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20:13 | FIXED | Return issue in my code |
19:51 | TECHNO | The linkup stuff is very very delicate and also the hardest thing to set correctly in order, so I hope I can do this right in one go! |
19:50 | C++ | All RPG data except the link data can now be saved |
18:52 | JCR6 | I've expaned JCR6 in C++ with the possibility to write files "on the fly"... The RPG database will really need this or saving stuff will not be possible |
16:37 | STATUS | I hope you don't mind that I need a break now! |
16:32 | STATUS | All in all, I'll be busy for awhile, and I don't expect this to work today! |
16:32 | NOTE | And then the worst part.... The scripting API |
16:32 | NOTE | Status And then of course, I need to make sure the saver works |
16:31 | NOTE | None of this crap can yet be tested |
16:31 | C++ | Links established through loading |
16:13 | STATUS | That covers most |
16:13 | C++ | Load Data |
16:12 | C++ | Load Lists |
15:56 | C++ | Load Points |
15:56 | FIXED | Identifier conflict |
15:33 | C++ | Char Stat load |
15:33 | C++ | Char Name |
15:26 | TECHNO | Unfortunately, I do need to put it in, or things WILL go haywire! |
15:25 | C++ | Added a few things in Stat Data I forgot about (likely since it was since its inception hardly used ever after). |
13:58 | TECHNO | Now I've decided to put the code to save and load the party in a different source file, this to allow more freedom in file formats than just JCR6 |
13:57 | C++ | I forgot the party array, that one has also been added |
13:40 | FAILURE | Microsoft never ceases to amaze me (But if that's a good thing?) |
13:39 | NOTE | Although I still must handle saving and loading, but that is a later concern |
13:38 | C++ | That should cover the hardcore part, for most part |
13:24 | C++ | Some more work has been done, but I'm not nearly close to putting it to use |
12:24 | C++ | And I think I tackled the lack of garbage collector issue |
12:23 | C++ | Basis has been set up for the character database |
10:53 | STATUS | Now I realized that my RPG Character Sheet library has not yet been converted to C++, and this can also be a rather tricky one too, due to the lack of a garbage collector which is what the system heavily relies on... Especially due to the internal stat link-through functionality, and for ExHuRU, Rolf and the secret character who are linked to each other, this will be essential to work, so I cannot really cheat my way out here. Another option would be (but this will be hard, and also cause incompatibility with my character viewer for savegames) try to port it to pure Neil code... I am not yet sure what is the best way to go |
10:50 | CONFIRMED | That works |
10:48 | TEST | Take III |
10:48 | DONE | Breakfast |
10:27 | LINK | Link to final stage before the game actually begins |
10:26 | STUPIDITY | Almost there, but I forgot something REALLY important |
10:25 | TEST | Take II |
10:25 | FIXED | A few conversion errors |
10:13 | TEST | Take I |
10:13 | STATUS | Not there yet though, first testing this out! |
10:13 | STATUS | When this works, I can go for the first parts of the field and BoxText script meaning we get into the actual scenario of the game, and that will mean I can then fire the official starting shot.... Always an important moment in the game. |
10:10 | DONE | Language selector |
- = 11 Sep 2020 = - | ||
21:37 | DONE | Difficulty settings |
15:58 | DYRT | And also do some work on Dyrt first... That game HAS to be finished first, you know, and there's still a lot to do there. |
15:58 | STATUS | Before I move on to my next challenge I'll first take a big break |
15:56 | TEST | Well? |
15:56 | FIXED | I hope |
15:55 | COCKROACH | The "Ignore" button is true to it's name... The system ignores it! |
15:51 | TEST | Again! |
15:51 | FIXED | Syntax error |
15:51 | TEST | Let's see |
15:49 | DONE | GJIgnore on new game |
15:48 | REMINDER | |
15:46 | CONFIRMED | that works |
15:45 | TEST | Does it work now, then? |
15:45 | FIXED | Syntax error |
15:44 | TEST | Gotta check |
15:42 | DONE | Activated "Back" button |
15:33 | CONFIRMED | That works |
15:24 | TEST | Take V or VI or whatever |
15:24 | FIXED | I think |
15:24 | STUPIDITY | Of course it doesn't, you moron! |
