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22:15 | BUG | It's not yet all cool though as linker errors occur... Clearly I didn't yet cover it all up properly yet |
22:14 | C++ | And also done the same with Apollo |
22:14 | C++ | I've adapted TQSG to make this all possible |
21:43 | JUDGMENT | #50 - Nope nope nope - definitely not! But already better than crashing ;) |
21:38 | TEST | Take VIII |
21:38 | FIXED | And fixed it! |
21:38 | STUPIDITY | I think I got it |
21:36 | TEST | Take VII |
21:36 | DEBUG | I've added a more dedicated error message I can see more properly what's happening here |
21:36 | BUG | "Nil" value |
21:34 | TEST | Take VI |
21:34 | VOID | whiner! |
21:32 | TEST | Take V |
21:32 | VOID | I've voided that issue for now... |
21:30 | BUG | It appears that internal definitions in classes do not work when data is delivered by fellow class members. |
21:27 | TEST | Take IV |
21:27 | FIXED | Syntax error |
21:25 | TEST | Take III |
21:24 | FIXED | That's three |
21:24 | FIXED | Syntax conflict - That's TWO! |
21:22 | FIXED | That's one! |
21:19 | TEST | Take II |
21:19 | NOTE | It was to be expected this wouldn't go right in one go! |
21:19 | FIXED | Illegal redefs |
21:15 | TEST | Take I |
21:14 | STATUS | At least I can see if the time gauge appears at all |
21:14 | NOTE | It will NOT yet work.... For starters the icons and tag letters won't yet appear, and second I need to initiaze all the timers based on all combatents speed values, so we're not yet getting anywhere on that department |
21:13 | LINK | And NOW the time gauge should appear |
21:10 | LINK | Class link ups (this will not yet make the gauge appear. Only to make it access the fighter table) |
21:09 | NOTE | Please note, if no errors occur nothing will happen. This because I need to link this up first |
21:08 | DONE | I've set up the time gauge... I do not yet expect it to fully work though, but hey the basis is set |
19:28 | STATUS | The next stop will be the calculation of the speed over the time bar... Although more balancing is in order here too, like in Dyrt, I won't do that... The reason is simple, I want the experience to be the same as the original, and rebalancing the time bar would undermine that, especially since the older setup was not a bug but a choice... Not the best choice, but still a choice. Since Dyrt was completely rewritten and has a complete new experience apart from the story line, this wasn't an issue there |
17:10 | REMOVED | "floating character" in Rayal removed... He was never supposed to be there anyway |
16:23 | STATUS | All crashes appear to be accounted for |
16:21 | TEST | Take XV |
16:21 | FIXED | ANother bad class call, but of a different kind this time |
16:18 | TEST | Take XIV |
16:18 | FIXED | Another case? |
16:17 | TEST | Take XIII |
16:17 | FIXED | Bad class call? |
16:13 | TEST | Take XII |
16:13 | FIXED | Syntax Error |
16:12 | TEST | Take XI |
16:12 | FIXED | Misreference |
16:09 | TEST | Take X |
16:09 | VOID | ? |
16:09 | HUH | ? |
16:04 | TEST | Take IX |
16:04 | VOID | Fucking for the sake of fucking |
15:59 | TEST | Take VIII |
15:58 | FUCKYOU | Some word ik hier zo MOE van! |
15:57 | TEST | Take VII |
15:57 | VOID | Voided that issue |
15:56 | FUCKYOU | Crap! |
15:54 | TEST | Take V |
15:54 | FIXED | Missing line |
15:48 | TEST | take IV |
15:48 | FIXED | ID issues |
15:45 | TEST | Take III |
15:45 | FIXED | Lua!=Python, and neither is Neil |
15:43 | TEST | Take II |
15:43 | FIXED | Compatibility conflict |
15:42 | TEST | Take I |
15:42 | NOTE | All I can test here too is the absence of crashes, but that's all |
15:42 | ENHANCEMENT | Quick access metatable for Stats and Stat Buffs |
15:33 | TECHNO | Since I only adepted the original Lua code to Neil and the differencies of this engine for this (this because I want the game experience in Star Story to match the original game as much as possible) I don't expect too much trouble here, but, ya never know |
15:32 | NOTE | Now what is very important to note is that there's no way to know if this actually works the way it should as this is all "under the hood" code. In other words when it doesn't crash, I must assume it works |
15:31 | DONE | Compile Raw Data into the actual stats the enemy needs based on its level |
2:00 | JUDGMENT | WONDERFUL! |
1:58 | TEST | Well take VI then to fit all needed formalities then? |
1:58 | DUMMIED | Placeholder circle |
1:57 | CONFIRMED | And NOW it works the way it SHOULD work |
1:56 | TEST | Take V |
1:56 | FIXED | now then? |
1:56 | COCKROACH | i thought so |
