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
14:10CONFIRMED
CONFIRMEDIt appears to be working, folks!
14:07TEST
TESTAstrilopup Take IV
14:07FIXED
FIXEDIllegal class usage
13:59TEST
TESTTake II
13:59FIXED
FIXEDA few faulty identifiers
13:19TEST
TESTXenobi Take I
13:19TECHNO
TECHNOBut at least I can start to test this part out!
13:19NOTE
NOTE Now the action will not take place... As a matter of fact, the hero in question will "freeze" 1 position after COM.... What comes next will be taken care of later
13:18SCRIPT
SCRIPTI've set the stuff that should happen once the targets have been selected and been confirmed
- = 21 Jan 2021 = -
22:49CONFIRMED
CONFIRMEDThat appears to work, I suppose
22:45TEST
TESTTake III
22:45FIXED
FIXEDCode typo
22:44TEST
TESTTake II
22:44FIXED
FIXEDAdmiral Lovejoy That was not good!
22:41TEST
TESTQuick Test
22:41SCRIPT
SCRIPTCanceling selecting target should now be possible by both hitting the red "X", as by pretting the right mouse button
19:00COSMETIC
COSMETICThis is for later, but I think it should definitely be done #57
18:28TEST
TESTTake IV
18:28COSMETIC
COSMETICAlignment issue fix
18:28JUDGMENT
JUDGMENT Almost there
18:26TEST
TESTTake Take III
18:26FIXED
FIXEDQuickMeta issue
18:26TEST
TESTSue Take II
18:23FIXED
FIXEDQuickMeta Definition wrong!
18:23TEST
TESTTake I
18:21NOTE
NOTE For now the "?" is the only thing I can test, but it's something!
18:21SCRIPT
SCRIPTThis has now been scripted
18:09NOTE
NOTE Foxy Yes, bosses you can take on again will be affected by this in the Casual Mode, and that is intentional
18:08NOTE
NOTE The same rules will apply as always. In the easy mode, the bar always shows... In the casual mode, the bar only appears if you've beaten the same enemy before (level won't matter), and in the hard mode the bar will never show.
18:08STATUS
STATUSNext stop the HP bar.... (if applicable)
15:45TEST
TESTTake XVIII
15:44FIXED
FIXEDFixed that, at least, but does that also fix the issue as a whole?
15:44SOLVED
SOLVEDOh, I think I see it... A syntax error Neil didn't detect?
15:44TEST
TESTTake XVII
15:44DEBUG
DEBUGhmmmm
15:42COCKROACH
COCKROACHWTF?
15:38TEST
TESTTake XVI
15:38EXPERIMENT
EXPERIMENTDifferent approach
15:38TEST
TESTAdmiral Johnson Take XV
15:36DEBUG
DEBUGI do need to see why the level color is wrong, though
15:34FIXED
FIXEDAT LAST!
15:32TEST
TESTTake XIV
15:32EXPERIMENT
EXPERIMENTPerhaps this would do it?
15:29INVESTIGATION
INVESTIGATIONBakina But why?
15:29CONFIRMED
CONFIRMEDJust as I suspected.... Clearing isn't done, at all
15:25TEST
TESTTake XIII
15:25DEBUG
DEBUGLet's see
15:15COCKROACH
COCKROACHNope.....
15:13TEST
TESTTake XII
15:13FIXED
FIXEDYirl I think I fixed the non-unselect issue
14:49TEST
TESTTake XI
14:49STATUS
STATUSI will later sort out why there's no unselect, plus I also need to see what happens when there are multiple targets, as it may not be so bad after all
14:48COSMETIC
COSMETICFirst the spacing, that's the easy part
14:47BUG
BUGAlthough I must also see why stuff is not being unselected as that should also happen
14:47JUDGMENT
JUDGMENT In essentials this works, however, I do need to space things out a little for readability reasons
12:52TEST
TESTTake X
12:52FIXED
FIXEDtoken error
12:48TEST
TESTTake IX
12:48FIXED
FIXEDIllegal class member
12:48FIXED
FIXEDA part of the problem I guess
12:46TEST
TESTTake VIII
12:46EXPERIMENT
EXPERIMENTI need to see if this works, but here goes nothing
12:42TEST
TESTTake VII
12:42DEBUG
DEBUGBriggs Lemme sort this out some more
12:42HUH
HUHKota Outcome here true, yet returned value is read as false?
12:37TEST
TESTTake VI
12:37FIXED
FIXED%s is for strings... not %d
12:36TEST
TESTTake V
12:36INVESTIGATION
INVESTIGATIONHopefully this will shine a light WHY this happens
12:35DEBUG
DEBUGAnother line
12:32ANALYSIS
ANALYSISApparently the hovering is to blame
12:27TEST
TESTExHuRU Take IV
11:16DEBUG
DEBUGThis debug line will have to explain a few things.
11:14INVESTIGATION
INVESTIGATIONWhy?
11:14BUG
BUGNOTHING happens at all
11:12TEST
TESTTake III
11:12FIXED
FIXEDBad Class Usage
11:10TEST
TESTTake II
11:10REMOVED
REMOVEDNeedless line
11:10HUH
HUHDAFUUUUCK?
11:07TEST
TESTTake I
11:07STATUS
STATUSWill it work?

