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 |
22:19 | TEST |  Take VI |
22:18 | FIXED |  Error in Apollo Glue code |
22:17 | FIXED |  Error in boolean expression checking victory |
22:02 | TEST |  Take V |
22:02 | FIXED |  Bad boolean expression |
22:01 | TEST |  Take IV |
21:57 | FIXED |  Yawn |
21:25 | TEST |  Take III |
21:25 | FIXED |  Huh? |
21:17 | TEST |  Take II |
21:17 | VOID |  Voided that! (This is Microsoft's failure not mine, so I refuse to speak of a fix) |
21:16 | FAILURE |   This is what I hate about MS-DOS and systems derived of it..... backslashes where slashes should have been used in stead! |
21:06 | TEST |  In the meantime I can prepare for take I, though |
21:06 | DONE |  And put some snert on in my kitchen in order to eat |
21:06 | DONE |  Taken a break |
19:24 | LINK |   Linked |
19:19 | SCRIPT |   The Victory Screen has been scripted |
17:50 | VISUALSTUDIO |  For starters recompiling Apollo |
17:50 | STATUS |  But before that a lot needs to be done first |
17:49 | APOLLO |  No telling if it works,yet, but the upcoming tests will tell... Likely |
17:49 | NEIL |  Glue code |
17:40 | C++ |  Well yeah, I did have to prepare Apollo for that.... Not fully there yet! |
16:11 | OFFTOPIC | |
16:04 | TECHNO |  Now it is my plan to make the letters "You Win!" turn in scaled and rotating in the same manner as in the original game, however study is required, as I am not fully sure about how TQSG handles that, however since Kthura requires this, there must be a way, eh? |
16:02 | NOTE |  Please note, this routine has not yet been linked up in the main flow so whether or not a group has been defeated will (for now) not mean anything at all. |
16:01 | SCRIPT |  A checkup routine has been made to check if a team as or has not been defeated |
1:55 | NOTE |  Although the damage Briggs and the girls do is incredably high... Now Briggs is not really much wonder, but the girls.... I need to sort this out.... |
1:55 | JUDGMENT |  This seems about right |
1:54 | TEST |  Take XXXII |
1:50 | FIXED |  Experience didn't work, but I think I fixed that.... |
1:48 | CONFIRMED |  which finally works, but still.... |
1:48 | COSMETIC |  Speed up death animation for enemies |
1:34 | TEST |  Take XXXI |
1:34 | VOID |  Let's try this.... Does that void this issue? |
1:32 | FIXED |  Code typo |
1:27 | TEST |  Take XXX |
1:27 | FIXED |   I guess I'm getting sleepy |
1:20 | TEST |  Take XXIX |
1:20 | VOID |   Let's ignore this, shall we? |
1:19 | FUCKYOU |  fuckit! |
1:12 | TEST |   Take XXVIII |
1:12 | COSMETIC |  Does THIS slow down the death sequence? |
1:12 | FIXED |  AP going up forever where it should only happen once |
1:10 | BUG |  Not quite, but getting closer |
0:56 | TEST |  Take XXVII |
0:56 | VOID |  Random idiocy |
0:52 | TEST |  Take XXVI |
0:52 | FIXED |  Bad class member |
0:52 | FUCKYOU |  I am getting awfully tired of this |
0:42 | TEST |  Take XXV |
0:42 | FIXED |  Identifier conflict |
0:40 | TEST |  Take XXIV |
0:40 | LAZY |  Voided issues for the future |
0:31 | TEST |  Take XXIII |
0:31 | FIXED |  That SHOULD fix all that... At least I hope so... |
0:31 | LINK |  Call to function to check stuff out! |
0:30 | STUPIDITY |  Well, the latter was easy to explain I guess |
0:30 | BUG |  By why the enemy sprites don't collapse and disappear, THAT requires some thought.... |
0:29 | BUG |  Yet they still move over the guage, but that is not that strange as I still need to update that part |
0:29 | CONFIRMED |  At least I got it confirmed that dead enemies are no longer targetable by the player, which is a good thing.... |
0:28 | STATUS |  Not out of the crap yet.... far from it, actually |
0:24 | TEST | |
0:24 | FIXED |  I think? |
0:24 | ANALYSIS |  Code analysis |
