Title
Github Itch.io

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17:36FIXED
FIXED Will this work the texture definition out?
17:32TEST
TEST Take CCXLV
17:32DONE
DONE Better error handling in TQSG driver
17:28TEST
TEST Take CCXLIV
17:28FIXED
FIXED What goes for Get also goes for Set
17:27TEST
TEST Myrah Take CCXLIII
17:27NOTE
NOTE That does not yet cover ALL actor only fields, but I hope I won't need them anyway
17:27FIXED
FIXED Wind missing as actor only field in C++ API
17:24TEST
TEST Take CCXLII
17:24FIXED
FIXED Reference error
17:22TEST
TEST Take CCXLI
17:22STATUS
STATUS Progress, yeah yeah
17:20TEST
TEST Take CCXL
17:20VOID
VOID Little typo
17:19TEST
TEST Take CCXXXIX
17:19VOID
VOID Voided?
17:10TEST
TEST Take CCXXXVIII
17:10DEBUG
DEBUG Another line to analysis then
17:10INVESTIGATION
INVESTIGATION The OBJ metatable returns nil in stead of the data it should return.... Why?
17:04TEST
TEST Take CCXXXVII
17:04DONE
DONE A little ensurance the spawning does lead to a remapping
17:02INVESTIGATION
INVESTIGATION It cannot find the player actor... But why not?
17:00TEST
TEST Take CCXXXVI
17:00INVESTIGATION
INVESTIGATION This is getting stranger. Another line then!
16:59TEST
TEST Take CCXXXV
16:59DEBUG
DEBUG More junk in place then?
16:58DEBUG
DEBUG The log says "no"
16:57TEST
TEST Take CCXXXIV
16:57DEBUG
DEBUG What's going on here?
16:57HUH
HUHNo tex? Isn't it automatically set?
16:52TEST
TEST Rachel Take CCXXXIII
16:52STATUS
STATUS Back to testing the game itself
16:52C++
C++At least no compile error this time
16:52C++
C++Take CCXXXII
16:52FAILURE
FAILURE compile error
16:51TEST
TEST Take CCXXXI
16:51C++
C++I've add a simple one... Basically I copied the obstacles drawing... if that's the right way to go remains to be seen, but fow now it will do
16:35STUPIDITY
STUPIDITY Shit! Did I really forget the actor part of the draw diver?
16:33TEST
TEST Take CCXXX
16:33FIXED
FIXED Reference issue
16:31TEST
TEST Take CCXXIX
16:31C++
C++That was a issue in my C++ code
16:31FIXED
FIXED Error in Statician library
16:27TEST
TEST Take CCXXVIII
16:27FUCKYOU
FUCKYOU Nothing wrong peeps!
16:26TEST
TEST Take CCXXVII
16:26FIXED
FIXED Please?
16:25COCKROACH
COCKROACH AAAARG!
16:24TEST
TEST Take CCXXVI
16:24FIXED
FIXED Link code error
16:23TEST
TEST Take CCXXV
16:23FIXED
FIXED Count error in API
16:10TEST
TEST Take CCXXIV
16:10FIXED
FIXED Fixes another issue I guess
16:10C++
C++Missing API for setting party size
16:07TEST
TEST Aziella Take CCXXIII
16:07FIXED
FIXED missing #use
16:06TEST
TEST Take CCXXII
16:06FIXED
FIXED Kthura link up error
16:02TEST
TEST Take CCXXI
16:02VOID
VOID I really need to fix some issues in identifiers in Return and Delcaration instructions
16:00TEST
TEST Take CCXX
16:00NOTE
NOTE You won't be able yet to make Myrah move and it will take awhile before we actually get to that point too.
16:00LINK
LINK This should link stuff together
16:00SCRIPT
SCRIPTDrawing the Kthura Map
15:46SCRIPT
SCRIPTSome scroll and texture adaptions automated on how the player is positioned and facing
14:34NOTE
NOTE East and West are a later concern
14:21ART
ARTMyrah South Sprites
14:13ART
ARTMyrah North Sprites
12:57FAILURE
FAILURE Another Blue Screen Of Death of NO REASON AT ALL!
12:35STATUS
STATUS And the time to get some nesecary artwork done has come, I'm afraid
12:35SCRIPT
SCRIPTSome data setup done for determining the leader and setting up the start party
11:06STATUS
STATUS Now wish me luck, as I'll now have to prepare for actually showing the game map
11:05CONFIRMED
CONFIRMEDIT WORKS!
