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18:29 | TEST | Take XIII |
18:29 | FIXED | Syntax error |
18:26 | TEST | Take XII |
18:26 | FIXED | Forgotten class object |
18:22 | TEST | Take XI |
18:22 | DEBUG | And more logs |
18:21 | EXPERIMENT | I have tried a few things |
18:13 | NOTE | I can still not really pinpoint, why this happens... I did put in a counter, and I must say if this answers some questions |
18:12 | DEBUG | I've added an extra debug line.... |
18:08 | DEBUG | The logs do not make much sense, but what they do tell me is that it's likely an infinte loop is somehow created |
18:05 | BUG | The game freezes completely |
17:52 | DEBUG | The result the log now produces makes the error make even LESS sense |
17:48 | TEST | Test Take X |
17:48 | DEBUG | This error does NOT make sense.... |
17:43 | TEST | Take IX |
17:43 | FIXED | Code typo x2 |
17:38 | TEST | Take VIII |
17:38 | FIXED | Illegal method |
17:33 | TEST | Take VII |
17:33 | VOID | A very terrible bug in Neil that doesn't let me loose, I guess |
17:28 | TEST | Take VI |
17:28 | FIXED | Syntax error |
17:26 | TEST | Take V |
17:26 | FIXED | Illegal Class Interchange |
17:22 | TEST | Take IV |
17:22 | FIXED | Conflict |
17:21 | FIXED | Code typo |
17:21 | FIXED | Replaced old variable with current macro |
17:15 | TEST | Take III |
17:15 | NOTE | Real-life stuff got in the way |
13:39 | TEST | Take II |
13:39 | FIXED | Finally time to fix a list of unknown identifiers... I may not have them all yet, but let's see.... |
12:48 | CLEANUP | Reorganized my e-mail |
12:47 | TODO | Mess out my e-mail |
12:47 | NOTE | Important phone call was came in |
11:30 | VOID | Figures |
11:26 | TEST | Let's see - Take I (out of many I'm afraid) |
11:26 | NOTE | What 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 |
11:22 | LINK | And now everything is linked to the main map loader |
10:38 | FIXED | Class linkup |
10:35 | DONE | Enemy scanner done |
0:16 | NOTE | Not nearl ready to test yet, though..... |
0:16 | CONFIG | More prework done |
- = 19 Oct 2020 = - | ||
23:50 | SCRIPT | Constructor set up |
23:29 | SCRIPT | Foe list |
23:26 | SCRIPT | MinLevel and Max level properties |
23:18 | STUDY | Map Stuff |
20:25 | CONFIG | Alien heads being loaded |
20:19 | DONE | That should work out now! |
20:14 | ENHANCEMENT | The 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 |
20:12 | SCRIPT | I'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.... |
20:11 | SCRIPT | A basis for the aliens in the field class has been set up.... |
19:39 | APOLLO | Project adepted |
19:39 | TRANSFER | Done |
19:35 | NOTE | Right the alien files have not yet been transferred, so I guess that is what needs to be done next |
17:36 | STATUS | As 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.... |
1:54 | TEST | Take IV |
1:54 | FIXED | I think |
1:53 | BUG | Apparently some things are not yet properly taken up here |
1:50 | TEST | Take III |
1:50 | DONE | Now only the sockets of the powerups you can actually aquire for that specific ability will appear |
1:37 | JUDGMENT | It will have to do, I can't rule out any more fine tuning requirement once the actual icons appear, though |
1:33 | TEST | Take II |
1:33 | COSMETIC | a bit bigger, and the space made a big wider (which was needed as a result as the sockets touched each other) |
1:32 | JUDGMENT | Better, but not yet satisfied |
1:30 | TEST | Okay, let's go! |
1:29 | COSMETIC | I made them a tiny bit bigger, as the sockets do not show so well |
1:29 | JUDGMENT | Okay, all sockets show... This at least allows me to see that all sockets work... I do wanna have a few small changes though |
1:25 | TEST | Well, let's see then.... |
1:25 | NOTE | Testing 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) |
1:24 | DONE | The power-up sockets should appear now |
1:15 | TECHNO | (As a matter of fact EXACTLY the same) |
1:14 | NOTE | Which have just been copied from the old game, so in other words, they will be roughly the same as in the old game. |
1:14 | CONFIG | Power up colors |
1:11 | CONFIG | I've set the integer fields that come with abilities |
0:56 | LINUX | I 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). |
0:56 | SITE | Added tag LINUX |
0:37 | CONFIRMED | Under da hood check also okay |
0:21 | CONFIRMED | no changes in your face... but how are things under the hood? |
0:17 | TEST | I need to test this, of course! |
0:17 | FIXED | it |
- = 18 Oct 2020 = - | ||
23:36 | FUCKYOU | First a break though... |
23:36 | FUCKYOU | Oh 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 |
23:35 | CONFIRMED | YAY! Doesn't happen.... Whoohoo.... I'm so cool :P |
23:34 | TEST | Now 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 |
23:33 | CONFIRMED | so far so good |
23:30 | TEST | Take X |
23:30 | FIXED | X position fixed |
23:27 | TEST | Take IX |
23:27 | FIXED | But easy to fix |
23:27 | BUG | But the location of the AP cost is ridiculous |
23:27 | CONFIRMED | All crashes accounted for |
23:23 | TEST | Take VIII |
23:23 | FIXED | Illegal meta call |
23:19 | TEST | Take VII |
23:18 | MYSTERY | if so the error is completely demented but we'll see |
23:18 | FIXED | I think |
23:12 | TEST | Take VI |
23:12 | EXPERIMENT | Let's see what happens now |
