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1:54 | FIXED | I think |
1:53 | BUG | Apparently some things are not yet properly taken up here |
1:50 | TEST | Take III |
1:50 | DONE | Now only the sockets of the powerups you can actually aquire for that specific ability will appear |
1:37 | JUDGMENT | It will have to do, I can't rule out any more fine tuning requirement once the actual icons appear, though |
1:33 | TEST | Take II |
1:33 | COSMETIC | a bit bigger, and the space made a big wider (which was needed as a result as the sockets touched each other) |
1:32 | JUDGMENT | Better, but not yet satisfied |
1:30 | TEST | Okay, let's go! |
1:29 | COSMETIC | I made them a tiny bit bigger, as the sockets do not show so well |
1:29 | JUDGMENT | Okay, all sockets show... This at least allows me to see that all sockets work... I do wanna have a few small changes though |
1:25 | TEST | Well, let's see then.... |
1:25 | NOTE | Testing can only be done half, since the powerups cannot yet be unlocked (the combat engine is required for that), however this shouldn't be too hard to deal with (I hope) |
1:24 | DONE | The power-up sockets should appear now |
1:15 | TECHNO | (As a matter of fact EXACTLY the same) |
1:14 | NOTE | Which have just been copied from the old game, so in other words, they will be roughly the same as in the old game. |
1:14 | CONFIG | Power up colors |
1:11 | CONFIG | I've set the integer fields that come with abilities |
0:56 | LINUX | I am now installing Elementary in Virtual Box for evaluation purposes.... I do need to see if this is finally a bit of a trustworty alternative for Windows and Mac (as most Linux distros are definitely CRAP). |
0:56 | SITE | Added tag LINUX |
0:37 | CONFIRMED | Under da hood check also okay |
0:21 | CONFIRMED | no changes in your face... but how are things under the hood? |
0:17 | TEST | I need to test this, of course! |
0:17 | FIXED | it |
- = 18 Oct 2020 = - | ||
23:36 | FUCKYOU | First a break though... |
23:36 | FUCKYOU | Oh crap.... I see that things are still noted a bit differently.... Not hard to fix, but it does require me a bit of a fuck over |
23:35 | CONFIRMED | YAY! Doesn't happen.... Whoohoo.... I'm so cool :P |
23:34 | TEST | Now this test will tell me if a game where Wendicka's start ability should already be initialized will also handle it correctly and not dupe it |
23:33 | CONFIRMED | so far so good |
23:30 | TEST | Take X |
23:30 | FIXED | X position fixed |
23:27 | TEST | Take IX |
23:27 | FIXED | But easy to fix |
23:27 | BUG | But the location of the AP cost is ridiculous |
23:27 | CONFIRMED | All crashes accounted for |
23:23 | TEST | Take VIII |
23:23 | FIXED | Illegal meta call |
23:19 | TEST | Take VII |
23:18 | MYSTERY | if so the error is completely demented but we'll see |
23:18 | FIXED | I think |
23:12 | TEST | Take VI |
23:12 | EXPERIMENT | Let's see what happens now |
23:12 | HUH | To make it even stranger, a string was indeed asked... and received, so the entire moan is really beyond me |
23:12 | HUH | ????? Number required for string variable (got string) |
23:06 | TEST | Take V |
23:06 | FIXED | Conflict between old and new |
23:02 | TEST | Take IV |
23:02 | DONE | The AP cost of an ability should show.... This will also be affected by the powerup that halfs AP cost, and also will display red when your amount of AP is too low. |
21:57 | TEST | Take III |
21:57 | FIXED | UniWendicka conflict |
21:53 | TEST | Take II |
21:53 | VISUALSTUDIO | Compiling |
21:52 | FIXED | Missing API links |
21:48 | TEST | Take I |
21:48 | DONE | Spell names will show ___ This is only a start, as we're not there yet! |
21:20 | STATUS | The next step will (of course) be to list out the abilities themselves |
21:19 | STATUS | It works at last |
21:14 | TEST | Take X |
21:14 | FIXED | Illegal meta call |
21:10 | TEST | Take IX |
21:10 | VISUALSTUDIO | Recompiling |
21:10 | FIXED | Washed out the computer's mouth with soap |
21:09 | FAILURE | Lies |
21:07 | TEST | Take VIII |
21:07 | POWERSHELL | BARF |
21:07 | FUCKYOU | If you thought you had it all today |
21:06 | FIXED | Code typo |
21:04 | TEST | Take VII |
21:04 | POWERSHELL | BARF |
21:04 | VOID | I voided that issue |
21:03 | FAILURE | Who is the sucker who neglected to add a proper boolean check when reading out Lua arguments with C/C++? |
20:52 | TEST | Take VI |
20:52 | STUPIDITY | Ah, missed one |
20:52 | COCKROACH | Fix ignored? |
20:49 | TEST | Take V |
20:49 | FIXED | Some leftofters from the old code, causing syntax errors in the new code |
20:45 | TEST | Take IV |
20:45 | POWERSHELL | BARF |
20:45 | FIXED | Forgotten , |
