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23:48CONFIRMED
CONFIRMEDYes, it is indeed a discriminating system... Which is to say odd, since the systam has clearly been designed to make indiscrimination possible... Oh well...
23:45STUDY
STUDY From what it looks like the Star Story target system does discriminate, or in other words, not allow moves to be on the target the move was not intended for... At least this goes for the all targets, but as far as I can check for single target moves as well.....
23:18TEST
TESTTake IV
23:18FIXED
FIXEDC-String format error
23:16TEST
TESTTake III
23:16FIXED
FIXEDRolf Identifier issues
23:14TEST
TESTTake II
23:14FIXED
FIXEDWendicka Action syntax error
23:12TEST
TESTDoes it work?

Take I

23:12LINK
LINKLinked to the input menu
23:12NOTE
NOTE is not operative yet, just a basis group, but you gotta start somewhere.
23:11SCRIPT
SCRIPTBasis target selector
20:39STATUS
STATUSFrom here I can start setting up a target selector
20:35NOTE
NOTE No visual effects yet, though
20:34SCRIPT
SCRIPTA base class has been set up for actions
19:53DATABASE
DATABASEI've added "dodgable" to the IAA database. This is because normal attacks should always be dodgable, but as normal attacks were not in the ability database in the original version, I had to make a workaround for this.
19:44TECHNO
TECHNOThis is a technical thing.... It will be easier to work this way...The only visual difference with the original game will be that "Shoot" will appear on screen
19:40ABILITY
ABILITYShoot
18:57FAILURE
FAILUREPerhaps itch.io needs better protection to prevent devlogs getting lost.... (unfortunately itch.io is not the only site with this unforgivable problem).
17:46TEST
TESTAdmiral Johnson Take IV
17:46LAZY
LAZYWhat?
17:46VOID
VOIDWhat?
17:46FIXED
FIXEDAuto fix zero ammo (saves me the trouble to fix save game files)
17:43TEST
TESTTake III
17:43VOID
VOIDYeah, what?
17:43LAZY
LAZYPrevented more future crashes
17:41TEST
TESTTake II
17:41FIXED
FIXEDSyntax error
17:39TEST
TESTWell, does it work?
17:39DONE
DONEThe number of bullets should show, but only if the character is a gun user (which is only Wendicka and Crystal while in uniform. Briggs, Yirl, and a secret character). Please note Crystal's "ARMS" system will not show in that as that has it's own window, as those are a kind of abilities.
17:35DONE
DONEXenobi Shoot should be unavailable when out of ammo, and reload should be unavailable when ammo is full
15:17TODO
15:02BUG
BUGEnemies do no
15:02CONFIRMED
CONFIRMEDHeroes still show (as they should)
14:57NOTE
NOTE This should not cause any visual effect yet, but will be important later when the battle can actually be fought
14:57DONE
DONEMade sure unavailable actors (that is dead enemies and heroes on the back row) no longer appear on the time gauge and also do not move on it
14:28DONE
DONEHover effect
1:39OFFTOPIC
OFFTOPICGotta love stop motion

1:25FIXED
FIXEDColor issue on arena when menu pops up
1:23FIXED
FIXEDSigh!
1:21DONE
DONEBriggs Item names
1:07FUCKYOU
FUCKYOUGRRR!
1:05DONE
DONEItem boxes
1:02FIXED
FIXEDMouse cursor gets hidden behind the combat menu... Something we do NOT want, eh?
0:58FIXED
FIXEDCoordinate issues
0:55COCKROACH
COCKROACHAAAAAAARGH!
0:53FUCKYOU
FUCKYOUSIIIIIGH!
0:51FIXED
FIXEDTag issue
0:31CLOSED
0:28FUCKYOU
FUCKYOUDir error
0:24NOTE
NOTE I'll close the github issue about that later!
0:24CONFIRMED
CONFIRMEDI'll be, looks like that's fixed....
0:23FIXED
FIXEDI hope this fixes the "SELF" in constructors and destructors... A bug that has been in Neil for quite awhile and which MUST be fixed!
0:11FIXED
FIXEDFile name issue
0:09SCRIPT
SCRIPTThe menu should partially appear... That is the menu case... The items will come later
- = 19 Jan 2021 = -
23:40LINK
LINKFoxy Linked to the Ally compiler for the combat flow
22:50NOTE
NOTE The others come later!
22:50CONFIG
CONFIGCombat menu, Wendicka, Crystal and Briggs
21:59DONE
DONELoading the menu images
18:58STATUS
STATUSThe actual user menu comes later!
18:58CONFIRMED
CONFIRMEDAnd now it does what it has to do....
18:56TEST
TESTDr. Sal’pr’drita Take VI!
18:56FIXED
FIXEDMissing callbacks (empty now, but I need them later anyway)
18:53TEST
TESTTake V!
18:53FIXED
FIXEDIllegal group assignment
18:51TEST
TESTTAKE IV!
18:51STUPIDITY
STUPIDITYOPLETTEN, JEROEN!
18:49TEST
TESTTAKE III!
18:49VOID
VOIDNon-existent member?
18:45TEST
TESTTAKE II!
18:45FIXED
FIXEDBad ref
18:29TEST
TESTSeems so trivial, but you never know in this line of work... so...

