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 |
21:45 | BUG |  After entering move a time bar reset? That's not right! |
21:38 | TEST |  Take VI |
21:38 | FIXED |   Missing link? |
21:27 | TEST |  Take V |
21:27 | VOID |  Another bug in Neil I really need to fix |
21:25 | TEST |   Take IV |
21:25 | FUCKYOU |  Void |
21:23 | TEST |  Take III |
21:23 | FIXED |  Syntax error |
21:22 | TEST |  Take II |
21:22 | FIXED |   Class misreference |
21:18 | TEST |  Take I |
21:16 | TECHNO |  Nullifying the 'NextAct' member of a fighter will now automatically cancel them... that is if past COM, if not past COM nothing will happen |
21:16 | SCRIPT |  Running from COM to ACT *should* now work |
21:10 | DONE |  Constructor set up... I forgot about that... :-/ |
21:08 | NOTE |  Cannot be tested on short term |
21:08 | DONE |  "Hurt" routine |
19:42 | CLOSED | |
19:27 | TECHNO |  The reason why I didn't do this before was simply because I wasn't sure if the required routine was already present or not.... It was, so boom, here goes! |
19:26 | DONE | |
14:12 | MEDICAL |  But first I'll go to the local hospital, as a request from my doctor came in to make an x-ray of my shoulder... be right back |
14:12 | STATUS |  The next step will be to actually "move to COM" |
14:10 | CONFIRMED |  It appears to be working, folks! |
14:07 | TEST |   Take IV |
14:07 | FIXED |  Illegal class usage |
13:59 | TEST |  Take II |
13:59 | FIXED |  A few faulty identifiers |
13:19 | TEST |   Take I |
13:19 | TECHNO |  But at least I can start to test this part out! |
13:19 | 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 |
13:18 | SCRIPT |  I've set the stuff that should happen once the targets have been selected and been confirmed |
- = 21 Jan 2021 = - |
22:49 | CONFIRMED |  That appears to work, I suppose |
22:45 | TEST |  Take III |
22:45 | FIXED |  Code typo |
22:44 | TEST |  Take II |
22:44 | FIXED |   That was not good! |
22:41 | TEST |  Quick Test |
22:41 | SCRIPT |  Canceling selecting target should now be possible by both hitting the red "X", as by pretting the right mouse button |
19:00 | COSMETIC |  This is for later, but I think it should definitely be done #57 |
18:28 | TEST |  Take IV |
18:28 | COSMETIC |  Alignment issue fix |
18:28 | JUDGMENT |  Almost there |
18:26 | TEST |  Take Take III |
18:26 | FIXED |  QuickMeta issue |
18:26 | TEST |   Take II |
18:23 | FIXED |  QuickMeta Definition wrong! |
18:23 | TEST |  Take I |
18:21 | NOTE |  For now the "?" is the only thing I can test, but it's something! |
18:21 | SCRIPT |  This has now been scripted |
18:09 | NOTE |  Yes, bosses you can take on again will be affected by this in the Casual Mode, and that is intentional |
18:08 | 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. |
18:08 | STATUS |  Next stop the HP bar.... (if applicable) |
15:45 | TEST |  Take XVIII |
15:44 | FIXED |  Fixed that, at least, but does that also fix the issue as a whole? |
15:44 | SOLVED |  Oh, I think I see it... A syntax error Neil didn't detect? |
15:44 | TEST |  Take XVII |
15:44 | DEBUG |  hmmmm |
15:42 | COCKROACH |  WTF? |
15:38 | TEST |  Take XVI |
15:38 | EXPERIMENT |  Different approach |
15:38 | TEST |   Take XV |
15:36 | DEBUG |  I do need to see why the level color is wrong, though |
15:34 | FIXED |  AT LAST! |
15:32 | TEST |  Take XIV |
15:32 | EXPERIMENT |  Perhaps this would do it? |
15:29 | INVESTIGATION |   But why? |
15:29 | CONFIRMED |  Just as I suspected.... Clearing isn't done, at all |
15:25 | TEST |  Take XIII |
15:25 | DEBUG |  Let's see |
15:15 | COCKROACH |  Nope..... |
15:13 | TEST |  Take XII |
15:13 | FIXED |   I think I fixed the non-unselect issue |
14:49 | TEST |  Take XI |
14:49 | STATUS |  I 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 |
14:48 | COSMETIC |  First the spacing, that's the easy part |
14:47 | BUG |  Although I must also see why stuff is not being unselected as that should also happen |
14:47 | JUDGMENT |  In essentials this works, however, I do need to space things out a little for readability reasons |
12:52 | TEST |  Take X |
12:52 | FIXED |  token error |
12:48 | TEST |  Take IX |
12:48 | FIXED |  Illegal class member |
12:48 | FIXED |  A part of the problem I guess |
12:46 | TEST |  Take VIII |
12:46 | EXPERIMENT |  I need to see if this works, but here goes nothing |
12:42 | TEST |  Take VII |
12:42 | DEBUG |   Lemme sort this out some more |
12:42 | HUH |   Outcome here true, yet returned value is read as false? |
12:37 | TEST |  Take VI |
12:37 | FIXED |  %s is for strings... not %d |
12:36 | TEST |  Take V |
12:36 | INVESTIGATION |  Hopefully this will shine a light WHY this happens |
12:35 | DEBUG |  Another line |
12:32 | ANALYSIS |  Apparently the hovering is to blame |
12:27 | TEST |   Take IV |
11:16 | DEBUG |  This debug line will have to explain a few things. |
11:14 | INVESTIGATION |  Why? |
11:14 | BUG |  NOTHING happens at all |
11:12 | TEST |  Take III |
11:12 | FIXED |  Bad Class Usage |
