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15:41 | CHECKLIST | |
12:22 | DYRT | Alright, that's all fixed, so let's move on to this project, shall we? |
10:37 | DYRT | A 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 |
0:29 | STATUS | next stop: Killing the enemy |
0:28 | CONFIRMED | Appears to be working now... At least |
0:10 | TEST | Take XX |
0:10 | FIXED | Code order (oh my goodness) |
0:09 | TEST | Take XIX |
0:08 | FIXED | Hit/Miss check |
0:00 | JUDGMENT | ALMOST THERE! |
- = 2 Feb 2021 = - | ||
23:55 | TEST | Take XVIII |
23:54 | FIXED | Glue Syntax error |
23:54 | TEST | Take XVII |
23:52 | VOID | Glue issue |
23:47 | FIXED | Wrong variable type |
22:42 | TEST | Take XVI |
22:42 | FIXED | Issue in Neil |
22:25 | TEST | Take XV |
22:25 | FIXED | Oh well |
22:25 | MYSTERY | How could the old code ever have worked... at all? |
22:18 | TEST | Take XIV |
22:18 | FIXED | Not really sure how this ever worked.... Oh well... |
22:09 | TEST | Take XIII |
22:09 | FIXED | Bad Class Field |
20:39 | TEST | Take XII |
20:11 | STATUS | And time for a break! |
20:11 | FIXED | Bad field |
20:03 | TEST | Take XI |
20:03 | LAZY | Another problem solved |
19:59 | TEST | Take X |
19:59 | FIXED | Syntax error |
19:59 | VOID | Succesful at least (I think) |
19:54 | TEST | Take IX |
19:54 | NOTE | this is terrible |
19:54 | VOID | III |
19:37 | STATUS | SIIIIIGH! |
19:37 | TEST | Take VIII |
19:37 | VOID | II |
19:37 | TEST | Take VII |
19:37 | VOID | I |
19:31 | TEST | Take VI |
19:31 | VOID | Issue |
19:31 | TEST | Take V |
19:23 | TECHNO | Well as far as you can speakof a "namespace" |
19:22 | FIXED | Namespacing error |
19:16 | TEST | Take IV |
19:16 | VOID | Okay, that syntax is not yet really fantastico in Neil.... Oh well |
19:12 | TEST | Take III |
19:12 | FIXED | Scope issue |
19:12 | TEST | Take II |
18:09 | FIXED | Fix in Neil |
16:42 | NOTE | But I knew he'd come so I don't blame him.... |
16:42 | SCRIPT | Attacks should now actually cause pain... However, an important note.... this could not yet be tested due to a visitor coming at rotten timing |
13:48 | C++ | Expansion for stat existence detection |
10:49 | FIXED | I 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 |
10:43 | KTHURA | 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). |
10:13 | FIXED | C# 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 |
0:13 | STATUS | And it will end here... (for now) |
0:13 | JUDGMENT | better |
- = 1 Feb 2021 = - | ||
23:57 | FIXED | Kthura issue with modifying scaling... This issue was there for quite awhile in the C# version of the Kthura Map Editor |
23:42 | FIXED | Odd way the "hurt" messages came through |
23:35 | JUDGMENT | Well that's most bugs accounted for, yet I do see a few issues, but those are issues on their own |
23:33 | TEST | well? |
23:32 | FUCKYOU | Some needless return statements.... YAWN! |
23:05 | STATUS | But I seem to be making progress, so let's not whine |
23:05 | FIXED | MOAR crap! |
23:04 | TEST | GRRR! |
22:48 | FIXED | Illegal class read-out |
22:38 | TEST | Okay, that issue is fixed, but another one pops up |
22:34 | STATUS | THIS is gonna take awhile |
22:34 | FIXED | Index error |
22:25 | TEST | Gotta find out, eh? |
22:25 | STATUS | Or at least I hope so.... |
22:25 | FIXED | And fixed it |
22:25 | FUCKYOU | I think I found the issue |
22:23 | INVESTIGATION | Why? |
22:23 | ANALYSIS | The log confirms what I already suspected.... For some reason it doesn't iterate the targets.... |
22:14 | FIXED | Forgotten comma... Yeah, that does a great deal when it comes to code. |
22:13 | STUPIDITY | Syntax error |
22:13 | TEST | Ok.... |
22:07 | DEBUG | Let's find out why! |
22:07 | COCKROACH | No results in the log.... Curious |
21:59 | TEST | ANOTHER! |
21:58 | FIXED | URGH! |
21:49 | TEST | Let's see |
21:49 | DEBUG | Why? |
21:35 | COCKROACH | Apparently not! |
21:31 | TEST | Well? |
21:31 | FIXED | Issue 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). |
19:45 | CONFIRMED | Ironically 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 |
19:45 | BUG | A bug in my Kthura Scanner |
19:44 | VERIFIED | So far everything LOOKS to be in order |
19:31 | KTHURA | I'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 = - | ||
23:58 | TEST | And another test coming up |
23:58 | COSMETIC | Hero sprite reset |
23:58 | FIXED | Executor will no longer show as "Cancel" |
23:53 | JUDGMENT | Close, but no cigar |
21:47 | TEST | Well? |
21:47 | FIXED | I hope |
21:47 | SOLVED | GOTCHA! I guess the dangers of using Marcos got exposed |
