Now I must make sure the enemies spawn in moderation... For starters, some spots only work in certain difficulty settings, so I should make sure those are ignored in the lower difficulties, and a random factor also comes to play.... The game will in other words normally never use all spots....
0:40
DONE
THAT should do it!
0:36
TEST
Take IV
0:36
DEBUG
Let's see
0:34
COCKROACH
Fix ignored!
0:31
TEST
Take III
0:31
FIXED
!
0:31
STUPIDITY
Right!
0:27
TEST
Take II
0:27
FIXED
Declaration error
0:27
TEST
Take I
0:06
TECHNO
This can cause extra crashes on the short term so an extra test is needed....
0:03
OPTIMIZATION
That should work out better
- = 20 Oct 2020 = -
22:19
STATUS
Well more on that later... First a break!
22:19
NOTE
Now I also realized (this will particularly be important in the multi-layer maps), that I should make multiple lists of enemies... It won't make sense to update enemies on a layer you are not on, and it only would cause slowdowns and crashes and stuff....
22:18
NOTE
Not altering the invisible enemies did appear right....
22:02
TEST
Take XVI
22:02
OPTIMIZATION
attempt
21:37
NOTE
Of course, in the end result there will be less enemies....
21:37
UNDESIREABLE
The game slows down terribly as a result....
21:36
NOTE
It works, but....
21:31
TEST
I will have to test this out
21:02
FAILURE
If you see a capview video in stead of an a cappella act, you fell victim to a bug within YouTube... Sorry, that's not something I can help (I used the same code on my Dyrt Devlog and I saw the correct video there, so it's really a bug in YouTube... I thought they'd have fixed it by now as I encountered before years ago).
20:58
LINK
The monsters have now been linked to the callback routine
20:56
OFFTOPIC
I love this
20:48
NOTE
this will only turn the enemies green, yellow or red accordingly to their difficulty settings, as their movements have not yet been scripted
20:48
SCRIPT
CheckAll method written
19:50
NOTE
Important to note is this.... Difficulty settings are NOT yet taken to mind, so all enemies spawn regardless of setting... random factors are also not yet taken to mind, all in all, we more enemies in the field now than there should be, but that is planned
19:49
FIXED
Dominance issue
19:49
CONFIRMED
That does indeed the trick
19:45
TEST
Take XV
19:45
FIXED
I think I fixed that
19:41
INVESTIGATION
Yup, it really seems that the actors DID spawn
18:55
INVESTIGATION
It looks like the actors do spawn, but that there's something wrong with their visibility....
I need a break now, but this will be my focus!
18:44
INVESTIGATION
Now this needs to be sorted out
18:44
COCKROACH
Nothing appears to happen at all... At least not visably.
18:40
TEST
Take XIV
18:38
VISUALSTUDIO
So recompiling was in order
18:38
C++
That was in my C++ code
18:38
OPTIMIZATION
Stuff no longer needed dummied
18:29
TEST
Take XIII
18:29
FIXED
Syntax error
18:26
TEST
Take XII
18:26
FIXED
Forgotten class object
18:22
TEST
Take XI
18:22
DEBUG
And more logs
18:21
EXPERIMENT
I have tried a few things
18:13
NOTE
I can still not really pinpoint, why this happens... I did put in a counter, and I must say if this answers some questions
18:12
DEBUG
I've added an extra debug line....
18:08
DEBUG
The logs do not make much sense, but what they do tell me is that it's likely an infinte loop is somehow created
18:05
BUG
The game freezes completely
17:52
DEBUG
The result the log now produces makes the error make even LESS sense
17:48
TEST
Test Take X
17:48
DEBUG
This error does NOT make sense....
