1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57
12:34SCRIPT
SCRIPTThe Game Jolt credential fields should appear now... You cannot yet however enter their contents.
12:15ENHANCEMENT
ENHANCEMENTThe system can retrieve the SDL ticks now
11:44FUCKYOU
FUCKYOUAnd 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).
11:44FIXED
FIXEDCode typo
11:40TEST
TESTTake V
11:40FIXED
FIXEDGV redirection error
11:38TEST
TESTTake VI
11:38FIXED
FIXEDBut I think I tackled that one now!
11:37BUG
BUGNow the "Yes" button works... The "No" button is ignored
11:34COSMETIC
COSMETICAlthough I now need to work things out a bit better on a few points, but that is a later concern
11:33CONFIRMED
CONFIRMEDNOW this works
11:32TEST
TESTTake V
11:32FIXED
FIXEDInvalid function definition
11:28TEST
TESTTake IV
11:28FIXED
FIXEDGV linkup
11:28FUCKYOU
FUCKYOUThings are never easy,eh?
11:26TEST
TESTTake III
11:26FIXED
FIXEDWhatever
11:26HUH
HUH?
11:25TEST
TESTTake II
11:25FIXED
FIXEDMissing API link
11:17TEST
TESTTake I (and hopefully it will stay at one take only)
11:17STATUS
STATUSQuestion is now... do they work?
11:17SCRIPT
SCRIPTActivated "Yes" and "No"
11:11LINK
LINKStages linked to the stage register
11:09TECHNO
TECHNOThis way i can simply east more easily whether or not the "yes" and "no" buttons work
11:09SCRIPT
SCRIPTThe Game Jolt logo will appear in stage 3, and nothing will be shown in stage 4
11:04NOTE
NOTEHey, no need to obtain that one anew
11:03TRANSFER
TRANSFERGame Jolt logo transferred to Star Story from Dyrt.NET
10:52CONFIRMED
CONFIRMEDAt least I could do THIS right in one go!
10:50TEST
TESTQuick test (I hope)
10:30DONE
DONEI've put the "yes" and "no" buttons into the question whether or not to use Game Jolt
10:03GITHUB
GITHUBSorted a few things out in my repository
0:03DONE
DONETons of stuff....
- = 9 Sep 2020 = -
22:34STATUS
STATUSAT LAST!
21:32FIXED
FIXEDLinker works nows
21:26FIXED
FIXEDNeil did not recognize a few of its keywords as such.... (although it never caused trouble, but still)
21:25BUG
20:40TEST
TESTTake MCM
20:39FIXED
FIXEDa crapload of fixes....
19:37TEST
TESTTake I
19:37LINK
LINKAnd a link to the debugging system
19:28NOTE
NOTEAlthough 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!
19:27SCRIPT
SCRIPTGameVar system
16:06CONFIG
CONFIGI'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
16:05FIXED
FIXEDA little issue fixed on Directory extraction
16:01TEST
TESTTAKE VII
16:01FIXED
FIXEDIdentifier issue in New Game
16:01CONFIRMED
CONFIRMEDThat void worked
15:59TEST
TESTTAKE VI
15:59VOID
VOIDI think I avoided that
15:49TECHNO
TECHNOI 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....
15:48FUCKYOU
FUCKYOUTAKE V
15:48FORCE
FORCESo I forced a few things
15:48COCKROACH
COCKROACHIt just doesn't wanna work
15:41TEST
TESTTAKE IV
15:41HUH
HUHLittle conflict?
15:39TEST
TESTTAKE III
15:39FIXED
FIXEDI needed to import the mouse too
15:39FIXED
FIXEDIllegal function call
15:36TEST
TESTTAKE II
15:36LAZY
LAZYThis should cover that up... A few aliases :P
15:36BUG
BUGAh!
15:34TEST
TESTOf course "TAKE I" as I do not know at all if this even works at all ;)
15:09NOTE
NOTEOnce the "New Game" section is fully operational, I can fire the official starting shot as then we can finally get to the game itself
15:09LINK
LINKAnd I've linked that to the "New Game" menu item
15:08NEIL
NEILScript written that will chain the game to the New Game flow
14:52SCRIPT
SCRIPTI've set up the first stage of the New Game script... Please note this stage is nothing more but a welcoming note, but still....
