Title
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23:54STATUS
STATUS AT LAST one fight without any crashes
23:46STATUS
STATUS Would I really be free of all bullshit now?
23:41TEST
TEST Take MMDCXXXI
23:41COCKROACH
COCKROACH Well, there are some of those days I suppose
23:41FUCKYOU
FUCKYOU And when I thought it was finally over another bug must come in
23:32FUCKYOU
FUCKYOU I really hope that is the last fucking error I gotta deal with, but I guess I'll have to deal with it.
23:30TEST
TEST Take MMDCXXX
23:30RECOVERED
RECOVERED Well I recovered that variable, but it remains odd.
23:30HUH
HUHA variable disappeared, but how did that compile anyway. Lua should have crashed in the compile phase already (Lua itself... not Scyndi).
23:19TEST
TEST Take MMDCXXIX
23:19FIXED
FIXED Database junk
23:15TEST
TEST Take MMDCXXVIII
23:15FIXED
FIXED I think I found the motherfucker
23:05HUH
HUHSo it ignores the front line completely? What the freaking fuck?
22:48TEST
TEST Scyndi Take MMDCXXVII
22:48DEBUG
DEBUG The no targets bug did not yet give much clarity in the logs. I hope the next test does as I added some extra log instructions
22:38TEST
TEST Take MMDCXXVI
22:38MYSTERY
MYSTERY And did I not properly save and export the data for a normal attack for Scyndi?
22:37FIXED
FIXED Missing Rosetta tag
22:36FIXED
FIXED Switching should end the turn of the character who leaves the front row
22:33TEST
TEST Take MMDCXXV
22:33TECHNO
TECHNO And that DOES justify another take
22:33FIXED
FIXED Illegal function call
22:32FIXED
FIXED Color bug that does not justify another take
22:28TEST
TEST Take MMDCXXIV
22:28FUCKYOU
FUCKYOU Whine!
22:21TEST
TEST Take MMDCXXIII
22:21BUG
BUG No targetable players for a foe. That is not possible to happen, so a debug line must tell me how the impossible becomes possible
22:16TEST
TEST Take MMDCXXII
22:16FUCKYOU
FUCKYOU Crash on less than 6 characters
22:14TEST
TEST Take MMDCXXI
22:14STUPIDITY
STUPIDITY Illegal function call
22:11TEST
TEST Take MMDCXX
22:11LINK
LINK Established
22:09STUPIDITY
STUPIDITY Switching was not linked to the PIMI yet
22:07TEST
TEST Take MMDCXIX
22:07FIXED
FIXED Missing #use
22:06TEST
TEST Take MMDCXVIII
22:06VOID
VOID Two more of those
22:05TEST
TEST Luna Take MMDCXVII
22:05VOID
VOID Scyndi's declaration of locals bug
22:03DONE
DONE Oh yeah, and switching in combat should also work now
22:02TEST
TEST Take MMDCXVI
22:01CHARACTER
CHARACTERScyndi's normal attack has been set up
20:39STATUS
STATUS But first a little break
20:39STATUS
STATUS And now it actually get into switching during combat
20:38FIXED
FIXED Switch string for localization
20:27TEST
TEST Take MMDCXV
20:27FIXED
FIXED All party members turn skip
20:24TEST
TEST Take MMDCXIV
20:24FIXED
FIXED AI should not target back row
20:16FIXED
FIXED Missing link to Scyndi's PIMI
20:10VOID
VOID That should be taken care of now
20:05BUG
BUG The system did clearly NOT understand to leave the back row alone
20:03TEST
TEST Take MMDCXIII
20:03VOID
VOID Mini portrait issue
19:58TEST
TEST Take MMDCXII
19:58STATUS
STATUS And now the true testing can begin
19:55MAP
MAP Some treasures added
19:51NOTE
NOTE A few finishing touches before this place sees its TRUE test
19:50MAP
MAP Random encounters configured
19:48FOE
FOE Candy
19:45ABILITY
ABILITY Several abilities for Candy
18:36ARENA
ARENA Sugarland
17:42STATUS
STATUS Francis Maybe I'll be back later to put in the encounters for Sugarland
17:42ALPHA
ALPHA Updated
17:41GITHUB
GITHUBUpdated
17:33CONFIRMED
CONFIRMEDAll bugs accounted for (or so it would seem).
17:30TEST
TEST Take MMDCXI
17:25FIXED
FIXED API issue on Moving check
17:19TEST
TEST Take MMDCX
17:19FIXED
FIXED Link up issue, causing Scyndi to be unable to move over chasms (which was precisely what she was supposed to be able to do)
17:17FIXED
FIXED Property returning wrong value
17:10TEST
TEST Take MMDCIX
17:10EXPERIMENT
EXPERIMENT Now I *THINK* I might have solved this, but the next take will take
17:10BUG
BUG A nonsensical error pops up (no way a NIL could EVER come out), and the line number is not shown, making it impossible to properly debug this
17:06TEST
TEST Take MMDCVIII
17:06COSMETIC
COSMETIC Scroll issue fixed
16:44NOTE
NOTE But I'm not there, yet!
