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
13:15GENERATION
GENERATIONRequires another script generation... A smaller one this time, though
13:14FIXED
FIXEDBroken IAA record
13:13HUH
HUHBakina And the spellani is also called even after rejection.... That should not happen
13:13HUH
HUHSomething went wrong with the SpellAni linkup
13:09TEST
TESTTake XIX
13:09STUPIDITY
STUPIDITYSomething I should not have forgotten, but you know how some things go, eh?
13:08FIXED
FIXEDLinkup issue in items linker
12:55TEST
TESTTake XVIII
12:55STATUS
STATUSWell what should be and what is are often two different things, and hardly related at all, so I gotta test stuff out now,eh?
12:55LINK
LINKAnd that should link everything together ready to resume the testing
12:54SCRIPT
SCRIPTGeneral healing effect
12:49GITHUB
GITHUBAn updata on MyData that might be years overdue (oops)
12:38FIXED
FIXEDAnd fixed a few bugs that were in the original code, which were only a minor thing in Dyrt, but would be really terrible for Star Story
12:36SPELLANI
SPELLANIFoxy I've copied the "glitter" effect from Dyrt and adapted the code a little
12:01STUDY
STUDY Wendicka Yikes.... What was my original engine a primitive one.... Having a separate spellani for group and single healing, why with my current technology that is no longer needed.... Well, I think I know a way to cover this... It's dirty, but it saves me the trouble to go through all records one by one
11:58NOTE
NOTE All I can check now is if the game doesn't crash on that particular thing.... The items I got now are still a bit dependent on a non-existent SpellAni script, so I guess I need to cover that first
11:57DONE
DONEAn item should now be taken away from you if you use one
- = 8 Feb 2021 = -
23:57STATUS
STATUSThe game will (for safety reason) still crash, as there are still a few important things to be done, but the basis works now, which is good... right?
23:56DUMMIED
DUMMIEDNo longer needed debug lines
23:56CONFIRMED
CONFIRMEDthat works
23:51TEST
TESTTake XVII
23:51FIXED
FIXEDCode typo
23:47TEST
TESTTake XVI
23:47SOLVED
SOLVEDI think
23:40TEST
TESTTake XV
23:40INVESTIGATION
INVESTIGATIONWhat I did see though is that the hovering does always return false when used on the heroes... Even on briggs, yet why he still seems targetable and the girls appear not is still beyond me
23:39FIXED
FIXEDKota No icon for Guard
23:33TEST
TESTTake XIV
23:33FIXED
FIXEDC-String issue
23:31TEST
TESTTake XIII
23:31VOID
VOIDGRRR!
23:28TEST
TESTTake XII
23:28DEBUG
DEBUGI've added an extra debug line that must gimme a few answers
23:25BUG
BUGBut the question is still how come that Wendicka and Crystal are not being targeted
23:25FIXED
FIXEDIndiscriminate error
23:22TEST
TESTTake XI
23:22FIXED
FIXEDDoes it work now?
23:22FUCKYOU
FUCKYOUFix ignored
23:22TEST
TESTYirl Take X
23:15FIXED
FIXEDThe Goddess I think I fixed that target issue... well part of it, as it appears that both Wendicka and Crystal are untargetable from the start... but why
23:05TEST
TESTTAKE IX
23:04ABILITY
ABILITYGuard - Will always miss for now, but that will make it easier not to let Briggs to be in my way
23:01HUH
HUHI could select the enemy and Briggs, but not Wendicka and not Crystal... WTF is going on here?
23:01TEST
TESTTake VIII
22:54FIXED
FIXEDPrefix issue?
22:32TEST
TESTTake VII
22:32FIXED
FIXEDDid I fix the argumentation?
22:29TEST
TESTTake VI
22:29FIXED
FIXEDLinkup elsewhere faulty
22:28FIXED
FIXEDCancel feature did not properly link back to the combat
22:23TEST
TESTReggie Take V
22:23FIXED
FIXED?
22:23FUCKYOU
FUCKYOUAARGH!
22:19TEST
TESTTake IV
22:19VOID
VOIDWell?
22:16TEST
TESTTake II
22:16FIXED
FIXEDCRAP!
22:11TEST
TESTTo work or not to work... that's the question

Take I

22:11LINK
LINKI've linked everything together now
20:07OFFTOPIC
OFFTOPIC

Are you also tired of corona? We got over 30 other kinds of beer.

