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23:48 | CONFIRMED | Yes, it is indeed a discriminating system... Which is to say odd, since the systam has clearly been designed to make indiscrimination possible... Oh well... |
23:45 | 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..... |
23:18 | TEST | Take IV |
23:18 | FIXED | C-String format error |
23:16 | TEST | Take III |
23:16 | FIXED | Identifier issues |
23:14 | TEST | Take II |
23:14 | FIXED | Action syntax error |
23:12 | TEST | Does it work? Take I |
23:12 | LINK | Linked to the input menu |
23:12 | NOTE | is not operative yet, just a basis group, but you gotta start somewhere. |
23:11 | SCRIPT | Basis target selector |
20:39 | STATUS | From here I can start setting up a target selector |
20:35 | NOTE | No visual effects yet, though |
20:34 | SCRIPT | A base class has been set up for actions |
19:53 | DATABASE | I'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. |
19:44 | TECHNO | This 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 |
19:40 | ABILITY | Shoot |
18:57 | FAILURE | Perhaps itch.io needs better protection to prevent devlogs getting lost.... (unfortunately itch.io is not the only site with this unforgivable problem). |
17:46 | TEST | Take IV |
17:46 | LAZY | What? |
17:46 | VOID | What? |
17:46 | FIXED | Auto fix zero ammo (saves me the trouble to fix save game files) |
17:43 | TEST | Take III |
17:43 | VOID | Yeah, what? |
17:43 | LAZY | Prevented more future crashes |
17:41 | TEST | Take II |
17:41 | FIXED | Syntax error |
17:39 | TEST | Well, does it work? |
17:39 | DONE | The 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. |
17:35 | DONE | Shoot should be unavailable when out of ammo, and reload should be unavailable when ammo is full |
15:17 | TODO | |
15:02 | BUG | Enemies do no |
15:02 | CONFIRMED | Heroes still show (as they should) |
14:57 | NOTE | This should not cause any visual effect yet, but will be important later when the battle can actually be fought |
14:57 | DONE | Made 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 |
14:28 | DONE | Hover effect |
1:39 | OFFTOPIC | Gotta love stop motion |
1:25 | FIXED | Color issue on arena when menu pops up |
1:23 | FIXED | Sigh! |
1:21 | DONE | Item names |
1:07 | FUCKYOU | GRRR! |
1:05 | DONE | Item boxes |
1:02 | FIXED | Mouse cursor gets hidden behind the combat menu... Something we do NOT want, eh? |
0:58 | FIXED | Coordinate issues |
0:55 | COCKROACH | AAAAAAARGH! |
0:53 | FUCKYOU | SIIIIIGH! |
0:51 | FIXED | Tag issue |
0:31 | CLOSED | |
0:28 | FUCKYOU | Dir error |
0:24 | NOTE | I'll close the github issue about that later! |
0:24 | CONFIRMED | I'll be, looks like that's fixed.... |
0:23 | FIXED | I hope this fixes the "SELF" in constructors and destructors... A bug that has been in Neil for quite awhile and which MUST be fixed! |
0:11 | FIXED | File name issue |
0:09 | SCRIPT | The menu should partially appear... That is the menu case... The items will come later |
- = 19 Jan 2021 = - | ||
23:40 | LINK | Linked to the Ally compiler for the combat flow |
22:50 | NOTE | The others come later! |
22:50 | CONFIG | Combat menu, Wendicka, Crystal and Briggs |
21:59 | DONE | Loading the menu images |
18:58 | STATUS | The actual user menu comes later! |
18:58 | CONFIRMED | And now it does what it has to do.... |
18:56 | TEST | Take VI! |
18:56 | FIXED | Missing callbacks (empty now, but I need them later anyway) |
18:53 | TEST | Take V! |
18:53 | FIXED | Illegal group assignment |
18:51 | TEST | TAKE IV! |
18:51 | STUPIDITY | OPLETTEN, JEROEN! |
18:49 | TEST | TAKE III! |
18:49 | VOID | Non-existent member? |
18:45 | TEST | TAKE II! |
18:45 | FIXED | Bad ref |
18:29 | TEST | Seems so trivial, but you never know in this line of work... so... TAKE I! |
17:38 | 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. |
17:37 | LINK | Link to player input in combat |
17:27 | APOLLO | adaption for project file was required |
17:27 | TRANSFER | That was a transfer, of course |
17:27 | AUDIO | Signal |
16:50 | DONE | I've set up and IDLE check... This should prevent the event conflicts Dyrt suffers from |
11:57 | FIXED | GOTCHA! |
11:44 | DEBUG | Why? |
11:41 | COCKROACH | At least SOMETHING happens, but not the right thing! |
11:34 | COCKROACH | Apparently NOT |
11:33 | FIXED | I think I got it! |
11:30 | DEBUG | The forced error I set in goes off.... So at least the function is called |
11:29 | INVESTIGATION | Why? |
11:29 | BUG | I see now that my C++ code was set to correct this immediately... But it doesn't |
11:20 | 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) |
0:16 | CONFIRMED | ALL DONE! |
0:13 | TEST | Take XVI |
0:13 | FIXED | 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) |
0:07 | TEST | Take XVI |
0:07 | FIXED | I think I found the 0 issue |
0:02 | BUG | Discovered #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 = - | ||
23:59 | TEST | Take XV |
23:58 | FIXED | I hope THIS will set things right..... :-/ |
23:57 | HUH | Now 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? |
23:54 | TEST | Take XIV |
23:54 | DEBUG | More information then |
23:48 | DEBUG | Hmmmmm WARNING! Character created without any tag WTF does that mean? |
23:46 | COCKROACH | Because the base value is also 0 somehow..... Now to find out why this is happening |
23:44 | TEST | Take XIII |
23:44 | DEBUG | Why? |
23:42 | COCKROACH | NOTHING HAPPENS AT ALL? (At least no sign of the issue being fixed that is). |
23:41 | TEST | Take XII |
