| 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 | ||
| 1:58 | DUMMIED | |
| 1:57 | CONFIRMED | And NOW it works the way it SHOULD work |
| 1:56 | TEST | Take V |
| 1:56 | FIXED | now then? |
| 1:56 | COCKROACH | i thought so |
| 1:18 | TEST | Take IV |
| 1:18 | FIXED | There you go! |
| 1:18 | BUG | But now I gotta deal with a file referrence error, but that's looks like an easy one |
| 1:18 | CONFIRMED | Apparently that is indeed fixed |
| 1:17 | TEST | Take III |
| 1:17 | STATUS | I think it's fixed then |
| 1:16 | GENERATION | |
| 1:16 | FIXED | ![]() ? |
| 0:52 | BUG | The data is not properly compiled I see.... I will have to investigate to find out why this happens |
| 0:46 | FIXED | Syntax error |
| 0:45 | TEST | Take II |
| 0:45 | LAZY | |
| 0:43 | FUCKYOU | |
| 0:42 | TEST | Let's see |
| 0:42 | TECHNO | The aim circles will still be desplayed. I'll remove them once this works |
| 0:42 | DONE | |
| 0:41 | NOTE | |
| - = 28 Dec 2020 = - | ||
| 23:41 | FAILURE | Blue Screen Of Death! |
| 22:07 | BACKUP | |
| 22:07 | DYRT | |
| 22:07 | STATUS | Next stop... Enemy sprites |
| 21:57 | TEST | Well, what does it do now? |
| 21:56 | COSMETIC | |
| 21:56 | FIXED | Y position to the middle |
| 21:55 | JUDGMENT | |
| 21:52 | FIXED | ![]() I think I found the bugger |
| 21:52 | ANALYSIS | |
| 21:50 | INVESTIGATION | |
| 21:50 | FAILURE | Ok, I was wrong |
| 21:48 | FAILURE | Complete crash.... I think I know why this is, but I need to look that up |
| 21:46 | TEST | Let's see, shall we? |
| 21:46 | NOTE | |
| 21:45 | DONE | |
| 2:15 | STATUS | Calling it! |
| 2:15 | BACKUP | Running |
| 2:15 | GITHUB | |
| 2:05 | TEST | Take XI |
| 2:05 | NOTE | |
| 2:04 | FIXED | C format communication error |
| 2:01 | TEST | Take X |
| 2:00 | GENERATION | |
| 2:00 | FIXED | Ah, some old BlitzMax leftover code now leading ot incompatibilities |
| 1:55 | TEST | Take IX |
| 1:55 | LINK | |
| 1:55 | NEIL | |
| 1:55 | VISUALSTUDIO | |
| 1:55 | APOLLO | Link API |
| 1:55 | C++ | |
| 1:48 | TEST | Take VIII |
| 1:48 | FIXED | Illegal Function Call |
| 1:47 | TEST | ![]() Take VIII |
| 1:47 | FIXED | ![]() Forgotten overrides |
| 1:44 | TEST | Take VII |
| 1:44 | FIXED | I hope |
| 1:44 | COCKROACH | ![]() Sigh! |
| 1:41 | TEST | Take VI |
| 1:41 | FUCKYOU | |
| 1:40 | TEST | Take V |
| 1:40 | FIXED | Code typo |
| 1:37 | TEST | Take IV |
| 1:37 | NOTE | |
| 1:34 | TEST | Take III |
| 1:34 | FIXED | Override error |
| 1:30 | TEST | Take II |
| 1:29 | FIXED | Identifier issues |
| 1:19 | STATUS | Well I can start with the tests, but I am tired now so I hope this'll be short |
| 1:17 | LINK | |
| 1:01 | NOTE | |
| 1:00 | TECHNO | For the enemies I've set the level as a readonly int, this is to make it easier to get the actual Foe Stat compiler to create the stats the enemy should have on the start of the battle. Remember, that Foe records do not exist prior to the start of the battle so this was only the easiest way to go. Now to make things easier, I've used a property on the heroes which reads the level directly out of the character record, since that does exist prior to battle. The battle engine won't notice the difference at all, as the respective classes both know what to do. |
| 0:05 | NOTE | |
| 0:04 | LINK | Quick Link HP |
| - = 27 Dec 2020 = - | ||
| 21:25 | CONFIRMED | Well it appears to be working now |
| 21:23 | TEST | Take III |
| 21:23 | VOID | WTF? |
| 21:21 | TEST | ![]() Take II |
