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 |
16:50 | CONFIRMED |  It works |
16:49 | TEST |   But I don't know if it's fully gonna work, though! |
16:48 | EXPERIMENT |  I've done a little mathematical trick to switch fields with the tab key |
15:53 | TEST |   Well, let's see |
15:53 | CONFIG |  better? |
15:52 | TEST |   And of course, I gotta see what happens now |
15:52 | DONE |  a bit of a work out |
15:50 | JUDGMENT |  This clears up a lot |
15:49 | TEST |  And another go then.... |
15:49 | FIXED |   that |
15:49 | FUCKYOU |  CODE TYPO! |
15:47 | TEST |   Let's see |
15:47 | NOTE |  Hopefully this will make things easier |
15:46 | DONE |   Hovering effect |
15:45 | COCKROACH |  I'm a bit through with this, so I guess I need a different approach |
15:42 | DONE |   I've increased the click field of the "Yes" and "No" buttons as you'd almost think they don't work given the precise clicks you need to do |
15:39 | TEST |  And another test is in order! |
15:39 | FIXED |   Another Syntax error |
15:38 | TEST |  And another go! |
15:38 | FIXED |  Syntax error |
15:31 | ANNOUNCEMENT |  Poof! Crystal gone... Look on the previous page to find here... But she can say "I'll be back!" |
15:23 | TEST |  However another test is required to make sure it is! |
15:23 | FIXED |  The latter should be fixed now as well |
15:20 | FIXED |  The former is fixed now |
15:19 | BUG |  And not to mention that the keyboard always takes the most lower key in a collumn |
15:19 | BUG |  Start of test not in order |
15:18 | TEST |  Let's see what will happen now! |
15:18 | FIXED |  Text position error |
15:17 | NOTE |  Some real life stuff got in the way |
13:36 | TEST |  Let's see |
13:36 | DONE |  Added backspace and space |
13:29 | STUPIDITY |  Something you must watch yourself not to act too quickly, eh? |
13:29 | FIXED |  And now it should work |
13:29 | LINK |  Linked to the general flow |
13:28 | STUPIDITY |  Of course nothing happens |
13:27 | TEST |  Another one then |
13:27 | FIXED |  Scope error |
13:26 | FIXED |  ... |
13:26 | STUPIDITY |  What the fuck was I doing? |
13:25 | TEST |  ... |
13:24 | NOTE |  Clicking the keys won't do anything yet, though |
13:24 | SCRIPT |  Keyboard should appear |
13:14 | COCKROACH |  I 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) |
13:13 | TEST |  Take ... I forgot to count, but okay |
13:12 | COSMETIC |  Hopefully this fixes the field issue I have |
13:12 | FIXED |  Cursor not flashing |
13:12 | FIXED |  Logo conflict |
13:08 | JUDGMENT |  There are some cosmetic issues, however |
13:08 | CONFIRMED |  And now it works |
13:07 | STUPIDITY |  Ah, forgot to rebuild |
13:07 | INVESTIGATION |  Why? |
13:07 | COCKROACH |  Fix ignored |
13:01 | FIXED |  Fixed that |
13:01 | STUPIDITY |  Forgotten index.... That was the likely reason, and that was also the case |
13:00 | BUG |  However in stead of the field names I get table references on screen |
13:00 | CONFIRMED |  The crash has been fixed |
13:00 | TEST |  Take IV |
12:56 | EXPERIMENT |  Maybe this fixes that? |
12:51 | NOTE |  Given the irreliable thing about Lua documentation, not a complete surprise, yet very extremely annoying |
12:50 | FAILURE |  And that causes a complete crash without any form of warning |
12:42 | TEST |  Take III |
12:41 | EXPERIMENT |  Perhaps.... |
12:40 | SOLVED |  Oh, wait I'm looking the wrong way |
