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15:41CHECKLIST
12:22DYRT
DYRTAlright, that's all fixed, so let's move on to this project, shall we?
10:37DYRT
DYRTA bug has been discovered by a player of Dyrt... Now this was a Game Jolt user, so it's possible the bug has already been fixed, but hey, always investigate as I cannot remember that one
0:29STATUS
STATUSnext stop: Killing the enemy
0:28CONFIRMED
CONFIRMEDAppears to be working now... At least
0:10TEST
TESTWendicka Xenobi Take XX
0:10FIXED
FIXEDCode order (oh my goodness)
0:09TEST
TESTTake XIX
0:08FIXED
FIXEDHit/Miss check
0:00JUDGMENT
JUDGMENT ALMOST THERE!
- = 2 Feb 2021 = -
23:55TEST
TESTTake XVIII
23:54FIXED
FIXEDGlue Syntax error
23:54TEST
TESTTake XVII
23:52VOID
VOIDGlue issue
23:47FIXED
FIXEDWrong variable type
22:42TEST
TESTTake XVI
22:42FIXED
FIXEDIssue in Neil
22:25TEST
TESTTake XV
22:25FIXED
FIXEDOh well
22:25MYSTERY
MYSTERYHow could the old code ever have worked... at all?
22:18TEST
TESTTake XIV
22:18FIXED
FIXEDNot really sure how this ever worked.... Oh well...
22:09TEST
TESTBriggs Take XIII
22:09FIXED
FIXEDBad Class Field
20:39TEST
TESTTake XII
20:11STATUS
STATUSAnd time for a break!
20:11FIXED
FIXEDBad field
20:03TEST
TESTTake XI
20:03LAZY
LAZYAnother problem solved
19:59TEST
TESTTake X
19:59FIXED
FIXEDFoxy Syntax error
19:59VOID
VOIDSuccesful at least (I think)
19:54TEST
TESTTake IX
19:54NOTE
NOTE this is terrible
19:54VOID
VOIDIII
19:37STATUS
STATUSSIIIIIGH!
19:37TEST
TESTTake VIII
19:37VOID
VOIDII
19:37TEST
TESTTake VII
19:37VOID
VOIDI
19:31TEST
TESTTake VI
19:31VOID
VOIDIssue
19:31TEST
TESTTake V
19:23TECHNO
TECHNOWell as far as you can speakof a "namespace"
19:22FIXED
FIXEDNamespacing error
19:16TEST
TESTDr. Sal’pr’drita Take IV
19:16VOID
VOIDOkay, that syntax is not yet really fantastico in Neil.... Oh well
19:12TEST
TESTTake III
19:12FIXED
FIXEDScope issue
19:12TEST
TESTTake II
18:09FIXED
FIXEDFix in Neil
16:42NOTE
NOTE But I knew he'd come so I don't blame him....
16:42SCRIPT
SCRIPTAttacks should now actually cause pain... However, an important note.... this could not yet be tested due to a visitor coming at rotten timing
13:48C++
C++Expansion for stat existence detection
10:49FIXED
FIXEDI fixed the post-game map with that, which was layerless (Star Story is the ONLY project in which layerless maps were used a lot, as I already deprecated them when I began TFT REVAMPED, and only some maps I directly copied at the time are still layerless, since back then my engine did still support them
10:43KTHURA
KTHURAThe Goddess Yirl I've added a feature in Kthura that will automatically convert layerless maps (which were already deprecated in BlitzMax and where henceforth removed when Kthura was transferred to C#, and will also not live on in C++) into maps with Layers.

This I will only do for C# as the map editor is now written in that language and now able to fix these maps. As I don't expect this issue anymore in future projects, I will not put this into C++ even when the mapeditor gets a C++ remake (which is not unthinkable at this point, but not in the immediate planning).

10:13FIXED
FIXEDC# Kthura will now too convert all layer names into uppercase variants, and with that the ties to the BlitzMax version should definitely be severed... Well.. I hope
0:13STATUS
STATUSAnd it will end here... (for now)
0:13JUDGMENT
JUDGMENT better
- = 1 Feb 2021 = -
23:57FIXED
FIXEDKthura issue with modifying scaling... This issue was there for quite awhile in the C# version of the Kthura Map Editor
23:42FIXED
FIXEDOdd way the "hurt" messages came through
23:35JUDGMENT
JUDGMENT Well that's most bugs accounted for, yet I do see a few issues, but those are issues on their own
23:33TEST
TESTwell?
23:32FUCKYOU
FUCKYOUSome needless return statements.... YAWN!
23:05STATUS
STATUSBut I seem to be making progress, so let's not whine
23:05FIXED
FIXEDMOAR crap!
