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21:24 | NOTE | Now I got the silly idea (as I think this is also something that made Dyrt slow down when you had a lot of characters in your group), to only recalc the HiSpeed when a new turn starts.... Well I gotta see.... |
21:21 | SCRIPT | The HiSpeed value should now be initiated... However no visual effects will be seen (not to mention it's not even linked yet to the combat call backs) |
21:19 | CHECKLIST | |
17:56 | DUMMIED | The debug lines which are no longer needed |
17:54 | CONFIRMED | FINALLY! |
17:53 | TEST | And let's see now! |
17:53 | FIXED | Swapped the two files |
17:53 | STUPIDITY | Name confusion |
17:51 | HUH | WTF? |
17:43 | TEST | And does it produce a satisfying result |
17:43 | CONFIG | New calculation based on data granted to me by Paint.NET |
17:40 | JUDGMENT | AFGEKEURD! |
17:38 | TEST | And let's see now! |
17:38 | CONFIG | Done |
17:38 | CONFIRMED | The C++ part appears to work now, but the data is outdated, and a new setup is now used, but that is just a matter of reconfiguring |
17:31 | VOID | I think I tackled the issue now |
17:28 | DEBUG | I see this is an old format.... Not too much issue, we can handle that, but at least the mystery has been solved |
17:26 | TEST | Again, I suppose! |
17:26 | DEBUG | More clarity from TQSG now (I hope) |
17:23 | CONFIG | I've Also altered the y modifier of the gauge in general... the x modifier looks good to me.... Just combine to good things, together, eh? |
17:22 | DEBUG | The Hotspot issue with Wendicka is not to blame in the C++ code, or so it seems... The parsing somehow failed.... I need to sort that one out. |
17:19 | JUDGMENT | Better,yet not good enough |
17:18 | CONFIG | While the compiler is working I've been altering some tuning values, but I need to test if they got any effect at all. |
17:17 | VISUALSTUDIO | So let's FORCE a complete new compilation to make 100% sure |
17:17 | NOTE | But that tells me nothing at all, since we all know that Visual Studio is bugged in this department |
17:16 | DEBUG | VisualStudio says everything is up to date |
17:15 | BUG | And Wendicka's hotspot is ignored.... Is the compilation outdated? |
17:15 | JUDGMENT | As I suspected |
17:14 | NOTE | Fine tuning configuration is most likely required, but how much and so on can only be deterimined by seeing, so let's go see this! |
17:13 | SCRIPT | Gauge icons should now appear on the time gauge |
16:55 | FIXED | Typos in project files were to blame |
16:55 | FAILURE | Hmmmm |
16:45 | APOLLO | Project change to make sure the combat icon for Wendicka is properly aliased for usage on the combat gauge (otherwise the game would crash on her uniform version). |
13:56 | JUDGMENT | Well, that will have to do, I suppose |
13:50 | CONFIG | Gauge position init.... The initial positions will be influenced by the chosen difficulty setting... More player advantage in the easy mode and more enemy advantage in the hard mode... Still the start positions are random, so in the end the start positions can still be in your favor in the hard mode and the enemy's favor in the easy mode, however vice versa is more likely to happen. |
13:41 | STATUS | The time has come to put Dyrt behind me, and to fully focus on Star Story... I the meantime I am also preparing to move both The Fairy Tale REVAMPED and Cynthia Johnson to Apollo and eventually the same will happen to Sxity-Three Fires of Lung... At the latter will have most in common with TFTREVAMPED, i will focus on 63 later, as there's no need to re-invent the wheel there. |
- = 13 Jan 2021 = - | ||
0:54 | C++ | An MD5 hasher is now present... This will make things a bit easier on some departments.... At least I hope so! |
- = 8 Jan 2021 = - | ||
21:57 | NOTE | (That is, as soon as the beta is live) |
21:57 | NOTE | I've decided to definitely quit Game Jolt trophy supprt. I don't see any reason anymore to keep being tied to that platform... as a matter of fact, I want to sever the ties as soon as I can. I will keep the trophies there on for now, in order to allow people to synchronize with a new system I have in mind that I will start on as soon as Dyrt is finished |
21:55 | DYRT | The works here are going quite well.... Once this is all done, I will try to fully tackle the combat engine here, however for now I just want Dyrt to be done..... |
- = 7 Jan 2021 = - | ||
23:55 | OFFTOPIC | |
- = 3 Jan 2021 = - | ||
14:56 | OFFTOPIC | By the way, happy new year! |
14:56 | STATUS | Temporary standstill.... Dyrt is very close to completion, and therefore I want to have that finished first, so I have my hands FULLY free for this project after that.... So hang on! |