15:23 | COCKROACH | but for some reason the field clicking does not work... somehow... |
15:21 | NOTE | I do need to find out a good way to get this working on Unix, as the command needs to be formulated a bit different there. |
15:21 | NOTE | And especially in Windows such a thing is quite remarkable |
15:21 | CONFIRMED | Things work now, and I can also confirm that when I enter the correct credentials the game moves on to the next page |
15:19 | TEST | Let's see..... |
14:55 | FIXED | error disappeared before you could read it |
14:43 | STUPIDITY | Haste makes waste, Jeroen |
14:41 | TEST | Take IV |
14:41 | CONFIRMED | Failed login does show the error |
14:41 | FIXED | clicking fields didn't work |
14:38 | TEST | Take III |
14:38 | FIXED | bad arg line |
14:38 | FIXED | React without clicking |
13:24 | STATUS | Although stuff will have to wait a tiny bit longer, as few other things came in my way |
13:14 | DONE | Well, that issue has been taken care of! |
13:09 | TODO | First of all I need to take a natural break on the worst possible moment! |
13:09 | CONFIRMED | Contact is being made, but there are still a few issues to take care off |
13:08 | TEST | Take II |
13:08 | FIXED | File misnaming lead to Game Jolt routines not being picked up by Neil |
13:06 | TEST | Take I |
13:06 | SCRIPT | The game should now be able to see if your credentials are correct and to throw an error if they are not. |
12:56 | SCRIPT | I've set up a quick script which can easily contact Game Jolt for me... Not to mention that if a good solution arrises to call the API through C++ in stead of this Go program I can just replace this script and all instances calling it should be fine |
12:29 | C++ | Apollo will now automatically change directory to the place where the main package file is located. When calling alternate applications (as is needed for the Game Jolt API, unfortunately) this is the better run |
12:28 | C++ | I need to think Phil for a good cross-platform "cd" macro ;) |
11:56 | OFFTOPIC | I was working on the original game, that would later be remade as "The Fairy Tale REVAMPED", totally unaware of what was happening when a friend of mine made a phone call to me.
He demanded I turned on my TV to "Nederland 1", which is in the Netherlands the channel that is always cancelling its normal programming when something really disastrous happens. His story was vague, and hardly made sense to me, but I decided to obey it was very unusual for him to be so demanding.
That was exactly 19 years ago today that this happened. And what I saw on the TV was this. I did soon hear than a plane crashed into that tower and as things were pretty vague, I was wondering about an accident until I saw the second plane ram the second tower with the precision of a surgeon, and I knew that this was deliberate. But I was wondering, what was happening as aside from mass murder this action was also suicide. Very soon already I heard experts speculate on no evidence at all, but only speculations that Osama Bin Laden could be behind these attacks, as he had not only a reason to do something like this, but also the stuff you need to do this. I also remember the theories coming up, like how Nostradamus is said to have foreseen these attacks as the 3rd World War would start with a burning city caused by two metal birds. I also remember how the number of planes flying dropped increasingly as people were struck with fear. Of course, this was the day I truly learned how dangerous terrorists can be, but I still try to get an image of those who lost their lives that days due to the action of some despicable cowards who had the illusion they'd become heroes. I remember an image somebody who jumped out of the window out of fear of the fire, against better judgment as nobody can survive a fall from that height. I do think about these attacks a lot, as I think a lot about many things every day. Their lives ended for nothing while I was lucky not to be in New York or even in the U.S. at all, and that alone granted me the luck to live on. No please not put any anti-islam messages below this post, I will report them to the moderation team. I condemn those terrorists and the organization they belonged to only. Most of all, I have my thoughts with the people who died that day loads of times, and now on the anniversary of these attacks I only want to express them in public. I hope for a world where Christians, Muslims, atheists, Buddhists, well, people of any group or race to live together in a world and accept our differences, or maybe even embrace them. You may say that I'm a dreamer. |
