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15:42 | C++ | And now the alpha modification actually takes place |
15:39 | C++ | Expanded this a little |
15:36 | C++ | Core code to make alpha blending possible |
15:33 | FAILURE | C++ never ceases to amaze me... I type code and C++ deems it error... I change it and now it's even more error... I change it back exactly the way it was, and ... It compiles.... Do you get it? |
15:23 | UPDATED | |
15:22 | STATUS | That brings us to the next stage of this operation... |
15:21 | CONFIRMED | It works! |
15:19 | TEST | Take III |
15:19 | DONE | Clicking out should work now |
15:19 | DONE | Mouse pointer appears in field menu |
15:18 | CONFIRMED | So far that works |
15:16 | TEST | Take II |
15:15 | FIXED | Syntax Error |
15:13 | TEST | Take I |
15:13 | DONE | First work out changing char in field menu |
1:51 | BACKUP | Running |
1:50 | TODO | |
1:34 | ANALYSIS | I think the system is allergic to leading spaces... Shouldn't be a problem... but I have no other explanation.... |
1:30 | EXPERIMENT | I wonder |
1:28 | EXPERIMENT | An experimental string shows.... It is really beyond me know why the HP and AP values don't show... nothing makes this possible... But yet it happens... What happens under the hood that I cannot see? |
1:22 | TEST | Well, I dunno |
1:22 | INVESTIGATION | MOAR DEBUG! |
1:18 | DEBUG | I sure wanna know why the HP and AP values are not shown |
1:09 | TEST | Let's check it out |
1:04 | FIXED | Maybe THIS fixes all that crap? |
1:03 | NOTE | the Good news is that the gauges appear to be on the right positions |
1:02 | JUDGMENT | |
0:57 | TEST | Take III |
0:57 | COCKROACH | There's always one that gets through the loopholes, eh? |
0:55 | TEST | Take II |
0:55 | FIXED | Unknown Identifiers |
0:51 | FIXED | HP, AP, experience and level should now appear on the statistics screen |
0:38 | CONFIRMED | Yup, now that now more confusion was possible, I see that the bug does indeed seem to be fixed |
0:36 | TEST | And see how I can get this up now! |
0:36 | CLEANUP | All faulty and debug savegames, and the one and only official savegame has been kept |
0:29 | TEST | A test must confirm this, of course! |
0:28 | FIXED | I think I fixed it all! |
0:25 | DEBUG | Moar debug lines needed I suppose |
0:25 | TEST | Didn't turn up anything usefull |
0:20 | DEBUG | Before all else I now have an opening to investigate #32 - And I've added an extra debug line to get into this matter |
0:10 | JUDGMENT | Better! |
0:08 | TEST | Take III |
0:08 | JUDGMENT | A bit of moment required, maybe? |
0:06 | TEST | Take II |
0:06 | FIXED | And a fix in the process |
0:06 | OPTIMIZATION | Less code... Possibly also a bit of speed winning? |
0:02 | TEST | Take I |
0:02 | DONE | Name of character should appear now |
- = 5 Oct 2020 = - | ||
23:59 | BUG | Issued as #32 -- Although this is a high priority bug, I cannot attend it immediately, but I will do so as soon as possible. |
23:56 | DONE | Set name |
23:55 | BUG | Study showed that the string data is not loaded from a savegame.... Why not? |
22:44 | TEST | Take VI |
22:43 | CONFIG | A bit of coordinate workout |
22:43 | JUDGMENT | Almost there |
22:41 | TEST | Take V |
22:41 | EXPERIMENT | Hmmmm? |
22:36 | TEST | Take IV |
22:36 | VISUALSTUDIO | compiling |
22:36 | FIXED | I think? |
22:36 | HUH | ?? C++ is acting up on me |
22:33 | TEST | Take III |
22:33 | POWERSHELL | I must "barf" again |
22:33 | FIXED | Missing "end" |
22:31 | TEST | Take II |
22:29 | VISUALSTUDIO | Compiling |
22:29 | NEIL | And Some Link up Code for ARF |
22:29 | C++ | I even needed to add some C++ code for that |
22:29 | FIXED | I forgot to put LoadNew in the image class for Apollo |
22:21 | TEST | Take I |
