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 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 |
15:41 | FUCKYOU |  Static issue |
15:15 | TEST |  Take V |
15:15 | CHECKED |  Log does indicate the shooter did indeed activate |
15:14 | FIXED |  Done now |
15:14 | STUPIDITY |  Cycle function not included |
15:14 | SOLVED |  Oh, wait I think I already found out |
15:13 | DEBUG |  Let's see why shooting doesn't take place |
15:12 | CONFIG |   Slowed the UFO |
15:11 | BUG |   It also doesn't shoot, and that's more terrible |
15:11 | UNDESIREABLE |  Now the UFO goes too fast, but that's easy to take care of! |
15:09 | TEST |  Take IV |
14:48 | FIXED |   Syntax error due to a code typo |
14:45 | TEST |  Take III |
14:44 | FUCKYOU |  Dang! |
14:31 | TEST |  Take II |
14:31 | FIXED |  Scope Error |
14:29 | TEST |  Take I |
13:56 | NOTE |  As the links link to non-existing stuff now, their activation will cause an error, but that's not the issue right now! |
13:56 | LINK |  EndGame Linkups |
13:55 | SCRIPT |  Checking for end game |
13:55 | CONFIG |  Sped things up a bit |
13:54 | SCRIPT |  Firing projectiles should work now |
13:48 | JUDGMENT |  Basically it works as it should, but the flight speed of the UFO is terribly slow, so I need something to make that quicker somehow |
13:12 | TEST |  Take TWO! |
13:11 | FIXED |   Alrighty |
13:11 | SITE |  Due to that I had to first sort a few things out here, as git got acting up on me because of that |
13:11 | FAILURE |  A I/O error on my device? |
13:08 | TEST |  Take ONE! |
12:17 | FAILURE |  Ctrl-X I see the text disappear, and yet when pasting old clipboard data appears.... This system really is busted! |
12:17 | FAILURE |  Embedding tweets appears to cause issues. Just linking then Link |
12:13 | SCRIPT |  And besides... I also added the needed class, and I wanna make sure no parse errors live in there, before I start using it |
12:12 | NOTE |  Shooting itself won't happen yet.... Something as trivial as just a flying UFO can sometimes be enough for tons of bugs |
11:50 | SCRIPT |  the ship which should kill the NIM-actors should now fly over, but not yet shoot |
- = 29 Apr 2021 = - |
22:46 | FAILURE |  Stuff acts up on me... okay |
17:06 | STATUS |  The shooting itself does not yet take place, but that's a later concern |
17:06 | SCRIPT |  Removal can be selected |
15:55 | FIXED |  Stuff |
15:25 | SCRIPT |  Hover shoot |
14:31 | STATUS |  FINALLY! |
14:30 | VOID |  Alright, alright, already! |
13:51 | VOID |  ? |
13:51 | HUH |  ? |
13:03 | C++ |  Flush API |
13:00 | FIXED |  Some identifier issues |
12:26 | SCRIPT |  Row choosing player |
11:55 | AI |   Added the situation in any of the rows have zero.... I really forgot to take that one in order, that would have lead to crashes later (or stupid moves) so I got that one covered now! |
11:06 | C++ |  GetChar() API function |
- = 28 Apr 2021 = - |
23:39 | STATUS |   FINALLY! |
23:34 | FIXED |  2x Syntax Error |
23:30 | MUSIC |  Overworld linked to NIM game |
23:30 | FIXED |  Identifier issues |
23:22 | FIXED |  Scope error |
23:11 | SCRIPT |  Row selection |
21:54 | PLAN |   Now the plan is to make it possible to select the row and the number to shoot by either using the mouse or the keyboard. Just what the player prefers |
21:53 | COSMETIC |  Coordinate correction |
21:20 | FIXED |  Fuck you! |
21:13 | SCRIPT |  "Which row?" |
20:59 | FIXED |  Man record error |
20:13 | FIXED |  Of course! |
20:13 | FUCKYOU |   code typo |
20:10 | FUCKYOU |  Dang! |
20:04 | FIXED |  Oops |
20:00 | SCRIPT |  A bit more scriptups |
0:33 | TEST |  Take XXIII |
0:33 | FIXED |  AAARGH! |
0:32 | TEST |  Take XXII |
0:32 | NOTE |  Now the player would never get this error (as it's a debug cheat thing), but still it's handier this way |
0:32 | FIXED |  Extra code to fix this crap |
0:31 | C++ |  API changeups |
0:31 | SOLVED |  I see |
0:26 | TEST |  Take XXI |
0:26 | EXPERIMENT |  Let's see.... |
0:25 | HUH |  "Get Member Out of Range (1:0)" |
0:18 | TEST |  Take XX |
0:18 | COSMETIC |  Fine tuning |
0:18 | JUDGMENT |  better, but not good enough |
0:15 | TEST |  Take XIX |
0:15 | EXPERIMENT |  let's see what happens this way |
0:10 | TEST |   Take XVIII |
0:10 | FIXED |  Okay, then |
0:10 | FUCKYOU |  "Static" |
0:08 | TEST |   Take XVII |
0:07 | FIXED |  Small issue |
- = 27 Apr 2021 = - |
23:42 | FAILURE |  HA HA! 