16:44FIXED
FIXED I see two function calls that were not right, so that has been taken care of
16:42HUH
HUHThat's odd.... No data in the log at all... That really shows something is REALLY wrong
16:39TEST
TEST Take MMDCVII
16:39DEBUG
DEBUG And extra entry to the log should tell me more about this
16:37BUG
BUG Apparently something is blocking passage for Scyndi. I need to find out what.
16:34TEST
TEST Take MMDCVI
16:34VISUALSTUDIO
VISUALSTUDIO Recompiling SCI
16:34LINK
LINK Links it all up
16:34SCYNDI
SCYNDIGlue code
16:33C++
C++Moving API
16:29TEST
TEST Myrah Take MMDCV
16:29FIXED
FIXED Bad identifier
16:27TEST
TEST Take MMDCIV
16:27FIXED
FIXED Code copy conflict
16:25TEST
TEST Take MMDCIII
16:25STATUS
STATUS Well, I certainly HOPE this wil work the way it should
16:25DONE
DONE The hooking ability should work now
16:18DONE
DONE Some workout to player movement
15:46DONE
DONE Checkup for free way from Scyndi to spot
14:36STATUS
STATUS I really need a break now!
14:36CONFIRMED
CONFIRMEDSo far, so good!
14:30TEST
TEST Take MMDCII
13:57DONE
DONE I placed a little marker. This as the pole will always be outside of the view range. A bit of a woe due to SugarLand originally being desinged for a game where there was more on screen
13:47TEST
TEST Take MMDCI
13:47FIXED
FIXED Debug errors
13:44TEST
TEST Take MMDC
13:44STATUS
STATUS Back to the actual run-time tests
13:44CONFIRMED
CONFIRMEDThe translation shows what I wanted to see. Good!
13:42INVESTIGATION
INVESTIGATION I do still want to check the translation, though!
13:42CONFIRMED
CONFIRMEDAnd it seems to work now and all compiler errors are accounted for in the process.
13:41TEST
TEST Take MMDXCIX
13:41FIXED
FIXED Anyway, it's fixed now
13:40STUPIDITY
STUPIDITY In C++ switch cases required "break" after every case. The irony that I would forget that while doing THIS particular thing.
13:36TEST
TEST Take MMDXCVIII
13:36FIXED
FIXED One syntax error the warning system popped up when compiling the Scyndi compiler
13:34TEST
TEST Rosetta Take MMDXCVII
13:34SCYNDI
SCYNDIBreak should now be translated
13:33CONFIRMED
CONFIRMED
ERROR> Unknown instruction kind (40) (Internal error. Please report!) in line #68 (Script/Flow/FlowField/PFA_Scyndi.scyndi)
That is the error message I wanted to see. Good!
13:32TEST
TEST Take MMDXCVI
13:32SCYNDI
SCYNDIKeyword "BREAK" now recognized by parser, but not yet fully set up by the translator.
13:29C++
C++"Break" added as instruction kind
13:28CONFIRMED
CONFIRMEDSo far, so good. Next step
13:27TEST
TEST Take MMDXCV
13:27FIXED
FIXED C string fault (merging stuff that should not be merged. A comma was required here)
13:26TEST
TEST Take MMDXCIV
13:26TECHNO
TECHNO Tests only to make sure Scyndi picks up stuff correctly
13:26TECHNO
TECHNO This will not yet make Scyndi support break yet, but most likely throw an error for a keyword it can't handle
13:25SCYNDI
SCYNDIKeyword list updated
13:25SCYNDI
SCYNDII see I didn't yet put in break support in Scyndi yet. Let's first take care of that, as I need it!
13:22TEST
TEST Take MMDXCIII
13:22DEBUG
DEBUG I've put in some debug log lines since this all happens under the hood (for now).
13:21SCRIPT
SCRIPTA pole can now be accepted if the coordinates are right. Checking for a direct connection possibility without any blocks will slowdown the game, so it will only do that if this check up which is rather fast, is succesful. When no poles have been found at all, the step will therefore be rejected to save time.
12:59CONFIRMED
CONFIRMEDSo far, so good
12:57TEST
TEST Take MMDXCII
12:57VOID
VOID Will it work now?
12:57FUCKYOU
FUCKYOU Fix ignored
12:55TEST
TEST Take MMDXCI
12:55TECHNO
TECHNO Once again, if no run-time errors pop up, I must assume everything's alright
12:55NOTE
NOTE At least no compiler errors
12:55FIXED
FIXED Loading the shit completely fucked up
12:49STUPIDITY
STUPIDITY Sayonara, 80th Elf of the First Generation IDIOT!