11:04TEST
TEST Take CCXIX
11:04VOID
VOID Sigh!
10:38TEST
TEST Take CCXVIII
10:35VOID
VOID The crash has been voided. An emptry string was tried for music
10:32CONFIRMED
CONFIRMEDIt does indeed handle a violation. It appears we got a null call here
10:29VISUALSTUDIO
VISUALSTUDIO Take CCXVII
10:29TECHNO
TECHNO Since no error message pops up, this is likely to be either a stack overflow or a memory violation.

Given the circumstances the latter appears more likely, but it's hard to tell at this point.

Another run to Visual Studio I guess!

10:28DEBUG
DEBUG Little script adaption
10:27HUH
HUHSomething goes wrong when loading the music. That much is clear!
10:26TEST
TEST Take CCXVI
10:26LINK
LINK Fix
10:24TEST
TEST Take CCXV
10:24FIXED
FIXED Scyndi Headless module
10:23TEST
TEST Take CCXIV
10:23FIXED
FIXED Scope error in link code
10:22TEST
TEST Take CCXIII
10:22SCRIPT
SCRIPTMusic should change when a new map is loaded (if the music is supposed to change, that is)
10:21LINK
LINK And some Scyndi linkup code was (of course) required as well
10:21C++
C++Kthura Meta Data can now be accessed by the game scripts
9:50STATUS
STATUS AT LAST!
9:50TEST
TEST Take CCXII
9:50LINK
LINK Link to the FIELD flow
9:49NOTE
NOTE Typical how such trivial things can cause so much trouble
9:49STUPIDITY
STUPIDITY And I forgot one last important thing
9:48TEST
TEST Take CCXI
9:47FIXED
FIXED Syntax error
9:47TEST
TEST Take CCX
9:47NOTE
NOTE (I got the feeling this is gonna happen much of times. Forgotten #include commands is what I also suffer from in C++)
9:46FIXED
FIXED Anther missing #use
9:19TEST
TEST Take CCIX
9:19SCRIPT
SCRIPTAnd now that I was at it, I've also put in the mouse pointer
9:18FIXED
FIXED An another
9:17TEST
TEST Take CCVIII
9:17FIXED
FIXED Missing #use
9:16TEST
TEST Take CCVII
9:16NOTE
NOTE Right now, it's nothing more but a block screen, but terminating the game already works (at least, it should)
9:15SCRIPT
SCRIPTA main flow function is made for the field.
9:07ROSETTA
ROSETTALuna "Are you sure you wanna quit"?
- = 4 Oct 2023 = -
22:20NOTE
NOTE Was about time.... wasn't it?
22:20STATUS
STATUS And now the first moves can be made to get into the game itself....
22:20STATUS
STATUS It will go straight to the point where the fake error is in place
22:16TEST
TEST Take CCVI
22:16FIXED
FIXED Layer check faulty. Would crash if layer DID exist in stead of did not
22:06TEST
TEST Take CCV
22:06COCKROACH
COCKROACH AAARGH!
22:05TEST
TEST Take CCIV
22:05FIXED
FIXED Now then?
22:04TEST
TEST Take CCIII
22:04FIXED
FIXED ?
21:50TEST
TEST Take CCII
21:50DEBUG
DEBUG Markers
21:43INVESTIGATION
INVESTIGATION Elementary, my dear Watson!
21:43VISUALSTUDIO
VISUALSTUDIO "Out of Range Memory Location".... I guess things are not yet the way they should be
21:41VISUALSTUDIO
VISUALSTUDIO Take CCI
21:40FAILURE
FAILURE Crash with no warnings or errors or anything,.... Stack overflow?
21:39TEST
TEST Take CC
21:39FIXED
FIXED No referrence to the direcitory Kthura in the JCR6 file were all maps will be stored
21:39FIXED
FIXED We're getting somewhere
21:35TEST
TEST Take CXCIX
21:35BUG
BUG It's all experimenting in this new environment
21:28TEST
TEST Take CXCVIII
21:28VOID
VOID Got them all now?