|
20:25 | COSMETIC |  "Loading" |
19:49 | TEST |   Take XVI |
19:49 | DEBUG |   Some debug to get more sight on the situation |
19:47 | FIXED |  I think I fixed ... part of the problem |
19:46 | RESULT |  Klopt genne jota van! 
Helemaal niks! |
19:42 | TEST |  Take XV |
19:42 | DEBUG |  This was something to be done anyway, but this may also help me debug a few things |
19:42 | DONE |  Added row numbers |
19:40 | BUG |  Well, interesting all I see is a brown square, but that's not what I want to see |
19:35 | NOTE |  I hate conspiracy theories, but come on, let's face it... 
|
19:23 | TEST |  Take XIV |
19:23 | FIXED |  RUND! |
19:21 | TEST |  Take XIII |
19:21 | FIXED |   Another |
19:21 | TEST |  Take XII |
19:17 | FIXED |  Wrong instance |
19:13 | TEST |  Take XI |
19:13 | HUH |  What the? |
19:02 | TEST |   Take X |
19:02 | FIXED |  Bad instance member |
18:19 | TEST |  Take IX |
18:19 | FIXED |  Code typo |
18:15 | TEST |  Take VIII |
18:15 | FIXED |  Missing properties |
18:14 | FIXED |  Missing link |
18:10 | TEST |  Take VII |
18:10 | FIXED |  Identifier issue |
17:42 | TEST |  Take VI |
17:42 | FIXED |  Another scope error |
17:38 | TEST |  Take V |
17:38 | FIXED |  Stupidity in debug |
17:36 | TEST |  Take IV |
17:36 | FIXED |  Scope error |
17:35 | DEBUG |  Quick start NIM |
17:33 | NOTE |  However a syntax error gets in my way |
17:33 | CONFIRMED |  Link up seems to work |
17:30 | TEST |  Take III |
17:30 | FIXED |  Inclusion error |
16:36 | TEST |  Take II |
16:36 | FIXED |  That should fix stuff |
16:35 | LINK |  Yeah, that was stupid |
16:35 | MAPSCRIPT |  NIMLINK |
10:45 | STUPIDITY |   And I forgot some crucial parts.... Figures! |
10:39 | TEST | |
10:38 | NOTE |  The game will not yet work, only show some start work, but at least I can test the skeleton code out, as you'd be surprised how much can go wrong in this particular stage |
10:38 | LINK |  Link to the NIM Game the way it's now has been established |
10:34 | STATUS |  From this point I can write some linkup code in order to get this on the move |
10:34 | SCRIPT |  Set up the code to allow debugging and complete some UI things |
- = 26 Apr 2021 = - |
22:25 | GITHUB |  So I will update the repository now first |
22:25 | NOTE |  But I notice I am getting tired and that I can longer really focus anymore |
22:24 | STATUS |  Most of the pre-work has been done now |
21:41 | FAILURE |  Dat zo'n goeie zanger ZO DIEP kan zinken! IK BEN BOOS! 