20:45 | LAZY | I've adapted Neil to this, as I am through with that one! |
20:44 | FUCKYOU | GRRR! |
20:41 | TEST | Take III |
20:40 | FIXED | Of course |
20:40 | STUPIDITY | Syntax error in ablused linker |
20:38 | TEST | Take II |
20:38 | POWERSHELL | BARF |
20:38 | FIXED | Linkup syntax error |
20:34 | TEST | Take I |
20:34 | NOTE | It won't yet be shown which abilities she already has... This is due to the delecacy of all this, so I wanna do this step by step! |
20:34 | DONE | The system will show how many more abilities Wendicka needs to use to gain a new one |
20:30 | MYSTERY | I wonder why the game didn't crash under that one, oh well... |
20:30 | FIXED | Scope error |
20:27 | DONE | Loader |
20:23 | DONE | The module is ready now, but the ability list doesn't yet read it.... |
20:22 | DONE | And "SHOCK" will automatically be added to Wendicka's ability list if it doesn't already exist |
20:09 | STATUS | All looks fine (and I hope it is).... |
20:08 | VISUALSTUDIO | compiling |
20:08 | LINK | Linking that is |
20:08 | APOLLO | That should do it |
20:08 | LUA | Glue code adapted |
20:05 | C++ | List has API for Apollo |
19:54 | DONE | ablused quick metatable (it can also automatically redirect any values for uniform Wendicka to the normal version of Wendicka). |
19:27 | TECHNO | I no this will cause the same data to be twice in the memory when you finish the prologue, and enter the main game, however this is the safest way to do it and it prevents loads of unwanted bugs. So take it or leave it! |
19:26 | APOLLO | And JCR6 will create a proper alias for this so the uniform version will basically get the same data.... |
19:26 | CONFIG | I've added Wendicka's basic spell list to the configuration of abilities for her character |
19:21 | STATUS | AT LAST! IF FOUND WENDICKA'S SPELL LIST |
19:17 | UNDESIREABLE | This is getting more and more on my nerves.... Where are Wendicka's spells stored in the old game? |
19:14 | REFERENCE | |
19:08 | STUPIDITY | Man, this is crap! |
19:05 | OFFTOPIC | Oh, am I the holder of issue 1234 on Game Jolt? LOL.. Never realized it... But it is a fun number >> gamejolt/issue-tracker#1234 |
18:58 | NOTE | I must thank the person who pointed me to the very good searching feature inside NotePad++ |
18:57 | SEARCH | I need to find out the exact list of Wendicka's abilities.... This is hard, since I made a terrible disaster of this in the original game, I do need a big checkup to see how to cover that crap up.... |
18:44 | REFERENCE | |
18:44 | SITE | Added tag REFERENCE |
18:37 | STUDY | I did some study to the way the old game handles new abilities, which is a bit terrible and I really wonder what I was thinking... At least this gives me a good way of thinking in how to deal with a few important things.... |
18:27 | NOTE | At this moment it doesn't appear to be possible to detect Android, meaning that when you play the game in Android (if that port ever comes to be), Wendicka will insult Linux in stead (since Android uses the Linux kernel).... Nothing to do about that... |
18:26 | CONFIRMED | A quick test confirms this to be working |
17:41 | TECHNO | This was needed for the 4th wall break joke halfway this dungeon |
17:25 | VISUALSTUDIO | Compiling |
17:25 | NEIL | Link up code |
17:25 | APOLLO | API |
17:22 | C++ | Platform to string |
15:49 | NOTE | As Crystal doesn't have the normal ability system but an ARMS system in stead, I've made sure the game points to that. The uniform version of Crystal doesn't have access to ARMS at all (important to note for New Game+ games), and the Cyborg version will for now only show a blank screen, as I need to be further in development to get this one done..... |
0:05 | CONFIG | Took a log of extra config this time.... Okay |
0:03 | BACKUP | Running! |
0:03 | NOTE | When it comes to new abilities, the rules remains the same.... Wendicka gets new abilities based on how many times she used an ability she already has.... Crystal will (once a cyborg) gain new abilities when finding arms in the field, ExHuRU/Rolf by the number of kills while in the front row, Yirl based on business points, for Foxy it will be completely random, and for Xenobi it will be based on his level..... |
0:01 | STATUS | The next step will be to configure Wendicka's ability list.... From there on I can easily set up the ability screen itself |
- = 17 Oct 2020 = - | ||
23:57 | CLOSED | |
23:56 | GITHUB | Updated |
23:54 | JUDGMENT | BETTER! |
23:49 | TEST | Let's see |
23:49 | COSMETIC | Hopefully this gives a better result.... |
23:48 | DONE | Broadened the icon strip margins in the field menu |
23:47 | JUDGMENT | That works |
