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 |
18:53 | FUCKYOU |  STILL |
18:52 | TEST |  Take XVI |
18:51 | EXPERIMENT |   Now, I gotta see then if THIS takes the cake.... :-/ |
18:49 | COCKROACH |   Still no good however |
18:46 | TEST |   Take XV |
18:46 | STATUS |   Of course, the question is now... Does it work now? |
18:44 | DUMMIED |   I've dummed the debug line causing the loads of output... If everything works now things should be ok... right? |
18:43 | EXPERIMENT |   I've altered the script and I gotta see if this does something |
18:42 | RESULT |  I guess THAT explains.... The names given are completely written out, I see |
18:42 | INVESTIGATION |   I've put in some extra debug features to sort that one out! |
18:27 | RESULT |  It appears SDL doesn't understand the keynames I asked about |
18:26 | TEST |   Take XIV |
18:26 | INVESTIGATION |   I need to find out more, so more debug data to the output |
18:24 | MYSTERY |   NONE of the keys required to activate the console register |
18:23 | TEST |   Take XIII |
18:23 | DEBUG |   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 |
18:21 | TEST |   Take XII |
18:21 | EXPERIMENT |   I'll try to get this done on another way |
18:19 | INVESTIGATION |   The system does show we ARE in development mode |
18:17 | TEST |  Take XI |
18:15 | ANNOUNCEMENT |   Behold Crystal McLeen... ;) |
18:15 | BUG |  Debug features do not appear to work at all (they are ignored) I need to sort out why |
17:58 | TEST |  Take X |
17:58 | FIXED |  Font reference? |
17:55 | TEST |  Take IX |
17:54 | FIXED |  Illegal function definition |
17:53 | TEST |  Take VIII |
17:53 | FIXED |  I hope |
17:53 | COCKROACH |  ..... |
17:52 | TEST |  Take VII |
17:52 | FIXED |  Bad loadstate request |
17:51 | TEST |  Take VI |
17:50 | COCKROACH |  So there was still one more, eh? |
17:50 | TEST |  Take V |
17:50 | FIXED |  Unknown identifiers |
17:46 | TEST |  Take IV |
17:45 | SOLVED |  Ah! I found out what cases THAT one! |
17:45 | HUH |  Illegal instruction? |
17:42 | TEST |  Take III |
17:42 | GENERATION |  That only required me to regenerate a new ARF |
17:42 | FIXED |  Byte was not recognized as type by Neil |
17:40 | TEST |  Take II |
17:40 | STATUS |  The code compiles.... |
17:38 | VOID |  That issue has been voided, although I have put in a littebit of a not that this should work with GCC as well, as I don't know if Microsoft's alternatives are supported there... |
17:25 | FAILURE |  Well I guess it wasa mistake to rely on Microsoft anyway, eh? |
17:25 | FAILURE |  and even their own guidelines don't work so it seems.... |
17:24 | FAILURE |  Another "deprecation" error (read: Microsoft trying to kill C++) |
17:22 | BUG |  still no good! |
17:22 | C++ |  Let's compile again to see what happens now |
17:22 | FIXED |  More of those |
17:22 | FIXED |  Forgotten "std::" I hate that namespace |
17:21 | STUPIDITY |  I forgot to check the compiler's error log! |
17:20 | BUG |  Error: Module Events does not have an element named: KEYBYNAME Hmm... did I forget to compile or something cheesy like that? |
17:19 | UPDATED |  Project file |
17:18 | C++ |  Oh yeah, I forgot to menton that I also did a quick key recognizer |
17:18 | NOTE |  And I expect tons of trouble |
17:18 | TEST |  Take I |
17:17 | LINK |  Main menu linked |
17:16 | STATUS |  It must be noted though that the console is not operational yet..... All it should do is show what's already on it, and allow you to go back by hitting escape |
17:16 | LINK |  I've set the link to the console |
16:34 | FONT |  Font transferred from the Bubble MonoGame project... Hey it's a good font, and I don't need to defend myself for the MonoGame crew |
16:33 | TECHNO |  Which I will this time entirely write in script |
16:33 | DONE |  Start to a debug console |
13:51 | TECHNO |  Makes transferring stuff also easier |
13:50 | NOTE |  Or at least not my MAIN hard drive.... |
13:50 | NOTE |  I simply don't wanna use my harddrive for this.... |
13:50 | CONFIG |  Preparations for savegames |
12:49 | NOTE |  Unfortunately, due to C++ by far not being as advanced as C#, I cannot support alternate drives, like my C# version of Dirry can |
12:47 | STATUS |  However before I can start on the credentials I'll need 'Dirry' support |
