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 | ||
22:38 | TODO | |
22:35 | OFFTOPIC | Not bad... I may even follow this one: |
22:18 | TODO | |
- = 24 Jan 2021 = - | ||
23:52 | FIXED | Fixed that, of course! |
23:52 | STUPIDITY | I forgot about the combat pose.... Only cosmetic, yet vital |
17:49 | DONE | I've just copied the projectile template from Dyrt... Although I'm quite sure more adaption is needed here |
0:17 | STATUS | Well, I got everything ready to get to the next step.... Which would be either SpellAni or the actual effect... Now SpellAni might be cosmetic only, I am thinking to do that first anyway, this in order to make sure I won't forget about this and make sure this works correctly... I already got my ideas on how to do this (which will be slightly different from the way I did this in Dyrt). |
- = 23 Jan 2021 = - | ||
20:25 | STATUS | And right on time too as the TV show I wanna see is about to begin. |
20:25 | JUDGMENT | Perfect |
20:22 | TEST | Take XII |
20:22 | COSMETIC | And now a bit lower to prevent "head slicing", and we should be cool |
20:18 | TEST | Take XI |
20:17 | COSMETIC | More tuning |
20:17 | FIXED | Portrait |
20:16 | TEST | Take X |
20:15 | EXPERIMENT | I need to sort this out |
20:15 | COSMETIC | and I need a bit of color tweaking too |
20:14 | BUG | The Icon's too high |
20:14 | BUG | For starters the hero's portrait does not appear at all |
20:14 | JUDGMENT | Closing in but not everything's right yet |
20:11 | TEST | Take IX |
20:11 | EXPERIMENT | What? |
20:09 | TEST | Take VIII |
20:09 | FIXED | Fixed now! |
20:09 | FUCKYOU | And I missed one |
20:06 | TEST | Take VII |
20:06 | FIXED | and antoher |
20:06 | FIXED | And another |
20:06 | FIXED | Another |
19:58 | TEST | Take VI |
19:58 | FIXED | Illegal class call |
19:50 | TEST | Take V |
19:50 | VOID | This time then? |
19:50 | COCKROACH | Fix ignored |
19:48 | TEST | Take IV |
19:48 | VOID | dirty code straight from the bog of eternal stench |
19:46 | TEST | Take III |
19:46 | FIXED | I think I fixed it? |
19:45 | HUH | "nil" index? |
19:42 | TEST | Take II |
19:42 | VOID | Module bug |
19:39 | TEST | Take I |
19:39 | DONE | And dupe conflict protechtion |
19:39 | DONE | And also some "cancel" protection |
19:39 | LINK | Link established |
19:37 | NOTE | Now one visual effect takes place... The showing of the used ability, however that doesn't happen yet as I haven't yet linked the code to each other... Which will happen now |
19:36 | STATUS | All parse errors accounted for |
19:35 | TEST | Take II |
19:35 | FIXED | Identifier issues (One typo and one wrong call in general) |
19:32 | TEST | Take I |
19:28 | DONE | Dinner time |
17:33 | STATUS | This too is now only testable in no-parse errors, as this is still under the hood code, but now the time has come the visual part can be coded... providing this works, that is.... |
17:02 | SCRIPT | Skeleton for execution now completely ready |
16:44 | NOTE | I will not longer stack that up the way the original game did, as the result was awful... Lack of time is the only reason why I never removed that. |
16:44 | DONE | The name of the move plus it's icon, plus the portrait of the one who executes it should now be visible as long as the move takes place |
16:16 | ENHANCEMENT | PLANNED: #59 |
15:05 | TEST | Take III |
15:05 | FIXED | Syntax error |
15:03 | TEST | Take II |
15:03 | FIXED | Identifier issues |
15:01 | TEST | Take I |
14:10 | STATUS | I can however check if no parsing errors and such take place, so that will be what I'll do soon... |
14:09 | DONE | I've set up the basis for move execution. It must be noted that none of this has been tested yet, nad it's not even possible to do this properly. Everything I got now is "under-the-hood" code, so nothing visual will happen |