23:04TEST
TESTGRRR!
22:48FIXED
FIXEDIllegal class read-out
22:38TEST
TESTRolf Okay, that issue is fixed, but another one pops up
22:34STATUS
STATUSTHIS is gonna take awhile
22:34FIXED
FIXEDIndex error
22:25TEST
TESTGotta find out, eh?
22:25STATUS
STATUSOr at least I hope so....
22:25FIXED
FIXEDAnd fixed it
22:25FUCKYOU
FUCKYOUI think I found the issue
22:23INVESTIGATION
INVESTIGATIONWhy?
22:23ANALYSIS
ANALYSISThe log confirms what I already suspected.... For some reason it doesn't iterate the targets....
22:14FIXED
FIXEDAstrilopup Forgotten comma... Yeah, that does a great deal when it comes to code.
22:13STUPIDITY
STUPIDITYSyntax error
22:13TEST
TESTOk....
22:07DEBUG
DEBUGExHuRU Let's find out why!
22:07COCKROACH
COCKROACHNo results in the log.... Curious
21:59TEST
TESTANOTHER!
21:58FIXED
FIXEDURGH!
21:49TEST
TESTLet's see
21:49DEBUG
DEBUGWhy?
21:35COCKROACH
COCKROACHApparently not!
21:31TEST
TESTWell?
21:31FIXED
FIXEDIssue with missed shots (since I didn't script the attacking out, all shots will (for now) miss, but the system didn't show that too well).
19:45CONFIRMED
CONFIRMEDIronically this bug did confirm the automatic replacement of BlitzMax animations with their jpbf counterparts works the way they should. Never knew bugs could come in handy someday
19:45BUG
BUGA bug in my Kthura Scanner
19:44VERIFIED
VERIFIEDXenobi So far everything LOOKS to be in order
19:31KTHURA
KTHURAI've made an auto fixer in the Kthura Map Editor to replace BlitzMax animations into JPBF bundles if replacement can be found. This is essential since BlitzMax style animations are no longer supported.
- = 31 Jan 2021 = -
23:58TEST
TESTAnd another test coming up
23:58COSMETIC
COSMETICHero sprite reset
23:58FIXED
FIXEDExecutor will no longer show as "Cancel"
23:53JUDGMENT
JUDGMENT Close, but no cigar
21:47TEST
TESTWell?
21:47FIXED
FIXEDI hope
21:47SOLVED
SOLVEDSue GOTCHA! I guess the dangers of using Marcos got exposed
21:45MYSTERY
MYSTERYUnknown identifier "CG3"... checks code... there is no CG3 in the code.... WTF?
1:02STATUS
STATUSIt's late now, and I'm beginning to feel tired.... I have likely little time tomorrow, but I hope I can set a few tests up then...
0:17LINK
LINKEffect script linked to main execution routine
- = 30 Jan 2021 = -
23:05TRANSFER
TRANSFERMan of Steal CC Full version textures transferred (I guess better late than never) :P
23:01STATUS
STATUSThat did play off... One rotten object found and removed.... In a map where it was not important at all, but hey, if you're gonna do it, do it right,eh?
22:57C#
C#Crystal I've coded a Kthura Issue Scanner - This scanner will check for compatibility issues between the old and new Kthura... Most issues may be because some textures are either missing or in the old format, as of C# and C++ is no longer supported.

This program may speed up some issues I will undoubtedly encounter during the remake of Star Story and the Fairy Tale, and possibly also by the redo of Sixty-Three Fires of Lung

- = 29 Jan 2021 = -
22:13STATUS
STATUSNext stop, the actual attack
22:13JUDGMENT
JUDGMENT I think that will have to do
22:11TEST
TESTTake XXII
22:11EXPERIMENT
EXPERIMENTBut let's try this
22:11HUH
HUHNot the results I expected.... The results are correct....
22:04TEST
TESTTake XXI
22:04FIXED
FIXEDDebug command not properly picked up
22:04STATUS
STATUSconcern for later
22:04COCKROACH
COCKROACHFoxy Although that was what was supposed to happen
22:01TEST
TESTTake XX
22:01COSMETIC
COSMETICmade sure there are always enemies on the first floor in order not to spook the tutorial
22:01FIXED
FIXEDAnother syntax error
21:58TEST
TESTTake XIX
21:58FIXED
FIXEDSyntax error
21:58TEST
TESTTake XVIII
21:46DEBUG
DEBUGBakina I've written some extra debug codes in order to sort that one out
21:46INVESTIGATION
INVESTIGATIONThe source check on the specific SpellANI script does show that everything should be in order... But why is the centering ignored on both sides then?
