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12:34 | SCRIPT | The Game Jolt credential fields should appear now... You cannot yet however enter their contents. |
12:15 | ENHANCEMENT | The system can retrieve the SDL ticks now |
11:44 | FUCKYOU | And here I was hoping 1 take would be enough.... I knew there was a little viper under the grass (that's Louis van Gaal English... Literal translations of Dutch idioms). |
11:44 | FIXED | Code typo |
11:40 | TEST | Take V |
11:40 | FIXED | GV redirection error |
11:38 | TEST | Take VI |
11:38 | FIXED | But I think I tackled that one now! |
11:37 | BUG | Now the "Yes" button works... The "No" button is ignored |
11:34 | COSMETIC | Although I now need to work things out a bit better on a few points, but that is a later concern |
11:33 | CONFIRMED | NOW this works |
11:32 | TEST | Take V |
11:32 | FIXED | Invalid function definition |
11:28 | TEST | Take IV |
11:28 | FIXED | GV linkup |
11:28 | FUCKYOU | Things are never easy,eh? |
11:26 | TEST | Take III |
11:26 | FIXED | Whatever |
11:26 | HUH | ? |
11:25 | TEST | Take II |
11:25 | FIXED | Missing API link |
11:17 | TEST | Take I (and hopefully it will stay at one take only) |
11:17 | STATUS | Question is now... do they work? |
11:17 | SCRIPT | Activated "Yes" and "No" |
11:11 | LINK | Stages linked to the stage register |
11:09 | TECHNO | This way i can simply east more easily whether or not the "yes" and "no" buttons work |
11:09 | SCRIPT | The Game Jolt logo will appear in stage 3, and nothing will be shown in stage 4 |
11:04 | NOTE | Hey, no need to obtain that one anew |
11:03 | TRANSFER | Game Jolt logo transferred to Star Story from Dyrt.NET |
10:52 | CONFIRMED | At least I could do THIS right in one go! |
10:50 | TEST | Quick test (I hope) |
10:30 | DONE | I've put the "yes" and "no" buttons into the question whether or not to use Game Jolt |
10:03 | GITHUB | Sorted a few things out in my repository |
0:03 | DONE | Tons of stuff.... |
- = 9 Sep 2020 = - | ||
22:34 | STATUS | AT LAST! |
21:32 | FIXED | Linker works nows |
21:26 | FIXED | Neil did not recognize a few of its keywords as such.... (although it never caused trouble, but still) |
21:25 | BUG | |
20:40 | TEST | Take MCM |
20:39 | FIXED | a crapload of fixes.... |
19:37 | TEST | Take I |
19:37 | LINK | And a link to the debugging system |
19:28 | NOTE | Although a simple system to set up, it's not yet been tested, and some thing about data transfer in C/C++ are not fully clear to me, but this will have to do... The gamevars are important after all... I am a bit reliant on what the internet tells me here! |
19:27 | SCRIPT | GameVar system |
16:06 | CONFIG | I've set the game to run in full screen from now on... I think I can tackle most of the issues that come up now |
16:05 | FIXED | A little issue fixed on Directory extraction |
16:01 | TEST | TAKE VII |
16:01 | FIXED | Identifier issue in New Game |
16:01 | CONFIRMED | That void worked |
15:59 | TEST | TAKE VI |
15:59 | VOID | I think I avoided that |
15:49 | TECHNO | I see... C++ has no garbage collector so killing states still on the run does not work out well... Let's build in a few safeguards for that.... |
15:48 | FUCKYOU | TAKE V |
15:48 | FORCE | So I forced a few things |
15:48 | COCKROACH | It just doesn't wanna work |
15:41 | TEST | TAKE IV |
15:41 | HUH | Little conflict? |
15:39 | TEST | TAKE III |
15:39 | FIXED | I needed to import the mouse too |
15:39 | FIXED | Illegal function call |
15:36 | TEST | TAKE II |
15:36 | LAZY | This should cover that up... A few aliases :P |
15:36 | BUG | Ah! |
15:34 | TEST | Of course "TAKE I" as I do not know at all if this even works at all ;) |
15:09 | NOTE | Once the "New Game" section is fully operational, I can fire the official starting shot as then we can finally get to the game itself |