18:59ENHANCEMENT
ENHANCEMENTAlthough I think this is better
18:56NOTE
NOTE This should affect both items and abilities, but the latter cannot yet be checked
18:56SCRIPT
SCRIPTCancel function
17:04CHECKED
CHECKEDExHuRU I did check out a few things
15:09OFFTOPIC
OFFTOPICAstrilopup Sometimes MAGA idiots know how to amuse the MAGA opposers :P

Come one, this is just funny :P

12:15STATUS
STATUSIt works the way it has to work for now, but there is still a lot of work to be done here.... :-/
12:00TEST
TESTTake VI
12:00FIXED
FIXEDAH!
11:58TEST
TESTTake V
11:58FUCKYOU
FUCKYOUWhat is happening here?
11:50TEST
TESTTake IV
11:50FIXED
FIXEDSyntax error in Field Menu script
11:46TEST
TESTTake III
11:46FIXED
FIXEDIdentifier issue
11:46TEST
TESTAdmiral Lovejoy Take II
11:18FIXED
FIXEDScope error
11:18TEST
TESTTake I
11:16STATUS
STATUSSince there's no link back, calling for items basically ends the game for now, but still I can test stuff out, and that is what I will do
11:11LINK
LINKThe link to the selector has been made already, and should even work, however there is still a lot to be done.
11:11SCRIPT
SCRIPTScripted the functions that can be used to link the item selector to the combat flow
- = 7 Feb 2021 = -
23:40NOTE
NOTE Some unexpected stuff came in my way today, so I couldn't do as much as I planned
23:35CONFIG
CONFIGSet up for usage of items, ARMS and abilities in combat.... This setup will aslo help in switching party members
23:32OFFTOPIC
OFFTOPICLOL

- = 6 Feb 2021 = -
1:12STATUS
STATUSWe'll see I guess...
1:12STATUS
STATUSI think either items or abilities should be next
1:10FIXED
FIXEDColor changes on combatant actors due to "hurt" messages should not happen
1:08CONFIRMED
CONFIRMEDIt works
1:02TEST
TESTTake V
1:02FIXED
FIXEDCrystal ???
0:59TEST
TESTSue And that brings us to

