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
15:25DEBUG
DEBUGLet's see
15:15COCKROACH
COCKROACHNope.....
15:13TEST
TESTTake XII
15:13FIXED
FIXEDYirl I think I fixed the non-unselect issue
14:49TEST
TESTTake XI
14:49STATUS
STATUSI will later sort out why there's no unselect, plus I also need to see what happens when there are multiple targets, as it may not be so bad after all
14:48COSMETIC
COSMETICFirst the spacing, that's the easy part
14:47BUG
BUGAlthough I must also see why stuff is not being unselected as that should also happen
14:47JUDGMENT
JUDGMENTIn essentials this works, however, I do need to space things out a little for readability reasons
12:52TEST
TESTTake X
12:52FIXED
FIXEDtoken error
12:48TEST
TESTTake IX
12:48FIXED
FIXEDIllegal class member
12:48FIXED
FIXEDA part of the problem I guess
12:46TEST
TESTTake VIII
12:46EXPERIMENT
EXPERIMENTI need to see if this works, but here goes nothing
12:42TEST
TESTTake VII
12:42DEBUG
DEBUGBriggs Lemme sort this out some more
12:42HUH
HUHKota Outcome here true, yet returned value is read as false?
12:37TEST
TESTTake VI
12:37FIXED
FIXED%s is for strings... not %d
12:36TEST
TESTTake V
12:36INVESTIGATION
INVESTIGATIONHopefully this will shine a light WHY this happens
12:35DEBUG
DEBUGAnother line
12:32ANALYSIS
ANALYSISApparently the hovering is to blame
12:27TEST
TESTExHuRU Take IV
11:16DEBUG
DEBUGThis debug line will have to explain a few things.
11:14INVESTIGATION
INVESTIGATIONWhy?
11:14BUG
BUGNOTHING happens at all
11:12TEST
TESTTake III
11:12FIXED
FIXEDBad Class Usage
11:10TEST
TESTTake II
11:10REMOVED
REMOVEDNeedless line
11:10HUH
HUHDAFUUUUCK?
11:07TEST
TESTTake I
11:07STATUS
STATUSWill it work?

I've seen more trivial things go wrong after all

11:05DONE
DONE"Icon" (if applicable otherwise lettertag), level, and name
1:05NOTE
NOTENo visual effects yet!
1:05FIXED
FIXEDAll crashes accounted for
1:03TEST
TESTReggie Take IX
1:03LAZY
LAZYFixed future issues
1:01TEST
TESTTake VIII
1:00FIXED
FIXEDDr. Sal’pr’drita Copy error
0:59TEST
TESTTake VII
0:59FIXED
FIXEDMissing properties
0:56TEST
TESTTake VI
0:56FIXED
FIXEDIllegal Class Index
0:39TEST
TESTCrystal Take V
0:39FIXED
FIXEDFixing a call causing errors based on outdated data in the process
0:39DATABASE
DATABASEA class export was required
0:37TEST
TESTTake IV
0:37FIXED
FIXEDClass fault
0:34TEST
TESTTake III
0:34VOID
VOIDIssue?
0:32TEST
TESTTake II
0:32FIXED
FIXEDHmpf
0:31TEST
TESTTake I
0:15NOTE
NOTEwell it should.... I cannot check it as all code is for now "under the hood" code...
0:15SCRIPT
SCRIPTTargets selection works
0:03SCRIPT
SCRIPTTarget hovering detection
- = 20 Jan 2021 = -
23:50DATABASE
DATABASEAdmiral Lovejoy Done
23:49TECHNO
TECHNOIn order to keep the experience the same, I'll follow suit here, although I am thinking to add an "indiscriminate" feature in order to make it possible... Rather a safety pre-caution to save myself work later in the case I still need it
23:48CONFIRMED
CONFIRMEDYes, it is indeed a discriminating system... Which is to say odd, since the systam has clearly been designed to make indiscrimination possible... Oh well...
23:45STUDY
STUDYFrom what it looks like the Star Story target system does discriminate, or in other words, not allow moves to be on the target the move was not intended for... At least this goes for the all targets, but as far as I can check for single target moves as well.....
23:18TEST
TESTTake IV
23:18FIXED
FIXEDC-String format error
23:16TEST
TESTTake III
23:16FIXED
FIXEDRolf Identifier issues
23:14TEST
TESTTake II
23:14FIXED
FIXEDWendicka Action syntax error
23:12TEST
TESTDoes it work?

