Title
Github Itch.io

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
23:14NOTE
NOTE Although it may be easier to do it the old way, I wil do a few things different this time... That may requrie more code in the scripts, but my theory is that it can quicken up the game. At least, that's my objective.
23:13C++
C++A quick Kthura manager has been set up.
22:21C++
C++And the Dijkstra driver for Kthura has been set up and a nice little code to link it all together.

Now the next thing I gotta do is make sure that SCI will do the initiations accordingly and after that the API for SCI can finally be set up.

22:18C++
C++Blockmap buiilder (most of all based on my C# class but with Rect support added and support for obstacles and pictures removed. This was already the case in the last verison of Kthura and that is permaent. In the C# version it was already considered deprecated.
20:30FIXED
FIXED But those were all minor issues, and all accounted for.
20:27BUG
BUG My only concern on the short term is that stuff compiles and this does not seem to happen.
20:26C++
C++The basis has been set up for Author support. This is only the core data... Drawing and animating this is not yet supported and the Dijkstra pathfinder I just created can also not be hooked up to this.
16:24STATUS
STATUS I do need some rest now though... the past workouts on Kthura and Dijkstra exhausted me. The thing is at least that stuff works so far how it's supposed to work, and that is at least a very big encouragement.
15:57C++
C++Francis I've renewed the Dijkstra pathfinder routines. Now I gotta create a Kthura driver for it, but first Kthura must support that in the first place.
11:47STATUS
STATUS There is still a lot to do though. The new Kthura has no actor support at this moment which is VITAL for a game, and I've some ideas to improve the Dijkstra pathfinder. This may put a bit of an end to the zingzag effect some routes have...
11:41C++
C++Placement of exits has been done... And with that I have a bit of a getup that does allow me to get this show on the road already.
9:12C++
C++Preparations for "Other"
0:14C++
C++And the new Kthura editor also has labels covered.... The first unexplainable crash also came up.... It does seem that June19 is to blame... But the true reason is not tracable....
0:11STARSTORY2
STARSTORY2This project has now ended.... I'm sure there are still some bugs in there, and if they are found they may be fixed, but no more active development will take place there.
- = 30 Sep 2023 = -
16:30GENERATION
GENERATIONBelow is the outcome of the generation of EXP points required to gain a level. So at level 1 you need 10 exp to become level 2 and so on... MAX is 100 Billion. Put in to prevent overflow issues
16:30GENERATION
GENERATION
    Level     Easy   Casual     Hard
1 10 10 10
2 11 12 15
3 12 15 22
4 13 18 33
5 14 22 49
6 15 27 73
7 16 33 109
8 18 41 163
9 20 51 244
10 22 63 366
11 24 78 549
12 27 97 823
13 30 121 1234
14 33 151 1851
15 37 188 2776
16 41 235 4164
17 46 293 6246
18 51 366 9369
19 57 457 14053
20 64 571 21079
21 72 713 31618
22 81 891 47427
23 91 1113 71140
24 102 1391 106710
25 114 1738 160065
26 128 2172 240097
27 144 2715 360145
28 162 3393 540217
29 182 4241 810325
30 204 5301 1215487
31 229 6626 1823230
32 257 8282 2734845
33 289 10352 4102267
34 325 12940 6153400
35 365 16175 9230100
36 410 20218 13845150
37 461 25272 20767725
38 518 31590 31151587
39 582 39487 46727380
40 654 49358 70091070
41 735 61697 MAX!
42 826 77121 MAX!
43 929 96401 MAX!
44 1045 120501 MAX!
45 1175 150626 MAX!
46 1321 188282 MAX!
47 1486 235352 MAX!
48 1671 294190 MAX!
49 1879 367737 MAX!
50 2113 459671 MAX!
51 2377 574588 MAX!
52 2674 718235 MAX!
53 3008 897793 MAX!
54 3384 1122241 MAX!
55 3807 1402801 MAX!
56 4282 1753501 MAX!
57 4817 2191876 MAX!
58 5419 2739845 MAX!
59 6096 3424806 MAX!
60 6858 4281007 MAX!
61 7715 5351258 MAX!
62 8679 6689072 MAX!
63 9763 8361340 MAX!
64 10983 10451675 MAX!
65 12355 13064593 MAX!
66 13899 16330741 MAX!
67 15636 20413426 MAX!
68 17590 25516782 MAX!
69 19788 31895977 MAX!
70 22261 39869971 MAX!
71 25043 49837463 MAX!
72 28173 62296828 MAX!
73 31694 77871035 MAX!
74 35655 97338793 MAX!
75 40111 MAX! MAX!
76 45124 MAX! MAX!
77 50764 MAX! MAX!
78 57109 MAX! MAX!
79 64247 MAX! MAX!
80 72277 MAX! MAX!
81 81311 MAX! MAX!
82 91474 MAX! MAX!
83 102908 MAX! MAX!