TAKE I!

17:38NOTE
NOTE Important to note is that the player input only accepts the stage itself but shows nothing.... That being said the signal will sound, and the game will "freeze", however through the debug console it can still be force quit.
17:37LINK
LINKLink to player input in combat
17:27APOLLO
APOLLOadaption for project file was required
17:27TRANSFER
TRANSFERThat was a transfer, of course
17:27AUDIO
AUDIOSignal
16:50DONE
DONEI've set up and IDLE check... This should prevent the event conflicts Dyrt suffers from
11:57FIXED
FIXEDGOTCHA!
11:44DEBUG
DEBUGWhy?
11:41COCKROACH
COCKROACHYirl At least SOMETHING happens, but not the right thing!
11:34COCKROACH
COCKROACHApparently NOT
11:33FIXED
FIXEDRolf I think I got it!
11:30DEBUG
DEBUGThe forced error I set in goes off.... So at least the function is called
11:29INVESTIGATION
INVESTIGATIONWhy?
11:29BUG
BUGI see now that my C++ code was set to correct this immediately... But it doesn't
11:20NOTE
NOTE Older savegames will now act up a litle... This SHOULD automatically be fixed when data changes and most of all when the characters have their first level-ups... This didn't happen right away, as the system doesn't make this check on read-outs (to prevent needless performance loss)
0:16CONFIRMED
CONFIRMEDALL DONE!
0:13TEST
TESTTake XVI
0:13FIXED
FIXEDThe Goddess I see that there was a bug in my C++ stat scripter (12 + 0 + 0 = 12 in my book and not 36, so this is how this bug came to light)
0:07TEST
TESTTake XVI
0:07FIXED
FIXEDI think I found the 0 issue
0:02BUG
BUGDiscovered #54 in the process..... Not related to this, but logged for later fixing (I vaguely remember this was also an issue in the original setup)
- = 18 Jan 2021 = -
23:59TEST
TESTTake XV
23:58FIXED
FIXEDI hope THIS will set things right..... :-/
23:57HUH
HUHNow this is odd.... The initizer shows the stats are actually created and that the correct value is assigned... As a matter of fact the debug log retrieves this from the database where the stat is set and not from the calculator.... That proves the database is correctly set up... Then why does is not operate the way it should?
23:54TEST
TESTTake XIV
23:54DEBUG
DEBUGMore information then
23:48DEBUG
DEBUGHmmmmm WARNING! Character created without any tag

WTF does that mean?

23:46COCKROACH
COCKROACHBecause the base value is also 0 somehow..... Now to find out why this is happening
23:44TEST
TESTTake XIII
23:44DEBUG
DEBUGWhy?
23:42COCKROACH
COCKROACHNOTHING HAPPENS AT ALL? (At least no sign of the issue being fixed that is).
23:41TEST
TESTXenobi Take XII
23:41NOTE
NOTE At least I hope so
23:41FIXED
FIXEDExHuRU And fixed it
23:41SOLVED
SOLVEDI think I found it
23:38TEST
TESTTake XI
23:38DEBUG
DEBUGI hope this line gives me more clarity
23:33RESULT
Astrilopup
CSAY>HiSpeed: Check.FOE_6 = 0 => 0
CSAY>HiSpeed: Check.FOE_2 = 0 => 0
CSAY>HiSpeed: Check.FOE_3 = 0 => 0
CSAY>HiSpeed: Check.FOE_1 = 0 => 0
CSAY>HiSpeed: Check.FOE_5 = 0 => 0
CSAY>HiSpeed: Check.UniWendicka = 28 => 28
CSAY>HiSpeed: Check.UniCrystal = 28 => 28
CSAY>HiSpeed: Check.FOE_7 = 0 => 28
CSAY>HiSpeed: Check.FOE_0 = 0 => 28
CSAY>HiSpeed: Check.FOE_8 = 0 => 28
CSAY>HiSpeed: Check.FOE_4 = 0 => 28
CSAY>HiSpeed: Check.Briggs = 84 => 84
CSAY>HiSpeed set to 84

