| 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 | ||
| 22:04 | COSMETIC | |
| 21:57 | MAPSCRIPT | |
| 18:29 | TEST | Take VII |
| 18:29 | TEST | That should do it... I hope |
| 18:29 | CONFIG | Halved the duration |
| 18:24 | TEST | Take VI |
| 18:24 | CONFIG | |
| 18:23 | COSMETIC | |
| 18:23 | BUG | Gaat te snel en duurt te lang |
| 18:23 | JUDGMENT | |
| 18:23 | CONFIRMED | ![]() It works |
| 18:18 | TEST | ![]() Take V |
| 18:18 | FIXED | Code typo |
| 18:13 | TEST | Take IV |
| 18:13 | FUCKYOU | |
| 18:09 | TEST | Take III |
| 18:09 | VOID | And that should void the issue until a FIX can be found, but that is out of my hands |
| 18:09 | FUCKYOU | |
| 18:08 | SCRIPT | |
| 18:05 | VERIFIED | The negative versions do appear in my JCR file lists... good |
| 18:05 | POWERSHELL | |
| 17:36 | C# | |
| 17:31 | FAILURE | Wonderful SDL2 refuses to do what it has to do... The joke is... people on the internet claim this to be impossible... But here's the rub... a program I use to pre-render this, written in C# uses monogame to make this happen... MonoGame uses SDL2, so whatever SDL2 cannot do, MonoGame can't either... Why can MonoGame do something SDL2 can't? Yup, that canot be possible.... Why this happens this is beyond me, but it will have to be sorted out later.... |
| 16:54 | DEBUG | |
| 16:34 | VISUALSTUDIO | |
| 16:02 | BUG | That makes it clear stuff is NOT working the way it should under the hood |
| 16:02 | BUG | Total crash |
| 15:58 | TEST | Take II |
| 15:58 | STUPIDITY | |
| 15:57 | FIXED | Syntax error |
| 15:55 | TEST | ![]() Take I |
| 15:55 | STATUS | Time to resume the action |
| 14:39 | NOTE | |
| 14:39 | STATUS | I will test soon.... First I need a cup of coffee.... |
| 14:37 | SCRIPT | |
| 14:29 | NOTE | Yeah, this may finally allow me to get to see if the effect works... or not.... |
| 14:28 | SCRIPT | "Negative" view for enemies in action |
| 11:45 | CONFIRMED | All's well now! |
| 11:36 | TEST | Take IV |
| 11:36 | STATUS | All okay now? |
| 11:36 | FIXED | Astrilopup facing wrong direction |
| 11:35 | FIXED | Music issue? |
| 11:34 | FIXED | 2 Astrilopups now? |
| 11:34 | CONFIRMED | Scheduled event does work properly, though |
| 11:34 | BUG | Music doesn't change |
| 11:34 | BUG | Only one astrilopup, I asked for two |
| 11:33 | BUG | Astrilopup enemies facing into the wrong direction |
| 11:33 | CONFIRMED | Combat starts but |
| 11:30 | TEST | Take III |
| 11:30 | FIXED | Fuck you! |
| 11:28 | TEST | Take II |
| 11:28 | FIXED | Syntax error |
| 11:26 | TEST | Let's test - Take I |
| 11:26 | VOID | I voided a few bugs due to the wipe out feature that has been planned |
| 11:25 | CONFIG | |
| 10:53 | CONFIRMED | This appears to be working... cool |
| 10:53 | TEST | ![]() Take V |
| 10:52 | NOTE | |
| 10:51 | JUDGMENT | |
| 10:46 | TEST | Take IV |
| 10:46 | FIXED | ![]() Minor issue due to being too fast |
| 10:43 | TEST | ![]() Take III |
| 10:43 | DONE | |
| 10:25 | ANALYSIS | |
| 10:20 | BUG | Clearly not |
| 10:19 | TEST | Take II will serve to see if the Astrilopup removal was indeed permanent |
