Title
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17:46TECHNO
TECHNO For now all that should happen is a black screen with the mouse pointer visible. The game timer should go on (although I can't check thet), and the possibility to end the game immediately should work.
17:42SCRIPT
SCRIPTMain flow script set up
16:47CONFIRMED
CONFIRMEDIt appears to be in working order
16:45TEST
TEST Take MXX
16:45FIXED
FIXED Missing required initiation
16:43TEST
TEST Take MXIX
16:43EXPERIMENT
EXPERIMENT A few more debug codes to fully confirm this
16:41CONFIRMED
CONFIRMEDApparently it does
16:40TEST
TEST Take MXVIII
16:40EXPERIMENT
EXPERIMENT Scyndi Dirty code, but does it work?
16:35HUH
HUHI have no idea why, but now the compiler just did its fucking job!
16:34VISUALSTUDIO
VISUALSTUDIO Take MXVII
16:30FAILURE
FAILURE The compiler crashes. That means I will need to go to VisualStudio to find out why!
16:30TEST
TEST Take MXVI
16:30TECHNO
TECHNO All I need to know is, if this compiles so far... or not
16:29STATUS
STATUS As before, the battle works in stages, and the combat engine reacts on the stage currently set. I chose for the setup that stages all initiate and register themselves to the main Stage core, so they'll be easy for all of the combat engine to work with.
15:33STATUS
STATUS The time has come that the main flow can be prepared.... This will be one hell of a job.
14:42TEST
TEST Take MXV
14:33FIXED
FIXED Incorrect boolean set up.
14:24TEST
TEST Take MXIV
14:24FIXED
FIXED "nil" (I think.... I hope).
14:20TEST
TEST Take MXIII
14:20TECHNO
TECHNO I cannot sort out if things work except for making sure stuff compiles and that the (not yet existent, thus leading to error) function MailFlow is attempted to be called.
14:18DONE
DONE Initial order
13:41TEST
TEST Take MXII
13:41FUCKYOU
FUCKYOU ....
13:34TEST
TEST Take MXI
13:33NOTE
NOTE Note to self. Just put in #use "Libs/SCI/Sys" by default in EVERY script file you create from now on!
13:25TEST
TEST Take MX
13:25SCRIPT
SCRIPTBasic diamond order
12:48STATUS
STATUS The next step will be to define the diamond order
12:42CONFIRMED
CONFIRMEDAs far as I can tell indexing works
12:40TEST
TEST Take MIX
12:40LINK
LINK Sigh!
12:38TEST
TEST Luna Take MVIII
12:38SCRIPT
SCRIPTIndexing
12:28FIXED
FIXED Team missing (very important)
11:59DEBUG
DEBUG So far I cannot find any irregularities.
11:58DEBUG
DEBUG Time to check the log
11:58NOTE
NOTE At least I see the error I needed to see, but how did things go.
11:56TEST
TEST Take MVII
11:56FIXED
FIXED A new space for heroes and foes had to be opened
11:51TEST
TEST Take MVI
11:51VOID
VOID Voids another issue
11:51LINK
LINK Link brought to the starter
11:50TEST
TEST Take MV
11:50FUCKYOU
FUCKYOU Fuck it!
11:48TEST
TEST Take MIV
11:48DEBUG
DEBUG A last checkup note
11:43LINK
LINK Player compilation linked to Start Up Combat Routines
11:35DONE
DONE Hero compilation done. Less actions were needed here
- = 24 Oct 2023 = -
23:01STATUS
STATUS And I'll leave it there. I'm getting tired and the next step could also be time consuming. Making sure the heroes are properly compiled for combat.
23:00CONFIRMED
CONFIRMEDGood!
22:56TEST
TEST Take MIII
22:56FIXED
FIXED Object misusage
22:53TEST
TEST Take MII
22:53CONFIRMED
CONFIRMEDAt leat the foe compiler is called now, or that error could never happen. So this was some good news nonetheless
22:52FIXED
FIXED Type mismatch
22:50TEST
TEST Take MI
22:50FIXED
FIXED Francis Missing Sys link
22:49SOLVED
SOLVED Ah, I see now... something else was the matter
22:48TEST
TEST Take M
22:48STATUS
STATUS And now for take 1000
22:48DEBUG
DEBUG Extra debug crap
22:46FIXED
FIXED the "nil" encounter has at least been fixed
22:44TEST
TEST Take CMXCIX
22:44STATUS
STATUS Later concern. Let's first fire this one up.
22:43NOTE
NOTE I did see a "nil" request among the requested enemies I wanna know why that happened
22:43FIXED
FIXED I think I "fixed" an issue
22:41HUH
HUHI wonder how "nil" came through the requested enemies
22:39TEST
TEST Take CMXCVIII
22:39FIXED
FIXED Right!