Take I

23:12LINK
LINKLinked to the input menu
23:12NOTE
NOTEis not operative yet, just a basis group, but you gotta start somewhere.
23:11SCRIPT
SCRIPTBasis target selector
20:39STATUS
STATUSFrom here I can start setting up a target selector
20:35NOTE
NOTENo visual effects yet, though
20:34SCRIPT
SCRIPTA base class has been set up for actions
19:53DATABASE
DATABASEI've added "dodgable" to the IAA database. This is because normal attacks should always be dodgable, but as normal attacks were not in the ability database in the original version, I had to make a workaround for this.
19:44TECHNO
TECHNOThis is a technical thing.... It will be easier to work this way...The only visual difference with the original game will be that "Shoot" will appear on screen
19:40ABILITY
ABILITYShoot
18:57FAILURE
FAILUREPerhaps itch.io needs better protection to prevent devlogs getting lost.... (unfortunately itch.io is not the only site with this unforgivable problem).
17:46TEST
TESTAdmiral Johnson Take IV
17:46LAZY
LAZYWhat?
17:46VOID
VOIDWhat?
17:46FIXED
FIXEDAuto fix zero ammo (saves me the trouble to fix save game files)
17:43TEST
TESTTake III
17:43VOID
VOIDYeah, what?
17:43LAZY
LAZYPrevented more future crashes
17:41TEST
TESTTake II
17:41FIXED
FIXEDSyntax error
17:39TEST
TESTWell, does it work?
17:39DONE
DONEThe number of bullets should show, but only if the character is a gun user (which is only Wendicka and Crystal while in uniform. Briggs, Yirl, and a secret character). Please note Crystal's "ARMS" system will not show in that as that has it's own window, as those are a kind of abilities.
17:35DONE
DONEXenobi Shoot should be unavailable when out of ammo, and reload should be unavailable when ammo is full
15:17TODO
15:02BUG
BUGEnemies do no
15:02CONFIRMED
CONFIRMEDHeroes still show (as they should)
14:57NOTE
NOTEThis should not cause any visual effect yet, but will be important later when the battle can actually be fought
14:57DONE
DONEMade sure unavailable actors (that is dead enemies and heroes on the back row) no longer appear on the time gauge and also do not move on it
14:28DONE
DONEHover effect
1:39OFFTOPIC
OFFTOPICGotta love stop motion

1:25FIXED
FIXEDColor issue on arena when menu pops up
1:23FIXED
FIXEDSigh!
1:21DONE
DONEBriggs Item names
1:07FUCKYOU
FUCKYOUGRRR!
1:05DONE
DONEItem boxes
1:02FIXED
FIXEDMouse cursor gets hidden behind the combat menu... Something we do NOT want, eh?
0:58FIXED
FIXEDCoordinate issues
0:55COCKROACH
COCKROACHAAAAAAARGH!
0:53FUCKYOU
FUCKYOUSIIIIIGH!
0:51FIXED
FIXEDTag issue
0:31CLOSED
0:28FUCKYOU
FUCKYOUDir error
0:24NOTE
NOTEI'll close the github issue about that later!
0:24CONFIRMED
CONFIRMEDI'll be, looks like that's fixed....
0:23FIXED
FIXEDI hope this fixes the "SELF" in constructors and destructors... A bug that has been in Neil for quite awhile and which MUST be fixed!
0:11FIXED
FIXEDFile name issue
0:09SCRIPT
SCRIPTThe menu should partially appear... That is the menu case... The items will come later
- = 19 Jan 2021 = -
23:40LINK
LINKFoxy Linked to the Ally compiler for the combat flow
22:50NOTE
NOTEThe others come later!
22:50CONFIG
CONFIGCombat menu, Wendicka, Crystal and Briggs
21:59DONE
DONELoading the menu images
18:58STATUS
STATUSThe actual user menu comes later!
18:58CONFIRMED
CONFIRMEDAnd now it does what it has to do....
18:56TEST
TESTDr. Sal’pr’drita Take VI!
18:56FIXED
FIXEDMissing callbacks (empty now, but I need them later anyway)
18:53TEST
TESTTake V!
18:53FIXED
FIXEDIllegal group assignment
18:51TEST
TESTTAKE IV!
18:51STUPIDITY
STUPIDITYOPLETTEN, JEROEN!
18:49TEST
TESTTAKE III!
18:49VOID
VOIDNon-existent member?
18:45TEST
TESTTAKE II!
18:45FIXED
FIXEDBad ref
18:29TEST
TESTSeems so trivial, but you never know in this line of work... so...

TAKE I!

