Title
Github Itch.io

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18:55VOID
VOID Don't ask!
18:52TEST
TEST Take CMLVII
18:52LINK
LINK Link up code... Far from beautiful, but IT WORKS (at least, it should) and that's all that should matter!
18:48C++
C++compiling
18:48C++
C++StopWalking API
18:39TEST
TEST Take CMLVI
18:39FIXED
FIXED Syntax error x2
18:36TEST
TEST Take CMLV
18:36FIXED
FIXED The first required #use clause caused an error due to being missing
18:34TEST
TEST Take CMLIV
18:34SCRIPT
SCRIPTAziella NewEnemy property
18:28CONFIRMED
CONFIRMEDTrès bien! That's what I wanted to see
18:27TEST
TEST Take CMLIII
18:26VOID
VOID Whatever
18:24TEST
TEST Take CMLII
18:24FIXED
FIXED Another. How did I manage to do that?
18:22TEST
TEST Take CMLI
18:22FIXED
FIXED Wrong operator
18:15TEST
TEST Take CML
18:15DONE
DONE Other approach
18:13TEST
TEST Take CMXLIX
18:13VOID
VOID Fuck it
18:10TEST
TEST Take CMXLVIII
18:10DONE
DONE added some required fields
18:10SOLVED
SOLVED There was nothing wrong... Silly me
18:06TEST
TEST Take CMXLVII
18:06VOID
VOID In order to not spook this up any more than I have to let's do this with a different approach
18:05BUG
BUG Now I am a bit flabbergasted by the claim that the function I created would not exist
18:01TEST
TEST Take CMXLVI
18:01VOID
VOID Set up start function (big moment in which little happens, but what happens is vital)
17:39TEST
TEST Take CMXLV
17:39STATUS
STATUS Well, in order to resume I need a take to get my persoanl update ... Nothing serious! Just a memory refreshment. Don we all need that sometimes?
12:05STATUS
STATUS FINALLY the error message I wanted to see
12:03TEST
TEST Take CMXLIV
12:03FUCKYOU
FUCKYOU Got it?
12:00TEST
TEST Scyndi Take CMXLIII
12:00VOID
VOID More lies covered?
11:56TEST
TEST Take CMXLII
11:56FIXED
FIXED Syntax error
11:55TEST
TEST Take CMXLI
11:55VOID
VOID Ah, yeah, that way
11:52TEST
TEST Take CMXL
11:52DEBUG
DEBUG An impossible error message. I need to figure out why this happens. A few more debug lines must guide me here
11:47TEST
TEST Take CMXXXIX
11:47FIXED
FIXED C-string format error
11:43TEST
TEST Take CMXXXVIII
11:43FIXED
FIXED Missing definition
11:41TEST
TEST Take CMXXXVII
11:41FUCKYOU
FUCKYOU Problem voided and I'm very pissed about having to do this
11:39MYSTERY
MYSTERY It appears to go wrong sooner than I could possibly imagine
11:37TECHNO
TECHNO My debug log should tell me more about what's happening now
11:36TEST
TEST Take CMXXXVI
11:35BUG
BUG The error I get makes no sense... at all!
11:01TEST
TEST Take CMXXXV
11:01FIXED
FIXED 404 (well the errors don't have numbers here, but you know what I mean) XD
10:50TEST
TEST Take CMXXXIV
10:50TECHNO
TECHNO What I am going to do now may make perfect sense to fellow coders, but if you ain't it won't. I'm deliberately gonna cause errors, but the error messages will tell me if some underlying setups are corect. Yeah, you follow?
10:42FIXED
FIXED A few data errors in this devlog after some saved data was lost due to a reasonless Blue Screen Of Death
- = 22 Oct 2023 = -
23:41CONFIRMED
CONFIRMEDAll compilation error accounted for... (for now)
23:40TEST
TEST Take CMXXXIII
23:40FUCKYOU
FUCKYOU Not gonna mention this
23:39TEST
TEST Take CMXXXII
23:39FIXED
FIXED Faulty definition
23:38TEST
TEST Take CMXXXI
23:38FIXED
FIXED Syntax error
23:37TEST
TEST Take CMXXX
23:37DONE
DONE Luna Ah yeah, just copy in all #use clauses, I don't care. It's clear I'm gonna need them all anyway
23:36TEST
TEST Take CMXXIX
23:36NOTE
NOTE All I care about now in tests if it this all compiles
23:32SCRIPT
SCRIPTNot much I can do today, but a small template has been set up (as I could just copy and adept the template for the field flow. So far the easy part)
9:58STATUS
STATUS Today I have no time at all to work on the game. And especially since the combat engine is the most complicated part of the game which I do NOT want to mess up, I guess it's wiser to leave that for either tomorrow or perhaps tonight, but no sooner than that.
- = 21 Oct 2023 = -
23:08STATUS
STATUS FINALLY the error I wanted to see (namely the error indicating the combat flow scripts do not yet exist), but that is no more concern for today. I'm tired and I need rest now. See ya another time!
23:06TEST
TEST Take CMXXVIII
23:06FIXED
FIXED Syntax error
23:04TEST
TEST Take CMXXVII
23:04FIXED
FIXED Conflict
23:02TEST
TEST Take CMXXVI
23:02VOID
VOID Oh well
23:00TEST
TEST Take CMXXV
23:00FIXED
FIXED Interfacing case error (luckily these interfacings are part of the core and once they work, they work)
22:58VISUALSTUDIO
VISUALSTUDIO Take CMXXIV
22:58FUCKYOU
FUCKYOU Da fuck?
22:56TEST
TEST Take CMXXIII
22:56FUCKYOU
FUCKYOU GRRR!
22:55TEST
TEST Take CMXXII
22:55TRANSFER
TRANSFER Big fonts