12:46TEST
TEST Take MMDXC
12:46TECHNO
TECHNO Except for not seeing crashes all I can test is the compilation. If loading a map doesn't crash the game I must assume everything is so far alright
12:45SCRIPT
SCRIPTThe maploader should load the hookspots now
12:25MAP
MAP Pass zones set up of Sugarland
12:23CONFIRMED
CONFIRMEDAnd NOW stuff appears to be working the way it should (at last)
12:19GENERATION
GENERATIONTake MMDLXXXIX
12:19FIXED
FIXED Luckily I got my Kthura hack tool
12:14GENERATION
GENERATIONTake MMDLXXXVIII
12:14FIXED
FIXED A devastating bug fixed in MapAction. Even leads to corrupted data.
11:26GENERATION
GENERATIONTake MMDLXXXVII
11:26NOTE
NOTE The poles in SugarLand were already tagged, due to them being part of Dyrt. That doesn't really matter, though, the way MapAction works makes it alright, it reacts to texture and not to tags, and it will log the poles into the poles data the game needs accordingly.
11:25FIXED
FIXED Tagging of untagged poles didn't work the way it should
11:20GENERATION
GENERATIONTake MMDLXXXVI
11:20C++
C++MapAction should now support the poles for Scyndi to hook herself to
11:03TECHNO
TECHNO As I also need to script Scyndi's hook on ability (tutorial about that will be in the sky tower), I will focus on that first, so I will not be hindered by random encounters. The boss will also come later.
11:03STATUS
STATUS I've set my personal save to SugarLands now
11:02CONFIRMED
CONFIRMEDStuff works
10:57TEST
TEST Take MMDLXXXV
10:57CONFIRMED
CONFIRMEDNOW the generator does what I wanted to see
10:55GENERATION
GENERATIONAgain
10:55RECOVERED
RECOVERED Tag
10:54SOLVED
I don't know why, but the tagging was undone somehow and that was the cause of these failures.
10:52TEST
TEST Take MMDLXXXIV for real this time!
10:52FAILURE
FAILURE I'm not sure, but here goes nothing
10:24GENERATION
GENERATIONKrandar, son of Gandophar Again!
10:24FAILURE
FAILURE Hold the show, the compass generator missed something. Maybe a save and generation order conflicted.
10:22TEST
TEST Take MMDLXXXIV
10:20NOTE
NOTE The reason for doing this first is due to this being something I'd easily forget, and although the removal of the guard seems cosmetic, it is actually more important than you might thing, as it would create a plot hole.
10:19GENERATION
GENERATIONCompass data updated
10:18REMOVED
REMOVEDAziëlla's guard. As you won't go to Aeria during the events of this game, he has no more purpose here.
10:17MAP
MAP Chain to the Beach and back
2:02STATUS
STATUS I may work out Sugarland first before I work out Independence's random NPC. This to make sure that Scyndi (the character, not the programming language used for this game) is completely correctly configured. It won't be long before Aziëlla joins the party, and Rachel will join too. This can allow me more time to have at least Scyndi in order. New characters are always a chore to work out in RPG games, so I learned over the years I create RPG games.
0:57STATUS
STATUS This should all do for now.
0:56FIXED
FIXED Bio requiring 256 FP for Myrah? That's not even possible.
0:54TEST
TEST Take MMDLXXXIII
0:53CHARACTER
CHARACTERAll of Scyndi's abilities accounted for
0:16TEST
TEST Take MMDLXXXII
0:16ABILITY
ABILITY Restore
- = 25 Dec 2023 = -
23:57ART
ARTScyndi's IDLE pose
23:49TRANSFER
TRANSFER Well, transferring complete. One more thing left to do, which will in Scyndi's case not be too hard.
23:35GITHUB
GITHUBUpdated
22:58STATUS
STATUS The next step will be to make sure all of Scyndi's combat graphics are in place.

Now that will not be too hard as most can just be imported from Dyrt. Only one may have to be added as that was not supported in Dyrt and that was an actual combat stance in IDLE form.

22:53CONFIRMED
CONFIRMEDWell that works, and was also an important step to take before I could put Scyndi into battle
22:51TEST
TEST Take MMDLXXXI
22:51COSMETIC
COSMETIC Small change on the marking system as I feel otherwise the altscreen can cause ugly effects
22:50FIXED
FIXED No switch took place
22:48TEST
TEST Take MMDLXXX
22:48FIXED
FIXED Ah, found the little bugger
22:48TECHNO
TECHNO Now this was only cosmetic, but a true issue is now on the way as bool and int type mismatch and I really need to sort out why it thinks that.
22:47FIXED
FIXED Marata Chosen marking effect was not well
22:42TEST
TEST Take MMDLXXIX
22:42FIXED
FIXED Mistake
22:40TEST
TEST Take MMDLXXVIII
22:40COSMETIC
COSMETIC A cosmetic bug, yet a rather ugly one
22:40FIXED
FIXED Cosmetic When hovering one character the next would turn light blue
22:39STUPIDITY
STUPIDITY Which was pretty stupid
22:39FIXED
FIXED Initial chosen not set
22:37TEST
TEST Take MMDLXXVII
22:37SCRIPT
SCRIPTSwitching should work now (I hope)
22:18TEST
TEST Take MMDLXXVI
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(c) Jeroen P. Broks