20:49JUDGMENT
JUDGMENT FINALLY! Now I need to make sure the coordinates are in order, and that is not yet the case, but that's just fine tuning...
20:46TEST
TESTTake XVII
20:46FUCKYOU
FUCKYOUI'm getting really tired here
20:43TEST
TESTTake XVI
20:43FUCKYOU
FUCKYOUCode order
20:37TEST
TESTTake XV
20:36FUCKYOU
FUCKYOUWTF?
20:32TEST
TESTWendicka Wendicka Lovejoy - Big alternate Take XIV
20:32FIXED
FIXEDField error... I think?
20:32TEST
TESTTake XIII
20:32FUCKYOU
FUCKYOUThis error is not to be spoken about!
20:28TEST
TESTTake XII
20:28VOID
VOIDIssue
20:25TEST
TESTTake XI
20:24FUCKYOU
FUCKYOUYirl How could I forget that?
20:22TEST
TESTTake X
20:22FIXED
FIXEDGRRR!
20:22LINK
LINKSo let's do it
20:22STUPIDITY
STUPIDITYAPI linkage forgotten
20:19TEST
TESTTake IX
20:13VISUALSTUDIO
VISUALSTUDIOKota Compiling
20:12NEIL
NEILGlue Code
20:12C++
C++Huh, did I forget some really vital stuff.....? Adding it
20:12TEST
TESTTake VIII
19:42HUH
HUH?
19:27TEST
TESTTake VII
19:27VOID
VOIDGRR GRR GRR!
19:27FUCKYOU
FUCKYOUGRR!
19:25TEST
TESTTake VI
19:25FAILURE
FAILUREI hate Windows
19:20TEST
TESTTake V
19:19FIXED
FIXEDSyntax error
19:17TEST
TESTThe Goddess Take IV
19:17FIXED
FIXEDAnother
19:13TEST
TESTTake III
19:13FIXED
FIXEDVery severe code typo
19:08TEST
TESTTake II
19:08LINK
LINKExHuRU Linkup issue
19:05TEST
TESTTake I
19:04STATUS
STATUSWill it work?
18:59SPELLANI
SPELLANIScripted
17:44SCRIPT
SCRIPTSpellAni loader
15:34STATUS
STATUSReggie Next stop... SPELLANI (I hope)
15:09JUDGMENT
JUDGMENT THAT should do it!
15:06TEST
TESTTake VIII
15:06COSMETIC
COSMETICThat should do it
15:06CONFIG
CONFIGThat's easy though
15:06JUDGMENT
JUDGMENT I think the wait time is good enough, I only want to make sure the pose animation is faster
15:05JUDGMENT
JUDGMENT Better, not yet good enough
15:02TEST
TESTTake VII
14:55COSMETIC
COSMETICAnd I've done the same in the pose part
14:54COSMETIC
COSMETICShortened the time the name of the move is on screen by approx 50%
14:24JUDGMENT
JUDGMENT I do see what I WANT to see, although it is very extremely slow....
14:22TEST
TESTTake VI
14:21FIXED
FIXEDChain through error
14:20TEST
TESTTake V
14:13STATUS
STATUSAll system errors appear to be accounted for
14:07TEST
TESTAstrilopup Take IV
14:07FIXED
FIXEDAlright that's taken care off
14:07STUPIDITY
STUPIDITYName dupe
14:05TEST
TESTCrystal III
14:04FIXED
FIXED2x Syntax error in Neil Glue Code
14:03TEST
TESTTake II
14:02FIXED
FIXEDNeil glue code declaration issue
13:43FAILURE
FAILUREAdmiral Lovejoy I guess I got more work to do
13:41STATUS
STATUSRight.... I had my rest... Time to get to work!
1:55STATUS
STATUSI am only a bit tired now.... I hope I can get myself to it tomorrow to test his... You may have noticed I am a bit tired, so my workflow lowered drastically. I am trying to force myself to get back to work, as I know that this will only get the better of me soon....
1:51DONE
DONEPosing, however this is untested
- = 27 Jan 2021 = -
22:53NOTE
NOTE But it's important to note that I cannot yet test it, so I must trust on it that it works
22:52NEIL
NEILAnd I wrote the Neil linkup code as well
22:52C++
C++I've created the APIs to copy images and to negative them
18:53OFFTOPIC
OFFTOPIC
11:22OFFTOPIC
- = 26 Jan 2021 = -
23:13NEIL
NEILNeil Glue Code written
23:13C++
C++API for grabscreen
17:22C++
C++I've adapted TQSG for #60 -- However this has not yet been tested so there's no telling if this is gonna work
- = 25 Jan 2021 = -
22:52FIXED
FIXEDA few fixups in Neil
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