23:41 | TEST | Take II |
23:41 | FIXED | Fuck you! |
23:41 | BUG | I KNEW it! |
23:38 | TEST | Well a test is still in order, so here goes! |
23:37 | DONE | I've set the switcher to display a message for when you cannot yet switch |
23:36 | OFFTOPIC | Freezernick is really working hard on Kitty now.... Saves me work, so I'm grateful for that! Keep it up Freezer! |
23:33 | REMINDER | |
23:29 | GENERATION | Lic and version info |
23:27 | OFFTOPIC | Oh, is Einstein still blocking your view? Bad luck, maybe my message wasn't clear enough then yet. :-P |
23:27 | OFFTOPIC | For some reason these kinds of videos work very relaxing..... The ride starts in Toulouse and ends in Paris... Enjoy! |
23:26 | STATUS | that all appears to be working |
23:21 | TEST | Let's see if this works (can't think of a reason not to, but as game development has done crazier things... a test is in order) |
23:21 | DONE | Right! |
23:19 | TECHNO | I may first copy these basis scripts for all features.... Saves me a lot of crash risks during later tests |
23:18 | FIXED | Yeah... it appears fixed.... As long as things don't turn back the way they were..... |
23:15 | TEST | Take IV |
23:14 | HUH | I bet these guys are dancing the mamushka for the one responsible for that |
23:12 | HUH | How does a variable I replaced to be the way it was before I replaced it? |
23:07 | DEBUG | Let's put in some squares that have to tell me something |
23:04 | JUDGMENT | Nope, nope definitely now.... And the crash message I got for clicking the quit button shows that it tried to open the "switch party member" feature, and that is definitely NOT the way it should be! |
23:01 | TEST | Take III |
23:01 | FIXED | But I was right something WAS wrong here |
23:00 | JUDGMENT | It wasn't as bad as I thought.... Which surprises me actually.... |
22:57 | TEST | Take II |
22:56 | NOTE | I say "I hope" as the behavior in general was pretty strange, so I am not quite sure the system understood me |
22:56 | FIXED | I hope |
22:55 | BUG | CLICK! Without clicking the system switches already... That's not good! |
22:48 | TEST | Let's go! |
22:48 | NOTE | Important note! Clicking any icon that is not the inventory or the abilities icon, will (for now) crash the game |
22:48 | DONE | Clicking the icons should be possible now |
22:44 | COSMETIC | Red red wine.... Oh wait, I ain't a member of UB40... I mean I changed the character name to red in the field menu |
22:39 | NOTE | As both Crystal as Briggs cannot yet get abilities all they'll get a black screen. In Crystal's case, she'll get her abilities once the event has passed she becomes a cyborg, and Briggs is only a guest character. Wendicka will already get access to her lightning spells, although as that part has not yet been scripted all she'll get for now is also a blank screen, but that will be filled out. |
22:29 | SCRIPT | A basis has been set up for the ability screen |
18:35 | DEBUG | I've turned off the "#use" debug line.... I no longer need it (at least not at the present time, and I can reactivated easily), and this saves me tons of needless debug output on my console |
18:08 | STATUS | Since this is as far as I can go now I'll move #25 back to "todo" in my Kaban overview |
18:06 | STATUS | All is fine as far as I can go right now... Only when I get into the combat routine and stuff I can really get into the deep of this |
18:01 | TEST | Take III |
18:01 | FIXED | Illegal object call |
17:57 | TEST | Take II |
17:57 | FIXED | Code typo |
17:48 | TEST | Well, does it work? |
17:47 | NOTE | At the present time I cannot make use happen, as no items are usable at the current time |
17:47 | DONE | the "Use" icon should appear now |
17:07 | ART | "Use" icon |
17:01 | STATUS | Hey, the open clip art library is BACK!!! AT LAST!!!!! |
17:00 | STATUS | At least! |
16:59 | CONFIRMED | It works! |
16:57 | TEST | Take V |
16:56 | FIXED | that should do it! |
16:56 | FIXED | That fixes a part of the problem, but the rest is easy now! |
16:50 | TEST | Take IV |
16:50 | SOLVED | Please? |
16:50 | FUCKYOU | Now this is getting REALLY REALLY annoying! |
16:47 | TEST | Take III will have to confirme this..... (I hope) |
16:46 | FIXED | An fixed it |
16:46 | SOLVED | I hope I found it |
16:46 | INVESTIGATION | Why? |
16:46 | COCKROACH | Still NOTHING HAPPENS |
16:43 | TEST | Take II |
16:43 | FIXED | Ah.... Formula error |
16:41 | HUH | NOTHING HAPPENS |
16:31 | TEST | Take I |
16:31 | SCRIPT | Trashing items should work now |
16:30 | UPDATED | Version numbers |
14:56 | STATUS | Time for a break |
14:56 | CONFIRMED | That works |
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