comes next will be taken care of later
13:18SCRIPT
SCRIPTI've set the stuff that should happen once the targets have been selected and been confirmed
- = 21 Jan 2021 = -
22:49CONFIRMED
CONFIRMEDThat appears to work, I suppose
22:45TEST
TESTTake III
22:45FIXED
FIXEDCode typo
22:44TEST
TESTTake II
22:44FIXED
FIXEDAdmiral Lovejoy That was not good!
22:41TEST
TESTQuick Test
22:41SCRIPT
SCRIPTCanceling selecting target should now be possible by both hitting the red "X", as by pretting the right mouse button
19:00COSMETIC
COSMETICThis is for later, but I think it should definitely be done #57
18:28TEST
TESTTake IV
18:28COSMETIC
COSMETICAlignment issue fix
18:28JUDGMENT
JUDGMENTAlmost there
18:26TEST
TESTTake Take III
18:26FIXED
FIXEDQuickMeta issue
18:26TEST
TESTSue Take II
18:23FIXED
FIXEDQuickMeta Definition wrong!
18:23TEST
TESTTake I
18:21NOTE
NOTEFor now the "?" is the only thing I can test, but it's something!
18:21SCRIPT
SCRIPTThis has now been scripted
18:09NOTE
NOTEFoxy Yes, bosses you can take on again will be affected by this in the Casual Mode, and that is intentional
18:08NOTE
NOTEThe same rules will apply as always. In the easy mode, the bar always shows... In the casual mode, the bar only appears if you've beaten the same enemy before (level won't matter), and in the hard mode the bar will never show.
18:08STATUS
STATUSNext stop the HP bar.... (if applicable)
15:45TEST
TESTTake XVIII
15:44FIXED
FIXEDFixed that, at least, but does that also fix the issue as a whole?
15:44SOLVED
SOLVEDOh, I think I see it... A syntax error Neil didn't detect?
15:44TEST
TESTTake XVII
15:44DEBUG
DEBUGhmmmm
15:42COCKROACH
COCKROACHWTF?
15:38TEST
TESTTake XVI
15:38EXPERIMENT
EXPERIMENTDifferent approach
15:38TEST
TESTAdmiral Johnson Take XV
15:36DEBUG
DEBUGI do need to see why the level color is wrong, though
15:34FIXED
FIXEDAT LAST!
15:32TEST
TESTTake XIV
15:32EXPERIMENT
EXPERIMENTPerhaps this would do it?
15:29INVESTIGATION
INVESTIGATIONBakina But why?
15:29CONFIRMED
CONFIRMEDJust as I suspected.... Clearing isn't done, at all
15:25TEST
TESTTake XIII
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