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18:29TEST
TESTTake XIII
18:29FIXED
FIXEDSyntax error
18:26TEST
TESTTake XII
18:26FIXED
FIXEDForgotten class object
18:22TEST
TESTTake XI
18:22DEBUG
DEBUGAnd more logs
18:21EXPERIMENT
EXPERIMENTI have tried a few things
18:13NOTE
NOTEI can still not really pinpoint, why this happens... I did put in a counter, and I must say if this answers some questions
18:12DEBUG
DEBUGI've added an extra debug line....
18:08DEBUG
DEBUGThe logs do not make much sense, but what they do tell me is that it's likely an infinte loop is somehow created
18:05BUG
BUGThe game freezes completely
17:52DEBUG
DEBUGXenobi The result the log now produces makes the error make even LESS sense
17:48TEST
TESTTest Take X
17:48DEBUG
DEBUGThis error does NOT make sense....
17:43TEST
TESTTake IX
17:43FIXED
FIXEDCode typo x2
17:38TEST
TESTTake VIII
17:38FIXED
FIXEDIllegal method
17:33TEST
TESTTake VII
17:33VOID
VOIDA very terrible bug in Neil that doesn't let me loose, I guess
17:28TEST
TESTReggie Wendicka Lovejoy - Big alternate Take VI
17:28FIXED
FIXEDSyntax error
17:26TEST
TESTTake V
17:26FIXED
FIXEDIllegal Class Interchange
17:22TEST
TESTTake IV
17:22FIXED
FIXEDConflict
17:21FIXED
FIXEDCode typo
17:21FIXED
FIXEDReplaced old variable with current macro
17:15TEST
TESTTake III
17:15NOTE
NOTEFoxy Real-life stuff got in the way
13:39TEST
TESTThe Goddess Take II
13:39FIXED
FIXEDFinally time to fix a list of unknown identifiers... I may not have them all yet, but let's see....
12:48CLEANUP
CLEANUPReorganized my e-mail
12:47TODO
TODOMess out my e-mail
12:47NOTE
NOTEImportant phone call was came in
11:30VOID
VOIDFigures
11:26TEST
TESTLet's see - Take I (out of many I'm afraid)
11:26NOTE
NOTEWhat is important to note is that the enemies won't yet chase you, nor will they be colored in accordance with the difficulty setting yet
11:22LINK
LINKAnd now everything is linked to the main map loader
10:38FIXED
FIXEDClass linkup
10:35DONE
DONEEnemy scanner done
0:16NOTE
NOTENot nearl ready to test yet, though.....
0:16CONFIG
CONFIGMore prework done
- = 19 Oct 2020 = -
23:50SCRIPT
SCRIPTConstructor set up
23:29SCRIPT
SCRIPTFoe list
23:26SCRIPT
SCRIPTAdmiral Lovejoy MinLevel and Max level properties
23:18STUDY
STUDYMap Stuff
20:25CONFIG
CONFIGAstrilopup Yirl Alien heads being loaded
20:19DONE
DONEThat should work out now!
20:14ENHANCEMENT
ENHANCEMENTThe original game did only calculate this through upon creation (easier way to go at the time). The new system can keep renewing it, this will allow enemies to change as you go
20:12SCRIPT
SCRIPTI've set up to calculate the enemy's level and the party's level. The average of all enemies in the encounter will be taken vs the average of the 3 characters up front... This is a bit conform the original set up....
20:11SCRIPT
SCRIPTA basis for the aliens in the field class has been set up....
19:39APOLLO
APOLLOProject adepted
19:39TRANSFER
TRANSFERDone
19:35NOTE
NOTERight the alien files have not yet been transferred, so I guess that is what needs to be done next
17:36STATUS
STATUSAs this is gonna be delicate, I will not devote my full time on this.... Combat.... First of all, the enemies moving in the field.... I will not yet make the combat begin.... Before I get to that point I will first do some work on Dyrt, first... That is make sure the Hall of Music is done and the links to the jukebox are fully taken up in the Hall of Heroes, as I don't wanna have that on my mind when the combat routines actually begin, but when it comes to the enemies walking in the field I also got a lot to do... It's only less complicated than the combat itself, so I can start on that now....
