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
15:23FIXED
FIXEDThe latter should be fixed now as well
15:20FIXED
FIXEDThe former is fixed now
15:19BUG
BUGAnd not to mention that the keyboard always takes the most lower key in a collumn
15:19BUG
BUGStart of test not in order
15:18TEST
TESTLet's see what will happen now!
15:18FIXED
FIXEDText position error
15:17NOTE
NOTE Some real life stuff got in the way
13:36TEST
TESTLet's see
13:36DONE
DONEAdded backspace and space
13:29STUPIDITY
STUPIDITYSomething you must watch yourself not to act too quickly, eh?
13:29FIXED
FIXEDAnd now it should work
13:29LINK
LINKLinked to the general flow
13:28STUPIDITY
STUPIDITYOf course nothing happens
13:27TEST
TESTAnother one then
13:27FIXED
FIXEDScope error
13:26FIXED
FIXED...
13:26STUPIDITY
STUPIDITYWhat the fuck was I doing?
13:25TEST
TEST...
13:24NOTE
NOTE Clicking the keys won't do anything yet, though
13:24SCRIPT
SCRIPTKeyboard should appear
13:14COCKROACH
COCKROACHI still don't see a cursor, but I do keep the possibility in mind this could be a little coordinate error and with the black background and the cursor also being black (which would be visible on the skyblue bar) I cannot see that, but I need text to confirm this, and that I don't have (yet)
13:13TEST
TESTTake ... I forgot to count, but okay
13:12COSMETIC
COSMETICHopefully this fixes the field issue I have
13:12FIXED
FIXEDCursor not flashing
13:12FIXED
FIXEDLogo conflict
13:08JUDGMENT
JUDGMENT There are some cosmetic issues, however
13:08CONFIRMED
CONFIRMEDAnd now it works
13:07STUPIDITY
STUPIDITYAh, forgot to rebuild
13:07INVESTIGATION
INVESTIGATIONWhy?
13:07COCKROACH
COCKROACHFix ignored
13:01FIXED
FIXEDFixed that
13:01STUPIDITY
STUPIDITYForgotten index.... That was the likely reason, and that was also the case
13:00BUG
BUGHowever in stead of the field names I get table references on screen
13:00CONFIRMED
CONFIRMEDThe crash has been fixed
13:00TEST
TESTTake IV
12:56EXPERIMENT
EXPERIMENTMaybe this fixes that?
12:51NOTE
NOTE Given the irreliable thing about Lua documentation, not a complete surprise, yet very extremely annoying
12:50FAILURE
FAILUREAnd that causes a complete crash without any form of warning
12:42TEST
TESTTake III
12:41EXPERIMENT
EXPERIMENTPerhaps....
12:40SOLVED
SOLVEDOh, wait I'm looking the wrong way
12:39C++
C++This could only happen if an outdated version of Apollo was used, but according to my compiler my code is up to date
12:39HUH
HUHWhat the ...
12:37TEST
TESTTake II
12:35FIXED
FIXEDPretty odd code typo
12:35TEST
TESTTake I
12:34SCRIPT
SCRIPTThe Game Jolt credential fields should appear now... You cannot yet however enter their contents.
12:15ENHANCEMENT
ENHANCEMENTThe system can retrieve the SDL ticks now
11:44FUCKYOU
FUCKYOUAnd here I was hoping 1 take would be enough.... I knew there was a little viper under the grass (that's Louis van Gaal English... Literal translations of Dutch idioms).
11:44FIXED
FIXEDCode typo
11:40TEST
TESTTake V
11:40FIXED
FIXEDGV redirection error
11:38TEST
TESTTake VI
11:38FIXED
FIXEDBut I think I tackled that one now!
11:37BUG
BUGNow the "Yes" button works... The "No" button is ignored
11:34COSMETIC
COSMETICAlthough I now need to work things out a bit better on a few points, but that is a later concern
11:33CONFIRMED
CONFIRMEDNOW this works
11:32TEST
TESTTake V
11:32FIXED
FIXEDInvalid function definition
11:28TEST
TESTTake IV
11:28FIXED
FIXEDGV linkup
11:28FUCKYOU
FUCKYOUThings are never easy,eh?
11:26TEST
TESTTake III
11:26FIXED
FIXEDWhatever
11:26HUH
HUH?
11:25TEST
TESTTake II
11:25FIXED
FIXEDMissing API link
11:17TEST
TESTTake I (and hopefully it will stay at one take only)
11:17STATUS
STATUSQuestion is now... do they work?