17:43
TEST
Take IX
17:43
FIXED
Code typo x2
17:38
TEST
Take VIII
17:38
FIXED
Illegal method
17:33
TEST
Take VII
17:33
VOID
A very terrible bug in Neil that doesn't let me loose, I guess
17:28
TEST
Take VI
17:28
FIXED
Syntax error
17:26
TEST
Take V
17:26
FIXED
Illegal Class Interchange
17:22
TEST
Take IV
17:22
FIXED
Conflict
17:21
FIXED
Code typo
17:21
FIXED
Replaced old variable with current macro
17:15
TEST
Take III
17:15
NOTE
Real-life stuff got in the way
13:39
TEST
Take II
13:39
FIXED
Finally time to fix a list of unknown identifiers... I may not have them all yet, but let's see....
12:48
CLEANUP
Reorganized my e-mail
12:47
TODO
Mess out my e-mail
12:47
NOTE
Important phone call was came in
11:30
VOID
Figures
11:26
TEST
Let's see - Take I (out of many I'm afraid)
11:26
NOTE
What is important to note is that the enemies won't yet chase you, nor will they be colored in accordance with the difficulty setting yet
11:22
LINK
And now everything is linked to the main map loader
10:38
FIXED
Class linkup
10:35
DONE
Enemy scanner done
0:16
NOTE
Not nearl ready to test yet, though.....
0:16
CONFIG
More prework done
- = 19 Oct 2020 = -
23:50
SCRIPT
Constructor set up
23:29
SCRIPT
Foe list
23:26
SCRIPT
MinLevel and Max level properties
23:18
STUDY
Map Stuff
20:25
CONFIG
Alien heads being loaded
20:19
DONE
That should work out now!
20:14
ENHANCEMENT
The original game did only calculate this through upon creation (easier way to go at the time). The new system can keep renewing it, this will allow enemies to change as you go
20:12
SCRIPT
I've set up to calculate the enemy's level and the party's level. The average of all enemies in the encounter will be taken vs the average of the 3 characters up front... This is a bit conform the original set up....
20:11
SCRIPT
A basis for the aliens in the field class has been set up....
19:39
APOLLO
Project adepted
19:39
TRANSFER
Done
19:35
NOTE
Right the alien files have not yet been transferred, so I guess that is what needs to be done next
17:36
STATUS
As this is gonna be delicate, I will not devote my full time on this.... Combat.... First of all, the enemies moving in the field.... I will not yet make the combat begin.... Before I get to that point I will first do some work on Dyrt, first... That is make sure the Hall of Music is done and the links to the jukebox are fully taken up in the Hall of Heroes, as I don't wanna have that on my mind when the combat routines actually begin, but when it comes to the enemies walking in the field I also got a lot to do... It's only less complicated than the combat itself, so I can start on that now....
1:54
TEST
Take IV
1:54
FIXED
I think
1:53
BUG
Apparently some things are not yet properly taken up here
1:50
TEST
Take III
1:50
DONE
Now only the sockets of the powerups you can actually aquire for that specific ability will appear
1:37
JUDGMENT
It will have to do, I can't rule out any more fine tuning requirement once the actual icons appear, though
1:33
TEST
Take II
1:33
COSMETIC
a bit bigger, and the space made a big wider (which was needed as a result as the sockets touched each other)
1:32
JUDGMENT
Better, but not yet satisfied
1:30
TEST
Okay, let's go!
1:29
COSMETIC
I made them a tiny bit bigger, as the sockets do not show so well
1:29
JUDGMENT
Okay, all sockets show... This at least allows me to see that all sockets work... I do wanna have a few small changes though
1:25
TEST
Well, let's see then....
1:25
NOTE
Testing can only be done half, since the powerups cannot yet be unlocked (the combat engine is required for that), however this shouldn't be too hard to deal with (I hope)
1:24
DONE
The power-up sockets should appear now
1:15
TECHNO
(As a matter of fact EXACTLY the same)
1:14
NOTE
Which have just been copied from the old game, so in other words, they will be roughly the same as in the old game.
1:14
CONFIG
Power up colors
1:11
CONFIG
I've set the integer fields that come with abilities
0:56
LINUX
I am now installing Elementary in Virtual Box for evaluation purposes.... I do need to see if this is finally a bit of a trustworty alternative for Windows and Mac (as most Linux distros are definitely CRAP).