12:46 | STATUS |  The time has come now to prepare for starting a new game... In order to be as compatible as possible with mobile devices, I am not gonna work with keyboard input, so it's all mouse clicks, yes even with entering your Game Jolt Credentials. |
11:33 | CONFIRMED |  It appears to be working now! Yay! |
10:03 | TEST |  Take II |
10:03 | FIXED |  Several issues |
10:02 | BUG |  Apparently not |
10:02 | TEST |  And now to see if it works - Take I |
10:02 | LINK |  Linked the linksup script to the sub |
10:02 | NEIL |  Made the actual music library |
8:07 | STATUS |  Enabling me to set the music routine up at last |
8:06 | LINK |  And that should all link it up |
8:06 | NEIL |  Interstate glue code |
8:06 | C++ |  Intersate APIs |
- = 7 Sep 2020 = - |
23:28 | CLOSED | |
23:28 | CLOSED | |
21:50 | FIXED |  And now i could finally fix some bugs that came in this procoess |
21:49 | NEIL |  The #use directive has been completely configured for use in Apollo |
19:10 | DEBUG |  I see that thing go wrong much sooner than that |
19:06 | FAILURE |  THe program just ends without a warning... This is a bit terrible as now I do not know what is actually going on |
19:05 | TEST |  I've tried what will happen when I put the use statement in to get "Anyway" done |
15:29 | FAILURE |  I wonder how long the old bug with JCR6 file requirements is gonna haunt me (simply having to recompile stuff, but still annoying) |
15:28 | SECURITY |  I've set up the security data generator |
- = 6 Sep 2020 = - |
21:10 | NOTE |  But at least I got one notice of an upcoming update |
21:05 | FAILURE |  A bit setback now.... NONE of the libraries I tried so far to get http calls done in VS works... One one with the least terrible results produced over 200 error messages. Always funny how unaltered code can work sometimes, eh? |
15:26 | CHECKLIST | |
15:26 | REMINDER | |
8:49 | CONFIRMED |  And now it DOES work |
8:48 | FIXED |  Coordinate error |
8:35 | FIXED |  Illegal function call |
8:35 | FIXED |  Did I fix it now? |
8:35 | COCKROACH |  Guess.... |
8:31 | TEST |  Pretty please! |
8:31 | TEST |  PLEASE! |
8:31 | TEST |  Does it work now? |
8:31 | FIXED |  MOAR! |
8:29 | FIXED |  More crap |
8:28 | TEST |  Another test then.... |
8:28 | STUPIDITY |  Yeah, I know I suck |
8:28 | FIXED |  Those were faults in the linkup script |
8:27 | BUG |  And I even see an error pop up now |
8:27 | NOTE |  None of the menu items WORK yet! |
8:27 | SCRIPT |  The menu should now appear |
8:26 | STUPIDITY |  why didn't I do so before? |
8:26 | LINK |  Draw Text API function linked to Neil |
- = 5 Sep 2020 = - |
23:52 | STATUS |  And time to get some rest, I reckon |
23:52 | UPDATED |  All repositories updated |
23:42 | OPTIMIZATION |  I cannot completely prevent an FPS loss, but it has become less drastic than it originally was. |
23:41 | FIXED |  AT LAST! |
23:29 | COCKROACH |  either 1 or 0, even when deliberately set to float |
- = 5000 B.C, maybe? = - |
Mystery time! | COCKROACH |  It seems we got ourselves a REAL cockroach here |
- = 5 Sep 2020 = - |
23:22 | DEBUG |  Moar data required |
23:19 | EXPERIMENT |  Well, I guess I gotta sort that out, so I made the scaling and coloring 'var' types, so no manipulation at all can take place |
23:19 | DEBUG |  Do numbers only act as integers? |
23:12 | DEBUG |  Bug debug (prepare for a VERY low framerate) |
23:06 | FIXED |  That SHOULD be fixed now.... |
23:06 | SOLVED |  It appears that I made another scoping error? |
23:05 | SOLVED |  Wait a minute, I think I solved the mystery |
23:04 | HUH |  But that line shows the only possible reason happens NOT to be the reason??? |
23:03 | DEBUG |  The log shows that the entire for-loop is not skipped.... At least, done3 isn't updated... I've added an extra debug line that should be the answer why this happens |
22:59 | DEBUG |  more debug needed |
22:56 | BUG | |
22:53 | INVESTIGATION |  I need to know so extra debug lines have been set in place |
22:50 | COCKROACH |  It no longer freeze, but now it skips the scroll completely |
22:45 | TEST |  Hmmmm |
22:45 | STATUS |  hmmmmm |
22:41 | FIXED |  Scaling error on mouse pointer |
22:35 | EXPERIMENT |  Well, I really don't know, but I gotta try... i guess |