12:30 | TECHNO | Like I said, I am not going into the execution stage.... Now this is the most complicated part of the engine, as it will contain multiple sub-stages. This to make sure the normal "flow" of Apollo runs the way it should and gets not in a kind of break-up when not needed.... |
12:29 | DYRT | While I'm preparing for the execution phase in the combat section, I'll have the system create one final alpha version for Game Jolt... This to make sure my alpha testers can get the current version of the game without having to go to itch.io This is actually already a "beta/stable" release, but hey, this way we can avoid bug reports of stuff that's already fixed, eh? |
- = 22 Jan 2021 = - | ||
21:48 | TEST | Take VIII |
21:48 | FIXED | Ah, I think I found the bugger! |
21:48 | ANALYSIS | Not a cancel? What is it then? |
21:47 | TEST | Take VII |
21:46 | DEBUG | Perhaps this line can show me more light on this mystery? |
21:45 | BUG | After entering move a time bar reset? That's not right! |
21:38 | TEST | Take VI |
21:38 | FIXED | Missing link? |
21:27 | TEST | Take V |
21:27 | VOID | Another bug in Neil I really need to fix |
21:25 | TEST | Take IV |
21:25 | FUCKYOU | Void |
21:23 | TEST | Take III |
21:23 | FIXED | Syntax error |
21:22 | TEST | Take II |
21:22 | FIXED | Class misreference |
21:18 | TEST | Take I |
21:16 | TECHNO | Nullifying the 'NextAct' member of a fighter will now automatically cancel them... that is if past COM, if not past COM nothing will happen |
21:16 | SCRIPT | Running from COM to ACT *should* now work |
21:10 | DONE | Constructor set up... I forgot about that... :-/ |
21:08 | NOTE | Cannot be tested on short term |
21:08 | DONE | "Hurt" routine |
19:42 | CLOSED | |
19:27 | TECHNO | The reason why I didn't do this before was simply because I wasn't sure if the required routine was already present or not.... It was, so boom, here goes! |
19:26 | DONE | |
14:12 | MEDICAL | But first I'll go to the local hospital, as a request from my doctor came in to make an x-ray of my shoulder... be right back |
14:12 | STATUS | The next step will be to actually "move to COM" |
14:10 | CONFIRMED | It appears to be working, folks! |
14:07 | TEST | Take IV |
14:07 | FIXED | Illegal class usage |
13:59 | TEST | Take II |
13:59 | FIXED | A few faulty identifiers |
13:19 | TEST | Take I |
13:19 | TECHNO | But at least I can start to test this part out! |
13:19 | NOTE | Now the action will not take place... As a matter of fact, the hero in question will "freeze" 1 position after COM.... What comes next will be taken care of later |
13:18 | SCRIPT | I've set the stuff that should happen once the targets have been selected and been confirmed |
- = 21 Jan 2021 = - | ||
22:49 | CONFIRMED | That appears to work, I suppose |
22:45 | TEST | Take III |
22:45 | FIXED | Code typo |
22:44 | TEST | Take II |
22:44 | FIXED | That was not good! |
22:41 | TEST | Quick Test |
22:41 | SCRIPT | Canceling selecting target should now be possible by both hitting the red "X", as by pretting the right mouse button |
19:00 | COSMETIC | This is for later, but I think it should definitely be done #57 |
18:28 | TEST | Take IV |
18:28 | COSMETIC | Alignment issue fix |
18:28 | JUDGMENT | Almost there |
18:26 | TEST | Take Take III |
18:26 | FIXED | QuickMeta issue |
18:26 | TEST | Take II |
18:23 | FIXED | QuickMeta Definition wrong! |
18:23 | TEST | Take I |
18:21 | NOTE | For now the "?" is the only thing I can test, but it's something! |
18:21 | SCRIPT | This has now been scripted |
18:09 | NOTE | Yes, bosses you can take on again will be affected by this in the Casual Mode, and that is intentional |
18:08 | NOTE | The same rules will apply as always. In the easy mode, the bar always shows... In the casual mode, the bar only appears if you've beaten the same enemy before (level won't matter), and in the hard mode the bar will never show. |