23:41 | NOTE | At least I hope so |
23:41 | FIXED | And fixed it |
23:41 | SOLVED | I think I found it |
23:38 | TEST | Take XI |
23:38 | DEBUG | I hope this line gives me more clarity |
23:33 | RESULT | 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 |
23:29 | TEST | Take X |
23:29 | DEBUG | Extra debug line must provide more clarity here, as this is very very odd |
23:23 | BUG | The heroes do move over the time gauge, the enemies however do not. |
23:18 | TEST | Take IX |
23:18 | FIXED | Code Typo |
23:17 | TEST | Take Fucking VII |
23:16 | VOID | "nil"? |
23:14 | TEST | Take VI |
23:13 | VOID | Or is the term "void" more appropriate here? |
23:13 | FIXED | Name issue |
23:10 | TEST | Take V |
22:44 | FAILURE | Probably just a bug in Windows anyway... makes the second one this month |
22:40 | TEST | Take IV |
22:40 | FIXED | Missing link |
22:40 | LINK | Ooops! |
22:38 | TEST | Take III |
22:37 | FIXED | I think I fixed the bug.... Merely using outdated code here.... That doesn't work anymore (of course). |
22:20 | CONFIRMED | the BSOD works again, good. |
22:17 | NOTE | The bug itself is not fixed though, but the Blue Screen Of Death should at least work again |
22:17 | TEST | Take II |
22:17 | FIXED | I'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 |
22:08 | FAILURE | The game immediately crashes out, which overall means, something went crucially wrong |
21:59 | TEST | And let's get to that, take I |
21:59 | 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 |
21:52 | SCRIPT | Which now also exists... in concept ;) |
21:52 | LINK | This is also been linked to the stage manager |
21:52 | SCRIPT | Pointers actually move over the gauge |
21:27 | NOTE | 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" |
21:24 | NOTE | 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.... |
21:21 | SCRIPT | The 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) |
21:19 | CHECKLIST | |
17:56 | DUMMIED | The debug lines which are no longer needed |
17:54 | CONFIRMED | FINALLY! |
17:53 | TEST | And let's see now! |
17:53 | FIXED | Swapped the two files |
17:53 | STUPIDITY | Name confusion |
17:51 | HUH | WTF? |
17:43 | TEST | And does it produce a satisfying result |
17:43 | CONFIG | New calculation based on data granted to me by Paint.NET |
17:40 | JUDGMENT | AFGEKEURD! |
17:38 | TEST | And let's see now! |
17:38 | CONFIG | Done |
17:38 | CONFIRMED | The 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 |
17:31 | VOID | I think I tackled the issue now |
17:28 | DEBUG | I see this is an old format.... Not too much issue, we can handle that, but at least the mystery has been solved |
17:26 | TEST | Again, I suppose! |
17:26 | DEBUG | More clarity from TQSG now (I hope) |
17:23 | CONFIG | 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? |
17:22 | DEBUG | The 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. |
17:19 | JUDGMENT | Better,yet not good enough |
17:18 | CONFIG | While the compiler is working I've been altering some tuning values, but I need to test if they got any effect at all. |
17:17 | VISUALSTUDIO | So let's FORCE a complete new compilation to make 100% sure |
17:17 | NOTE | But that tells me nothing at all, since we all know that Visual Studio is bugged in this department |
17:16 | DEBUG | VisualStudio says everything is up to date |
17:15 | BUG | And Wendicka's hotspot is ignored.... Is the compilation outdated? |
17:15 | JUDGMENT | As I suspected |
17:14 | 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! |
17:13 | SCRIPT | Gauge icons should now appear on the time gauge |
16:55 | FIXED | Typos in project files were to blame |
16:55 | FAILURE | Hmmmm |
16:45 | APOLLO | Project 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). |
13:56 | JUDGMENT | Well, that will have to do, I suppose |
13:50 | CONFIG | Gauge 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. |
13:41 | STATUS | The 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 = - | ||
0:54 | 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 = - | ||
21:57 | NOTE | (That is, as soon as the beta is live) |
21:57 | 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 |
21:55 | DYRT | The 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 = - | ||
23:55 | OFFTOPIC | |
- = 3 Jan 2021 = - | ||
14:56 | OFFTOPIC | By the way, happy new year! |
14:56 | STATUS | Temporary 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 = - | ||
22:04 | NOTE | (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). |
22:03 | GAMEJOLT | 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 = - | ||
14:47 | TRANSFER | |
14:36 | COSMETIC | And I've fine tuned their positions |
14:36 | DONE | The Tag-Letters for enemies will now show on the time gauge |
- = 29 Dec 2020 = - | ||
22:30 | CLOSED | |
22:29 | JUDGMENT | perfect |
22:28 | TEST | Take XI |
22:28 | EXPERIMENT | let's see |
22:26 | JUDGMENT | Better, but not quite there |
22:22 | TEST | Take X |
22:21 | FIXED | The errors throws when something works the way it SHOULD work in stead of the not the way it should work |
22:20 | CHECKED | The data looks the way it should look, so that shouldn't be theissue |
22:19 | DEBUG | But proper errors are thrown to the log |
22:18 | COCKROACH | Nothing happened at all! |
22:16 | TEST | Take IX |
22:16 | C++ | At least everything compiles, but that does not mean it also works |
22:16 | FIXED | That should fix it |
22:16 | VISUALSTUDIO | TrickySTOI added to the project |
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