- = 31 Dec 2020 = - | ||
22:04 | NOTE | (The only reason Dyrt still has the support for this and even GJ exclusive dungeons is because the game is too close to release to remove them now). |
22:03 | GAMEJOLT | For what it looks like now, you can consider the trophy support DEPRECATED! The new version won't have this, and NOT THIS IS NOT OUT OF LAZINESS NOR TECHINCAL ISSUES! This is a choice based on PROFESSIONAL REASONS! So play the old version quickly when you still want those throphies! |
- = 30 Dec 2020 = - | ||
14:47 | TRANSFER | |
14:36 | COSMETIC | And I've fine tuned their positions |
14:36 | DONE | The Tag-Letters for enemies will now show on the time gauge |
- = 29 Dec 2020 = - | ||
22:30 | CLOSED | |
22:29 | JUDGMENT | perfect |
22:28 | TEST | Take XI |
22:28 | EXPERIMENT | let's see |
22:26 | JUDGMENT | Better, but not quite there |
22:22 | TEST | Take X |
22:21 | FIXED | The errors throws when something works the way it SHOULD work in stead of the not the way it should work |
22:20 | CHECKED | The data looks the way it should look, so that shouldn't be theissue |
22:19 | DEBUG | But proper errors are thrown to the log |
22:18 | COCKROACH | Nothing happened at all! |
22:16 | TEST | Take IX |
22:16 | C++ | At least everything compiles, but that does not mean it also works |
22:16 | FIXED | That should fix it |
22:16 | VISUALSTUDIO | TrickySTOI added to the project |
22:15 | BUG | It's not yet all cool though as linker errors occur... Clearly I didn't yet cover it all up properly yet |
22:14 | C++ | And also done the same with Apollo |
22:14 | C++ | I've adapted TQSG to make this all possible |
21:43 | JUDGMENT | #50 - Nope nope nope - definitely not! But already better than crashing ;) |
21:38 | TEST | Take VIII |
21:38 | FIXED | And fixed it! |
21:38 | STUPIDITY | I think I got it |
21:36 | TEST | Take VII |
21:36 | DEBUG | I've added a more dedicated error message I can see more properly what's happening here |
21:36 | BUG | "Nil" value |
21:34 | TEST | Take VI |
21:34 | VOID | whiner! |
21:32 | TEST | Take V |
21:32 | VOID | I've voided that issue for now... |
21:30 | BUG | It appears that internal definitions in classes do not work when data is delivered by fellow class members. |
21:27 | TEST | Take IV |
21:27 | FIXED | Syntax error |
21:25 | TEST | Take III |
21:24 | FIXED | That's three |
21:24 | FIXED | Syntax conflict - That's TWO! |
21:22 | FIXED | That's one! |
21:19 | TEST | Take II |
21:19 | NOTE | It was to be expected this wouldn't go right in one go! |
21:19 | FIXED | Illegal redefs |
21:15 | TEST | Take I |
21:14 | STATUS | At least I can see if the time gauge appears at all |
21:14 | NOTE | It will NOT yet work.... For starters the icons and tag letters won't yet appear, and second I need to initiaze all the timers based on all combatents speed values, so we're not yet getting anywhere on that department |
21:13 | LINK | And NOW the time gauge should appear |
21:10 | LINK | Class link ups (this will not yet make the gauge appear. Only to make it access the fighter table) |
21:09 | NOTE | Please note, if no errors occur nothing will happen. This because I need to link this up first |
21:08 | DONE | I've set up the time gauge... I do not yet expect it to fully work though, but hey the basis is set |
19:28 | STATUS | The next stop will be the calculation of the speed over the time bar... Although more balancing is in order here too, like in Dyrt, I won't do that... The reason is simple, I want the experience to be the same as the original, and rebalancing the time bar would undermine that, especially since the older setup was not a bug but a choice... Not the best choice, but still a choice. Since Dyrt was completely rewritten and has a complete new experience apart from the story line, this wasn't an issue there |
17:10 | REMOVED | "floating character" in Rayal removed... He was never supposed to be there anyway |
16:23 | STATUS | All crashes appear to be accounted for |
16:21 | TEST | Take XV |
16:21 | FIXED | ANother bad class call, but of a different kind this time |
16:18 | TEST | Take XIV |
16:18 | FIXED | Another case? |
16:17 | TEST | Take XIII |
16:17 | FIXED | Bad class call? |
16:13 | TEST | Take XII |
16:13 | FIXED | Syntax Error |
16:12 | TEST | Take XI |
16:12 | FIXED | Misreference |
16:09 | TEST | Take X |
16:09 | VOID | ? |
16:09 | HUH | ? |
16:04 | TEST | Take IX |
16:04 | VOID | Fucking for the sake of fucking |
15:59 | TEST | Take VIII |
15:58 | FUCKYOU | Some word ik hier zo MOE van! |