I guess this explains EVERYTHING... Well, as far as the gauge itself is concerned.... I do need to see why the stat is the way it is, though

23:29TEST
TESTTake X
23:29DEBUG
DEBUGExtra debug line must provide more clarity here, as this is very very odd
23:23BUG
BUGThe heroes do move over the time gauge, the enemies however do not.
23:18TEST
TESTTake IX
23:18FIXED
FIXEDCode Typo
23:17TEST
TESTTake Fucking VII
23:16VOID
VOID"nil"?
23:14TEST
TESTTake VI
23:13VOID
VOIDOr is the term "void" more appropriate here?
23:13FIXED
FIXEDName issue
23:10TEST
TESTTake V
22:44FAILURE
FAILURE

Probably just a bug in Windows anyway... makes the second one this month

22:40TEST
TESTTake IV
22:40FIXED
FIXEDMissing link
22:40LINK
LINKOoops!
22:38TEST
TESTTake III
22:37FIXED
FIXEDI think I fixed the bug.... Merely using outdated code here.... That doesn't work anymore (of course).
22:20CONFIRMED
CONFIRMEDthe BSOD works again, good.
22:17NOTE
NOTE The bug itself is not fixed though, but the Blue Screen Of Death should at least work again
22:17TEST
TESTTake II
22:17FIXED
FIXEDI've set the death picture to the direct call to Auto Picture... Prevents conflicts (leading to the total crash while that was not needed at all), and since AutoImages are disposed automatically anyway, it's just the safer way to go
22:08FAILURE
FAILUREThe game immediately crashes out, which overall means, something went crucially wrong
21:59TEST
TESTFoxy And let's get to that, take I
21:59NOTE
NOTE Nothing will yet happen when pointers reach COM.... Basically the pointer will just remain there forever until the game is cut off forcefully in the debug screen (for now).... But at least I can test if it actually works
21:52SCRIPT
SCRIPTWhich now also exists... in concept ;)
21:52LINK
LINKThis is also been linked to the stage manager
21:52SCRIPT
SCRIPTPointers actually move over the gauge
21:27NOTE
NOTE Sue Dirty code will come from that, I know, but quite often dirty code is by far more effective and efficient (and thus faster) than "clean code"
21:24NOTE
NOTE Crystal Now I got the silly idea (as I think this is also something that made Dyrt slow down when you had a lot of characters in your group), to only recalc the HiSpeed when a new turn starts.... Well I gotta see....
21:21SCRIPT
SCRIPTThe HiSpeed value should now be initiated... However no visual effects will be seen (not to mention it's not even linked yet to the combat call backs)
21:19CHECKLIST
17:56DUMMIED
DUMMIEDThe debug lines which are no longer needed
17:54CONFIRMED
CONFIRMEDFINALLY!
17:53TEST
TESTAnd let's see now!
17:53FIXED
FIXEDSwapped the two files
17:53STUPIDITY
STUPIDITYName confusion
17:51HUH
HUHWTF?
17:43TEST
TESTAnd does it produce a satisfying result
17:43CONFIG
CONFIGNew calculation based on data granted to me by Paint.NET
17:40JUDGMENT
JUDGMENT AFGEKEURD!
17:38TEST
TESTAnd let's see now!
17:38CONFIG
CONFIGDone
17:38CONFIRMED
CONFIRMEDThe C++ part appears to work now, but the data is outdated, and a new setup is now used, but that is just a matter of reconfiguring
17:31VOID
VOIDYirl I think I tackled the issue now
17:28DEBUG
DEBUGI see this is an old format.... Not too much issue, we can handle that, but at least the mystery has been solved
17:26TEST
TESTAgain, I suppose!
17:26DEBUG
DEBUGMore clarity from TQSG now (I hope)
17:23CONFIG
CONFIGBakina I've Also altered the y modifier of the gauge in general... the x modifier looks good to me.... Just combine to good things, together, eh?
17:22DEBUG
DEBUGThe Hotspot issue with Wendicka is not to blame in the C++ code, or so it seems... The parsing somehow failed.... I need to sort that one out.
17:19JUDGMENT
JUDGMENT Better,yet not good enough
17:18CONFIG
CONFIGWhile the compiler is working I've been altering some tuning values, but I need to test if they got any effect at all.
17:17VISUALSTUDIO
VISUALSTUDIOSo let's FORCE a complete new compilation to make 100% sure
17:17NOTE
NOTE But that tells me nothing at all, since we all know that Visual Studio is bugged in this department
17:16DEBUG
DEBUGWendicka VisualStudio says everything is up to date
17:15BUG
BUGAnd Wendicka's hotspot is ignored.... Is the compilation outdated?
17:15JUDGMENT
JUDGMENT As I suspected
17:14NOTE
NOTE Fine tuning configuration is most likely required, but how much and so on can only be deterimined by seeing, so let's go see this!
17:13SCRIPT
SCRIPTGauge icons should now appear on the time gauge
16:55FIXED
FIXEDTypos in project files were to blame
16:55FAILURE
FAILUREHmmmm
16:45APOLLO
APOLLOProject change to make sure the combat icon for Wendicka is properly aliased for usage on the combat gauge (otherwise the game would crash on her uniform version).
13:56JUDGMENT
JUDGMENT Well, that will have to do, I suppose
13:50CONFIG
CONFIGGauge position init.... The initial positions will be influenced by the chosen difficulty setting... More player advantage in the easy mode and more enemy advantage in the hard mode... Still the start positions are random, so in the end the start positions can still be in your favor in the hard mode and the enemy's favor in the easy mode, however vice versa is more likely to happen.
13:41STATUS
STATUSThe time has come to put Dyrt behind me, and to fully focus on Star Story... I the meantime I am also preparing to move both The Fairy Tale REVAMPED and Cynthia Johnson to Apollo and eventually the same will happen to Sxity-Three Fires of Lung... At the latter will have most in common with TFTREVAMPED, i will focus on 63 later, as there's no need to re-invent the wheel there.
- = 13 Jan 2021 = -
0:54C++
C++An MD5 hasher is now present... This will make things a bit easier on some departments.... At least I hope so!
- = 8 Jan 2021 = -
21:57NOTE
NOTE (That is, as soon as the beta is live)
21:57NOTE
NOTE I've decided to definitely quit Game Jolt trophy supprt.