|
21:11 | SCRIPT |   Some needed pre-work for the NIM-minigame |
19:34 | GENERATION |  Generated some quick code I needed to get the AI on the run |
13:07 | TEST |  Take III |
13:07 | FIXED |  Wendicka attacking Kota was too instant |
13:06 | STATUS |  But wait,there's more! |
13:06 | FIXED |  Kota only should allow Yirl on your first meeting |
13:05 | JUDGMENT |  Almost, but a few things are to be taken in order! |
12:59 | TEST |  Take II |
12:59 | FIXED |  Code typo |
12:57 | TEST |  Take I |
12:57 | NOTE |  And NOW we can start! |
12:57 | MAPSCRIPT |  Wendicka threatens Kota |
12:57 | NOTE |  Hold the show, I forgot something |
12:14 | STATUS |  Before I acutally begin on the NIM game, I first need to make sure all pre-stuff works the way it was intended |
12:14 | MAPSCRIPT |  All Pre-NIM stuff has been added now |
11:41 | MAPSCRIPT |  Pre-Enter Kota's house |
11:41 | FIXED |   Xenobi sprite error in Kota's house |
- = 25 Apr 2021 = - |
23:33 | FAILURE |  You can say about this man what you want, but you can't deny what he said here: 
|
23:05 | GITHUB |  Done! |
23:03 | GITHUB |  Time to update the on-line repository, eh? |
22:37 | CONFIRMED |   And Wendicka can now indeed learn "Vitalize" |
22:37 | CONFIRMED |  Instant works now |
22:24 | DEBUG |  I see..... |
22:19 | TEST |  Take III |
22:19 | DEBUG |  Let's see then... |
22:19 | COCKROACH |  nope |
22:16 | TEST |  Take II |
21:50 | FIXED |  I think I found the little devil |
21:23 | INVESTIGATION |  Why? |
21:23 | BUG |  Okay, Xenobi does NOT what he is supposed to do |
21:21 | TEST |   Testing is of course in order..... Take I |
21:19 | CHARACTER |  Xenobi will now teach Wendicka the "Vitalize" spell if all of these conditions are met: - Wendicka is level 50 or higher
- Xenobi obtained that spell himself
- The Black Castle has been completed
- The Goddess has escaped Wendicka's body
|
18:46 | FIXED |  Missing return in upgrade move of Leopards |
10:06 | FIXED |  NIL <=> Neil conflict In Foxy's Smoke Bomb spellani |
10:00 | FIXED |  DA FUUUUUUUUUUUUUCK! |
9:56 | FIXED |  Bad randomizer |
9:47 | FIXED |  math issue in Foxy's pickpocket move |
9:47 | BUG |  As feared "GrabScreen" does NOT work the way it should. SDL2 documentation was already very very vague on this.... Now this is of lesser importance now, but something I must look at... If worst comes to worst, I may need to come up with another quake animation.... |
9:41 | FIXED |  Wrong class |
0:10 | FIXED |   Scope error |
- = 24 Apr 2021 = - |
23:33 | HUH |  WTF? |
23:09 | TEST |   Take II |
23:09 | FIXED |  Identifier issue |
23:03 | TEST |  Let's go! Test I |
23:03 | MAPSCRIPT |  Boss Eugorvnia Caves |
22:27 | NOTE |  I cannot yet test, this because I am dealing with an upcoming boss fight.... |
22:23 | NOTE |  I *HOPE* this works, but this is not yet tested. |
22:23 | SCRIPT |  Pickpocketing |
12:47 | CONFIRMED |  "Yes!" |
12:47 | TEST |  "Yes!" |
12:47 | TRANSFER |  "Yes!" |
0:58 | STATUS |  The next stop will be the boss in the Eugorvnia Caves |
- = 23 Apr 2021 = - |
21:58 | TEST |  I can only hope this works.... I will test the flower forest until the first teleport pad |
21:32 | TECHNO |  This was a pun to the Mac upgrade from Leopard to Snow Leopard during the development of the original game (which was developed on Mac back in the day). |
21:31 | SCRIPT |  Leopard => Snow Leopard |
20:42 | GENERATION |  Neg |
20:42 | APOLLO |  Project Update |
19:53 | TRANSFER |  Art Leopart |
19:42 | TEST |   Well, while testing the Flower Forest we'll find out, eh? |
19:42 | FIXED | |
14:58 | CONFIRMED | #93 - Hit % works |
13:36 | CLOSED | |
13:36 | JUDGMENT |  Eugorvnia doesn't look perfect, but this will have to do |
13:26 | TEST |  While I test if that upgrade works, some fixes in TQSG must have taken effect in Kthura, and I need to test this now if that fixes #116 in the process.... So I can test two issues in once |
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 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 |