0:56
SITE
Added tag LINUX
0:37
CONFIRMED
Under da hood check also okay
0:21
CONFIRMED
no changes in your face... but how are things under the hood?
0:17
TEST
I need to test this, of course!
0:17
FIXED
it
- = 18 Oct 2020 = -
23:36
FUCKYOU
First a break though...
23:36
FUCKYOU
Oh crap.... I see that things are still noted a bit differently.... Not hard to fix, but it does require me a bit of a fuck over
23:35
CONFIRMED
YAY! Doesn't happen.... Whoohoo.... I'm so cool :P
23:34
TEST
Now this test will tell me if a game where Wendicka's start ability should already be initialized will also handle it correctly and not dupe it
23:33
CONFIRMED
so far so good
23:30
TEST
Take X
23:30
FIXED
X position fixed
23:27
TEST
Take IX
23:27
FIXED
But easy to fix
23:27
BUG
But the location of the AP cost is ridiculous
23:27
CONFIRMED
All crashes accounted for
23:23
TEST
Take VIII
23:23
FIXED
Illegal meta call
23:19
TEST
Take VII
23:18
MYSTERY
if so the error is completely demented but we'll see
23:18
FIXED
I think
23:12
TEST
Take VI
23:12
EXPERIMENT
Let's see what happens now
23:12
HUH
To make it even stranger, a string was indeed asked... and received, so the entire moan is really beyond me
23:12
HUH
????? Number required for string variable (got string)
23:06
TEST
Take V
23:06
FIXED
Conflict between old and new
23:02
TEST
Take IV
23:02
DONE
The AP cost of an ability should show.... This will also be affected by the powerup that halfs AP cost, and also will display red when your amount of AP is too low.
21:57
TEST
Take III
21:57
FIXED
UniWendicka conflict
21:53
TEST
Take II
21:53
VISUALSTUDIO
Compiling
21:52
FIXED
Missing API links
21:48
TEST
Take I
21:48
DONE
Spell names will show ___ This is only a start, as we're not there yet!
21:20
STATUS
The next step will (of course) be to list out the abilities themselves
21:19
STATUS
It works at last
21:14
TEST
Take X
21:14
FIXED
Illegal meta call
21:10
TEST
Take IX
21:10
VISUALSTUDIO
Recompiling
21:10
FIXED
Washed out the computer's mouth with soap
21:09
FAILURE
Lies
21:07
TEST
Take VIII
21:07
POWERSHELL
BARF
21:07
FUCKYOU
If you thought you had it all today
21:06
FIXED
Code typo
21:04
TEST
Take VII
21:04
POWERSHELL
BARF
21:04
VOID
I voided that issue
21:03
FAILURE
Who is the sucker who neglected to add a proper boolean check when reading out Lua arguments with C/C++?
20:52
TEST
Take VI
20:52
STUPIDITY
Ah, missed one
20:52
COCKROACH
Fix ignored?
20:49
TEST
Take V
20:49
FIXED
Some leftofters from the old code, causing syntax errors in the new code
20:45
TEST
Take IV
20:45
POWERSHELL
BARF
20:45
FIXED
Forgotten ,
20:45
LAZY
I've adapted Neil to this, as I am through with that one!
20:44
FUCKYOU
GRRR!
20:41
TEST
Take III
20:40
FIXED
Of course
20:40
STUPIDITY
Syntax error in ablused linker
20:38
TEST
Take II
20:38
POWERSHELL
BARF
20:38
FIXED
Linkup syntax error
20:34
TEST
Take I
20:34
NOTE
It won't yet be shown which abilities she already has... This is due to the delecacy of all this, so I wanna do this step by step!
20:34
DONE
The system will show how many more abilities Wendicka needs to use to gain a new one
20:30
MYSTERY
I wonder why the game didn't crash under that one, oh well...
20:30
FIXED
Scope error
20:27
DONE
Loader
20:23
DONE
The module is ready now, but the ability list doesn't yet read it....
20:22
DONE
And "SHOCK" will automatically be added to Wendicka's ability list if it doesn't already exist