13:18C++
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
13:15TECHNO
TECHNOEspecially 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 = -
23:36SITE
SITEExtra icons for this devlog active
23:27DEBUG
DEBUG"Bye" command
23:27FIXED
FIXEDmodule 255 bug in Neil?
23:02TEST
TESTTake V
23:02FIXED
FIXEDSyntax error
22:59TEST
TESTTake IV
22:59FIXED
FIXEDlink ending
22:59FIXED
FIXEDEgg
22:56TEST
TESTTake III
22:56FIXED
FIXEDNope! Nope! Nope! But I got the bugger now!
22:56TEST
TESTTake II
22:55VOID
VOIDI hope I voided this for now
22:54BUG
BUGWhatever?
22:53TEST
TESTTake I
22:53STATUS
STATUSIt's not yet tested, so that will be the next step!
22:53DEBUG
DEBUGI've set up my debug console interpreter...
22:16JCR6
JCR6Now, to stick with the facts I just rebuild the ARF file
22:15LINK
LINKI've linked this now to the Apollo system
22:12LUA
LUARight, deftable has been added
21:51LUA
LUAWorked on Neil
20:39FIXED
FIXEDFINALLY!
20:26FUCKYOU
FUCKYOUDang!
20:26COCKROACH
COCKROACHMUST be... but what is possible and what happens are two different things I see on the background of my screen
20:25FIXED
FIXEDWell one strange has should be fixed now
20:22INVESTIGATION
INVESTIGATIONTook me tons of takes to get to the bottom of this and I can't log them all
20:22FUCKYOU
FUCKYOUtons of made up errors
19:38STATUS
STATUSAnd that concludes THIS part of the story
19:38JUDGMENT
JUDGMENTRight-o
19:37TEST
TESTTake XXV
19:37CONFIG
CONFIGSo a bit more was needed
19:37COSMETIC
COSMETICYet not good enough
19:37JUDGMENT
JUDGMENTbetter
19:35TEST
TESTTake XXIV
19:35COSMETIC
COSMETICMore size
19:34TEST
TESTTake XXIII
19:34FIXED
FIXEDSyntax error
19:33TEST
TESTTake XXII
19:33COSMETIC
COSMETICCoordinate fixups
19:17CONFIRMED
CONFIRMEDAT LAST!
19:15TEST
TESTTake XXI
19:15FIXED
FIXEDI see now
19:08TEST
TESTTake XX
19:08STATUS
STATUSWe're getting somewhere now, though
19:08FIXED
FIXEDIllegal call
19:06TEST
TESTTake XIX
19:06FIXED
FIXEDI think?
19:06BUG
BUGNon-existent module member?
19:05TEST
TESTTake XVIII
19:05FIXED
FIXEDI fixed that
19:03INVESTIGATION
INVESTIGATIONWell, it appears that the required parameters did not make it through somehow
19:02BUG
BUGWell, the bug is now in the console, but that's another story
19:02HUH
HUHAnd suddenly it works?
19:02TEST
TESTTake XVII
19:02DEBUG
DEBUGExtra data in C++
18:59MYSTERY
MYSTERYThings appear to get odd when multiple keys are pressed at once
18:57C++
C++And compile the entire engine, but hey, maybe we're getting somewhere now? (I hope)
18:57EXPERIMENT
EXPERIMENTI need to try this
18:55BUG
BUGHowever it reports the stuff like it were keyhits and not keydowns
18:55DEBUG
DEBUGI undummied the log and now I do see that some progress HAS been made
18:53COCKROACH
COCKROACHSIGH!
18:53FUCKYOU
FUCKYOUgood
18:53FUCKYOU
FUCKYOUNo
18:53FUCKYOU
FUCKYOUSTILL
18:52TEST
TESTTake XVI
18:51EXPERIMENT
EXPERIMENTThe Goddess Now, I gotta see then if THIS takes the cake.... :-/
18:49COCKROACH
COCKROACHAstrilopup Still no good however
18:46TEST
TESTSue Take XV
18:46STATUS
STATUSBakina Of course, the question is now... Does it work now?