11:17SCRIPT
SCRIPTActivated "Yes" and "No"
11:11LINK
LINKStages linked to the stage register
11:09TECHNO
TECHNOThis way i can simply east more easily whether or not the "yes" and "no" buttons work
11:09SCRIPT
SCRIPTThe Game Jolt logo will appear in stage 3, and nothing will be shown in stage 4
11:04NOTE
NOTE Hey, no need to obtain that one anew
11:03TRANSFER
TRANSFERGame Jolt logo transferred to Star Story from Dyrt.NET
10:52CONFIRMED
CONFIRMEDAt least I could do THIS right in one go!
10:50TEST
TESTQuick test (I hope)
10:30DONE
DONEI've put the "yes" and "no" buttons into the question whether or not to use Game Jolt
10:03GITHUB
GITHUBSorted a few things out in my repository
0:03DONE
DONETons of stuff....
- = 9 Sep 2020 = -
22:34STATUS
STATUSAT LAST!
21:32FIXED
FIXEDLinker works nows
21:26FIXED
FIXEDNeil did not recognize a few of its keywords as such.... (although it never caused trouble, but still)
21:25BUG
20:40TEST
TESTTake MCM
20:39FIXED
FIXEDa crapload of fixes....
19:37TEST
TESTTake I
19:37LINK
LINKAnd a link to the debugging system
19:28NOTE
NOTE Although a simple system to set up, it's not yet been tested, and some thing about data transfer in C/C++ are not fully clear to me, but this will have to do... The gamevars are important after all... I am a bit reliant on what the internet tells me here!
19:27SCRIPT
SCRIPTGameVar system
16:06CONFIG
CONFIGI've set the game to run in full screen from now on... I think I can tackle most of the issues that come up now
16:05FIXED
FIXEDA little issue fixed on Directory extraction
16:01TEST
TESTTAKE VII
16:01FIXED
FIXEDIdentifier issue in New Game
16:01CONFIRMED
CONFIRMEDThat void worked
15:59TEST
TESTTAKE VI
15:59VOID
VOIDI think I avoided that
15:49TECHNO
TECHNOI see... C++ has no garbage collector so killing states still on the run does not work out well... Let's build in a few safeguards for that....
15:48FUCKYOU
FUCKYOUTAKE V
15:48FORCE
FORCESo I forced a few things
15:48COCKROACH
COCKROACHIt just doesn't wanna work
15:41TEST
TESTTAKE IV
15:41HUH
HUHLittle conflict?
15:39TEST
TESTTAKE III
15:39FIXED
FIXEDI needed to import the mouse too
15:39FIXED
FIXEDIllegal function call
15:36TEST
TESTTAKE II
15:36LAZY
LAZYThis should cover that up... A few aliases :P
15:36BUG
BUGAh!
15:34TEST
TESTOf course "TAKE I" as I do not know at all if this even works at all ;)
15:09NOTE
NOTE Once the "New Game" section is fully operational, I can fire the official starting shot as then we can finally get to the game itself
15:09LINK
LINKAnd I've linked that to the "New Game" menu item
15:08NEIL
NEILScript written that will chain the game to the New Game flow
14:52SCRIPT
SCRIPTI've set up the first stage of the New Game script... Please note this stage is nothing more but a welcoming note, but still....
13:18C++
C++So I made a little API that can at least tell the scripts where the game main package is located, and this way, I just have to make sure that Go application is always located in the same folder
13:15TECHNO
TECHNOEspecially when programs are written in C or C++, one may NEVER assume the directory they are started from, however as I am partly dependent on an external program written in Go, Apollo needs to know the exact location of that program.
- = 8 Sep 2020 = -
23:36SITE
SITEExtra icons for this devlog active
23:27DEBUG
DEBUG"Bye" command
23:27FIXED
FIXEDmodule 255 bug in Neil?
23:02TEST
TESTTake V
23:02FIXED
FIXEDSyntax error
22:59TEST
TESTTake IV
22:59FIXED
FIXEDlink ending
22:59FIXED
FIXEDEgg
22:56TEST
TESTTake III
22:56FIXED
FIXEDNope! Nope! Nope! But I got the bugger now!
22:56TEST
TESTTake II
22:55VOID
VOIDI hope I voided this for now
22:54BUG
BUGWhatever?
22:53TEST
TESTTake I
22:53STATUS
STATUSIt's not yet tested, so that will be the next step!
22:53DEBUG
DEBUGI've set up my debug console interpreter...