84 115771 MAX! MAX!
85 130242 MAX! MAX!
86 146522 MAX! MAX!
87 164837 MAX! MAX!
88 185441 MAX! MAX!
89 208621 MAX! MAX!
90 234698 MAX! MAX!
91 264035 MAX! MAX!
92 297039 MAX! MAX!
93 334168 MAX! MAX!
94 375939 MAX! MAX!
95 422931 MAX! MAX!
96 475797 MAX! MAX!
97 535271 MAX! MAX!
98 602179 MAX! MAX!
99 677451 MAX! MAX!
100 762132 MAX! MAX!
101 857398 MAX! MAX!
102 964572 MAX! MAX!
103 1085143 MAX! MAX!
104 1220785 MAX! MAX!
105 1373383 MAX! MAX!
106 1545055 MAX! MAX!
107 1738186 MAX! MAX!
108 1955459 MAX! MAX!
109 2199891 MAX! MAX!
110 2474877 MAX! MAX!
111 2784236 MAX! MAX!
112 3132265 MAX! MAX!
113 3523798 MAX! MAX!
114 3964272 MAX! MAX!
115 4459806 MAX! MAX!
116 5017281 MAX! MAX!
117 5644441 MAX! MAX!
118 6349996 MAX! MAX!
119 7143745 MAX! MAX!
120 8036713 MAX! MAX!
121 9041302 MAX! MAX!
122 10171464 MAX! MAX!
123 11442897 MAX! MAX!
124 12873259 MAX! MAX!
125 14482416 MAX! MAX!
126 16292718 MAX! MAX!
127 18329307 MAX! MAX!
128 20620470 MAX! MAX!
129 23198028 MAX! MAX!
130 26097781 MAX! MAX!
131 29360003 MAX! MAX!
132 33030003 MAX! MAX!
133 37158753 MAX! MAX!
134 41803597 MAX! MAX!
135 47029046 MAX! MAX!
136 52907676 MAX! MAX!
137 59521135 MAX! MAX!
138 66961276 MAX! MAX!
139 75331435 MAX! MAX!
140 84747864 MAX! MAX!
141 95341347 MAX! MAX!
16:21SITE
SITE Added tag GENERATION
16:21C++
C++The project is still in a standstill due to the development of the new Kthura editor, but it's taking shape now, and we are to the point where I can make the first steps in designing maps.
- = 28 Sep 2023 = -
16:35C++
C++Placing obstacles works now... But that was actually one of the easiest things to implement
- = 27 Sep 2023 = -
19:11STATUS
STATUS I do need a break now, though....
19:04C++
C++The TQSG Drawing driver should be operative now... I honestly cannot tell if it works the way it should though.
16:08TECHNO
TECHNO Please note, I made Kthura driver based for this. The main reason is because if I would ever ditch SDL2 I can just replace the driver, without having to redo Kthura completely. (Well that's the idea, since I mostly end up redoing Kthura anyway).
16:08SITE
SITE Added tag TECHNO
16:06C++
C++The basis for the Draw functions have been set up in Kthura.
- = 25 Sep 2023 = -
22:47C++
C++Moar work done here!
18:18NOTE
NOTE LOADS of time!
18:17C++
C++Unfortunately the Kthura Editor will require a complete redo. Nothing I can't handle, but this will take time.....
- = 24 Sep 2023 = -
13:41C++
C++And so does C++... Good!
13:40CONFIRMED
CONFIRMEDScyndi compiles now
13:40SCYNDI
SCYNDITake CLIII
13:40FIXED
FIXED 2 syntax errors in the same line of code.... Good job, Jeroen
13:39SCYNDI
SCYNDITake CLII
13:39FIXED
FIXED Syntax error
13:38SCYNDI
SCYNDITake CLI
13:38FIXED
FIXED Var error
13:14NOTE
NOTE Not there yet, though!
13:13C++
C++Statician List support
- = 23 Sep 2023 = -
23:38SCYNDI
SCYNDIAnd the Scyndi linkup code has been added as well.
23:38SITE
SITE Added tag SCYNDI
23:38C++
C++Points
22:37DONE
DONE The base stats for the six characters has been decided (except for HP). They are not very high, but with what I have in mind that's not needed anyway.
21:56NOTE
NOTE The frustrating part is that this cannot be tested until the point that you actually have something playable. That is very very frustrating, I tell ya.
21:56C++
C++Party organizing stuff presednt in the engine
18:56C++
C++Myrah More work done, but not nearly there yet!
15:39C++
C++Part of the Statician API done. But there's still a crapload to do.
12:01STARSTORY2
STARSTORY2Wel, perhaps it's a good idea to first get the (hopefully) final alpha test of Star Story 2 on the run.
12:00STATUS
STATUS Well, from here I am NOT yet ready to get the game itself to work.
  1. First of all Statician needs to be hooked up to the interpreter. Now that will actually NOT be the hardest part, but still something that can be a little bit nasty, but that will most of all be on the script linking.
  2. Next issue, Kthura. The underlying Slyvina framework already has the engine to process Kthura maps, but no driver yet to properly draw them and once I have all that, I will also have to put everything together into the SCI system. The Kthura editor will also have to be converted into the Slyvina framework, although the old editor can still serve to produce the easily levels, since the essence of Kthura hasn't changed that much.... if it has changed at all