18:08 | STATUS | Next stop the HP bar.... (if applicable) |
15:45 | TEST | Take XVIII |
15:44 | FIXED | Fixed that, at least, but does that also fix the issue as a whole? |
15:44 | SOLVED | Oh, I think I see it... A syntax error Neil didn't detect? |
15:44 | TEST | Take XVII |
15:44 | DEBUG | hmmmm |
15:42 | COCKROACH | WTF? |
15:38 | TEST | Take XVI |
15:38 | EXPERIMENT | Different approach |
15:38 | TEST | Take XV |
15:36 | DEBUG | I do need to see why the level color is wrong, though |
15:34 | FIXED | AT LAST! |
15:32 | TEST | Take XIV |
15:32 | EXPERIMENT | Perhaps this would do it? |
15:29 | INVESTIGATION | But why? |
15:29 | CONFIRMED | Just as I suspected.... Clearing isn't done, at all |
15:25 | TEST | Take XIII |
15:25 | DEBUG | Let's see |
15:15 | COCKROACH | Nope..... |
15:13 | TEST | Take XII |
15:13 | FIXED | I think I fixed the non-unselect issue |
14:49 | TEST | Take XI |
14:49 | STATUS | I will later sort out why there's no unselect, plus I also need to see what happens when there are multiple targets, as it may not be so bad after all |
14:48 | COSMETIC | First the spacing, that's the easy part |
14:47 | BUG | Although I must also see why stuff is not being unselected as that should also happen |
14:47 | JUDGMENT | In essentials this works, however, I do need to space things out a little for readability reasons |
12:52 | TEST | Take X |
12:52 | FIXED | token error |
12:48 | TEST | Take IX |
12:48 | FIXED | Illegal class member |
12:48 | FIXED | A part of the problem I guess |
12:46 | TEST | Take VIII |
12:46 | EXPERIMENT | I need to see if this works, but here goes nothing |
12:42 | TEST | Take VII |
12:42 | DEBUG | Lemme sort this out some more |
12:42 | HUH | Outcome here true, yet returned value is read as false? |
12:37 | TEST | Take VI |
12:37 | FIXED | %s is for strings... not %d |
12:36 | TEST | Take V |
12:36 | INVESTIGATION | Hopefully this will shine a light WHY this happens |
12:35 | DEBUG | Another line |
12:32 | ANALYSIS | Apparently the hovering is to blame |
12:27 | TEST | Take IV |
11:16 | DEBUG | This debug line will have to explain a few things. |
11:14 | INVESTIGATION | Why? |
11:14 | BUG | NOTHING happens at all |
11:12 | TEST | Take III |
11:12 | FIXED | Bad Class Usage |
11:10 | TEST | Take II |
11:10 | REMOVED | Needless line |
11:10 | HUH | DAFUUUUCK? |
11:07 | TEST | Take I |
11:07 | STATUS | Will it work? I've seen more trivial things go wrong after all |
11:05 | DONE | "Icon" (if applicable otherwise lettertag), level, and name |
1:05 | NOTE | No visual effects yet! |
1:05 | FIXED | All crashes accounted for |
1:03 | TEST | Take IX |
1:03 | LAZY | Fixed future issues |
1:01 | TEST | Take VIII |
1:00 | FIXED | Copy error |
0:59 | TEST | Take VII |
0:59 | FIXED | Missing properties |
0:56 | TEST | Take VI |
0:56 | FIXED | Illegal Class Index |
0:39 | TEST | Take V |
0:39 | FIXED | Fixing a call causing errors based on outdated data in the process |
0:39 | DATABASE | A class export was required |
0:37 | TEST | Take IV |
0:37 | FIXED | Class fault |
0:34 | TEST | Take III |
0:34 | VOID | Issue? |
0:32 | TEST | Take II |
0:32 | FIXED | Hmpf |
0:31 | TEST | Take I |
0:15 | NOTE | well it should.... I cannot check it as all code is for now "under the hood" code... |
0:15 | SCRIPT | Targets selection works |
0:03 | SCRIPT | Target hovering detection |
- = 20 Jan 2021 = - | ||
23:50 | DATABASE | Done |
23:49 | TECHNO | In order to keep the experience the same, I'll follow suit here, although I am thinking to add an "indiscriminate" feature in order to make it possible... Rather a safety pre-caution to save myself work later in the case I still need it |
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 |