22:16JCR6
JCR6Now, to stick with the facts I just rebuild the ARF file
22:15LINK
LINKI've linked this now to the Apollo system
22:12LUA
LUARight, deftable has been added
21:51LUA
LUAWorked on Neil
20:39FIXED
FIXEDFINALLY!
20:26FUCKYOU
FUCKYOUDang!
20:26COCKROACH
COCKROACHMUST be... but what is possible and what happens are two different things I see on the background of my screen
20:25FIXED
FIXEDWell one strange has should be fixed now
20:22INVESTIGATION
INVESTIGATIONTook me tons of takes to get to the bottom of this and I can't log them all
20:22FUCKYOU
FUCKYOUtons of made up errors
19:38STATUS
STATUSAnd that concludes THIS part of the story
19:38JUDGMENT
JUDGMENT Right-o
19:37TEST
TESTTake XXV
19:37CONFIG
CONFIGSo a bit more was needed
19:37COSMETIC
COSMETICYet not good enough
19:37JUDGMENT
JUDGMENT better
19:35TEST
TESTTake XXIV
19:35COSMETIC
COSMETICMore size
19:34TEST
TESTTake XXIII
19:34FIXED
FIXEDSyntax error
19:33TEST
TESTTake XXII
19:33COSMETIC
COSMETICCoordinate fixups
19:17CONFIRMED
CONFIRMEDAT LAST!
19:15TEST
TESTTake XXI
19:15FIXED
FIXEDI see now
19:08TEST
TESTTake XX
19:08STATUS
STATUSWe're getting somewhere now, though
19:08FIXED
FIXEDIllegal call
19:06TEST
TESTTake XIX
19:06FIXED
FIXEDI think?
19:06BUG
BUGNon-existent module member?
19:05TEST
TESTTake XVIII
19:05FIXED
FIXEDI fixed that
19:03INVESTIGATION
INVESTIGATIONWell, it appears that the required parameters did not make it through somehow
19:02BUG
BUGWell, the bug is now in the console, but that's another story
19:02HUH
HUHAnd suddenly it works?
19:02TEST
TESTTake XVII
19:02DEBUG
DEBUGExtra data in C++
18:59MYSTERY
MYSTERYThings appear to get odd when multiple keys are pressed at once
18:57C++
C++And compile the entire engine, but hey, maybe we're getting somewhere now? (I hope)
18:57EXPERIMENT
EXPERIMENTI need to try this
18:55BUG
BUGHowever it reports the stuff like it were keyhits and not keydowns
18:55DEBUG
DEBUGI undummied the log and now I do see that some progress HAS been made
18:53COCKROACH
COCKROACHSIGH!
18:53FUCKYOU
FUCKYOUgood
18:53FUCKYOU
FUCKYOUNo
18:53FUCKYOU
FUCKYOUSTILL
18:52TEST
TESTTake XVI
18:51EXPERIMENT
EXPERIMENTThe Goddess Now, I gotta see then if THIS takes the cake.... :-/
18:49COCKROACH
COCKROACHAstrilopup Still no good however
18:46TEST
TESTSue Take XV
18:46STATUS
STATUSBakina Of course, the question is now... Does it work now?
18:44DUMMIED
DUMMIEDKota I've dummed the debug line causing the loads of output... If everything works now things should be ok... right?
18:43EXPERIMENT
EXPERIMENTReggie I've altered the script and I gotta see if this does something
18:42RESULT
RESULT Admiral Lovejoy I guess THAT explains.... The names given are completely written out, I see
18:42INVESTIGATION
INVESTIGATIONAdmiral Johnson I've put in some extra debug features to sort that one out!
18:27RESULT
RESULT Briggs It appears SDL doesn't understand the keynames I asked about
18:26TEST
TESTDr. Sal’pr’drita Take XIV
18:26INVESTIGATION
INVESTIGATIONRolf I need to find out more, so more debug data to the output
18:24MYSTERY
MYSTERYXenobi NONE of the keys required to activate the console register
18:23TEST
TESTFoxy Take XIII
18:23DEBUG
DEBUGYirl I've been adding some extra debug crap to find out what is going on... This will generate a LOT of output, but hopefully it will answer a few questions
18:21TEST
TESTExHuRU Take XII
18:21EXPERIMENT
EXPERIMENTCrystal I'll try to get this done on another way
18:19INVESTIGATION
INVESTIGATIONWendicka The system does show we ARE in development mode
18:17TEST
TESTTake XI
18:15ANNOUNCEMENT
ANNOUNCEMENTCrystal McLeen - Big alternate Behold Crystal McLeen... ;)
18:15BUG
BUGDebug features do not appear to work at all (they are ignored)

I need to sort out why

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