15:09 | LINK | And I've linked that to the "New Game" menu item |
15:08 | NEIL | Script written that will chain the game to the New Game flow |
14:52 | SCRIPT | I've set up the first stage of the New Game script... Please note this stage is nothing more but a welcoming note, but still.... |
13:18 | C++ | So I made a little API that can at least tell the scripts where the game main package is located, and this way, I just have to make sure that Go application is always located in the same folder |
13:15 | TECHNO | Especially when programs are written in C or C++, one may NEVER assume the directory they are started from, however as I am partly dependent on an external program written in Go, Apollo needs to know the exact location of that program. |
- = 8 Sep 2020 = - | ||
23:36 | SITE | Extra icons for this devlog active |
23:27 | DEBUG | "Bye" command |
23:27 | FIXED | module 255 bug in Neil? |
23:02 | TEST | Take V |
23:02 | FIXED | Syntax error |
22:59 | TEST | Take IV |
22:59 | FIXED | link ending |
22:59 | FIXED | Egg |
22:56 | TEST | Take III |
22:56 | FIXED | Nope! Nope! Nope! But I got the bugger now! |
22:56 | TEST | Take II |
22:55 | VOID | I hope I voided this for now |
22:54 | BUG | Whatever? |
22:53 | TEST | Take I |
22:53 | STATUS | It's not yet tested, so that will be the next step! |
22:53 | DEBUG | I've set up my debug console interpreter... |
22:16 | JCR6 | Now, to stick with the facts I just rebuild the ARF file |
22:15 | LINK | I've linked this now to the Apollo system |
22:12 | LUA | Right, deftable has been added |
21:51 | LUA | Worked on Neil |
20:39 | FIXED | FINALLY! |
20:26 | FUCKYOU | Dang! |
20:26 | COCKROACH | MUST be... but what is possible and what happens are two different things I see on the background of my screen |
20:25 | FIXED | Well one strange has should be fixed now |
20:22 | INVESTIGATION | Took me tons of takes to get to the bottom of this and I can't log them all |
20:22 | FUCKYOU | tons of made up errors |
19:38 | STATUS | And that concludes THIS part of the story |
19:38 | JUDGMENT | Right-o |
19:37 | TEST | Take XXV |
19:37 | CONFIG | So a bit more was needed |
19:37 | COSMETIC | Yet not good enough |
19:37 | JUDGMENT | better |
19:35 | TEST | Take XXIV |
19:35 | COSMETIC | More size |
19:34 | TEST | Take XXIII |
19:34 | FIXED | Syntax error |
19:33 | TEST | Take XXII |
19:33 | COSMETIC | Coordinate fixups |
19:17 | CONFIRMED | AT LAST! |
19:15 | TEST | Take XXI |
19:15 | FIXED | I see now |
19:08 | TEST | Take XX |
19:08 | STATUS | We're getting somewhere now, though |
19:08 | FIXED | Illegal call |
19:06 | TEST | Take XIX |
19:06 | FIXED | I think? |
19:06 | BUG | Non-existent module member? |
19:05 | TEST | Take XVIII |
19:05 | FIXED | I fixed that |
19:03 | INVESTIGATION | Well, it appears that the required parameters did not make it through somehow |
19:02 | BUG | Well, the bug is now in the console, but that's another story |
19:02 | HUH | And suddenly it works? |
19:02 | TEST | Take XVII |
19:02 | DEBUG | Extra data in C++ |
18:59 | MYSTERY | Things appear to get odd when multiple keys are pressed at once |
18:57 | C++ | And compile the entire engine, but hey, maybe we're getting somewhere now? (I hope) |
18:57 | EXPERIMENT | I need to try this |
18:55 | BUG | However it reports the stuff like it were keyhits and not keydowns |
18:55 | DEBUG | I undummied the log and now I do see that some progress HAS been made |
18:53 | COCKROACH | SIGH! |
18:53 | FUCKYOU | good |
18:53 | FUCKYOU | No |
18:53 | FUCKYOU | STILL |
18:52 | TEST | Take XVI |
18:51 | EXPERIMENT | Now, I gotta see then if THIS takes the cake.... :-/ |
18:49 | COCKROACH | Still no good however |
18:46 | TEST | Take XV |
18:46 | STATUS | Of course, the question is now... Does it work now? |
18:44 | DUMMIED | I've dummed the debug line causing the loads of output... If everything works now things should be ok... right? |