I've seen more trivial things go wrong after all

11:05DONE
DONE"Icon" (if applicable otherwise lettertag), level, and name
1:05NOTE
NOTE No visual effects yet!
1:05FIXED
FIXEDAll crashes accounted for
1:03TEST
TESTReggie Take IX
1:03LAZY
LAZYFixed future issues
1:01TEST
TESTTake VIII
1:00FIXED
FIXEDDr. Sal’pr’drita Copy error
0:59TEST
TESTTake VII
0:59FIXED
FIXEDMissing properties
0:56TEST
TESTTake VI
0:56FIXED
FIXEDIllegal Class Index
0:39TEST
TESTCrystal Take V
0:39FIXED
FIXEDFixing a call causing errors based on outdated data in the process
0:39DATABASE
DATABASEA class export was required
0:37TEST
TESTTake IV
0:37FIXED
FIXEDClass fault
0:34TEST
TESTTake III
0:34VOID
VOIDIssue?
0:32TEST
TESTTake II
0:32FIXED
FIXEDHmpf
0:31TEST
TESTTake I
0:15NOTE
NOTE well it should.... I cannot check it as all code is for now "under the hood" code...
0:15SCRIPT
SCRIPTTargets selection works
0:03SCRIPT
SCRIPTTarget hovering detection
- = 20 Jan 2021 = -
23:50DATABASE
DATABASEAdmiral Lovejoy Done
23:49TECHNO
TECHNOIn order to keep the experience the same, I'll follow suit here, although I am thinking to add an "indiscriminate" feature in order to make it possible... Rather a safety pre-caution to save myself work later in the case I still need it
23:48CONFIRMED
CONFIRMEDYes, it is indeed a discriminating system... Which is to say odd, since the systam has clearly been designed to make indiscrimination possible... Oh well...
23:45STUDY
STUDY From what it looks like the Star Story target system does discriminate, or in other words, not allow moves to be on the target the move was not intended for... At least this goes for the all targets, but as far as I can check for single target moves as well.....
23:18TEST
TESTTake IV
23:18FIXED
FIXEDC-String format error
23:16TEST
TESTTake III
23:16FIXED
FIXEDRolf Identifier issues
23:14TEST
TESTTake II
23:14FIXED
FIXEDWendicka Action syntax error
23:12TEST
TESTDoes it work?

Take I

23:12LINK
LINKLinked to the input menu
23:12NOTE
NOTE is not operative yet, just a basis group, but you gotta start somewhere.
23:11SCRIPT
SCRIPTBasis target selector
20:39STATUS
STATUSFrom here I can start setting up a target selector
20:35NOTE
NOTE No visual effects yet, though
20:34SCRIPT
SCRIPTA base class has been set up for actions
19:53DATABASE
DATABASEI've added "dodgable" to the IAA database. This is because normal attacks should always be dodgable, but as normal attacks were not in the ability database in the original version, I had to make a workaround for this.
19:44TECHNO
TECHNOThis is a technical thing.... It will be easier to work this way...The only visual difference with the original game will be that "Shoot" will appear on screen
19:40ABILITY
ABILITYShoot
18:57FAILURE
FAILUREPerhaps itch.io needs better protection to prevent devlogs getting lost.... (unfortunately itch.io is not the only site with this unforgivable problem).
17:46TEST
TESTAdmiral Johnson Take IV
17:46LAZY
LAZYWhat?
17:46VOID
VOIDWhat?
17:46FIXED
FIXEDAuto fix zero ammo (saves me the trouble to fix save game files)
17:43TEST
TESTTake III
17:43VOID
VOIDYeah, what?
17:43LAZY
LAZYPrevented more future crashes
17:41TEST
TESTTake II
17:41FIXED
FIXEDSyntax error
17:39TEST
TESTWell, does it work?
17:39DONE
DONEThe number of bullets should show, but only if the character is a gun user (which is only Wendicka and Crystal while in uniform. Briggs, Yirl, and a secret character). Please note Crystal's "ARMS" system will not show in that as that has it's own window, as those are a kind of abilities.
17:35DONE
DONEXenobi Shoot should be unavailable when out of ammo, and reload should be unavailable when ammo is full
15:17TODO
15:02BUG
BUGEnemies do no
15:02CONFIRMED
CONFIRMEDHeroes still show (as they should)
14:57NOTE
NOTE This should not cause any visual effect yet, but will be important later when the battle can actually be fought
14:57DONE
DONEMade sure unavailable actors (that is dead enemies and heroes on the back row) no longer appear on the time gauge and also do not move on it
14:28DONE
DONEHover effect
1:39OFFTOPIC
OFFTOPICGotta love stop motion