22:39STUPIDITY
STUPIDITY Because the list command was misisng???
22:38INVESTIGATION
INVESTIGATION Why?
22:37BUG
BUG Two goblins and a slime requested, but none were compiled.
22:35TEST
TEST Take CMXCVII
22:35STUPIDITY
STUPIDITY Forgot to save. That could explain why I didn't see the foe compiler pop up in the log
22:29TEST
TEST Take CMXCVI
22:29LINK
LINK Foe compiler linked
22:23CONFIRMED
CONFIRMEDSo far, so good!
22:21TEST
TEST Take CMXCV
22:21DONE
DONE Ready? Set?
22:21CHECKED
Right-o.... I guess I know what to do now
22:21SITE
SITE Added tag CHECKED
22:07TEST
TEST Myrah Take CMXCIV
22:07TECHNO
TECHNO Now I need another take so I can update myself on the situation, as all these distractions don't help.
22:04CONFIRMED
CONFIRMEDStuff appears to be in working order again.
22:04SYSTEM
SYSTEM Restarted
22:04SITE
SITE Added tag SYSTEM
21:44FAILURE
FAILURE My web browser is fucking up on me (keeps crashing with every site I load). I guess I need to restart my computer.
21:41CONFIRMED
CONFIRMEDBut the encounter guage DOES appear in Frendor Bushes as it should
21:41CONFIRMED
CONFIRMEDNo more encounters in Vandar
21:38TEST
TEST Take CMXCIII
21:38FIXED
FIXED I think I fixed this bug
21:36CONFIRMED
CONFIRMEDAt least I know that when worst comes to work I can manually block encounters in all layers of every city, but that is not really the most elegant way to go.
21:35MYSTERY
MYSTERY The gauge DOES appear in Vander, but not on the camp site....
21:34BUG
BUG It does....
21:33DEBUG
DEBUG Take CMXCII
21:33DEBUG
DEBUG First I need to see if the encounter gauge does appear in town or not
21:31NOTE
NOTE Now due to this bug (and crash) I could not test if leader switch is blocked in the camp site, but that comes later.
21:31CONFIRMED
CONFIRMEDBut at least the switching leader works
21:31BUG
BUG Random encounteres in Vandar should NOT happen
21:28TEST
TEST Take CMXCI
21:28FIXED
FIXED Missing link
21:28TEST
TEST Take CMXC
21:25SCRIPT
SCRIPTNot really much to do with the combat system, but important nonetheless. Switching the leader should work now
18:26TEST
TEST Take CMLXXXIX
18:26SCRIPT
SCRIPTA few alterations I need later when the stuff I plan to do will be done.
18:01ART
ARTFraince combat idle stance
17:53NOTE
NOTE Jake I needed all this before I could make sure I could cover Francis' combat stance
17:53ART
ARTExported into the project
17:43ART
ARTSideways Francis
16:43NOTE
NOTE Those two things were the EASY part, though.
16:43ART
ARTCombat Icon Francis
16:43ART
ARTCombat Icon Myrah
16:43ART
ARTMyrah Combat Idle Pose
16:05TEST
TEST Take CMLXXXVIII
16:05FIXED
FIXED Code typo
16:04TEST
TEST Take CMLXXXVII
16:04DONE
DONE More preps
15:50TEST
TEST Take CMLXXXVI
15:50DONE
DONE Constructor
15:40TEST
TEST Take CMLXXXV
15:40SCRIPT
SCRIPTFirst Basis
15:18STATUS
STATUS Although not all things are settled yet, I can at least for now let it be and move to the hero compiler
14:57TEST
TEST Take CMLXXXIV
14:57DONE
DONE Icon Foe
14:52TEST
TEST Take CMLXXXIII
14:52SCRIPT
SCRIPTHP handling in Foes
14:47TEST
TEST Take CMLXXXII
14:47SCRIPT
SCRIPTStat copier
14:39TEST
TEST Take CMLXXXI
14:39SCRIPT
SCRIPTStart of statistician record
14:28STATUS
STATUS Right! Back on track.
14:25TEST
TEST Tai Take CMLXXX
14:25STATUS
STATUS Due to Windows being programmed to crash every now and then, I must try another take in order to see if everything is operational and where I was.
14:17FAILURE
FAILURE Blue Screen Of Death due to a non-existant problem.
13:59TEST
TEST Take CMLXXIX
13:59VOID
VOID SIGH! I really must fix that!
13:59TEST
TEST Take CMLXXVIII
13:58LINK
LINK A few needed linkups (oh no, I'm not done yet!)
13:49CONFIRMED
CONFIRMEDThat it does... good
13:48TEST
TEST Take CMLXXVII
13:48NOTE
NOTE I can only test now if it compiles.
13:48SCRIPT
SCRIPTStart of the Foe Compiler. Right now it only loads the raw data.
13:24TEST
TEST Take CMLXXVI
13:24DONE
DONE Basis class for foe handling. Still a lot to do here, though!
13:16VOID
VOID It was just a remove and place it back exactly the way it was.