| 21:21 | FIXED | ![]() Syntax error |
| 20:32 | TEST | Take I |
| 20:32 | NOTE | |
| 20:32 | DONE | |
| 12:53 | DYRT | |
| 2:04 | STATUS | But it's late now.... More comes later! |
| 2:04 | C# | |
| 1:47 | STUDY | |
| 1:37 | STUDY | |
| 1:36 | NOTE | |
| 1:35 | NOTE | |
| 1:35 | NOTE | |
| 1:33 | TECHNO | Since Star Story works with a dynamic enemy system, this unlike Dyrt, 63 fires and TFT. That makes the Foe Compiler I coded for Dyrt completely useless and even in an adapted form I cannot do anything with that. The dynamic system is what allows enemies the have different levels based on where you encounter them, your difficulty setting or your chosen game cycle. A very few enemies can even level based on your level (this is only reserved for bosses where this level has a kind of scenario meaning), all in all, this requires a completely different approach.... |
| 1:29 | TRANSFER | |
| - = 26 Dec 2020 = - | ||
| 23:19 | DYRT | Some more Dyrt testing.... That game is close to completion, but then I mustn't neglet it now, as then it'll never get finished... |
| 22:57 | TEST | And let's see if that works |
| 22:57 | COSMETIC | |
| 22:57 | JUDGMENT | |
| 22:54 | TEST | Take X |
| 22:54 | FUCKYOU | WILL THIS WORK!? |
| 22:54 | COCKROACH | This is REALLY getting on my nerves now |
| 22:52 | TEST | Take IX I think |
| 22:52 | NOTE | |
| 22:52 | VOID | Oh wait a minute... It's the table pointer bug |
| 22:46 | TEST | NEXT! |
| 22:46 | FIXED | ![]() Oh wait, that was just a misplaced debug line |
| 22:44 | BUG | Another thing is... it only had to retrieve the picture ONCE, and according to the log it did so every draw frame, which is also not the way it should be |
| 22:43 | BUG | Once, twice, three times a lady..... In this case Wendicka.... WTF is going on here? |
| 22:42 | FUCKYOU | |
| 22:41 | FUCKYOU | |
| 22:40 | NOTE | |
| 22:39 | BUG | It seems that when classes get expanded they all share their pointer... That was not what my test script pointed out, though |
| 22:37 | DEBUG | |
| 22:35 | INVESTIGATION | WHY! |
| 22:35 | BUG | But their image files are not alright as I see three times Lt. Briggs, in stead of Briggs and the three girls |
| 22:35 | JUDGMENT | |
| 22:35 | JUDGMENT | |
| 22:33 | TEST | Take IV |
| 22:33 | FIXED | Illegal function call |
| 22:29 | TEST | ![]() Take IV |
| 22:28 | STUPIDITY | |
| 22:28 | C++ | |
| 22:21 | TEST | Take III |
| 22:21 | FIXED | And another |
| 22:21 | FIXED | Fixed code typo |
| 22:19 | TEST | Take II |
| 22:19 | FIXED | Syntax error |
| 22:17 | TEST | Take I |
| 22:17 | LINK | |
| 22:14 | DONE | |
| 21:48 | STATUS | ![]() This will now allow me to show the heroes in combat |
| 21:40 | STATUS | AT LAST! |
| 21:39 | GENERATION | Well we'll only know after a new generation is done |
| 21:39 | FIXED | I hope |
| 21:39 | COCKROACH | GRRRR |
| 21:37 | GENERATION | |
| 21:24 | JUDGMENT | |
| 21:23 | TEST | Let's see now |
| 21:23 | TEST | Aliased the old Blitz Pictures, but that would lead to rather crazy effects I do NOT want |
| 21:23 | FIXED | ![]() I hope! |
| 21:23 | JUDGMENT | |
| 21:21 | TEST | Let's do that again, shall we? |
| 21:21 | FIXED | I think |
| 21:20 | FAILURE | Din't work the way it should and it actually failed on Wendicka in uniform, Crystal in uniform and Briggs, the three characters I needed right now (and all the others were succesful... good news, but it rubs the error in even more, so I'm not sure how to feel) |