1:18 | TEST | Take IV |
1:18 | FIXED | There you go! |
1:18 | BUG | But now I gotta deal with a file referrence error, but that's looks like an easy one |
1:18 | CONFIRMED | Apparently that is indeed fixed |
1:17 | TEST | Take III |
1:17 | STATUS | I think it's fixed then |
1:16 | GENERATION | Let's run the crap and see |
1:16 | FIXED | ? |
0:52 | BUG | The data is not properly compiled I see.... I will have to investigate to find out why this happens |
0:46 | FIXED | Syntax error |
0:45 | TEST | Take II |
0:45 | LAZY | linked Lua's "error" function into the main routine, as this is driving me nuts! |
0:43 | FUCKYOU | GRRRR! |
0:42 | TEST | Let's see |
0:42 | TECHNO | The aim circles will still be desplayed. I'll remove them once this works |
0:42 | DONE | Anyway, the enemies should now appear on the screen |
0:41 | NOTE | Now I must hope nothing bad happened to the backup due to that BSOD... |
- = 28 Dec 2020 = - | ||
23:41 | FAILURE | Blue Screen Of Death! |
22:07 | BACKUP | I will backup while Dyrt is running though |
22:07 | DYRT | After I do more testing work here... Yeah, it really sucks, but I need to sort out my priorities |
22:07 | STATUS | Next stop... Enemy sprites |
21:57 | TEST | Well, what does it do now? |
21:56 | COSMETIC | and made sure the X is a bit more to the right |
21:56 | FIXED | Y position to the middle |
21:55 | JUDGMENT | Bug fixed indeed, the result is good, but not quite |
21:52 | FIXED | I think I found the bugger |
21:52 | ANALYSIS | Stack overflow thorugh by C++ for something that happens inside Lua, eh? |
21:50 | INVESTIGATION | But what is it then? |
21:50 | FAILURE | Ok, I was wrong |
21:48 | FAILURE | Complete crash.... I think I know why this is, but I need to look that up |
21:46 | TEST | Let's see, shall we? |
21:46 | NOTE | these are the hardest to tell if they are right, but as I put in placeholder circles to mark their positions, this should not be that hard.... At least, I hope not |
21:45 | DONE | I've set the enemy's automated X and Y postions... |
2:15 | STATUS | Calling it! |
2:15 | BACKUP | Running |
2:15 | GITHUB | Should be up-to-date, I hope |
2:05 | TEST | Take XI |
2:05 | NOTE | Yeah that was a mouthfull, couldn't think of a better description |
2:04 | FIXED | C format communication error |
2:01 | TEST | Take X |
2:00 | GENERATION | As a result I did have to recompile the enemy set up, oh well |
2:00 | FIXED | Ah, some old BlitzMax leftover code now leading ot incompatibilities |
1:55 | TEST | Take IX |
1:55 | LINK | That links it all together |
1:55 | NEIL | Extract Dir |
1:55 | VISUALSTUDIO | Compiling |
1:55 | APOLLO | Link API |
1:55 | C++ | Extract Dir |
1:48 | TEST | Take VIII |
1:48 | FIXED | Illegal Function Call |
1:47 | TEST | Take VIII |
1:47 | FIXED | Forgotten overrides |
1:44 | TEST | Take VII |
1:44 | FIXED | I hope |
1:44 | COCKROACH | Sigh! |
1:41 | TEST | Take VI |
1:41 | FUCKYOU | Oh well |
1:40 | TEST | Take V |
1:40 | FIXED | Code typo |
1:37 | TEST | Take IV |
1:37 | NOTE | I need to fix the bug in Neil about base members in extended classes |
1:34 | TEST | Take III |
1:34 | FIXED | Override error |
1:30 | TEST | Take II |
1:29 | FIXED | Identifier issues |
1:19 | STATUS | Well I can start with the tests, but I am tired now so I hope this'll be short |
1:17 | LINK | I've linked the foe compiler... or that is the little it has now as it cannot yet prepare the data the (future) battle engine will need to the start up routine... All it does not is the pre-load of data. Once this is done it will go into the next step which is to compile and process the data into workable data the combat engine can actively use |
1:01 | NOTE | This is dirty code straight from hell and is only possible due to Neil relying on Lua and having to do most of its stuff run-time. |
1:00 | TECHNO | For the enemies I've set the level as a readonly int, this is to make it easier to get the actual Foe Stat compiler to create the stats the enemy should have on the start of the battle. Remember, that Foe records do not exist prior to the start of the battle so this was only the easiest way to go. Now to make things easier, I've used a property on the heroes which reads the level directly out of the character record, since that does exist prior to battle. The battle engine won't notice the difference at all, as the respective classes both know what to do. |
0:05 | NOTE | This won't bring any noticable effect now, but it will safe me some headaches later.. or at least, I hope so |
0:04 | LINK | Quick Link HP |