I don't see any reason anymore to keep being tied to that platform... as a matter of fact, I want to sever the ties as soon as I can. I will keep the trophies there on for now, in order to allow people to synchronize with a new system I have in mind that I will start on as soon as Dyrt is finished

21:55DYRT
DYRTThe works here are going quite well.... Once this is all done, I will try to fully tackle the combat engine here, however for now I just want Dyrt to be done.....
- = 7 Jan 2021 = -
23:55OFFTOPIC
OFFTOPIC
- = 3 Jan 2021 = -
14:56OFFTOPIC
OFFTOPICBy the way, happy new year!
14:56STATUS
STATUSTemporary standstill.... Dyrt is very close to completion, and therefore I want to have that finished first, so I have my hands FULLY free for this project after that.... So hang on!
- = 31 Dec 2020 = -
22:04NOTE
NOTE ExHuRU (The only reason Dyrt still has the support for this and even GJ exclusive dungeons is because the game is too close to release to remove them now).
22:03GAMEJOLT
For what it looks like now, you can consider the trophy support DEPRECATED! The new version won't have this, and NOT THIS IS NOT OUT OF LAZINESS NOR TECHINCAL ISSUES! This is a choice based on PROFESSIONAL REASONS!

So play the old version quickly when you still want those throphies!

- = 30 Dec 2020 = -
14:47TRANSFER
TRANSFERKota Art for #144 and #274
14:36COSMETIC
COSMETICAnd I've fine tuned their positions
14:36DONE
DONEThe Tag-Letters for enemies will now show on the time gauge
- = 29 Dec 2020 = -
22:30CLOSED
22:29JUDGMENT
JUDGMENT perfect
22:28TEST
TESTTake XI
22:28EXPERIMENT
EXPERIMENTlet's see
22:26JUDGMENT
JUDGMENT Better, but not quite there

22:22TEST
TESTTake X
22:21FIXED
FIXEDThe errors throws when something works the way it SHOULD work in stead of the not the way it should work
22:20CHECKED
CHECKEDThe Goddess The data looks the way it should look, so that shouldn't be theissue
22:19DEBUG
DEBUGBut proper errors are thrown to the log
22:18COCKROACH
COCKROACHNothing happened at all!
22:16TEST
TESTTake IX
22:16C++
C++At least everything compiles, but that does not mean it also works
22:16FIXED
FIXEDThat should fix it
22:16VISUALSTUDIO
VISUALSTUDIOTrickySTOI added to the project
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