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15:25 | DEBUG | Let's see |
15:15 | COCKROACH | Nope..... |
15:13 | TEST | Take XII |
15:13 | FIXED | I think I fixed the non-unselect issue |
14:49 | TEST | Take XI |
14:49 | STATUS | I 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 |
14:48 | COSMETIC | First the spacing, that's the easy part |
14:47 | BUG | Although I must also see why stuff is not being unselected as that should also happen |
14:47 | JUDGMENT | In essentials this works, however, I do need to space things out a little for readability reasons |
12:52 | TEST | Take X |
12:52 | FIXED | token error |
12:48 | TEST | Take IX |
12:48 | FIXED | Illegal class member |
12:48 | FIXED | A part of the problem I guess |
12:46 | TEST | Take VIII |
12:46 | EXPERIMENT | I need to see if this works, but here goes nothing |
12:42 | TEST | Take VII |
12:42 | DEBUG | Lemme sort this out some more |
12:42 | HUH | Outcome here true, yet returned value is read as false? |
12:37 | TEST | Take VI |
12:37 | FIXED | %s is for strings... not %d |
12:36 | TEST | Take V |
12:36 | INVESTIGATION | Hopefully this will shine a light WHY this happens |
12:35 | DEBUG | Another line |
12:32 | ANALYSIS | Apparently the hovering is to blame |
12:27 | TEST | Take IV |
11:16 | DEBUG | This debug line will have to explain a few things. |
11:14 | INVESTIGATION | Why? |
11:14 | BUG | NOTHING happens at all |
11:12 | TEST | Take III |
11:12 | FIXED | Bad Class Usage |
11:10 | TEST | Take II |
11:10 | REMOVED | Needless line |
11:10 | HUH | DAFUUUUCK? |
11:07 | TEST | Take I |
11:07 | STATUS | Will it work? I've seen more trivial things go wrong after all |
11:05 | DONE | "Icon" (if applicable otherwise lettertag), level, and name |
1:05 | NOTE | No visual effects yet! |
1:05 | FIXED | All crashes accounted for |
1:03 | TEST | Take IX |
1:03 | LAZY | Fixed future issues |
1:01 | TEST | Take VIII |
1:00 | FIXED | Copy error |
0:59 | TEST | Take VII |
0:59 | FIXED | Missing properties |
0:56 | TEST | Take VI |
0:56 | FIXED | Illegal Class Index |
0:39 | TEST | Take V |
0:39 | FIXED | Fixing a call causing errors based on outdated data in the process |
0:39 | DATABASE | A class export was required |
0:37 | TEST | Take IV |
0:37 | FIXED | Class fault |
0:34 | TEST | Take III |
0:34 | VOID | Issue? |
0:32 | TEST | Take II |
0:32 | FIXED | Hmpf |
0:31 | TEST | Take I |
0:15 | NOTE | well it should.... I cannot check it as all code is for now "under the hood" code... |
0:15 | SCRIPT | Targets selection works |
0:03 | SCRIPT | Target hovering detection |
- = 20 Jan 2021 = - | ||
23:50 | DATABASE | Done |
23:49 | TECHNO | In 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 |
23:48 | CONFIRMED | Yes, it is indeed a discriminating system... Which is to say odd, since the systam has clearly been designed to make indiscrimination possible... Oh well... |
23:45 | STUDY | From 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..... |
23:18 | TEST | Take IV |
23:18 | FIXED | C-String format error |
23:16 | TEST | Take III |
23:16 | FIXED | Identifier issues |
23:14 | TEST | Take II |
23:14 | FIXED | Action syntax error |
23:12 | TEST | Does it work? Take I |
23:12 | LINK | Linked to the input menu |
23:12 | NOTE | is not operative yet, just a basis group, but you gotta start somewhere. |
23:11 | SCRIPT | Basis target selector |
20:39 | STATUS | From here I can start setting up a target selector |
20:35 | NOTE | No visual effects yet, though |
20:34 | SCRIPT | A base class has been set up for actions |
19:53 | DATABASE | I'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. |
19:44 | TECHNO | This 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 |
19:40 | ABILITY | Shoot |
18:57 | FAILURE | Perhaps itch.io needs better protection to prevent devlogs getting lost.... (unfortunately itch.io is not the only site with this unforgivable problem). |
17:46 | TEST | Take IV |
17:46 | LAZY | What? |
17:46 | VOID | What? |
17:46 | FIXED | Auto fix zero ammo (saves me the trouble to fix save game files) |
17:43 | TEST | Take III |
17:43 | VOID | Yeah, what? |
17:43 | LAZY | Prevented more future crashes |
17:41 | TEST | Take II |
17:41 | FIXED | Syntax error |
17:39 | TEST | Well, does it work? |
17:39 | DONE | The 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. |
17:35 | DONE | Shoot should be unavailable when out of ammo, and reload should be unavailable when ammo is full |
15:17 | TODO | |
15:02 | BUG | Enemies do no |
15:02 | CONFIRMED | Heroes still show (as they should) |
14:57 | NOTE | This should not cause any visual effect yet, but will be important later when the battle can actually be fought |
14:57 | DONE | Made 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 |
14:28 | DONE | Hover effect |
1:39 | OFFTOPIC | Gotta love stop motion |
1:25 | FIXED | Color issue on arena when menu pops up |
1:23 | FIXED | Sigh! |
1:21 | DONE | Item names |
1:07 | FUCKYOU | GRRR! |
1:05 | DONE | Item boxes |