22:34 | DEBUG |  The results shown in the log are getting more and more ridiculous, really! |
22:23 | DEBUG |  A timeout catchup |
22:15 | TEST |  Well And another test :-/ |
22:14 | DEBUG |  A few extra debug lines will have to help out here |
22:13 | INVESTIGATION |  For some odd reason, the system keeps looping the start up callback... There is no way in which this should be possible, so I wonder why this happens |
22:08 | NOTE |  What I see is that it keeps repeating the start event, and throws a flow in.... |
22:01 | INVESTIGATION |  I need to sort out why |
22:00 | COCKROACH |  everything freezes... But no clue why |
21:33 | EXPERIMENT |  I need to sort out if this works |
21:04 | BACKUP |  Running |
20:25 | FIXED |  misformed "if" |
20:23 | FIXED |  Altframing config incomplete |
20:19 | TEST |  Take III |
20:19 | FIXED |  C++ to script linkup typo fixed |
20:17 | TEST |  Take II |
20:17 | FIXED |  Which has been fixed of course! |
20:17 | SOLVED |  Ah, because it was mispelled in Neil's keyword list |
20:16 | MYSTERY |  I wonder why it didn't recognize "and" as a keyword |
20:16 | FIXED |  Two code typos |
20:14 | TEST |  Well, gotta wait and see I suppose |
20:13 | NEIL |  I've translated my Blitzmax code to Neil... Hopefully it will create the same results |
20:13 | FIXED |  Scope errors |
19:31 | SITE |  There are still some iconless tags, but they will be recovered over time... |
19:28 | FIXED |  I think I fixed that.... |
19:27 | BUG |  Internal error..... |
19:26 | NOTE |  Let us see if it all works now.... :-/ |
19:25 | LINK |  It's always important to check that all.... I hate that, but that's the woe of a new engine, I guess.... |
19:24 | FIXED |  Missing link |
19:23 | NOTE |  Hey I need to finish that project too, you know! |
19:23 | DONE |  Star Story Stuff |
14:47 | STATUS |  I need a break now.... |
14:46 | FIXED |  Yup, it's fixed! |
14:46 | SOLVED |  Well that should sove the matter |
14:46 | TRANSFER |  That has been done now |
14:46 | STUPIDITY |  Ah, some assets were still not properly transferred |
14:31 | INVESTIGATION |  And I need to find out why! |
14:31 | MYSTERY |  for some reason things go wrong on showing the logos |
13:39 | NOTE |  before this tune can be fully implemented though, I do need to get some things done first, though |
13:38 | MUSIC |  As a result I can confirm that "Once upon a time around the solar system" by Eric Matyas has been succesfully aliased and is now useable for the game... Whooohooo! |
13:36 | JCR6 |  And that was succesful |
13:35 | C# |  I've had to modify the Apollo builder in order to make sure aliases were properly taken care of |
12:31 | CONFIRMED |  Yup, the pointer moves with the mouse! |
12:13 | NOTE |  Since this is an auto-api (as the events do not require extra data like images, fonts, kthura maps and so on do I could easily do that), the NEIL linking will happen automatically. |
12:12 | C++ |  API Written for mouse position capturing |
12:04 | DONE |  I've set a mouse pointer in the game... it does not yet respond to the mouse though, as I didn't yet put that feature into Apollo... Which is of course what will happen next. |
11:56 | NEIL |  Image.Obtain |
11:40 | C++ |  And shows me I need to set up an SDL_Graphics panic system, as the stuff that happened had to throw an error, that's for sure |
11:40 | C++ |  A lot of internal linkings were busted |
10:57 | TEST |  Take IV |
10:57 | FIXED |  Internal error |
10:54 | TEST |  Take III |
10:54 | CONFIRMED |  Apparently, so! |
10:54 | C++ |  Can I compile properly now? |
10:54 | FORCE |  Before I could recompile though I had to force something off |
10:52 | FIXED |  I think I took care of a needless hang-up on last-minute Lua panics |
10:45 | TEST |  Take II |
10:44 | FIXED |  See... it didn't work.... A code typo |
10:43 | TEST |  Of course I may not take this for granted so let's see how things go, eh? |
10:40 | FIXED |  And fix everything |
10:40 | LINK |  This should establish the link |
10:40 | NEIL |  Part two done |
10:39 | C++ |  Part one done |
10:39 | STUPIDITY |  I forgot to link the tiling to the scripting |
10:37 | FIXED |  And that should fix everything |
10:37 | FORCE |  I forced that loop to stop! |
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