22:50TEST
TEST Take CMXXI
22:50FIXED
FIXED Link up code typo
22:48TEST
TEST Take CMXX
22:48NOTE
NOTE Now the game should give the combat intro screen, but it should surely crash as soon as the combat itself is to be loaded. For multiple reasons. For starters the combat code itself does not yet exist, duh! Yet another should should do it.
22:43DONE
DONE All direct compilation errors accounted for
22:41TEST
TEST Francis Take CMXIX
22:41FIXED
FIXED Hmmm
22:41TEST
TEST Take CMXVIII
22:41FIXED
FIXED Anything but the kitchen sink
22:40TEST
TEST Take CMXVII
22:04SCRIPT
SCRIPTEffect for encounter (will be the same as TFT. Is less resource and memory consuming than what I originally had in mind. And perhaps better looking too).
22:02TRANSFER
TRANSFER Boss intro tune (although not yet needed, it would be safer to have it present already)
21:40FIXED
FIXED A bug in the encounter editor giving odd values
21:36CONFIRMED
CONFIRMEDLink to worlmap works! Good!
21:34TEST
TEST Take CMXVI
21:34FUCKYOU
FUCKYOU Fuck it!
21:32TEST
TEST Take CMXV
21:32FIXED
FIXED Exit didn't work
21:30SCRIPT
SCRIPTTemplate for combat link up
20:15STATUS
STATUS FINALLY the system tries to call the not yet existent combat routine giving me the error message I wanted to see.
20:13TEST
TEST Take CMXIV
20:13VOID
VOID I think I must do things differently. I guess Lua had it's original "len" function removed.
20:09TEST
TEST Take CMXIII
20:09FIXED
FIXED When interfeacing directly with Lua, case sensitivity is always an issue
20:06CONFIRMED
CONFIRMEDI see... what I wanted to see. Good!
20:04TEST
TEST Take CMXII
20:04VOID
VOID Let's have a look at this
20:03FUCKYOU
FUCKYOU Line! Good one. Well, perhaps, I can do something better than a line
20:01TEST
TEST Take CMXI
20:01FIXED
FIXED I think I fixed that
19:57INVESTIGATION
INVESTIGATION Myrah Just as I though.... MaxEnc contains value zero. Now the question is why
19:55TEST
TEST Take CMX
19:55DEBUG
DEBUG Let's find out why the guage bar doesn't appear
19:02FIXED
FIXED At least I've put the gauge a bit higher
19:01VOID
VOID Static locals. I really must see to it that that feature gets to work properly, as this is driving me NUTS!
19:01FAILURE
FAILURE Devlog tool crashed
18:59CONFIRMED
CONFIRMEDAs I do see a crash caused by the combat starter (not quite the error I expected) I guess the encounters themselves will fire up.
18:58INVESTIGATION
INVESTIGATION I also need to sort out if that means if the encounters don't start at all
18:57BUG
BUG Well the gauge appears... I do need to put it a bit higher on screen but that's only a minor issue. The major issue is why the gauge is empty
18:55TEST
TEST Take CMIX
18:55FIXED
FIXED Did I fix the hotspot of the guage?
18:55CONFIRMED
CONFIRMEDWell, that void did the trick
18:51TEST
TEST Take CMVIII
18:51FIXED
FIXED Tag?
18:51HUH
HUHSomething happens
18:50TEST
TEST Take CMVII
18:50FUCKYOU
FUCKYOU I don't know if this does anything, but I gotta try
18:45FUCKYOU
FUCKYOU Take CMVI
18:45FUCKYOU
FUCKYOU Fucking fuck fuck!
18:43TEST
TEST Take CMV
18:43DEBUG
DEBUG let's fuck up things even further!
18:42INVESTIGATION
INVESTIGATION How could that happen?
18:42HUH
HUHIn stead of the countless lines I should see in my debug log, none appear, which means that the routines in question are not called at all.
18:41TEST
TEST Take CMIV
18:41DEBUG
DEBUG Let's fuck in some more logs, shall we?
18:38INVESTIGATION
INVESTIGATION It's absolutely clear to me that the RENC routine is for some reason still thinking no encounters should take place.... But why?
18:36HUH
HUHNothing appears to happen. Or is that my imagination?
18:34TEST
TEST Take CMIII
18:34LINK
LINK And that should make the linking complete
18:34LINK
LINK Jake The update part has now also been linked
18:34LINK
LINK The draw part has been linked now, but that's only part of the work
18:32DUMMIED
DUMMIED The debug code has been dummied, as I no longer need it.
18:32SITE
SITE Added tag DUMMIED
18:31NOTE
NOTE I do see that the number of foes is properly loaded, but a few things are not in order.... But that was PURE STUPIDITY... I forgot to link the Renc routines to the main flow.
18:29TEST
TEST Take CMII
18:29FUCKYOU
FUCKYOU Got it now?
18:28COCKROACH
COCKROACH Still no fucking good?
18:25TEST
TEST Take CMI
18:25FIXED
FIXED I think I found the little critter
18:21TEST
TEST Take CM
18:21DEBUG
DEBUG More work out here!
18:16BUG
BUG Well, the GINIE does at least report 0 for the list of foes. No idea why, so that needs to be sorted out
18:14TEST
TEST Take DCCCXCIX
18:14DEBUG
DEBUG A little check I need to do in the GINIE link up code
18:08INVESTIGATION
INVESTIGATION Hmm, still no data in the log, which indicates that the foes are not being processed AT ALL.