So all in all there's still a lot of work to be done. Oh well, it all comes with the territory. I knew the price for ditching my old framework and starting a new. Once Kthura works, most of the nasty parts of that will be done, as most of the work was already done before I decided to even start on Luna's Father.

That alone already saves me a lot of trouble now. It simply ain't over, yet!

11:45STATUS
STATUS Other than that everything's perfect.
11:45COSMETIC
COSMETIC One color issue, but that doesn't justify another take
11:43TEST
TEST Take CL
11:43SCRIPT
SCRIPTTemporary script that throws a fake error on the place where the game should begin (which is, of course not possible as the game itself has not yet been created).
11:31ROSETTA
ROSETTAStart game text
11:31SITE
SITE Added tag ROSETTA
11:27TEST
TEST Take CXLIX
11:27VOID
VOID Manual enters in the warning added
11:24FAILURE
FAILURE Clearly SDL2 is not as sophisticated as I thought
11:23TEST
TEST Take CXLVIII
11:23FIXED
FIXED Illegal function call
11:22TEST
TEST Take CXLVII
11:22FIXED
FIXED Wrong module
11:21TEST
TEST Take CXLVI
11:21FIXED
FIXED Missing #use
11:20TEST
TEST Take CXLV
11:20DONE
DONE Selecting the skill should now be possible.
11:12TEST
TEST Take CXLIV
11:12FIXED
FIXED Calc error
11:11TEST
TEST Take CXLIII
11:11FIXED
FIXED Ref error
11:10TEST
TEST Rachel Take CXLII
11:10FIXED
FIXED Illegal Function Call
10:43TEST
TEST Take CXLI
10:42FIXED
FIXED Syntax error
10:41TEST
TEST Take CXL
10:07NOTE
NOTE You cannot yet choose the difficulty setting. The options should show and the system should explain then when you hover, and for now... that's it!
10:06SCRIPT
SCRIPTDifficulty mode selector
10:06FAILURE
FAILURE I see a Blue Screen Of Death must have occured while I was asleep. I hope it did no damage.
0:00GITHUB
GITHUBRepository updated
- = 22 Sep 2023 = -
23:58STATUS
STATUS Okay, one thing to do before I can call it
23:42STATUS
STATUS Time to call it, as I am getting dead tired.
23:41CONFIRMED
CONFIRMEDAnd now it appears to be in order... Good!
23:41TEST
TEST Take CXXXIX
23:40FIXED
FIXED Intervar did only work well on strigns, but not on the other two types
23:35CONFIRMED
CONFIRMEDAt leas THAT works, but I did see something else I do NOT like
23:34TEST
TEST Take CXXXVIII
23:34FIXED
FIXED That old "Screen" habit that simply won't die!
23:33TEST
TEST Take CXXXVII
23:33NOTE
NOTE That will (for now) only be a blank screen with a back button. I cannot do all in once, you know!
23:33DONE
DONE Next stage (difficulty selection)
23:31CONFIRMED
CONFIRMED
23:29TEST
TEST Take CXXXVI
23:29DONE
DONE Cancel New Game (or New Game+)
23:22CONFIRMED
CONFIRMEDYAY!
23:21TEST
TEST Take CXXXV
23:21FIXED
FIXED Code typo
23:21TEST
TEST Take CXXXIV
23:21FIXED
FIXED Scope error
23:20TEST
TEST Take CXXXIII
23:20SCRIPT
SCRIPTBackspace
23:16TEST
TEST Take CXXXII
23:16NOTE
NOTE Aziella Backspace is NOT yet implemented
23:16SCRIPT
SCRIPTA name up to 6 letters should be possible now
23:14TEST
TEST Take CXXXI
23:14FIXED
FIXED Fixed that
23:14STUPIDITY
STUPIDITY Because I forgot the instruction to put them on screen (moron)!
23:13BUG
BUG But why do the letters to pick not appear?
23:13FIXED
FIXED Back arrow pointing the wrong way
23:12TEST
TEST Take CXXX
23:12FIXED
FIXED Wrong type
23:10TEST
TEST Take CXXIX
23:10DONE
DONE letter selection
23:00CONFIRMED
CONFIRMEDFinally!
22:59TEST
TEST Take CXXVIII
22:59FIXED
FIXED Not quite
22:58TEST
TEST Take CXXVII
22:58FIXED
FIXED Fix on MLBW?
22:55TEST
TEST Take CXXVI
22:55FIXED
FIXED Syntac error
22:53TEST
TEST Take CXXV
22:53VOID
VOID Problem voided?
22:42TEST
TEST Take CXXIV
22:42DEBUG
DEBUG It does appear that the meta table is not working properly
22:34FIXED
FIXED Small cosmetic issue
22:33BUG
BUG I do need to sort out why nil came from the InterVar routine, but that's a later concern
22:32TEST
TEST Take CXXIII
22:32VOID
VOID Scyndi Another issue
22:30TEST
TEST Take CXXII
22:30FIXED
FIXED Type issue in Scyndi core script
22:29TEST
TEST Take CXXI
22:29VOID
VOID Huh?
22:25TEST
TEST Take CXX
22:25C++
C++Rebuild
22:24FAILURE
FAILURE Some faulty base script still stuck in the interpreter
22:23TEST
TEST Take CXIX
22:23FUCKYOU
FUCKYOU Old havits REALLY die hard
22:23TEST
TEST Take CXVIII
22:23FIXED
FIXED Uh
22:21TEST
TEST Take CXVII
22:21FIXED
FIXED Stupid actions
22:19TEST
TEST Take CXVI
22:19VOID
VOID Alias to prevent me a lot of trouble in the future
22:15TEST
TEST Take CXV
22:15LUA
Added Trim function to Scyndi
22:14SITE
SITE Added tag LUA
22:11TEST
TEST Take CXIV
22:11VOID
VOID Another one
22:11TEST
TEST Take CXIII
22:10VOID
VOID WTF?
22:09TEST
TEST Take CXII
22:09FIXED
FIXED Scope error
22:08TEST
TEST Luna Take CXI
22:08SCRIPT
SCRIPTText on screen, but session name cannot yet be entered
21:51TEST
TEST Take CX
21:51FIXED
FIXED Directory error
21:50TEST
TEST Take CIX
21:50SCRIPT
SCRIPTPut it on screen
21:38ART
ARTArrows for clicking
21:36SITE
SITE Added tag TRANSFER
20:19CONFIRMED
CONFIRMEDSo far.... so good!
20:19TEST
TEST Take CVIII
20:19FIXED
FIXED Wrong property
20:18TEST
TEST Take CVII
20:18FAILURE
FAILURE Code issues due to quick keys malunfunctioning
20:18TEST
TEST Take CVI
20:18FUCKYOU
FUCKYOU I fear I'll forget that Screen was removed and just merged with Graphics many times.