21:45 | MYSTERY | Unknown identifier "CG3"... checks code... there is no CG3 in the code.... WTF? |
1:02 | STATUS | It'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... |
0:17 | LINK | Effect script linked to main execution routine |
- = 30 Jan 2021 = - | ||
23:05 | TRANSFER | Man of Steal CC Full version textures transferred (I guess better late than never) :P |
23:01 | STATUS | That 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? |
22:57 | C# | 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 = - | ||
22:13 | STATUS | Next stop, the actual attack |
22:13 | JUDGMENT | I think that will have to do |
22:11 | TEST | Take XXII |
22:11 | EXPERIMENT | But let's try this |
22:11 | HUH | Not the results I expected.... The results are correct.... |
22:04 | TEST | Take XXI |
22:04 | FIXED | Debug command not properly picked up |
22:04 | STATUS | concern for later |
22:04 | COCKROACH | Although that was what was supposed to happen |
22:01 | TEST | Take XX |
22:01 | COSMETIC | made sure there are always enemies on the first floor in order not to spook the tutorial |
22:01 | FIXED | Another syntax error |
21:58 | TEST | Take XIX |
21:58 | FIXED | Syntax error |
21:58 | TEST | Take XVIII |
21:46 | DEBUG | I've written some extra debug codes in order to sort that one out |
21:46 | INVESTIGATION | The 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? |
20:49 | 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... |
20:46 | TEST | Take XVII |
20:46 | FUCKYOU | I'm getting really tired here |
20:43 | TEST | Take XVI |
20:43 | FUCKYOU | Code order |
20:37 | TEST | Take XV |
20:36 | FUCKYOU | WTF? |
20:32 | TEST | Take XIV |
20:32 | FIXED | Field error... I think? |
20:32 | TEST | Take XIII |
20:32 | FUCKYOU | This error is not to be spoken about! |
20:28 | TEST | Take XII |
20:28 | VOID | Issue |
20:25 | TEST | Take XI |
20:24 | FUCKYOU | How could I forget that? |
20:22 | TEST | Take X |
20:22 | FIXED | GRRR! |
20:22 | LINK | So let's do it |
20:22 | STUPIDITY | API linkage forgotten |
20:19 | TEST | Take IX |
20:13 | VISUALSTUDIO | Compiling |
20:12 | NEIL | Glue Code |
20:12 | C++ | Huh, did I forget some really vital stuff.....? Adding it |
20:12 | TEST | Take VIII |
19:42 | HUH | ? |
19:27 | TEST | Take VII |
19:27 | VOID | GRR GRR GRR! |
19:27 | FUCKYOU | GRR! |
19:25 | TEST | Take VI |
19:25 | FAILURE | I hate Windows |
19:20 | TEST | Take V |
19:19 | FIXED | Syntax error |
19:17 | TEST | Take IV |
19:17 | FIXED | Another |
19:13 | TEST | Take III |
19:13 | FIXED | Very severe code typo |
19:08 | TEST | Take II |
19:08 | LINK | Linkup issue |
19:05 | TEST | Take I |
19:04 | STATUS | Will it work? |
18:59 | SPELLANI | Scripted |
17:44 | SCRIPT | SpellAni loader |
15:34 | STATUS | Next stop... SPELLANI (I hope) |
15:09 | JUDGMENT | THAT should do it! |
15:06 | TEST | Take VIII |
15:06 | COSMETIC | That should do it |
15:06 | CONFIG | That's easy though |
15:06 | JUDGMENT | I think the wait time is good enough, I only want to make sure the pose animation is faster |
15:05 | JUDGMENT | Better, not yet good enough |
15:02 | TEST | Take VII |
14:55 | COSMETIC | And I've done the same in the pose part |
14:54 | COSMETIC | Shortened the time the name of the move is on screen by approx 50% |
14:24 | JUDGMENT | I do see what I WANT to see, although it is very extremely slow.... |
14:22 | TEST | Take VI |
14:21 | FIXED | Chain through error |
14:20 | TEST | Take V |
14:13 | STATUS | All system errors appear to be accounted for |
14:07 | TEST | Take IV |
14:07 | FIXED | Alright that's taken care off |
14:07 | STUPIDITY | Name dupe |
14:05 | TEST | III |
14:04 | FIXED | 2x Syntax error in Neil Glue Code |
14:03 | TEST | Take II |
14:02 | FIXED | Neil glue code declaration issue |
13:43 | FAILURE | I guess I got more work to do |
13:41 | STATUS | Right.... I had my rest... Time to get to work! |
1:55 | STATUS | I 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.... |
1:51 | DONE | Posing, however this is untested |
- = 27 Jan 2021 = - | ||
22:53 | NOTE | But it's important to note that I cannot yet test it, so I must trust on it that it works |
22:52 | NEIL | And I wrote the Neil linkup code as well |
22:52 | C++ | I've created the APIs to copy images and to negative them |
18:53 | OFFTOPIC | |
11:22 | OFFTOPIC | |
- = 26 Jan 2021 = - | ||
23:13 | NEIL | Neil Glue Code written |
23:13 | C++ | API for grabscreen |
17:22 | 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 = - | ||
22:52 | FIXED | A few fixups in Neil |
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