0:21 | DEBUG |   I made myself a hitpoint overview |
0:19 | INVESTIGATION |  Well, I will need to give this a clear thought, my dear Watson! |
0:18 | CONFIRMED |  At least Wendicka gets her AP when Briggs attacks.... Hey, gotta make progress somehow, eh? |
0:18 | BUG |  Right the HP are not subtracted |
- = 3 Feb 2021 = - |
23:33 | TEST |  Take XXI |
23:32 | VOID |  That should do it! |
23:32 | FUCKYOU |  "No value"? |
23:30 | TEST |  Take XX |
23:30 | FUCKYOU |  VOIDED! |
23:30 | FUCKYOU |  NOT AGAIN! |
23:30 | TEST |  Take XIX |
22:27 | STATUS |  Bug I DO desperately need a break now, so I'll be back later! |
22:27 | DEBUG |  And a debug line has been added to see what is wrong |
22:27 | BUG |  I do have the feeling though, that HP is not properly being subtracted, or that death is not being counted, anyway stuff doesn't work the way it should |
22:25 | FIXED |  AP Up on actions didn't happen |
22:17 | TEST |  Take XVIII |
22:17 | FIXED |  ? |
22:08 | TEST |  Take XVII |
22:08 | DEBUG |  A debug line has been added to sort this one out! |
22:08 | HUH |  NOTHING AT ALL could have caused the error I see now to happen (Neil is protected against that, and the class has been checked too). |
21:56 | TEST |   Take XVI |
21:56 | FIXED |  Scope error |
21:56 | TEST |   Take XV |
21:48 | FIXED |  AP properties added |
21:48 | TEST |   Take XIV |
21:46 | FUCKYOU |  Oh really? |
21:40 | TEST |  Take XIII |
21:40 | FIXED |  Does THIS work then? |
21:33 | TEST |  Take XII |
21:33 | FIXED |  ! |
21:33 | FUCKYOU |  AAARGH! |
21:28 | TEST |  Take XI |
21:28 | FIXED |  Syntax error |
21:25 | TEST |  Take X |
21:25 | FIXED |  That's one.... And hopefully not more |
21:05 | STATUS |  Keeps one busy, eh? |
21:04 | BUG |  The heroes' side however..... |
21:04 | STATUS |  Right, the foes part really seems to be all unknown identifiers accounted for.... (About time) |
20:55 | TEST |  Take IX |
20:55 | FIXED |  NOW THEN? |
20:55 | COCKROACH |  Don't blame me for that |
20:55 | STUPIDITY |  I guess I'm not concentrating anymore |
20:55 | TEST |  Take VIII |
20:55 | FIXED |   .... |
20:49 | COCKROACH |  They just keep on coming! |
20:45 | TEST |  Take VII |
20:45 | FIXED |  GRRR! |
18:40 | TEST |   Take VI |
18:40 | FIXED |   Now then? |
18:40 | COCKROACH |  Apparently not |
18:36 | TEST |  Take V |
18:36 | FIXED |  All unknown identifiers accounted for? (At least in that particular script, as there are more) |
18:25 | TEST |  Take IV |
18:25 | FIXED |  Several unknown identifiers |
18:25 | TEST |  Take III |
18:20 | FIXED |  Scope error! |
18:15 | TEST |  Take II |
18:15 | FIXED |  Syntax error |
18:13 | TEST |  Take I |
18:13 | STATUS |  The time to test has begun..... |
16:08 | STATUS |  And I must take a break before I start testing... I expect no trouble, but hey... who knows, eh? |
16:07 | TODO | |
16:07 | NOTE |  I can only check whatever happens for Wendicka, however this should work now for the other characters too.... |
16:07 | SCRIPT |  AP should increase |
16:02 | NOTE |  However the level up system works seperately as it has to respond instantly, and that part has not yet been setup, so that will have to wait until later. |
16:01 | SCRIPT |   I've set up the system to count experience points for killing enemies |
15:41 | CHECKLIST | |
12:22 | DYRT |  Alright, that's all fixed, so let's move on to this project, shall we? |
10:37 | DYRT |  A bug has been discovered by a player of Dyrt... Now this was a Game Jolt user, so it's possible the bug has already been fixed, but hey, always investigate as I cannot remember that one |
0:29 | STATUS |  next stop: Killing the enemy |
0:28 | CONFIRMED |  Appears to be working now... At least |
0:10 | TEST | |
0:10 | FIXED |  Code order (oh my goodness) |