| 10:19 | FIXED | Code order |
| 10:16 | TEST | Take I |
| 10:16 | SCRIPT | |
| 10:16 | SCRIPT | |
| 10:15 | SCRIPT | |
| 9:45 | JCR6 | |
| 0:14 | STATUS | So far for today... I'll get into the actual fight and what happens after that tomorro! |
| 0:13 | STATUS | FINALLY! |
| 0:10 | TEST | Take IV |
| 0:10 | FIXED | ? |
| 0:05 | COCKROACH | Apparently not |
| 0:04 | TEST | Take III |
| 0:04 | FIXED | I think I found the "evil" |
| 0:02 | BUG | Interesting.... No text at all, just a blank textbox without only the header |
| 0:02 | TEST | Take II |
| 0:02 | VOID | Okay |
| 0:02 | FUCKYOU | Huh? |
| - = 11 Feb 2021 = - | ||
| 23:58 | TEST | Take I |
| 23:58 | SCRIPT | |
| 23:49 | STATUS | ![]() Just as I thought... The alternate font stuff is not yet coded..... No matter, that shouldn't be too hard (I hope) |
| 23:45 | MAPSCRIPT | The text prior to the Astrolpup fight should now pop up(the check if this has happened before does NOT YET tale place. This was done on purpose for debugging purposes). |
| 22:40 | LAZY | |
| 22:39 | TECHNO | In the old game they spawned on their respective spots, but that is too much of a bummer now |
| 22:39 | MAP | |
| 22:33 | FIXED | Dominance failure |
| 22:32 | LINK | |
| 22:29 | NOTE | |
| 22:29 | MAPSCRIPT | |
| 21:14 | STATUS | In the next room there's an encounter with two Astrilopups, resulting into a fight... That is my next target.... Once that is done I might do some more things on the combat engine, but the hard work there is now as good as done.... |
| 21:09 | NOTE | |
| 21:08 | NOTE | |
| 21:08 | SPELLANI | |
| 19:44 | STATUS | But that has to wait till later.... |
| 19:44 | STATUS | I will have to put in a spellani for photon gun.... (easy) |
| 19:44 | FIXED | Right that should cover the portrait issue |
| 19:43 | NOTE | |
| 19:41 | BUG | It appears a lot works, not not fully... not only does it copy the last hero's move, but even it's picture.... We can therefore safely state that things didn't go the way they should... |
| 19:38 | TEST | Take IX |
| 19:38 | CONFIRMED | Too little AP does indeed cause an ability to be cancelled |
| 19:37 | FIXED | ... |
| 19:37 | FUCKYOU | |
| 19:05 | TEST | Take VIII |
| 19:05 | FIXED | ![]() AHA! |
| 19:00 | TEST | Take VII |
| 19:00 | DEBUG | So i need to find out why the impossible still becomes possible |
| 19:00 | MYSTERY | The impossible happens |
| 18:46 | TEST | Take VI |
| 18:46 | FIXED | Code Typo in AI script |
| 18:44 | TEST | Take V |
| 18:43 | FIXED | Directory error |
| 18:41 | TEST | Take IV |
| 18:41 | FIXED | Syntax errors |
| 18:39 | TEST | Take III |
| 18:39 | STUPIDITY | |
| 18:37 | TEST | Take II |
| 18:37 | FIXED | Unknown identifier x5 |
| 18:33 | TEST | Take I |
| 17:52 | STATUS | I'll get to test this all out later! |
| 17:52 | LINK | |
| 17:51 | SCRIPT | |
| 17:19 | NOTE | |
| 16:25 | SCRIPT | |
| - = 10 Feb 2021 = - | ||
| 22:35 | NOTE | |
| 22:35 | SCRIPT | |
| 22:25 | LAZY | |
| 21:45 | CHECKED | |
| 21:42 | STATUS | Before I can code an AI though there is still a lot of crap to do |