11:10 | TEST |  Take II |
11:10 | REMOVED |  Needless line |
11:10 | HUH |  DAFUUUUCK? |
11:07 | TEST |  Take I |
11:07 | STATUS |  Will it work? I've seen more trivial things go wrong after all |
11:05 | DONE |  "Icon" (if applicable otherwise lettertag), level, and name |
1:05 | NOTE |  No visual effects yet! |
1:05 | FIXED |  All crashes accounted for |
1:03 | TEST |   Take IX |
1:03 | LAZY |  Fixed future issues |
1:01 | TEST |  Take VIII |
1:00 | FIXED |   Copy error |
0:59 | TEST |  Take VII |
0:59 | FIXED |  Missing properties |
0:56 | TEST |  Take VI |
0:56 | FIXED |  Illegal Class Index |
0:39 | TEST |   Take V |
0:39 | FIXED |  Fixing a call causing errors based on outdated data in the process |
0:39 | DATABASE |  A class export was required |
0:37 | TEST |  Take IV |
0:37 | FIXED |  Class fault |
0:34 | TEST |  Take III |
0:34 | VOID |  Issue? |
0:32 | TEST |  Take II |
0:32 | FIXED |  Hmpf |
0:31 | TEST |  Take I |
0:15 | NOTE |  well it should.... I cannot check it as all code is for now "under the hood" code... |
0:15 | SCRIPT |  Targets selection works |
0:03 | SCRIPT |  Target hovering detection |
- = 20 Jan 2021 = - |
23:50 | DATABASE |   Done |
23:49 | TECHNO |  In 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 |
23:48 | CONFIRMED |  Yes, it is indeed a discriminating system... Which is to say odd, since the systam has clearly been designed to make indiscrimination possible... Oh well... |
23:45 | 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..... |
23:18 | TEST |  Take IV |
23:18 | FIXED |  C-String format error |
23:16 | TEST |  Take III |
23:16 | FIXED |   Identifier issues |
23:14 | TEST |  Take II |
23:14 | FIXED |   Action syntax error |
23:12 | TEST |  Does it work? Take I |
23:12 | LINK |  Linked to the input menu |
23:12 | NOTE |  is not operative yet, just a basis group, but you gotta start somewhere. |
23:11 | SCRIPT |  Basis target selector |
20:39 | STATUS |  From here I can start setting up a target selector |
20:35 | NOTE |  No visual effects yet, though |
20:34 | SCRIPT |  A base class has been set up for actions |
19:53 | DATABASE |  I'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. |
19:44 | TECHNO |  This 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 |
19:40 | ABILITY |  Shoot |
18:57 | FAILURE |  Perhaps itch.io needs better protection to prevent devlogs getting lost.... (unfortunately itch.io is not the only site with this unforgivable problem). |
17:46 | TEST |   Take IV |
17:46 | LAZY |  What? |
17:46 | VOID |  What? |
17:46 | FIXED |  Auto fix zero ammo (saves me the trouble to fix save game files) |
17:43 | TEST |  Take III |
17:43 | VOID |  Yeah, what? |
17:43 | LAZY |  Prevented more future crashes |
17:41 | TEST |  Take II |
17:41 | FIXED |  Syntax error |
17:39 | TEST |  Well, does it work? |
17:39 | DONE |  The 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. |
17:35 | DONE |   Shoot should be unavailable when out of ammo, and reload should be unavailable when ammo is full |
15:17 | TODO | |
15:02 | BUG |  Enemies do no |
15:02 | CONFIRMED |  Heroes still show (as they should) |
14:57 | NOTE |  This should not cause any visual effect yet, but will be important later when the battle can actually be fought |
14:57 | DONE |  Made 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 |
14:28 | DONE |  Hover effect |
1:39 | OFFTOPIC |  Gotta love stop motion |
1:25 | FIXED |  Color issue on arena when menu pops up |
1:23 | FIXED |  Sigh! |
1:21 | DONE |   Item names |
1:07 | FUCKYOU |  GRRR! |
1:05 | DONE |  Item boxes |
1:02 | FIXED |  Mouse cursor gets hidden behind the combat menu... Something we do NOT want, eh? |
0:58 | FIXED |  Coordinate issues |
0:55 | COCKROACH |  AAAAAAARGH! |
0:53 | FUCKYOU |  SIIIIIGH! |
0:51 | FIXED |  Tag issue |
0:31 | CLOSED | |
0:28 | FUCKYOU |  Dir error |
0:24 | NOTE |  I'll close the github issue about that later! |
0:24 | CONFIRMED |  I'll be, looks like that's fixed.... |
0:23 | FIXED |  I hope this fixes the "SELF" in constructors and destructors... A bug that has been in Neil for quite awhile and which MUST be fixed! |
0:11 | FIXED |  File name issue |
0:09 | SCRIPT |  The menu should partially appear... That is the menu case... The items will come later |
- = 19 Jan 2021 = - |
23:40 | LINK |   Linked to the Ally compiler for the combat flow |
22:50 | NOTE |  The others come later! |
22:50 | CONFIG |  Combat menu, Wendicka, Crystal and Briggs |
21:59 | DONE |  Loading the menu images |
18:58 | STATUS |  The actual user menu comes later! |
18:58 | CONFIRMED |  And now it does what it has to do.... |
18:56 | TEST |   Take VI! |
18:56 | FIXED |  Missing callbacks (empty now, but I need them later anyway) |
18:53 | TEST |  Take V! |
18:53 | FIXED |  Illegal group assignment |
18:51 | TEST |  TAKE IV! |
18:51 | STUPIDITY |  OPLETTEN, JEROEN! |
18:49 | TEST |  TAKE III! |
18:49 | VOID |  Non-existent member? |
18:45 | TEST |  TAKE II! |
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