12:39 | C++ |  This could only happen if an outdated version of Apollo was used, but according to my compiler my code is up to date |
12:39 | HUH |  What the ... |
12:37 | TEST |  Take II |
12:35 | FIXED |  Pretty odd code typo |
12:35 | TEST |  Take I |
12:34 | SCRIPT |  The Game Jolt credential fields should appear now... You cannot yet however enter their contents. |
12:15 | ENHANCEMENT |  The system can retrieve the SDL ticks now |
11:44 | FUCKYOU |  And 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). |
11:44 | FIXED |  Code typo |
11:40 | TEST |  Take V |
11:40 | FIXED |  GV redirection error |
11:38 | TEST |  Take VI |
11:38 | FIXED |  But I think I tackled that one now! |
11:37 | BUG |  Now the "Yes" button works... The "No" button is ignored |
11:34 | COSMETIC |  Although I now need to work things out a bit better on a few points, but that is a later concern |
11:33 | CONFIRMED |  NOW this works |
11:32 | TEST |  Take V |
11:32 | FIXED |  Invalid function definition |
11:28 | TEST |  Take IV |
11:28 | FIXED |  GV linkup |
11:28 | FUCKYOU |  Things are never easy,eh? |
11:26 | TEST |  Take III |
11:26 | FIXED |  Whatever |
11:26 | HUH |  ? |
11:25 | TEST |  Take II |
11:25 | FIXED |  Missing API link |
11:17 | TEST |  Take I (and hopefully it will stay at one take only) |
11:17 | STATUS |  Question is now... do they work? |
11:17 | SCRIPT |  Activated "Yes" and "No" |
11:11 | LINK |  Stages linked to the stage register |
11:09 | TECHNO |  This way i can simply east more easily whether or not the "yes" and "no" buttons work |
11:09 | SCRIPT |  The Game Jolt logo will appear in stage 3, and nothing will be shown in stage 4 |
11:04 | NOTE |  Hey, no need to obtain that one anew |
11:03 | TRANSFER |  Game Jolt logo transferred to Star Story from Dyrt.NET |
10:52 | CONFIRMED |  At least I could do THIS right in one go! |
10:50 | TEST |  Quick test (I hope) |
10:30 | DONE |  I've put the "yes" and "no" buttons into the question whether or not to use Game Jolt |
10:03 | GITHUB |  Sorted a few things out in my repository |
0:03 | DONE |  Tons of stuff.... |
- = 9 Sep 2020 = - |
22:34 | STATUS |  AT LAST! |
21:32 | FIXED |  Linker works nows |
21:26 | FIXED |  Neil did not recognize a few of its keywords as such.... (although it never caused trouble, but still) |
21:25 | BUG | |
20:40 | TEST |  Take MCM |
20:39 | FIXED |  a crapload of fixes.... |
19:37 | TEST |  Take I |
19:37 | LINK |  And a link to the debugging system |
19:28 | 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! |
19:27 | SCRIPT |  GameVar system |
16:06 | CONFIG |  I'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 |
16:05 | FIXED |  A little issue fixed on Directory extraction |
16:01 | TEST |  TAKE VII |
16:01 | FIXED |  Identifier issue in New Game |
16:01 | CONFIRMED |  That void worked |
15:59 | TEST |  TAKE VI |
15:59 | VOID |  I think I avoided that |
15:49 | TECHNO |  I 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.... |
15:48 | FUCKYOU |  TAKE V |
15:48 | FORCE |  So I forced a few things |
15:48 | COCKROACH |  It just doesn't wanna work |
15:41 | TEST |  TAKE IV |
15:41 | HUH |  Little conflict? |
15:39 | TEST |  TAKE III |
15:39 | FIXED |  I needed to import the mouse too |
15:39 | FIXED |  Illegal function call |
15:36 | TEST |  TAKE II |
15:36 | LAZY |  This should cover that up... A few aliases :P |
15:36 | BUG |  Ah! |