1:54TEST
TESTTake IV
1:54FIXED
FIXEDI think
1:53BUG
BUGApparently some things are not yet properly taken up here
1:50TEST
TESTTake III
1:50DONE
DONENow only the sockets of the powerups you can actually aquire for that specific ability will appear
1:37JUDGMENT
JUDGMENTIt will have to do, I can't rule out any more fine tuning requirement once the actual icons appear, though
1:33TEST
TESTTake II
1:33COSMETIC
COSMETICa bit bigger, and the space made a big wider (which was needed as a result as the sockets touched each other)
1:32JUDGMENT
JUDGMENTSue Better, but not yet satisfied
1:30TEST
TESTExHuRU Okay, let's go!
1:29COSMETIC
COSMETICI made them a tiny bit bigger, as the sockets do not show so well
1:29JUDGMENT
JUDGMENTOkay, all sockets show... This at least allows me to see that all sockets work... I do wanna have a few small changes though
1:25TEST
TESTWell, let's see then....
1:25NOTE
NOTETesting can only be done half, since the powerups cannot yet be unlocked (the combat engine is required for that), however this shouldn't be too hard to deal with (I hope)
1:24DONE
DONEAdmiral Johnson The power-up sockets should appear now
1:15TECHNO
TECHNO(As a matter of fact EXACTLY the same)
1:14NOTE
NOTEWhich have just been copied from the old game, so in other words, they will be roughly the same as in the old game.
1:14CONFIG
CONFIGPower up colors
1:11CONFIG
CONFIGI've set the integer fields that come with abilities
0:56LINUX
LINUXI am now installing Elementary in Virtual Box for evaluation purposes.... I do need to see if this is finally a bit of a trustworty alternative for Windows and Mac (as most Linux distros are definitely CRAP).
0:56SITE
SITEAdded tag LINUX
0:37CONFIRMED
CONFIRMEDUnder da hood check also okay
0:21CONFIRMED
CONFIRMEDno changes in your face... but how are things under the hood?
0:17TEST
TESTI need to test this, of course!
0:17FIXED
FIXEDit
- = 18 Oct 2020 = -
23:36FUCKYOU
FUCKYOUBakina First a break though...
23:36FUCKYOU
FUCKYOUOh crap.... I see that things are still noted a bit differently.... Not hard to fix, but it does require me a bit of a fuck over
23:35CONFIRMED
CONFIRMEDCrystal YAY! Doesn't happen.... Whoohoo.... I'm so cool :P
23:34TEST
TESTNow this test will tell me if a game where Wendicka's start ability should already be initialized will also handle it correctly and not dupe it
23:33CONFIRMED
CONFIRMEDso far so good
23:30TEST
TESTTake X
23:30FIXED
FIXEDX position fixed
23:27TEST
TESTTake IX
23:27FIXED
FIXEDBut easy to fix
23:27BUG
BUGBut the location of the AP cost is ridiculous
23:27CONFIRMED
CONFIRMEDAll crashes accounted for
23:23TEST
TESTTake VIII
23:23FIXED
FIXEDIllegal meta call
23:19TEST
TESTTake VII
23:18MYSTERY
MYSTERYBriggs if so the error is completely demented but we'll see
23:18FIXED
FIXEDI think
23:12TEST
TESTTake VI
23:12EXPERIMENT
EXPERIMENTKota Let's see what happens now
23:12HUH
HUHTo make it even stranger, a string was indeed asked... and received, so the entire moan is really beyond me
23:12HUH
HUH????? Number required for string variable (got string)
23:06TEST
TESTWendicka Take V
23:06FIXED
FIXEDConflict between old and new
23:02TEST
TESTTake IV
23:02DONE
DONEThe AP cost of an ability should show.... This will also be affected by the powerup that halfs AP cost, and also will display red when your amount of AP is too low.