- = 10 Sep 2020 = - | ||
23:12 | STATUS | Well And that's all for today... I'm tired! |
23:02 | GITHUB | Making sure all repos are up-to-date |
23:01 | BACKUP | Running! |
23:01 | STATUS | AT LAST! |
23:01 | CONFIRMED | And NOW it works the way it should |
22:59 | TEST | And test again! |
22:58 | C++ | So let's do that! |
22:58 | STUPIDITY | Of course, C++ code only takes effect if you compile that crap first, Jeroen! |
22:57 | TEST | Let's see if it works properly now |
22:57 | FIXED | Ah, the order in which the API got the script parameters was invalid |
22:51 | BUG | I see the right text alignment doesn't work |
22:49 | TEST | Let's see if that works |
22:49 | DONE | Next and Cancel will now appear on the credential screen |
22:21 | CONFIRMED | Yes, that does the trick.... |
22:20 | TEST | And test out what will happen |
22:20 | FORCE | Let's force things here |
22:18 | BUG | They are not registered in the gamevars according to the debugger.... Odd, since they are directly set to the metatable linked to this system, so I need to find out why this happens... |
22:18 | HUH | For some reason there is a bit of an issue with the Game Jolt credentials |
22:08 | LINK | And that glues everything together |
22:08 | NEIL | Link script |
22:02 | C++ | So that has been done |
22:00 | FAILURE | The execution command Lua offers in its newer version is a bit bogus, and therefore I'll have to work a few things out.... Luckily (and that's the advantage of C/C++) there is a SIMPLE YET EFFECTIVE launch command (unlike Go and C#) , so writing a new API should be easy |
21:56 | NOTE | So far so good, but we're not there yet! |
21:55 | VERIFIED | And a quick chechout shows me the data I wanted to see |
21:54 | POWERSHELL | I've set up a few routines to speed things up |
21:52 | GO | Well I got the stuff covered to make at least sure a user login is legit |
21:39 | DUMMIED | I had to dummy some more |
21:23 | FAILURE | Too bad Go has no compiler directives like #if or #ifdef or whatever... If one language would have gone well by that (and desperately need it) it's Go... Oh well... There's more wrong with Go than just that. |
21:20 | NOTE | Still a lot on this department though! |
21:19 | VERIFIED | Checkups do seem alright now! |
21:18 | GENERATION | Some new data was needed thanks to that |
21:17 | SECURITY | Dug up some data from Game Jolt itself Ineeded |
21:13 | STUPIDITY | And here I was thinking Go didn't handle it well, forgetting a trivial yet crucial trap I fell in.... |
21:13 | FIXED | Some bugs I got in Go.... |
20:03 | SECURITY | Security readout done in Go, however I do not yet know if it works.... |
19:30 | NOTE | I do need to work out some secu read-out though |
19:30 | GO | Untested login |
19:09 | NOTE | Somebody did tell me to turn my library into a DLL. Since I use Visual C++ that didn't appear to be an option, as the way the Go compiler works is not compatible with the compiler Visual C++ uses. Since CodeBlocks doesn't work on me (it starts and immediately terminates) and VS2019 works, and since I am not much game to sort all C++ IDEs out (there are many, and all work entirely different when it comes to project buildups) I'll have to stick with VS2019 for now... At least I know how to get things done there... |
19:07 | NOTE | Before I can seriously move things on I need to adept my Go program that opens extra websites for support of using the Game Jolt API (this because all C++ libraries I tried so far refused to compile). Due to security reasons this program will NOT be open sourced. Now the Go library I'll use is already on Github, so at least part is open sourced, but a few more things won't be. |
17:17 | DYRT | Now I did take it up to myself to get a few things done in Dyrt as well... It would not do me well if this game was finished before Dyrt was completely done, right? |