22:21 | STATUS | All that will do for now if show the face of the currently chosen character |
22:21 | DONE | Set the status for the left panel |
21:58 | CONFIG | More slowdown |
21:56 | TEST | Take IX |
21:56 | CONFIG | Fine tuning |
21:56 | TEST | Take VIII |
21:54 | CONFIG | A few changes to see if that leads to a better effect |
21:51 | TEST | Take VII |
21:51 | COSMETIC | Effect for icons |
21:50 | VOID | Void succesful |
21:45 | TEST | Take VI |
21:45 | VOID | Let's void it then |
21:41 | FUCKYOU | 0 icons.... That is a lie.... By why this lie? |
21:39 | TEST | Take V |
21:39 | FUCKYOU | Wrong function |
21:37 | TEST | Take IV |
21:37 | DEBUG | Well? |
21:35 | COCKROACH | No Icon Strip? |
21:33 | TEST | Take III |
21:32 | FIXED | I think? |
21:31 | FAILURE | Situation "UniWendicka"? |
21:29 | TEST | Take II |
21:28 | DEBUG | Let's investigate why! |
21:25 | FAILURE | Nil Value |
21:23 | TEST | Take I |
20:56 | DONE | I've set up the Icon strip |
20:25 | NOTE | My food is being cooked now.... ;) |
20:25 | JUDGMENT | Better |
20:17 | TEST | Take IV |
20:17 | COSMETIC | Fine-tuning with coordinates |
20:16 | JUDGMENT | Not bad, but a few tiny fixups are in order |
20:10 | TEST | Take III |
20:10 | FIXED | Identifier issue |
20:04 | NOTE | The icons and the stuff the boxes should contain is not yet in there |
20:03 | DONE | Workbox UI setup |
19:30 | CONFIRMED | No crashes happen |
19:28 | TEST | Let's go for it! |
19:27 | NOTE | All I can check is if the game won't crash during the start up now |
19:27 | DONE | The startup loader will load the icons |
18:47 | CONFIRMED | As far as I can check this works |
18:45 | TEST | Take II |
18:45 | EXPERIMENT | Let's see |
18:45 | HUH | Da fuck? |
18:41 | TEST | A quick test must tell me if this works, or not! |
18:41 | CONFIG | Base config |
14:52 | STATUS | FINALLY! |
14:50 | TEST | Take VII |
14:50 | FIXED | Fixed that! |
14:36 | BUG | FINALLY AN ERROR MESSAGE THAT MAKES SENSE!!!! THEY DO EXIST! |
14:34 | TEST | Take VI |
14:34 | VOID | I hope |
14:33 | COCKROACH | When the computer wants an excuse to make sure it doesn't work, it will make sure it doesn't work! |
14:30 | TEST | Take V |
14:30 | FIXED | Well I am at least sure that this is a fix, but does that fix the entire bug |
14:30 | SOLVED | Wait a minute I think I found it |
14:29 | FUCKYOU | The error thrown now makes even less sense |
14:26 | INVESTIGATION | If this happens there must be something else that is wrong, but finding that when the computer lies, is hard... Next to impossible. |
14:26 | DEBUG | The erroor thrown is a lie... How do I know.... the line the traceback pointed to would have thrown the same error immediately on calling the game routines as a whole if there was even the slightiest hint of truth there.... |
14:05 | TEST | Take IV |
14:05 | FIXED | Illegal property |
14:01 | TEST | Take III |
14:01 | CHEAT | Ah yeah, I had to bypass a certain routine |
13:59 | TEST | Take II |
13:59 | FIXED | Unknown identifiers |
13:55 | TEST | Take I |
13:55 | NOTE | Of course, all you'll see (for now) is a blank screen, but that blank screen tells me all I need to know for now! |
13:55 | NOTE | Now everything should be linked in full.... |
13:55 | LINK | Linked to the field routines |
13:41 | STATUS | Now we're almost there.... Now I need to make sure the field callback function is written and the link is fully established into the field flow (and not just to the underlying core features). |
13:40 | NOTE | It's hard to work when the cat is sitting in front of your screen. |
13:39 | LINK | And now from Party also fully established |
13:19 | LINK | Call back setup made for clicking party members in the character bar |
- = 4 Oct 2020 = - | ||