21:57TEST
TESTTake III
21:57FIXED
FIXEDUniWendicka conflict
21:53TEST
TESTTake II
21:53VISUALSTUDIO
VISUALSTUDIOCompiling
21:52FIXED
FIXEDMissing API links
21:48TEST
TESTTake I
21:48DONE
DONESpell names will show ___ This is only a start, as we're not there yet!
21:20STATUS
STATUSThe next step will (of course) be to list out the abilities themselves
21:19STATUS
STATUSIt works at last
21:14TEST
TESTTake X
21:14FIXED
FIXEDReggie Illegal meta call
21:10TEST
TESTTake IX
21:10VISUALSTUDIO
VISUALSTUDIORecompiling
21:10FIXED
FIXEDWashed out the computer's mouth with soap
21:09FAILURE
FAILURELies
21:07TEST
TESTDr. Sal’pr’drita Take VIII
21:07POWERSHELL
POWERSHELLBARF
21:07FUCKYOU
FUCKYOUIf you thought you had it all today
21:06FIXED
FIXEDCode typo
21:04TEST
TESTTake VII
21:04POWERSHELL
POWERSHELLBARF
21:04VOID
VOIDI voided that issue
21:03FAILURE
FAILUREWho is the sucker who neglected to add a proper boolean check when reading out Lua arguments with C/C++?
20:52TEST
TESTTake VI
20:52STUPIDITY
STUPIDITYAh, missed one
20:52COCKROACH
COCKROACHFix ignored?
20:49TEST
TESTTake V
20:49FIXED
FIXEDAdmiral Lovejoy Some leftofters from the old code, causing syntax errors in the new code
20:45TEST
TESTTake IV
20:45POWERSHELL
POWERSHELLBARF
20:45FIXED
FIXEDForgotten ,
20:45LAZY
LAZYI've adapted Neil to this, as I am through with that one!
20:44FUCKYOU
FUCKYOUGRRR!
20:41TEST
TESTTake III
20:40FIXED
FIXEDOf course
20:40STUPIDITY
STUPIDITYSyntax error in ablused linker
20:38TEST
TESTTake II
20:38POWERSHELL
POWERSHELLBARF
20:38FIXED
FIXEDLinkup syntax error
20:34TEST
TESTTake I
20:34NOTE
NOTERolf It won't yet be shown which abilities she already has... This is due to the delecacy of all this, so I wanna do this step by step!
20:34DONE
DONEThe system will show how many more abilities Wendicka needs to use to gain a new one
20:30MYSTERY
MYSTERYI wonder why the game didn't crash under that one, oh well...
20:30FIXED
FIXEDScope error
20:27DONE
DONEAdmiral Johnson Loader
20:23DONE
DONEThe module is ready now, but the ability list doesn't yet read it....
20:22DONE
DONEAnd "SHOCK" will automatically be added to Wendicka's ability list if it doesn't already exist
20:09STATUS
STATUSAll looks fine (and I hope it is)....
20:08VISUALSTUDIO
VISUALSTUDIOcompiling
20:08LINK
LINKLinking that is
20:08APOLLO
APOLLOThat should do it
20:08LUA
LUAGlue code adapted
20:05C++
C++List has API for Apollo
19:54DONE
DONEablused quick metatable (it can also automatically redirect any values for uniform Wendicka to the normal version of Wendicka).
19:27TECHNO
TECHNOI no this will cause the same data to be twice in the memory when you finish the prologue, and enter the main game, however this is the safest way to do it and it prevents loads of unwanted bugs. So take it or leave it!
19:26APOLLO
APOLLOAnd JCR6 will create a proper alias for this so the uniform version will basically get the same data....