1:02 | FIXED | Mouse cursor gets hidden behind the combat menu... Something we do NOT want, eh? |
0:58 | FIXED | Coordinate issues |
0:55 | COCKROACH | AAAAAAARGH! |
0:53 | FUCKYOU | SIIIIIGH! |
0:51 | FIXED | Tag issue |
0:31 | CLOSED | |
0:28 | FUCKYOU | Dir error |
0:24 | NOTE | I'll close the github issue about that later! |
0:24 | CONFIRMED | I'll be, looks like that's fixed.... |
0:23 | FIXED | I hope this fixes the "SELF" in constructors and destructors... A bug that has been in Neil for quite awhile and which MUST be fixed! |
0:11 | FIXED | File name issue |
0:09 | SCRIPT | The menu should partially appear... That is the menu case... The items will come later |
- = 19 Jan 2021 = - | ||
23:40 | LINK | Linked to the Ally compiler for the combat flow |
22:50 | NOTE | The others come later! |
22:50 | CONFIG | Combat menu, Wendicka, Crystal and Briggs |
21:59 | DONE | Loading the menu images |
18:58 | STATUS | The actual user menu comes later! |
18:58 | CONFIRMED | And now it does what it has to do.... |
18:56 | TEST | Take VI! |
18:56 | FIXED | Missing callbacks (empty now, but I need them later anyway) |
18:53 | TEST | Take V! |
18:53 | FIXED | Illegal group assignment |
18:51 | TEST | TAKE IV! |
18:51 | STUPIDITY | OPLETTEN, JEROEN! |
18:49 | TEST | TAKE III! |
18:49 | VOID | Non-existent member? |
18:45 | TEST | TAKE II! |
18:45 | FIXED | Bad ref |
18:29 | TEST | Seems so trivial, but you never know in this line of work... so... TAKE I! |
17:38 | NOTE | Important 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. |
17:37 | LINK | Link to player input in combat |
17:27 | APOLLO | adaption for project file was required |
17:27 | TRANSFER | That was a transfer, of course |
17:27 | AUDIO | Signal |
16:50 | DONE | I've set up and IDLE check... This should prevent the event conflicts Dyrt suffers from |
11:57 | FIXED | GOTCHA! |
11:44 | DEBUG | Why? |
11:41 | COCKROACH | At least SOMETHING happens, but not the right thing! |
11:34 | COCKROACH | Apparently NOT |
11:33 | FIXED | I think I got it! |
11:30 | DEBUG | The forced error I set in goes off.... So at least the function is called |
11:29 | INVESTIGATION | Why? |
11:29 | BUG | I see now that my C++ code was set to correct this immediately... But it doesn't |
11:20 | NOTE | Older 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) |
0:16 | CONFIRMED | ALL DONE! |
0:13 | TEST | Take XVI |
0:13 | FIXED | 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) |
0:07 | TEST | Take XVI |
0:07 | FIXED | I think I found the 0 issue |
0:02 | BUG | Discovered #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 = - | ||
23:59 | TEST | Take XV |
23:58 | FIXED | I hope THIS will set things right..... :-/ |
23:57 | HUH | Now 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? |
23:54 | TEST | Take XIV |
23:54 | DEBUG | More information then |
23:48 | DEBUG | Hmmmmm WARNING! Character created without any tag WTF does that mean? |
23:46 | COCKROACH | Because the base value is also 0 somehow..... Now to find out why this is happening |
23:44 | TEST | Take XIII |
23:44 | DEBUG | Why? |
23:42 | COCKROACH | NOTHING HAPPENS AT ALL? (At least no sign of the issue being fixed that is). |
23:41 | TEST | Take XII |
23:41 | NOTE | At least I hope so |
23:41 | FIXED | And fixed it |
23:41 | SOLVED | I think I found it |
23:38 | TEST | Take XI |
23:38 | DEBUG | I hope this line gives me more clarity |
23:33 | RESULT | 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 |
23:29 | TEST | Take X |
23:29 | DEBUG | Extra debug line must provide more clarity here, as this is very very odd |
23:23 | BUG | The heroes do move over the time gauge, the enemies however do not. |
23:18 | TEST | Take IX |
23:18 | FIXED | Code Typo |
23:17 | TEST | Take Fucking VII |
23:16 | VOID | "nil"? |
23:14 | TEST | Take VI |
23:13 | VOID | Or is the term "void" more appropriate here? |
23:13 | FIXED | Name issue |
23:10 | TEST | Take V |
22:44 | FAILURE | Probably just a bug in Windows anyway... makes the second one this month |
22:40 | TEST | Take IV |
22:40 | FIXED | Missing link |
22:40 | LINK | Ooops! |
22:38 | TEST | Take III |
22:37 | FIXED | I think I fixed the bug.... Merely using outdated code here.... That doesn't work anymore (of course). |
22:20 | CONFIRMED | the BSOD works again, good. |
22:17 | NOTE | The bug itself is not fixed though, but the Blue Screen Of Death should at least work again |
22:17 | TEST | Take II |
22:17 | FIXED | I'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 |
22:08 | FAILURE | The game immediately crashes out, which overall means, something went crucially wrong |
21:59 | TEST | And let's get to that, take I |
21:59 | NOTE | Nothing 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 |
21:52 | SCRIPT | Which now also exists... in concept ;) |
21:52 | LINK | This is also been linked to the stage manager |
21:52 | SCRIPT | Pointers actually move over the gauge |
21:27 | NOTE | 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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