23:50 | STATUS | I only noticed that I have more trouble concentrating than I should have... I have no clue why... All I can do is write for tomorrow to link the party bar at the bottom to the Field Menu |
23:45 | NOTE | It's not yet linked to the interface |
23:45 | LINK | Link module setup |
23:37 | TECHNO | Now the field menu will both act as a flow as as a sub.... This to make it possible for the combat menu to pop up some stuff, rather than to go to this menu entirely... This is not as hard as it seems, especially not now that I have an engine functioning better than NALA could on this depertment.... |
23:33 | NOTE | And not yet accessible at all, also |
23:33 | NOTE | Which is now only a blank screen linked to my debugging system |
23:32 | SCRIPT | A basis has been set up for the field menu |
23:24 | LUA | Small Adaption done to Neil |
21:22 | STATUS | Well this will do for now.... |
21:12 | CONFIRMED | Well! That works! I wonder why I had some mouse trouble on my debug scripts, though |
20:34 | COCKROACH | Things are not working the way they should. |
20:27 | TEST | Let's see how this goes |
20:27 | KTHURA | Scripted the enemy spots |
20:19 | TEST | Let's see if that's true |
20:19 | KTHURA | The script should show me the spot for |
20:15 | KTHURA | Empty script created.... I need that to see the markers for Random Treasures and monsters.... It's not that likely I'll change their setups, but still for debugging I must be able to see them properly. |
11:49 | STATUS | Time is short today, so I cannot do much |
1:39 | STATUS | Now I did say that I was thinking about the combat engine, but I think it would be more prudent to get onto the field menu first... And that menu may also cause me a lot of headaches... The inventory screen in particular.... |
1:38 | CONFIRMED | PFWEW! |
1:34 | TEST | Take XXXIII - And that should now be the final take.... I hope! |
1:34 | DONE | I've brought Briggs back |
1:33 | DUMMIED | And checkup stuff has been dummied as well |
1:32 | DUMMIED | WalkTo debug I no longer need |
1:31 | CONFIRMED | AT LAST! |
1:29 | TEST | Take XXXII |
1:29 | FIXED | AHA! Type error on function declaration! |
1:25 | TEST | Take XXXI |
1:25 | FIXED | Syntax error |
1:22 | TEST | Take XXX |
1:21 | HUH | DA FUCK! |
1:19 | TEST | Take XXIX |
1:19 | DEBUG | More debug has to get me on track (I hope) |
1:18 | FUCKYOU | This cannot be.... |
1:15 | TEST | Take XXVIII |
1:15 | STUPIDITY | Ah.... Wrong C-string-expression |
1:12 | TEST | Take XXVII |
1:11 | FUCKYOU | The boolean variable just doesn't contain a value??? |
1:09 | TEST | Take XXVI |
1:09 | DEBUG | Force What does this do? |
1:09 | RESULT | DA FUUUUUUUCK! |
1:09 | TEST | Take XXV |
1:06 | DEBUG | I MUST know now! |
0:51 | TEST | Take XXIV |
0:51 | EXPERIMENT | This way then? |
0:47 | TEST | Take XXIII |
0:47 | FIXED | Syntax error |
0:45 | TEST | Take XXII |
0:45 | EXPERIMENT | I wanna see what happens now... Crystal does walk to the correct position, but ONLY if the distance between her and Wendicka is less than 96 pixels (causing her to get no further walking instructions) |
0:40 | TEST | Take XXI |
0:40 | NOTE | It's getting late... Forgive me! |
0:40 | FIXED | Illegal Function Call |
0:36 | TEST | Take XX |
0:36 | DEBUG | Debugging the hard way then.... :-/ |
0:34 | COCKROACH | And now Crystal does NOTHING at all! |
0:32 | TEST | Take XIX |
0:32 | EXPERIMENT | Crystal walks in all directions, except where she HAS to go.... Let's try to work this out with some extra routine and more debug crap, as I am still not sure what she's doing! |
0:25 | TEST | Take XVIII |
0:25 | DEBUG | Moar debug data must give me answers |
0:23 | BUG | Crystal does walk but doesn't seem to understand where to go to AT ALL! |
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