After all, old habits die hard.

20:17SITE
SITE Added tag FUCKYOU
20:16TEST
TEST Take CV
20:16FIXED
FIXED Illegal function call x2
20:13TEST
TEST Take CIV
20:13LINK
LINK Main menu can now open the page
20:10NOTE
NOTE It will go without saying that the New Game+ screen will just use the same code. All it has to do is to register that it's a New Game+ after all. The actual effects of that take place in the game scripts themselves.
20:09SCRIPT
SCRIPTBasis for the New Game screen
18:29DONE
DONE Clear routine for interstate variables (really needed)
18:08CONFIRMED
CONFIRMEDVery well!
18:08TEST
TEST Take CIII
18:08NOTE
NOTE Francis Oddly enough this syntax error denoted I am on the right track
18:07FIXED
FIXED Syntac error
18:07TEST
TEST Take CII
18:07C++
C++Compile
18:07FIXED
FIXED API error
18:05TEST
TEST Take CI
18:05STUPIDITY
STUPIDITY Directory referrence error
18:02TEST
TEST Take C
18:02DONE
DONE Text for new session
18:02NOTE
NOTE The new game sequence won't yet start though
18:02LINK
LINK Main menu linked to New Game and New Game +
17:39LINK
LINK Scyndi linkup code
17:38C++
C++Interstate call (very important in an engine like this)
16:44CONFIRMED
CONFIRMEDAnd now stuff works
16:44TEST
TEST Take XCIX
16:44FIXED
FIXED Disabling didn't work so well
16:44TEST
TEST Take XCVIII
16:44SCRIPT
SCRIPTNew Game+ added to main menu
- = 21 Sep 2023 = -
23:29STATUS
STATUS That works.... The next stage will be to actually start a new game
23:16TEST
TEST Take XCVIII
23:16FIXED
FIXED Manual Flip was needed here
23:16TEST
TEST Take XCVII
23:15STUPIDITY
STUPIDITY Did I really forget to compile my C++ code after the last edits?
23:15TEST
TEST Take XCVI
23:15FIXED
FIXED Illegal function call
23:14TEST
TEST Take XCV
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
(c) Jeroen P. Broks