15:57 | TEST | Take VII |
15:57 | VOID | Voided that issue |
15:56 | FUCKYOU | Crap! |
15:54 | TEST | Take V |
15:54 | FIXED | Missing line |
15:48 | TEST | take IV |
15:48 | FIXED | ID issues |
15:45 | TEST | Take III |
15:45 | FIXED | Lua!=Python, and neither is Neil |
15:43 | TEST | Take II |
15:43 | FIXED | Compatibility conflict |
15:42 | TEST | Take I |
15:42 | NOTE | All I can test here too is the absence of crashes, but that's all |
15:42 | ENHANCEMENT | Quick access metatable for Stats and Stat Buffs |
15:33 | TECHNO | Since I only adepted the original Lua code to Neil and the differencies of this engine for this (this because I want the game experience in Star Story to match the original game as much as possible) I don't expect too much trouble here, but, ya never know |
15:32 | NOTE | Now what is very important to note is that there's no way to know if this actually works the way it should as this is all "under the hood" code. In other words when it doesn't crash, I must assume it works |
15:31 | DONE | Compile Raw Data into the actual stats the enemy needs based on its level |
2:00 | JUDGMENT | WONDERFUL! |
1:58 | TEST | Well take VI then to fit all needed formalities then? |
1:58 | DUMMIED | Placeholder circle |
1:57 | CONFIRMED | And NOW it works the way it SHOULD work |
1:56 | TEST | Take V |
1:56 | FIXED | now then? |
1:56 | COCKROACH | i thought so |
1:18 | TEST | Take IV |
1:18 | FIXED | There you go! |
1:18 | BUG | But now I gotta deal with a file referrence error, but that's looks like an easy one |
1:18 | CONFIRMED | Apparently that is indeed fixed |
1:17 | TEST | Take III |
1:17 | STATUS | I think it's fixed then |
1:16 | GENERATION | Let's run the crap and see |
1:16 | FIXED | ? |
0:52 | BUG | The data is not properly compiled I see.... I will have to investigate to find out why this happens |
0:46 | FIXED | Syntax error |
0:45 | TEST | Take II |
0:45 | LAZY | linked Lua's "error" function into the main routine, as this is driving me nuts! |
0:43 | FUCKYOU | GRRRR! |
0:42 | TEST | Let's see |
0:42 | TECHNO | The aim circles will still be desplayed. I'll remove them once this works |
0:42 | DONE | Anyway, the enemies should now appear on the screen |
0:41 | NOTE | Now I must hope nothing bad happened to the backup due to that BSOD... |
- = 28 Dec 2020 = - | ||
23:41 | FAILURE | Blue Screen Of Death! |
22:07 | BACKUP | I will backup while Dyrt is running though |
22:07 | DYRT | After I do more testing work here... Yeah, it really sucks, but I need to sort out my priorities |
22:07 | STATUS | Next stop... Enemy sprites |
21:57 | TEST | Well, what does it do now? |
21:56 | COSMETIC | and made sure the X is a bit more to the right |
21:56 | FIXED | Y position to the middle |
21:55 | JUDGMENT | Bug fixed indeed, the result is good, but not quite |
21:52 | FIXED | I think I found the bugger |
21:52 | ANALYSIS | Stack overflow thorugh by C++ for something that happens inside Lua, eh? |
21:50 | INVESTIGATION | But what is it then? |
21:50 | FAILURE | Ok, I was wrong |
21:48 | FAILURE | Complete crash.... I think I know why this is, but I need to look that up |
21:46 | TEST | Let's see, shall we? |
21:46 | NOTE | these are the hardest to tell if they are right, but as I put in placeholder circles to mark their positions, this should not be that hard.... At least, I hope not |
21:45 | DONE | I've set the enemy's automated X and Y postions... |
2:15 | STATUS | Calling it! |
2:15 | BACKUP | Running |
2:15 | GITHUB | Should be up-to-date, I hope |
2:05 | TEST | Take XI |
2:05 | NOTE | Yeah that was a mouthfull, couldn't think of a better description |
2:04 | FIXED | C format communication error |
2:01 | TEST | Take X |
2:00 | GENERATION | As a result I did have to recompile the enemy set up, oh well |
2:00 | FIXED | Ah, some old BlitzMax leftover code now leading ot incompatibilities |
1:55 | TEST | Take IX |
1:55 | LINK | That links it all together |
1:55 | NEIL | Extract Dir |
1:55 | VISUALSTUDIO | Compiling |
1:55 | APOLLO | Link API |
1:55 | C++ | Extract Dir |
1:48 | TEST | Take VIII |
1:48 | FIXED | Illegal Function Call |
1:47 | TEST | Take VIII |
1:47 | FIXED | Forgotten overrides |
1:44 | TEST | Take VII |
1:44 | FIXED | I hope |
1:44 | COCKROACH | Sigh! |
1:41 | TEST | Take VI |
1:41 | FUCKYOU | Oh well |
1:40 | TEST | Take V |
1:40 | FIXED | Code typo |
1:37 | TEST | Take IV |
1:37 | NOTE | I need to fix the bug in Neil about base members in extended classes |
1:34 | TEST | Take III |
1:34 | FIXED | Override error |
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