0:09 | TEST |  Take XIX |
0:08 | FIXED |  Hit/Miss check |
0:00 | JUDGMENT |  ALMOST THERE! |
- = 2 Feb 2021 = - |
23:55 | TEST |  Take XVIII |
23:54 | FIXED |  Glue Syntax error |
23:54 | TEST |  Take XVII |
23:52 | VOID |  Glue issue |
23:47 | FIXED |  Wrong variable type |
22:42 | TEST |  Take XVI |
22:42 | FIXED |  Issue in Neil |
22:25 | TEST |  Take XV |
22:25 | FIXED |  Oh well |
22:25 | MYSTERY |  How could the old code ever have worked... at all? |
22:18 | TEST |  Take XIV |
22:18 | FIXED |  Not really sure how this ever worked.... Oh well... |
22:09 | TEST |   Take XIII |
22:09 | FIXED |  Bad Class Field |
20:39 | TEST |  Take XII |
20:11 | STATUS |  And time for a break! |
20:11 | FIXED |  Bad field |
20:03 | TEST |  Take XI |
20:03 | LAZY |  Another problem solved |
19:59 | TEST |  Take X |
19:59 | FIXED |   Syntax error |
19:59 | VOID |  Succesful at least (I think) |
19:54 | TEST |  Take IX |
19:54 | NOTE |  this is terrible |
19:54 | VOID |  III |
19:37 | STATUS |  SIIIIIGH! |
19:37 | TEST |  Take VIII |
19:37 | VOID |  II |
19:37 | TEST |  Take VII |
19:37 | VOID |  I |
19:31 | TEST |  Take VI |
19:31 | VOID |  Issue |
19:31 | TEST |  Take V |
19:23 | TECHNO |  Well as far as you can speakof a "namespace" |
19:22 | FIXED |  Namespacing error |
19:16 | TEST |   Take IV |
19:16 | VOID |  Okay, that syntax is not yet really fantastico in Neil.... Oh well |
19:12 | TEST |  Take III |
19:12 | FIXED |  Scope issue |
19:12 | TEST |  Take II |
18:09 | FIXED |  Fix in Neil |
16:42 | NOTE |  But I knew he'd come so I don't blame him.... |
16:42 | SCRIPT |  Attacks should now actually cause pain... However, an important note.... this could not yet be tested due to a visitor coming at rotten timing |
13:48 | C++ |  Expansion for stat existence detection |
10:49 | FIXED |  I fixed the post-game map with that, which was layerless (Star Story is the ONLY project in which layerless maps were used a lot, as I already deprecated them when I began TFT REVAMPED, and only some maps I directly copied at the time are still layerless, since back then my engine did still support them |
10:43 | KTHURA |   I've added a feature in Kthura that will automatically convert layerless maps (which were already deprecated in BlitzMax and where henceforth removed when Kthura was transferred to C#, and will also not live on in C++) into maps with Layers. This I will only do for C# as the map editor is now written in that language and now able to fix these maps. As I don't expect this issue anymore in future projects, I will not put this into C++ even when the mapeditor gets a C++ remake (which is not unthinkable at this point, but not in the immediate planning). |
10:13 | FIXED |  C# Kthura will now too convert all layer names into uppercase variants, and with that the ties to the BlitzMax version should definitely be severed... Well.. I hope |
0:13 | STATUS |  And it will end here... (for now) |
0:13 | JUDGMENT |  better |
- = 1 Feb 2021 = - |
23:57 | FIXED |  Kthura issue with modifying scaling... This issue was there for quite awhile in the C# version of the Kthura Map Editor |
23:42 | FIXED |  Odd way the "hurt" messages came through |
23:35 | JUDGMENT |  Well that's most bugs accounted for, yet I do see a few issues, but those are issues on their own |
23:33 | TEST |  well? |
23:32 | FUCKYOU |  Some needless return statements.... YAWN! |
23:05 | STATUS |  But I seem to be making progress, so let's not whine |
23:05 | FIXED |  MOAR crap! |
23:04 | TEST |  GRRR! |
22:48 | FIXED |  Illegal class read-out |
22:38 | TEST |   Okay, that issue is fixed, but another one pops up |
22:34 | STATUS |  THIS is gonna take awhile |
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 |