18:43 | EXPERIMENT | I've altered the script and I gotta see if this does something |
18:42 | RESULT | I guess THAT explains.... The names given are completely written out, I see |
18:42 | INVESTIGATION | I've put in some extra debug features to sort that one out! |
18:27 | RESULT | It appears SDL doesn't understand the keynames I asked about |
18:26 | TEST | Take XIV |
18:26 | INVESTIGATION | I need to find out more, so more debug data to the output |
18:24 | MYSTERY | NONE of the keys required to activate the console register |
18:23 | TEST | Take XIII |
18:23 | DEBUG | I've been adding some extra debug crap to find out what is going on... This will generate a LOT of output, but hopefully it will answer a few questions |
18:21 | TEST | Take XII |
18:21 | EXPERIMENT | I'll try to get this done on another way |
18:19 | INVESTIGATION | The system does show we ARE in development mode |
18:17 | TEST | Take XI |
18:15 | ANNOUNCEMENT | Behold Crystal McLeen... ;) |
18:15 | BUG | Debug features do not appear to work at all (they are ignored) I need to sort out why |
17:58 | TEST | Take X |
17:58 | FIXED | Font reference? |
17:55 | TEST | Take IX |
17:54 | FIXED | Illegal function definition |
17:53 | TEST | Take VIII |
17:53 | FIXED | I hope |
17:53 | COCKROACH | ..... |
17:52 | TEST | Take VII |
17:52 | FIXED | Bad loadstate request |
17:51 | TEST | Take VI |
17:50 | COCKROACH | So there was still one more, eh? |
17:50 | TEST | Take V |
17:50 | FIXED | Unknown identifiers |
17:46 | TEST | Take IV |
17:45 | SOLVED | Ah! I found out what cases THAT one! |
17:45 | HUH | Illegal instruction? |
17:42 | TEST | Take III |
17:42 | GENERATION | That only required me to regenerate a new ARF |
17:42 | FIXED | Byte was not recognized as type by Neil |
17:40 | TEST | Take II |
17:40 | STATUS | The code compiles.... |
17:38 | VOID | That issue has been voided, although I have put in a littebit of a not that this should work with GCC as well, as I don't know if Microsoft's alternatives are supported there... |
17:25 | FAILURE | Well I guess it wasa mistake to rely on Microsoft anyway, eh? |
17:25 | FAILURE | and even their own guidelines don't work so it seems.... |
17:24 | FAILURE | Another "deprecation" error (read: Microsoft trying to kill C++) |
17:22 | BUG | still no good! |
17:22 | C++ | Let's compile again to see what happens now |
17:22 | FIXED | More of those |
17:22 | FIXED | Forgotten "std::" I hate that namespace |
17:21 | STUPIDITY | I forgot to check the compiler's error log! |
17:20 | BUG | Error: Module Events does not have an element named: KEYBYNAME Hmm... did I forget to compile or something cheesy like that? |
17:19 | UPDATED | Project file |
17:18 | C++ | Oh yeah, I forgot to menton that I also did a quick key recognizer |
17:18 | NOTE | And I expect tons of trouble |
17:18 | TEST | Take I |
17:17 | LINK | Main menu linked |
17:16 | STATUS | It must be noted though that the console is not operational yet..... All it should do is show what's already on it, and allow you to go back by hitting escape |
17:16 | LINK | I've set the link to the console |
16:34 | FONT | Font transferred from the Bubble MonoGame project... Hey it's a good font, and I don't need to defend myself for the MonoGame crew |
16:33 | TECHNO | Which I will this time entirely write in script |
16:33 | DONE | Start to a debug console |
13:51 | TECHNO | Makes transferring stuff also easier |
13:50 | NOTE | Or at least not my MAIN hard drive.... |
13:50 | NOTE | I simply don't wanna use my harddrive for this.... |
13:50 | CONFIG | Preparations for savegames |
12:49 | NOTE | Unfortunately, due to C++ by far not being as advanced as C#, I cannot support alternate drives, like my C# version of Dirry can |
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