19:26CONFIG
CONFIGI've added Wendicka's basic spell list to the configuration of abilities for her character
19:21STATUS
STATUSAT LAST! IF FOUND WENDICKA'S SPELL LIST
19:17UNDESIREABLE
UNDESIREABLEThis is getting more and more on my nerves.... Where are Wendicka's spells stored in the old game?
19:14REFERENCE
19:08STUPIDITY
STUPIDITYMan, this is crap!
19:05OFFTOPIC
OFFTOPICBriggs Oh, am I the holder of issue 1234 on Game Jolt? LOL.. Never realized it... But it is a fun number >> gamejolt/issue-tracker#1234
18:58NOTE
NOTEI must thank the person who pointed me to the very good searching feature inside NotePad++
18:57SEARCH
SEARCHI need to find out the exact list of Wendicka's abilities.... This is hard, since I made a terrible disaster of this in the original game, I do need a big checkup to see how to cover that crap up....
18:44REFERENCE
18:44SITE
SITEXenobi Added tag REFERENCE
18:37STUDY
STUDYI did some study to the way the old game handles new abilities, which is a bit terrible and I really wonder what I was thinking... At least this gives me a good way of thinking in how to deal with a few important things....
18:27NOTE
NOTEAt this moment it doesn't appear to be possible to detect Android, meaning that when you play the game in Android (if that port ever comes to be), Wendicka will insult Linux in stead (since Android uses the Linux kernel).... Nothing to do about that...
18:26CONFIRMED
CONFIRMEDA quick test confirms this to be working
17:41TECHNO
TECHNOThis was needed for the 4th wall break joke halfway this dungeon
17:25VISUALSTUDIO
VISUALSTUDIOCompiling
17:25NEIL
NEILLink up code
17:25APOLLO
APOLLOAPI
17:22C++
C++Platform to string
15:49NOTE
NOTEAs Crystal doesn't have the normal ability system but an ARMS system in stead, I've made sure the game points to that. The uniform version of Crystal doesn't have access to ARMS at all (important to note for New Game+ games), and the Cyborg version will for now only show a blank screen, as I need to be further in development to get this one done.....
0:05CONFIG
CONFIGTook a log of extra config this time.... Okay
0:03BACKUP
BACKUPRunning!
0:03NOTE
NOTEWhen it comes to new abilities, the rules remains the same.... Wendicka gets new abilities based on how many times she used an ability she already has.... Crystal will (once a cyborg) gain new abilities when finding arms in the field, ExHuRU/Rolf by the number of kills while in the front row, Yirl based on business points, for Foxy it will be completely random, and for Xenobi it will be based on his level.....
0:01STATUS
STATUSDr. Sal’pr’drita The next step will be to configure Wendicka's ability list.... From there on I can easily set up the ability screen itself
- = 17 Oct 2020 = -
23:57CLOSED
23:56GITHUB
GITHUBUpdated
23:54JUDGMENT
JUDGMENTBETTER!
23:49TEST
TESTLet's see
23:49COSMETIC
COSMETICHopefully this gives a better result....
23:48DONE
DONEBroadened the icon strip margins in the field menu
23:47JUDGMENT
JUDGMENTThat works
23:41TEST
TESTTake II
23:41FIXED
FIXEDFuck you!
23:41BUG
BUGI KNEW it!
23:38TEST
TESTWell a test is still in order, so here goes!
23:37DONE
DONEFoxy I've set the switcher to display a message for when you cannot yet switch
23:36OFFTOPIC
OFFTOPICFreezernick is really working hard on Kitty now.... Saves me work, so I'm grateful for that! Keep it up Freezer!
23:33REMINDER
23:29GENERATION
GENERATIONLic and version info
23:27OFFTOPIC
OFFTOPICOh, is Einstein still blocking your view? Bad luck, maybe my message wasn't clear enough then yet. :-P
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