1:25FIXED
FIXEDColor issue on arena when menu pops up
1:23FIXED
FIXEDSigh!
1:21DONE
DONEBriggs Item names
1:07FUCKYOU
FUCKYOUGRRR!
1:05DONE
DONEItem boxes
1:02FIXED
FIXEDMouse cursor gets hidden behind the combat menu... Something we do NOT want, eh?
0:58FIXED
FIXEDCoordinate issues
0:55COCKROACH
COCKROACHAAAAAAARGH!
0:53FUCKYOU
FUCKYOUSIIIIIGH!
0:51FIXED
FIXEDTag issue
0:31CLOSED
0:28FUCKYOU
FUCKYOUDir error
0:24NOTE
NOTE I'll close the github issue about that later!
0:24CONFIRMED
CONFIRMEDI'll be, looks like that's fixed....
0:23FIXED
FIXEDI hope this fixes the "SELF" in constructors and destructors... A bug that has been in Neil for quite awhile and which MUST be fixed!
0:11FIXED
FIXEDFile name issue
0:09SCRIPT
SCRIPTThe menu should partially appear... That is the menu case... The items will come later
- = 19 Jan 2021 = -
23:40LINK
LINKFoxy Linked to the Ally compiler for the combat flow
22:50NOTE
NOTE The others come later!
22:50CONFIG
CONFIGCombat menu, Wendicka, Crystal and Briggs
21:59DONE
DONELoading the menu images
18:58STATUS
STATUSThe actual user menu comes later!
18:58CONFIRMED
CONFIRMEDAnd now it does what it has to do....
18:56TEST
TESTDr. Sal’pr’drita Take VI!
18:56FIXED
FIXEDMissing callbacks (empty now, but I need them later anyway)
18:53TEST
TESTTake V!
18:53FIXED
FIXEDIllegal group assignment
18:51TEST
TESTTAKE IV!
18:51STUPIDITY
STUPIDITYOPLETTEN, JEROEN!
18:49TEST
TESTTAKE III!
18:49VOID
VOIDNon-existent member?
18:45TEST
TESTTAKE II!
18:45FIXED
FIXEDBad ref
18:29TEST
TESTSeems so trivial, but you never know in this line of work... so...

TAKE I!

17:38NOTE
NOTE Important to note is that the player input only accepts the stage itself but shows nothing.... That being said the signal will sound, and the game will "freeze", however through the debug console it can still be force quit.
17:37LINK
LINKLink to player input in combat
17:27APOLLO
APOLLOadaption for project file was required
17:27TRANSFER
TRANSFERThat was a transfer, of course
17:27AUDIO
AUDIOSignal
16:50DONE
DONEI've set up and IDLE check... This should prevent the event conflicts Dyrt suffers from
11:57FIXED
FIXEDGOTCHA!
11:44DEBUG
DEBUGWhy?
11:41COCKROACH
COCKROACHYirl At least SOMETHING happens, but not the right thing!
11:34COCKROACH
COCKROACHApparently NOT
11:33FIXED
FIXEDRolf I think I got it!
11:30DEBUG
DEBUGThe forced error I set in goes off.... So at least the function is called
11:29INVESTIGATION
INVESTIGATIONWhy?
11:29BUG
BUGI see now that my C++ code was set to correct this immediately... But it doesn't
11:20NOTE
NOTE Older savegames will now act up a litle... This SHOULD automatically be fixed when data changes and most of all when the characters have their first level-ups... This didn't happen right away, as the system doesn't make this check on read-outs (to prevent needless performance loss)
0:16CONFIRMED
CONFIRMEDALL DONE!
0:13TEST
TESTTake XVI
0:13FIXED
FIXEDThe Goddess I see that there was a bug in my C++ stat scripter (12 + 0 + 0 = 12 in my book and not 36, so this is how this bug came to light)
0:07TEST
TESTTake XVI
0:07FIXED
FIXEDI think I found the 0 issue
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