21:27TEST
TEST Francis Take CXCVII
21:27VOID
VOID I hope
21:22BUG
BUG But not nearly there yet (unfortunately)
21:22CONFIRMED
CONFIRMEDIndeed
21:22TEST
TEST Take CXCVI
21:22FIXED
FIXED Bugger found
21:16VISUALSTUDIO
VISUALSTUDIO Take CXCV
21:16DEBUG
DEBUG Debug line added
21:13TEST
TEST Take CXCIV
21:13FIXED
FIXED Code typo
21:12TEST
TEST Take CXCIII
21:12FIXED
FIXED Definition fault in Kthura link up code
21:11TEST
TEST Take CXCII
21:07NOTE
NOTE The same error should pop up, but at least some fruitful data about the matter should be produced
21:06LINK
LINK Some linkup code has been written
21:02NOTE
NOTE No visual effects at all yet, though, so this is as far as I can go now
21:01STATUS
STATUS All compilation stuff so far accounted for...
21:01TEST
TEST Take CXCI
21:01FIXED
FIXED #Use issue
21:00TEST
TEST Take CXC
21:00FIXED
FIXED Syntax error
20:59TEST
TEST Take CLXXXIX
20:59STATUS
STATUS The first preparations to loading a map have been done.... We're not there yet, though... FAR from it!
16:02CONFIRMED
CONFIRMEDAnd now the artificial error pops up that the game has not yet been created.... That is what is supposed to happen.
16:01TEST
TEST Take CLXXXVIII
16:01LAZINESS
Myrah More aliassing done
15:59TEST
TEST Take CLXXXVII
15:59FIXED
FIXED A code typo in the link up code appears to be the source of evil
15:56TEST
TEST Take CLXXXVI
15:56FAILURE
FAILURE Another crash without warning... Mostly that is a a stack overflow....
15:52TEST
TEST Take CLXXXV
15:51LAZINESS
Alias to prevent me from havving to fix tons of code
15:51SITE
SITE Added tag LAZINESS
15:50CONFIRMED
CONFIRMEDA DIFFERENT ERROR (and with a message this).... PROGRESS!
15:48TEST
TEST Take CLXXXIV
15:48FIXED
FIXED I think I found the source of evil
15:47DEBUG
DEBUG The metamethod which should call the entire shit SHOULD do all this... good
15:46TEST
TEST Take CLXXXIII
15:46DEBUG
DEBUG Let's see now
15:45DEBUG
DEBUG The API needed for this is not even called, which is just as I thought
15:44TEST
TEST Take CLXXXII
15:44DEBUG
DEBUG The hard way then as this does seem impossible... Yet it happens, so I need to know why
15:30DEBUG
DEBUG Believe it or not, but it seems that setting the base experience to 0 points is what's doing the evil here...
15:28DEBUG
DEBUG Trying to narrow everything down even further
15:21HUH
HUHOh... more DID happen
15:20TEST
TEST Take CLXXXI
15:20DEBUG
DEBUG Extra measures taken
15:19DEBUG
DEBUG Even before setting the name, but a little more breakdown is needed
15:17TEST
TEST Take CLXXX
15:17DEBUG
DEBUG As the data about base stats is not shown in the log, it's safe to assume the stack overflow happened before that. Multiple debug messages have been added in hopes to pinpoint the exact location of the "evil"
15:14VISUALSTUDIO
VISUALSTUDIO Rachel Due to the limited support by VS on this, this will be even harder to debug
15:12NOTE
NOTE Stack overflows are (due to the stack containing too much datga... hence the overflow) the most terrible things to deal with as the source of evil is downright impossible to find
15:11FAILURE
FAILURE So a stack overflow is the source of evil here?
15:10TEST
TEST Take CLXXIX
15:10VISUALSTUDIO
VISUALSTUDIO I guess more config was needed
15:09TEST
TEST Take CLXXVIII
15:08VISUALSTUDIO
VISUALSTUDIO Let's go to VS then where a more detailed error report awaits me (hopefully)
15:07MYSTERY
MYSTERY And the game crashes without a warning when creating the character Myrah.
15:04TEST
TEST Take CLXXVII
15:04STATUS
STATUS So now testing in runtime
15:03CONFIRMED
CONFIRMEDWell it seems to compile now... Sheesh!
15:01VISUALSTUDIO
VISUALSTUDIO Take CLXXVI
15:01FIXED
FIXED The Intelligent IDE is not always doing what I want
15:00VISUALSTUDIO
VISUALSTUDIO Take CLXXV
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(c) Jeroen P. Broks