17:16 | SITE | Added tag DYRT |
17:01 | TEST | And NOW to test everything out! |
17:01 | FIXED | I think I fixed the backspace for space issue |
17:00 | NOTE | I do need to test it all out though, but first.... |
17:00 | FIXED | I think I fixed the cursor problem |
16:55 | HUH | The button works, however the keyboard backspace is registered as a normal space somehow? |
16:53 | EXPERIMENT | Let's see |
16:50 | BUG | But for some reason the backspace key is ignored |
16:50 | CONFIRMED | It works |
16:49 | TEST | But I don't know if it's fully gonna work, though! |
16:48 | EXPERIMENT | I've done a little mathematical trick to switch fields with the tab key |
15:53 | TEST | Well, let's see |
15:53 | CONFIG | better? |
15:52 | TEST | And of course, I gotta see what happens now |
15:52 | DONE | a bit of a work out |
15:50 | JUDGMENT | This clears up a lot |
15:49 | TEST | And another go then.... |
15:49 | FIXED | that |
15:49 | FUCKYOU | CODE TYPO! |
15:47 | TEST | Let's see |
15:47 | NOTE | Hopefully this will make things easier |
15:46 | DONE | Hovering effect |
15:45 | COCKROACH | I'm a bit through with this, so I guess I need a different approach |
15:42 | DONE | I've increased the click field of the "Yes" and "No" buttons as you'd almost think they don't work given the precise clicks you need to do |
15:39 | TEST | And another test is in order! |
15:39 | FIXED | Another Syntax error |
15:38 | TEST | And another go! |
15:38 | FIXED | Syntax error |
15:31 | ANNOUNCEMENT | Poof! Crystal gone... Look on the previous page to find here... But she can say "I'll be back!" |
15:23 | TEST | However another test is required to make sure it is! |
15:23 | FIXED | The latter should be fixed now as well |
15:20 | FIXED | The former is fixed now |
15:19 | BUG | And not to mention that the keyboard always takes the most lower key in a collumn |
15:19 | BUG | Start of test not in order |
15:18 | TEST | Let's see what will happen now! |
15:18 | FIXED | Text position error |
15:17 | NOTE | Some real life stuff got in the way |
13:36 | TEST | Let's see |
13:36 | DONE | Added backspace and space |
13:29 | STUPIDITY | Something you must watch yourself not to act too quickly, eh? |
13:29 | FIXED | And now it should work |
13:29 | LINK | Linked to the general flow |
13:28 | STUPIDITY | Of course nothing happens |
13:27 | TEST | Another one then |
13:27 | FIXED | Scope error |
13:26 | FIXED | ... |
13:26 | STUPIDITY | What the fuck was I doing? |
13:25 | TEST | ... |
13:24 | NOTE | Clicking the keys won't do anything yet, though |
13:24 | SCRIPT | Keyboard should appear |
13:14 | COCKROACH | I still don't see a cursor, but I do keep the possibility in mind this could be a little coordinate error and with the black background and the cursor also being black (which would be visible on the skyblue bar) I cannot see that, but I need text to confirm this, and that I don't have (yet) |
13:13 | TEST | Take ... I forgot to count, but okay |
13:12 | COSMETIC | Hopefully this fixes the field issue I have |
13:12 | FIXED | Cursor not flashing |
13:12 | FIXED | Logo conflict |
13:08 | JUDGMENT | There are some cosmetic issues, however |
13:08 | CONFIRMED | And now it works |
13:07 | STUPIDITY | Ah, forgot to rebuild |
13:07 | INVESTIGATION | Why? |
13:07 | COCKROACH | Fix ignored |
13:01 | FIXED | Fixed that |
13:01 | STUPIDITY | Forgotten index.... That was the likely reason, and that was also the case |
13:00 | BUG | However in stead of the field names I get table references on screen |
13:00 | CONFIRMED | The crash has been fixed |
13:00 | TEST | Take IV |
12:56 | EXPERIMENT | Maybe this fixes that? |
12:51 | NOTE | Given the irreliable thing about Lua documentation, not a complete surprise, yet very extremely annoying |
12:50 | FAILURE | And that causes a complete crash without any form of warning |
12:42 | TEST | Take III |
12:41 | EXPERIMENT | Perhaps.... |
12:40 | SOLVED | Oh, wait I'm looking the wrong way |
12:39 | C++ | This could only happen if an outdated version of Apollo was used, but according to my compiler my code is up to date |
12:39 | HUH | What the ... |
12:37 | TEST | Take II |
12:35 | FIXED | Pretty odd code typo |
12:35 | TEST | Take I |
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