| 21:19 | APOLLO | Project adaption in order to create aliases I'm gonna need for combat |
| 21:04 | JUDGMENT | |
| 20:52 | TODO | |
| 20:51 | APOLLO | Barf required |
| 20:50 | FIXED | Okay, that works now |
| 20:31 | BUG | I see that "abstract" is not completely functional... yet! |
| 19:02 | DYRT | |
| 19:00 | CONFIRMED | ![]() It LOOKS like it's working.... Oh my.... |
| 18:55 | FIXED | I hope.... |
| 18:47 | TECHNO | This should not be due to the way that class work, but rather due to the #use interface being very very buggy |
| 18:46 | NOTE | |
| 18:44 | TEST | ![]() Well Only one way to find out, eh? |
| 18:44 | EXPERIMENT | |
| 18:40 | INVESTIGATION | |
| 18:40 | MYSTERY | |
| 18:33 | DONE | Basis for Hero Creation in combat (this should be easy so far, but hey, ya never know) |
| 18:33 | EXPERIMENT | |
| 17:48 | SCRIPT | |
| 17:02 | STATUS | Time for a little break |
| 17:01 | TECHNO | This was significantly harder, but IT WORKS NOW TOO! :) |
| 16:42 | STATUS | Now for property overriding |
| 16:42 | NEIL | |
| 16:32 | TECHNO | For the time being ONLY non-static methods and properties can be overridden... This to prevent a lot of trouble on the way. |
| 16:32 | STATUS | But now the "evil" part.... overriding... I'm sure that doesn't yet work, as that will require some workout |
| 16:28 | STATUS | Good, that appears to work as well, good good good! |
| 16:27 | STATUS | Now for methods |
| 16:26 | NEIL | Variable transfer into extended classes appears to be working |
| 16:08 | NOTE | |
| 16:08 | NEIL | |
| 15:39 | CONFIRMED | So far the translation looks the way I want it to be |
| 15:38 | FIXED | A few fixes required to recognise this all well |
| 15:34 | NEIL | |
| 14:51 | STATUS | BRB :) |
| 14:51 | STATUS | So I only Gotta wait for it |
| 14:51 | DONE | |
| 14:50 | DONE | |
| 14:47 | TODO | And I should also have fed my cat a little while ago... Luckily she ain't mad at me for it. |
| 14:47 | TODO | |
| 14:45 | TECHNO | Before I get into the combat routine I really need to experiment on extendable classes, as I really don't know if I already properly covered that in Neil... It ain't that much of trouble if not, as I can still work it out by a bit of cheating, but as long as I don't have to... Why should I? |
| 12:39 | DYRT | |
| 12:38 | STATUS | Just like in "DYRT.NET" I'm planning to work with a kind of class that basically houses the data a combatnant should have.... Now Neil is not yet full adaptable with extendable classes, but due to the most of all run-time nature of Neil (due to it using Lua) I can easily get around that... I think.... ;) |
| 12:36 | STATUS | Well, from here I can try to get a few things on the move |
| 12:34 | CONFIRMED | YES!YES! YES!
|
| 12:32 | TEST | Take X |
| 12:31 | STATUS | This should mean though I am now really close to getting everything to work the way it should.... (Almost sounds too good to be true) |
| 12:31 | FIXED | ![]() Code typo |
| 12:29 | TEST | Take IX |
| 12:28 | STATUS | Okay, This should get me close to getting things to work... I hope? |
| 12:07 | FIXED | "Killed" was NEVER supposed to be "read-only" (the system cannot know it has to remove an actor otherwise) |
| 12:03 | TEST | Take VIII |
| 12:03 | FIXED | Syntax issue |
| 11:57 | TEST | Take VII |
| 11:57 | VOID | ? |
| 11:57 | HUH | |
| 11:55 | INVESTIGATION | |
| 11:55 | COCKROACH | ANd still no good! :( |
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