- = 27 Dec 2020 = - | ||
21:25 | CONFIRMED | Well it appears to be working now |
21:23 | TEST | Take III |
21:23 | VOID | WTF? |
21:21 | TEST | Take II |
21:21 | FIXED | Syntax error |
20:32 | TEST | Take I |
20:32 | NOTE | This should conclude #47 but before I go there, first a little test! |
20:32 | DONE | Combat music should now start UNLESS the system has been instructed not to |
12:53 | DYRT | Before anything else,first another test of Dyrt.... See ya soon |
2:04 | STATUS | But it's late now.... More comes later! |
2:04 | C# | A basis has been set up for the foe compiler |
1:47 | STUDY | The original Lua exporter I wrote in Blitzmax.... Looks pretty straightforward.... I need to see how I can best make this accessible for Neil... I have a few ideas.... |
1:37 | STUDY | Analysis of the original datafiles was easy... That's just GINI and I do have a GINI parser, so that shouldn't be a problem. |
1:36 | NOTE | A new compiler is however needed, due to the new game using Neil in stead of pure Lua, and to allow it to blend in better with the current Apollo Engine |
1:35 | NOTE | It might not be needed anyway. |
1:35 | NOTE | The original Foe editor was written in BlitzMax and as the original game was developed on a Mac only compiled for Mac, making the code entirely useless... Now technically speaking I can try to manually translate the editor to C++ and attaching it to my June 19 system, but I got a bit of a bad taste in my mouth from that attempt after things went completely beyond my scope with TFT... Of course an entire engine and only a simplistic database are two different things, but still.... |
1:33 | TECHNO | Since Star Story works with a dynamic enemy system, this unlike Dyrt, 63 fires and TFT. That makes the Foe Compiler I coded for Dyrt completely useless and even in an adapted form I cannot do anything with that. The dynamic system is what allows enemies the have different levels based on where you encounter them, your difficulty setting or your chosen game cycle. A very few enemies can even level based on your level (this is only reserved for bosses where this level has a kind of scenario meaning), all in all, this requires a completely different approach.... |
1:29 | TRANSFER | Enemy data |
- = 26 Dec 2020 = - | ||
23:19 | DYRT | Some more Dyrt testing.... That game is close to completion, but then I mustn't neglet it now, as then it'll never get finished... |
22:57 | TEST | And let's see if that works |
22:57 | COSMETIC | Double size |
22:57 | JUDGMENT | FINALLY |
22:54 | TEST | Take X |
22:54 | FUCKYOU | WILL THIS WORK!? |
22:54 | COCKROACH | This is REALLY getting on my nerves now |
22:52 | TEST | Take IX I think |
22:52 | NOTE | I really should find a way to get that one fixed |
22:52 | VOID | Oh wait a minute... It's the table pointer bug |
22:46 | TEST | NEXT! |
22:46 | FIXED | Oh wait, that was just a misplaced debug line |
22:44 | BUG | Another thing is... it only had to retrieve the picture ONCE, and according to the log it did so every draw frame, which is also not the way it should be |
22:43 | BUG | Once, twice, three times a lady..... In this case Wendicka.... WTF is going on here? |
22:42 | FUCKYOU | Well let's see how it work snow! |
22:41 | FUCKYOU | I guess there MUST be trouble, eh? |
22:40 | NOTE | I'll investigate that later for now I'll just give both Foes and Heroes their own Tag variable hoping that'll solve things |
22:39 | BUG | It seems that when classes get expanded they all share their pointer... That was not what my test script pointed out, though |
22:37 | DEBUG | An extra line must show me a bit of info here |
22:35 | INVESTIGATION | WHY! |
22:35 | BUG | But their image files are not alright as I see three times Lt. Briggs, in stead of Briggs and the three girls |
22:35 | JUDGMENT | Their spots seem to be already |
22:35 | JUDGMENT | I see three combatnants |
22:33 | TEST | Take IV |
22:33 | FIXED | Illegal function call |
22:29 | TEST | Take IV |
22:28 | STUPIDITY | Can't imagine I didn't bring that one in before.... Dang! |
22:28 | C++ | Image.LoadNew() |
22:21 | TEST | Take III |
22:21 | FIXED | And another |
22:21 | FIXED | Fixed code typo |
22:19 | TEST | Take II |
22:19 | FIXED | Syntax error |
22:17 | TEST | Take I |
22:17 | LINK | Linked that to the main combat engine (as far as you can speak of an engine at THIS point) |
22:14 | DONE | Hero draw should owkr now... I have not yet adapted scaling (which I'm planning to, but hey I can't do all in once). |
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