15:34 | TEST |  Of course "TAKE I" as I do not know at all if this even works at all ;) |
15:09 | 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 |
15:09 | LINK |  And I've linked that to the "New Game" menu item |
15:08 | NEIL |  Script written that will chain the game to the New Game flow |
14:52 | SCRIPT |  I've set up the first stage of the New Game script... Please note this stage is nothing more but a welcoming note, but still.... |
13:18 | 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 |
13:15 | TECHNO |  Especially 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 = - |
23:36 | SITE |  Extra icons for this devlog active |
23:27 | DEBUG |  "Bye" command |
23:27 | FIXED |  module 255 bug in Neil? |
23:02 | TEST |  Take V |
23:02 | FIXED |  Syntax error |
22:59 | TEST |  Take IV |
22:59 | FIXED |  link ending |
22:59 | FIXED |  Egg |
22:56 | TEST |  Take III |
22:56 | FIXED |  Nope! Nope! Nope! But I got the bugger now! |
22:56 | TEST |  Take II |
22:55 | VOID |  I hope I voided this for now |
22:54 | BUG |  Whatever? |
22:53 | TEST |  Take I |
22:53 | STATUS |  It's not yet tested, so that will be the next step! |
22:53 | DEBUG |  I've set up my debug console interpreter... |
22:16 | JCR6 |  Now, to stick with the facts I just rebuild the ARF file |
22:15 | LINK |  I've linked this now to the Apollo system |
22:12 | LUA |  Right, deftable has been added |
21:51 | LUA |  Worked on Neil |
20:39 | FIXED | FINALLY! |
20:26 | FUCKYOU |  Dang! |
20:26 | COCKROACH |  MUST be... but what is possible and what happens are two different things I see on the background of my screen |
20:25 | FIXED |  Well one strange has should be fixed now |
20:22 | INVESTIGATION |  Took me tons of takes to get to the bottom of this and I can't log them all |
20:22 | FUCKYOU |  tons of made up errors |
19:38 | STATUS |  And that concludes THIS part of the story |
19:38 | JUDGMENT |  Right-o |
19:37 | TEST |  Take XXV |
19:37 | CONFIG |  So a bit more was needed |
19:37 | COSMETIC |  Yet not good enough |
19:37 | JUDGMENT |  better |
19:35 | TEST |  Take XXIV |
19:35 | COSMETIC |  More size |
19:34 | TEST |  Take XXIII |
19:34 | FIXED |  Syntax error |
19:33 | TEST |  Take XXII |
19:33 | COSMETIC |  Coordinate fixups |
19:17 | CONFIRMED | AT LAST! |
19:15 | TEST |  Take XXI |
19:15 | FIXED |  I see now |
19:08 | TEST |  Take XX |
19:08 | STATUS |  We're getting somewhere now, though |
19:08 | FIXED |  Illegal call |
19:06 | TEST |  Take XIX |
19:06 | FIXED |  I think? |
19:06 | BUG |  Non-existent module member? |
19:05 | TEST |  Take XVIII |
19:05 | FIXED |  I fixed that |
19:03 | INVESTIGATION |  Well, it appears that the required parameters did not make it through somehow |
19:02 | BUG |  Well, the bug is now in the console, but that's another story |
19:02 | HUH |  And suddenly it works? |
19:02 | TEST |  Take XVII |
19:02 | DEBUG |  Extra data in C++ |
18:59 | MYSTERY |  Things appear to get odd when multiple keys are pressed at once |
18:57 | C++ |  And compile the entire engine, but hey, maybe we're getting somewhere now? (I hope) |
18:57 | EXPERIMENT |  I need to try this |
18:55 | BUG |  However it reports the stuff like it were keyhits and not keydowns |
18:55 | DEBUG |  I undummied the log and now I do see that some progress HAS been made |
18:53 | COCKROACH |  SIGH! |
18:53 | FUCKYOU |  good |
18:53 | FUCKYOU |  No |
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