Before that it didn't work, after that it did.

Every code knows this woe well.

13:15TEST
TEST Take CMLXXV
13:15VOID
VOID ????
13:13TEST
TEST Take CMLXXIV
13:13DONE
DONE Set up a quick fighter register with a few indexes to speed things up
12:19CONFIRMED
CONFIRMEDSuccess, at last!
12:18TEST
TEST Take CMLXXIII
12:18VOID
VOID Scyndi's declaration bug
12:17TEST
TEST Take CMLXXII
12:17VOID
VOID GRRR!
12:04TEST
TEST Take CMLXXI
12:04FIXED
FIXED Force wrongly set up
- = 23 Oct 2023 = -
22:45CONFIRMED
CONFIRMEDAn now everything seems to be in working order.
22:41TEST
TEST Marrilona Take CMLXX
22:41FIXED
FIXED missing declaration + definition x3
22:40TEST
TEST Take CMLXIX
22:40FIXED
FIXED Scope error
22:39TEST
TEST Take CMLXVIII
22:39DONE
DONE Add Extra diamond
22:38DONE
DONE Add Hero diamond
22:38DONE
DONE Add Foe diamond
22:18CONFIRMED
CONFIRMEDIt compiles.
22:17TEST
TEST Take CMLXVII
22:17FIXED
FIXED Stupidity
22:16TEST
TEST Take CMLXVI
22:16FIXED
FIXED Scope error
22:14TEST
TEST Take CMLXV
22:14TECHNO
TECHNO Clear screen needed. Conflicting data comes my way
22:13TEST
TEST Take CMLXIV
22:13DONE
DONE Empty Slot
22:13DONE
DONE Joker
21:49CONFIRMED
CONFIRMEDIt compiles
21:48TEST
TEST Take CMLXIII
21:44SCYNDI
SCYNDII've set up a new class for the gauge slots. Although a few things in this will certainly be taken over from the original setup (as it was better than I though).
21:11NOTE
NOTE Contrary to TFT REVAMPED (and to Star Story II where they were (due to lack of time) not even implemented at all) Jokers can now be asigned to ALL enemies (regular foes and bosses alike) and Joker cards will be added to every 100 positions on the diamond gauge.

All enemies can take a special effect from Jokers, but this does not necessarily have to be the case. Now the script will place 20 jokers at the start and place a new joker at position 2000 every time a joker passes. Any spot already taken WILL be overridden. Part of the game rules (for multiple reasons both gameplay wise as technical).

21:06C#
C#Joker field in foe editor
20:53CONFIRMED
CONFIRMEDAnd that's precisely what happens. Good!
20:52TEST
TEST Take CMLXII
20:52TECHNO
TECHNO Rachel A quick take is needed to see if this all compiles and loads. Basically when the main menu appears, the test is succesful.
20:47DONE
DONE Done "Backside" diamond (in other words an empty slot)
20:46DONE
DONE Joker (will be more prominent here than ever before)
20:41DONE
DONE Hero diamonds will be loaded now (except for Luna as her sprite has not yet been designed)
20:38DONE
DONE Foe Diamonds will be loaded now
20:35FIXED
FIXED Combat diamonds in the wrong directory
19:04STATUS
STATUS FINALLY the error message I wanted to see.
19:02TEST
TEST Take CMLXI
19:02STUPIDITY
STUPIDITY Fuck you, Jeroen!
19:00TEST
TEST Take CMLX
19:00VOID
VOID I think I voided the problem
18:59SOLVED
SOLVED Wait a minute. I think I know where the pain lies
18:58VISUALSTUDIO
VISUALSTUDIO Take CMLIX
18:58FUCKYOU
FUCKYOU This is NOT possible unless the compilation for the C++ code failed, but accoriding to the VisualStudio log, it was succesful.

All I can do is run SCI in VS then.

18:55TEST
TEST Take CMLVIII
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(c) Jeroen P. Broks