Now we got ourselves a serious case to solve, my dear Watson.

18:06TEST
TEST Take DCCCXCVIII
18:06DEBUG
DEBUG I've put in an extra line that should tell me how this could happen
18:03INVESTIGATION
INVESTIGATION Right, just as I thought! The enemies are not properly taken into account, leading to no enemies tied to the map, and thus the rest of the Renc does what it's supposed to do, declaring the entire area enemy-free.
18:01TEST
TEST Take DCCCXCVII
18:01DEBUG
DEBUG Another debug line that should give me more clarity
17:58DEBUG
DEBUG
 Layer FRENDORBUSHES has 35 encounters
Layer __BASE has no encounters!

That's at least the result I wanted to see, but that makes things only more mysterious. But wait there's more to check.

17:56TEST
TEST Take DCCCXCVI
17:56DEBUG
DEBUG Let's first figure out if the number of encounters is loaded properly
17:54FIXED
FIXED A little issue with this devlog
17:49INVESTIGATION
INVESTIGATION Tai The question is of course WHY
17:49HUH
HUHWTF! After all this work NOTHING HAPPENS AT ALL!
17:45TEST
TEST Take DCCCXCV
17:45FIXED
FIXED Code typo
17:32TEST
TEST Take DCCCXCIV
17:32FIXED
FIXED Property definition error
17:29TEST
TEST Take DCCCXCIII
17:29STATUS
STATUS Time now to put to the test wether or not the random encounter routine will respond at all (yes, it will crash... at least when it works the way it's supposed to work it WILL crash!)
17:18TODO
13:15SCYNDI
SCYNDIAll compilation errors accounted for (at last).
Well I only expected this to take time.
13:14SCYNDI
SCYNDITake DCCCXCII
13:14VOID
VOID I really need to implement += and -= into Scyndi
13:12SCYNDI
SCYNDITake DCCCXCI
13:12FIXED
FIXED Mistake in varname
13:10SCYNDI
SCYNDITake DCCCXC
13:10FIXED
FIXED Code typo
13:09SCYNDI
SCYNDITake DCCCLXXXIX
13:09FIXED
FIXED Haste makes waste
13:06SCYNDI
SCYNDITake DCCCLXXXVIII
13:06SCYNDI
SCYNDIWell let's implement it then
13:06HUH
HUHDid I really forget the SUFFIXED function in the Scyndi Core?
13:03TEST
TEST Take DCCCLXXXVII
13:03FIXED
FIXED Keyword "and" is not existent in Scyndi (it was in NIL and Neil)
13:02SCYNDI
SCYNDITake DCCCLXXXVI
13:02NOTE
NOTE But more testing for compilation crap is still required
13:02TECHNO
TECHNO Marrilona This will at least disable to compiler to generated any errors for non-existent combat linkups. When a combat starts, the game will now DEFINITELY crash due to non-existent content, but for now that's fine... actually even the desired behavior.
13:00SCRIPT
SCRIPTA (for now) empty script created for combat linkups
12:59STATUS
STATUS And now we come to the error I was waiting for. The missing of the Combat linkup code
12:57SCYNDI
SCYNDITake DCCCLXXXV
12:57SCYNDI
SCYNDII wonder how many more #use clauses I'll need that Neil never needed XD
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(c) Jeroen P. Broks