Test IV

0:59VOID
VOIDNo "Cast" for Briggs
0:55TEST
TESTTake III
0:54FIXED
FIXEDMissing underscores
0:51TEST
TESTTake II
0:50FIXED
FIXEDDupe declaration
0:49TEST
TESTLet's see if that works the way it should, eh?
0:49LINK
LINKLinked to the combat menu
0:48ABILITY
ABILITYReload
0:24SCRIPT
SCRIPTAdmiral Johnson Reload effect
- = 5 Feb 2021 = -
22:36FIXED
FIXEDOf course!
22:36FUCKYOU
FUCKYOUSyntax error
22:34TEST
TESTAnother quick test!
22:34NOTE
NOTE And as in the original game, the ammo does NOT reset in the hard mode
22:34NOTE
NOTE This does NOT count for Crystal's ARMS, only for the hand weapons that replace regular attacks
22:33FIXED
FIXEDAmmo reset at the start of each battle
22:31CONFIRMED
CONFIRMEDClose, but no cigar.... not yet!
22:28TEST
TESTLet's see now!
22:28FIXED
FIXEDIt actually appears that the not going down of ammo wasn't the result of a yet unscripted part, but of a bug... Congratulations, Jeroen!
20:56STATUS
STATUSI think the next stop will be bullet subtraction and reloading
20:56CLOSED
20:56CONFIRMED
CONFIRMEDRight!
19:05TEST
TESTAnd let's see how things turn out now, eh?
19:04FIXED
FIXED#68 Defense stat was not properly compiled... It should be now
18:48VOID
VOIDWendicka Thanks to an issue in the Neil syntax when it comes to numbers as .1212 (the 0 must always come first in Neil... Not sure what to do to fix this).
18:48CONFIRMED
CONFIRMEDBakina #68 - Indeed the damage done was indeed way too high
18:45TEST
18:45DEBUG
18:45INVESTIGATION
18:41CLOSED
17:35TEST
17:34DONE
17:31SCRIPT
SCRIPTA table for storing status change data
13:49STATUS
STATUSBriggs time for a break
13:48CONFIRMED
CONFIRMEDAT LAST!
13:45TEST
TESTWell?
13:23OFFTOPIC
OFFTOPIC
13:21FIXED
FIXEDAnd that should also fix the enemies that do not always appear even when they should
13:20FIXED
FIXEDCase issue in Kthura for C++
13:15DEBUG
DEBUGmore debug
13:09DEBUG
DEBUGWTF is going on here?
13:00TEST
TESTWell?
13:00DEBUG
DEBUGLet's narrow things down a bit
12:57TEST
TESTAnd how about now?
12:57COCKROACH
COCKROACHGRRR!
12:46TEST
TESTLet's see
12:46DONE
DONEI've set an "Always" field to enemies on the field guaranteeing they always appear. This is in order to make sure the enemy tutorial doesn't go off in an empty room, which would be quite ludicrous
12:19FIXED
FIXEDMonster should also disappear from the map after defeat
12:07CONFIRMED
CONFIRMEDAlmost there.
11:39TEST
TESTTake III
11:39CONFIRMED
CONFIRMEDKota The error does however confirm that the main issue appears to be fixed, but I gotta test more to make sure!
11:38FIXED
FIXEDOld code typo...
11:34TEST
TESTTake II
11:34FIXED
FIXEDScope issue
11:30TEST
TESTTake I
11:30FIXED
FIXEDAnd should fix this issue
11:30SCRIPT
SCRIPTThis has been don enow
11:30INVESTIGATION
INVESTIGATIONDr. Sal’pr’drita Enemy freeze examined... Yes, I didn't yet completely work out the conflict prevention routine....
1:52STATUS
STATUSThe Goddess Okay, that's in order for now... The next challenge will be why all enemies deactivate after combat as that is really puzzling me, but it's time to have break now... Be back soon
1:45TEST
TESTTake VI
1:45COSMETIC
COSMETICspeed and y coordinate reconfigured
1:44FIXED
FIXEDLevel number didn't increase
1:40TEST
TESTTake V (I forgot to mentio take IV)
1:40COSMETIC
COSMETICangle fix?
1:40FIXED
FIXEDExperience bar must reset after leveling up
1:34FIXED
FIXEDAnyway, it's fixed now!
1:34HUH
HUHWTF? How did that tag get like that?
1:33TEST
TESTTake III
1:33FIXED
FIXEDScope error
1:29TEST
TESTTake II
1:29FIXED
FIXEDDeclaration issue
1:25TEST
TESTTake I
1:25SCRIPT
SCRIPTLevel Up has been implemented for the front row
- = 4 Feb 2021 = -
23:12STATUS
STATUSI am first gonna see if I can make Wendicka and Crystal actually gain levels
23:12BUG
BUG#70 - Later concern, but I must sort it out!
23:12JUDGMENT
JUDGMENT Reggie Better
23:05TEST
TESTTake X
23:05EXPERIMENT
EXPERIMENTLet's try this
23:04JUDGMENT
JUDGMENT Not quite
22:54TEST
TESTTake IX
22:54EXPERIMENT
EXPERIMENTLet's see what happens now then?
22:51JUDGMENT
JUDGMENT Astrilopup Rolf Does a bit batter on the rotation, but there is some question about the hotspot I think
22:44TEST
TESTTake VIII
22:44COSMETIC
COSMETICSped up "You win" animation
22:43EXPERIMENT
EXPERIMENTI see rotation is still a bit of an issue
22:35LAZY
LAZYExtra property
22:25TEST
TESTTake VII
22:25TECHNO
TECHNONormally not possible in Neil, but the linkup with C++ can something cause this to happen
22:24FIXED
FIXEDCase error
22:19TEST
TESTTake VI
22:18FIXED
FIXEDError in Apollo Glue code
22:17FIXED
FIXEDError in boolean expression checking victory
22:02TEST
TESTTake V
22:02FIXED
FIXEDBad boolean expression
22:01TEST
TESTTake IV
21:57FIXED
FIXEDYawn
21:25TEST
TESTTake III
21:25FIXED
FIXEDHuh?
21:17TEST
TESTTake II
21:17VOID
VOIDVoided that! (This is Microsoft's failure not mine, so I refuse to speak of a fix)
21:16FAILURE
FAILUREAdmiral Lovejoy This is what I hate about MS-DOS and systems derived of it..... backslashes where slashes should have been used in stead!
21:06TEST
TESTIn the meantime I can prepare for take I, though
21:06DONE
DONEAnd put some snert on in my kitchen in order to eat
21:06DONE
DONETaken a break
19:24LINK
LINKSue Linked
19:19SCRIPT
SCRIPTXenobi The Victory Screen has been scripted
17:50VISUALSTUDIO
VISUALSTUDIOFor starters recompiling Apollo
17:50STATUS
STATUSBut before that a lot needs to be done first
17:49APOLLO
APOLLONo telling if it works,yet, but the upcoming tests will tell... Likely
17:49NEIL
NEILGlue code
17:40C++
C++Well yeah, I did have to prepare Apollo for that.... Not fully there yet!
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