17:38NOTE
NOTEImportant to note is that the player input only accepts the stage itself but shows nothing.... That being said the signal will sound, and the game will "freeze", however through the debug console it can still be force quit.
17:37LINK
LINKLink to player input in combat
17:27APOLLO
APOLLOadaption for project file was required
17:27TRANSFER
TRANSFERThat was a transfer, of course
17:27AUDIO
AUDIOSignal
16:50DONE
DONEI've set up and IDLE check... This should prevent the event conflicts Dyrt suffers from
11:57FIXED
FIXEDGOTCHA!
11:44DEBUG
DEBUGWhy?
11:41COCKROACH
COCKROACHYirl At least SOMETHING happens, but not the right thing!
11:34COCKROACH
COCKROACHApparently NOT
11:33FIXED
FIXEDRolf I think I got it!
11:30DEBUG
DEBUGThe forced error I set in goes off.... So at least the function is called
11:29INVESTIGATION
INVESTIGATIONWhy?
11:29BUG
BUGI see now that my C++ code was set to correct this immediately... But it doesn't
11:20NOTE
NOTEOlder savegames will now act up a litle... This SHOULD automatically be fixed when data changes and most of all when the characters have their first level-ups... This didn't happen right away, as the system doesn't make this check on read-outs (to prevent needless performance loss)
0:16CONFIRMED
CONFIRMEDALL DONE!
0:13TEST
TESTTake XVI
0:13FIXED
FIXEDThe Goddess I see that there was a bug in my C++ stat scripter (12 + 0 + 0 = 12 in my book and not 36, so this is how this bug came to light)
0:07TEST
TESTTake XVI
0:07FIXED
FIXEDI think I found the 0 issue
0:02BUG
BUGDiscovered #54 in the process..... Not related to this, but logged for later fixing (I vaguely remember this was also an issue in the original setup)
- = 18 Jan 2021 = -
23:59TEST
TESTTake XV
23:58FIXED
FIXEDI hope THIS will set things right..... :-/
23:57HUH
HUHNow this is odd.... The initizer shows the stats are actually created and that the correct value is assigned... As a matter of fact the debug log retrieves this from the database where the stat is set and not from the calculator.... That proves the database is correctly set up... Then why does is not operate the way it should?
23:54TEST
TESTTake XIV
23:54DEBUG
DEBUGMore information then
23:48DEBUG
DEBUGHmmmmm WARNING! Character created without any tag

WTF does that mean?

23:46COCKROACH
COCKROACHBecause the base value is also 0 somehow..... Now to find out why this is happening
23:44TEST
TESTTake XIII
23:44DEBUG
DEBUGWhy?
23:42COCKROACH
COCKROACHNOTHING HAPPENS AT ALL? (At least no sign of the issue being fixed that is).
23:41TEST
TESTXenobi Take XII
23:41NOTE
NOTEAt least I hope so
23:41FIXED
FIXEDExHuRU And fixed it
23:41SOLVED
SOLVEDI think I found it
23:38TEST
TESTTake XI
23:38DEBUG
DEBUGI hope this line gives me more clarity
23:33RESULT
Astrilopup
CSAY>HiSpeed: Check.FOE_6 = 0 => 0
CSAY>HiSpeed: Check.FOE_2 = 0 => 0
CSAY>HiSpeed: Check.FOE_3 = 0 => 0
CSAY>HiSpeed: Check.FOE_1 = 0 => 0
CSAY>HiSpeed: Check.FOE_5 = 0 => 0
CSAY>HiSpeed: Check.UniWendicka = 28 => 28
CSAY>HiSpeed: Check.UniCrystal = 28 => 28
CSAY>HiSpeed: Check.FOE_7 = 0 => 28
CSAY>HiSpeed: Check.FOE_0 = 0 => 28
CSAY>HiSpeed: Check.FOE_8 = 0 => 28
CSAY>HiSpeed: Check.FOE_4 = 0 => 28
CSAY>HiSpeed: Check.Briggs = 84 => 84
CSAY>HiSpeed set to 84

I guess this explains EVERYTHING... Well, as far as the gauge itself is concerned.... I do need to see why the stat is the way it is, though

23:29TEST
TESTTake X
23:29DEBUG
DEBUGExtra debug line must provide more clarity here, as this is very very odd
23:23BUG
BUGThe heroes do move over the time gauge, the enemies however do not.
23:18TEST
TESTTake IX
23:18FIXED
FIXEDCode Typo
23:17TEST
TESTTake Fucking VII
23:16VOID
VOID"nil"?
23:14TEST
TESTTake VI
23:13VOID
VOIDOr is the term "void" more appropriate here?
23:13FIXED
FIXEDName issue
23:10TEST
TESTTake V
22:44FAILURE
FAILURE

Probably just a bug in Windows anyway... makes the second one this month

22:40TEST
TESTTake IV
22:40FIXED
FIXEDMissing link
22:40LINK
LINKOoops!
22:38TEST
TESTTake III
22:37FIXED
FIXEDI think I fixed the bug.... Merely using outdated code here.... That doesn't work anymore (of course).
22:20CONFIRMED
CONFIRMEDthe BSOD works again, good.
22:17NOTE
NOTEThe bug itself is not fixed though, but the Blue Screen Of Death should at least work again
22:17TEST
TESTTake II
22:17FIXED
FIXEDI've set the death picture to the direct call to Auto Picture... Prevents conflicts (leading to the total crash while that was not needed at all), and since AutoImages are disposed automatically anyway, it's just the safer way to go
22:08FAILURE
FAILUREThe game immediately crashes out, which overall means, something went crucially wrong
21:59TEST
TESTFoxy And let's get to that, take I
21:59NOTE
NOTENothing will yet happen when pointers reach COM.... Basically the pointer will just remain there forever until the game is cut off forcefully in the debug screen (for now).... But at least I can test if it actually works
21:52SCRIPT
SCRIPTWhich now also exists... in concept ;)
21:52LINK
LINKThis is also been linked to the stage manager
21:52SCRIPT
SCRIPTPointers actually move over the gauge
21:27NOTE
NOTESue Dirty code will come from that, I know, but quite often dirty code is by far more effective and efficient (and thus faster) than "clean code"
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