18:44DUMMIED
DUMMIEDKota I've dummed the debug line causing the loads of output... If everything works now things should be ok... right?
18:43EXPERIMENT
EXPERIMENTReggie I've altered the script and I gotta see if this does something
18:42RESULT
Admiral Lovejoy I guess THAT explains.... The names given are completely written out, I see
18:42INVESTIGATION
INVESTIGATIONAdmiral Johnson I've put in some extra debug features to sort that one out!
18:27RESULT
Briggs It appears SDL doesn't understand the keynames I asked about
18:26TEST
TESTDr. Sal’pr’drita Take XIV
18:26INVESTIGATION
INVESTIGATIONRolf I need to find out more, so more debug data to the output
18:24MYSTERY
MYSTERYXenobi NONE of the keys required to activate the console register
18:23TEST
TESTFoxy Take XIII
18:23DEBUG
DEBUGYirl 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
18:21TEST
TESTExHuRU Take XII
18:21EXPERIMENT
EXPERIMENTCrystal I'll try to get this done on another way
18:19INVESTIGATION
INVESTIGATIONWendicka The system does show we ARE in development mode
18:17TEST
TESTTake XI
18:15ANNOUNCEMENT
ANNOUNCEMENTCrystal McLeen - Big alternate Behold Crystal McLeen... ;)
18:15BUG
BUGDebug features do not appear to work at all (they are ignored)

I need to sort out why

17:58TEST
TESTTake X
17:58FIXED
FIXEDFont reference?
17:55TEST
TESTTake IX
17:54FIXED
FIXEDIllegal function definition
17:53TEST
TESTTake VIII
17:53FIXED
FIXEDI hope
17:53COCKROACH
COCKROACH.....
17:52TEST
TESTTake VII
17:52FIXED
FIXEDBad loadstate request
17:51TEST
TESTTake VI
17:50COCKROACH
COCKROACHSo there was still one more, eh?
17:50TEST
TESTTake V
17:50FIXED
FIXEDUnknown identifiers
17:46TEST
TESTTake IV
17:45SOLVED
SOLVEDAh! I found out what cases THAT one!
17:45HUH
HUHIllegal instruction?
17:42TEST
TESTTake III
17:42GENERATION
GENERATIONThat only required me to regenerate a new ARF
17:42FIXED
FIXEDByte was not recognized as type by Neil
17:40TEST
TESTTake II
17:40STATUS
STATUSThe code compiles....
17:38VOID
VOIDThat 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...
17:25FAILURE
FAILUREWell I guess it wasa mistake to rely on Microsoft anyway, eh?
17:25FAILURE
FAILUREand even their own guidelines don't work so it seems....
17:24FAILURE
FAILUREAnother "deprecation" error (read: Microsoft trying to kill C++)
17:22BUG
BUGstill no good!
17:22C++
C++Let's compile again to see what happens now
17:22FIXED
FIXEDMore of those
17:22FIXED
FIXEDForgotten "std::" I hate that namespace
17:21STUPIDITY
STUPIDITYI forgot to check the compiler's error log!
17:20BUG
BUGError: Module Events does not have an element named: KEYBYNAME

Hmm... did I forget to compile or something cheesy like that?

17:19UPDATED
UPDATEDProject file
17:18C++
C++Oh yeah, I forgot to menton that I also did a quick key recognizer
17:18NOTE
NOTEAnd I expect tons of trouble
17:18TEST
TESTTake I
17:17LINK
LINKMain menu linked
17:16STATUS
STATUSIt 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
17:16LINK
LINKI've set the link to the console
16:34FONT
FONTFont transferred from the Bubble MonoGame project... Hey it's a good font, and I don't need to defend myself for the MonoGame crew
16:33TECHNO
TECHNOWhich I will this time entirely write in script
16:33DONE
DONEStart to a debug console
13:51TECHNO
TECHNOMakes transferring stuff also easier
13:50NOTE
NOTEOr at least not my MAIN hard drive....
13:50NOTE
NOTEI simply don't wanna use my harddrive for this....
13:50CONFIG
CONFIGPreparations for savegames
12:49NOTE
NOTEUnfortunately, 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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