23:12 | HUH | To make it even stranger, a string was indeed asked... and received, so the entire moan is really beyond me |
23:12 | HUH | ????? Number required for string variable (got string) |
23:06 | TEST | Take V |
23:06 | FIXED | Conflict between old and new |
23:02 | TEST | Take IV |
23:02 | DONE | The 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. |
21:57 | TEST | Take III |
21:57 | FIXED | UniWendicka conflict |
21:53 | TEST | Take II |
21:53 | VISUALSTUDIO | Compiling |
21:52 | FIXED | Missing API links |
21:48 | TEST | Take I |
21:48 | DONE | Spell names will show ___ This is only a start, as we're not there yet! |
21:20 | STATUS | The next step will (of course) be to list out the abilities themselves |
21:19 | STATUS | It works at last |
21:14 | TEST | Take X |
21:14 | FIXED | Illegal meta call |
21:10 | TEST | Take IX |
21:10 | VISUALSTUDIO | Recompiling |
21:10 | FIXED | Washed out the computer's mouth with soap |
21:09 | FAILURE | Lies |
21:07 | TEST | Take VIII |
21:07 | POWERSHELL | BARF |
21:07 | FUCKYOU | If you thought you had it all today |
21:06 | FIXED | Code typo |
21:04 | TEST | Take VII |
21:04 | POWERSHELL | BARF |
21:04 | VOID | I voided that issue |
21:03 | FAILURE | Who is the sucker who neglected to add a proper boolean check when reading out Lua arguments with C/C++? |
20:52 | TEST | Take VI |
20:52 | STUPIDITY | Ah, missed one |
20:52 | COCKROACH | Fix ignored? |
20:49 | TEST | Take V |
20:49 | FIXED | Some leftofters from the old code, causing syntax errors in the new code |
20:45 | TEST | Take IV |
20:45 | POWERSHELL | BARF |
20:45 | FIXED | Forgotten , |
20:45 | LAZY | I've adapted Neil to this, as I am through with that one! |
20:44 | FUCKYOU | GRRR! |
20:41 | TEST | Take III |
20:40 | FIXED | Of course |
20:40 | STUPIDITY | Syntax error in ablused linker |
20:38 | TEST | Take II |
20:38 | POWERSHELL | BARF |
20:38 | FIXED | Linkup syntax error |
20:34 | TEST | Take I |
20:34 | NOTE | 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! |
20:34 | DONE | The system will show how many more abilities Wendicka needs to use to gain a new one |
20:30 | MYSTERY | I wonder why the game didn't crash under that one, oh well... |
20:30 | FIXED | Scope error |
20:27 | DONE | Loader |
20:23 | DONE | The module is ready now, but the ability list doesn't yet read it.... |
20:22 | DONE | And "SHOCK" will automatically be added to Wendicka's ability list if it doesn't already exist |
20:09 | STATUS | All looks fine (and I hope it is).... |
20:08 | VISUALSTUDIO | compiling |
20:08 | LINK | Linking that is |
20:08 | APOLLO | That should do it |
20:08 | LUA | Glue code adapted |
20:05 | C++ | List has API for Apollo |
19:54 | DONE | ablused quick metatable (it can also automatically redirect any values for uniform Wendicka to the normal version of Wendicka). |
19:27 | TECHNO | I 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! |
19:26 | APOLLO | And JCR6 will create a proper alias for this so the uniform version will basically get the same data.... |
19:26 | CONFIG | I've added Wendicka's basic spell list to the configuration of abilities for her character |
19:21 | STATUS | AT LAST! IF FOUND WENDICKA'S SPELL LIST |
19:17 | UNDESIREABLE | This is getting more and more on my nerves.... Where are Wendicka's spells stored in the old game? |
19:14 | REFERENCE | |
19:08 | STUPIDITY | Man, this is crap! |
19:05 | OFFTOPIC | 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 |
18:58 | NOTE | I must thank the person who pointed me to the very good searching feature inside NotePad++ |
18:57 | SEARCH | I 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.... |
18:44 | REFERENCE | |
18:44 | SITE | Added tag REFERENCE |
18:37 | STUDY | I 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.... |
18:27 | NOTE | At 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... |
18:26 | CONFIRMED | A quick test confirms this to be working |
17:41 | TECHNO | This was needed for the 4th wall break joke halfway this dungeon |
17:25 | VISUALSTUDIO | Compiling |
17:25 | NEIL | Link up code |
17:25 | APOLLO | API |
17:22 | C++ | Platform to string |
15:49 | NOTE | As 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..... |
0:05 | CONFIG | Took a log of extra config this time.... Okay |
0:03 | BACKUP | Running! |
0:03 | NOTE | When 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..... |
0:01 | STATUS | 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 = - | ||
23:57 | CLOSED | |
23:56 | GITHUB | Updated |
23:54 | JUDGMENT | BETTER! |
23:49 | TEST | Let's see |
23:49 | COSMETIC | Hopefully this gives a better result.... |
23:48 | DONE | Broadened the icon strip margins in the field menu |
23:47 | JUDGMENT | That works |
23:41 | TEST | Take II |
23:41 | FIXED | Fuck you! |
23:41 | BUG | I KNEW it! |
23:38 | TEST | Well a test is still in order, so here goes! |
23:37 | DONE | I've set the switcher to display a message for when you cannot yet switch |
23:36 | OFFTOPIC | Freezernick is really working hard on Kitty now.... Saves me work, so I'm grateful for that! Keep it up Freezer! |
23:33 | REMINDER | |
23:29 | GENERATION | Lic and version info |
23:27 | OFFTOPIC | Oh, is Einstein still blocking your view? Bad luck, maybe my message wasn't clear enough then yet. :-P |
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