| 21:30 | GENERATION | |
| 21:30 | C# | Now that took some work, but I got my foe-pre-compiler so far now that it will work out all actions, including the "system actions", which is something not used in the new version, but that is now all properly converted.Good! |
| 21:06 | STUDY | I've studied the data of the enemies in order to make sure I get the AI right |
| 21:06 | ABILITY | ![]() Attack |
| 16:34 | STATUS | Next stop: The Enemies Strike Back |
| 16:34 | TODO | |
| 16:32 | DONE | |
| 16:23 | TEST | Take XI |
| 16:22 | DONE | |
| 15:58 | TEST | Take X |
| 15:58 | LAZY | |
| 15:53 | TEST | Take IX |
| 15:50 | SPELLANI | |
| 13:50 | STATUS | Not a real problem though.... It's easy to adept stuff for this ;) |
| 13:50 | STATUS | Okay, the crash happening now had to happen as I didn't yet put the SpellAni in for Wendicka's only ability yet (the only one she has at her disposal at this point of the game, that is, as she'll gain more... of course). |
| 13:46 | TEST | Take VIII |
| 13:46 | VOID | This asks for dirty code straight from Hell |
| 13:43 | TEST | Take VII |
| 13:43 | FIXED | Not all lines using a corrected function were adapted yet |
| 13:39 | TEST | ![]() Take VI |
| 13:39 | FIXED | Non-existant function called? |
| 13:35 | TEST | Take V |
| 13:35 | VOID | Naah! |
| 13:35 | FUCKYOU | |
| 13:27 | TEST | Take IV |
| 13:27 | FIXED | Syntax error |
| 13:17 | TEST | Take III |
| 13:17 | FIXED | ![]() Bad Function setup |
| 12:37 | TEST | ![]() Take II |
| 12:37 | LAZY | |
| 12:33 | TEST | Take I |
| - = 9 Feb 2021 = - | ||
| 23:28 | STATUS | I must take my rest now, but I hope I can get the test on the move soon |
| 23:25 | DONE | |
| 23:20 | LINK | |
| 23:20 | CHECKLIST | |
| 23:17 | DONE | |
| 21:57 | CONFIRMED | That appears to be working |
| 21:53 | TEST | A little test |
| 21:53 | DONE | |
| 20:10 | STUDY | Here some workout is needed. |
| 18:12 | STATUS | Next stop, using spells/special abilities in combat. |
| 18:07 | CONFIRMED | All's cool now! Yay! |
| 18:02 | TEST | Take XXXII |
| 18:02 | FIXED | ![]() I think |
| 18:02 | STUPIDITY | |
| 18:02 | BUG | Not there yet though, as the inventory spook up is still an issue |
| 18:02 | CONFIRMED | Okay, that part is fixed |
| 17:59 | TEST | Take XXXI |
| 17:59 | POWERSHELL | |
| 17:59 | STUPIDITY | |
| 17:57 | TEST | Take XXX |
| 17:57 | FIXED | I think I got the bugger???? |
| 17:42 | TEST | ![]() Take XXIX |
| 17:42 | DEBUG | Extra line will have to give some clearance here |
| 17:42 | COCKROACH | Very well, resistance value is indeed 3, while it should be 6 |
| 17:36 | TEST | Take XXVIII |
| 17:36 | DEBUG | |
| 17:35 | COCKROACH | Nope... still damage |
| 17:32 | TEST | Take XXVII |
| 17:18 | GITHUB | |
| 17:14 | CHECKED | |
| 17:13 | NOTE | |
| 17:12 | FIXED | Ah, an error in the case statement |
| 17:11 | ANALYSIS | |
| 14:52 | STATUS | I only need to push that to later.... |
| 14:52 | BUG | Item gets picked up in the field menu, that should not happen |
| 14:51 | BUG | Healing damages in stead of healing |
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