1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 | ||
15:36 | BUG | Ah! |
15:34 | TEST | Of course "TAKE I" as I do not know at all if this even works at all ;) |
15:09 | NOTE | Once the "New Game" section is fully operational, I can fire the official starting shot as then we can finally get to the game itself |
15:09 | LINK | And I've linked that to the "New Game" menu item |
15:08 | NEIL | Script written that will chain the game to the New Game flow |
14:52 | SCRIPT | I've set up the first stage of the New Game script... Please note this stage is nothing more but a welcoming note, but still.... |
13:18 | C++ | So I made a little API that can at least tell the scripts where the game main package is located, and this way, I just have to make sure that Go application is always located in the same folder |
13:15 | TECHNO | Especially when programs are written in C or C++, one may NEVER assume the directory they are started from, however as I am partly dependent on an external program written in Go, Apollo needs to know the exact location of that program. |
- = 8 Sep 2020 = - | ||
23:36 | SITE | Extra icons for this devlog active |
23:27 | DEBUG | "Bye" command |
23:27 | FIXED | module 255 bug in Neil? |
23:02 | TEST | Take V |
23:02 | FIXED | Syntax error |
22:59 | TEST | Take IV |
22:59 | FIXED | link ending |
22:59 | FIXED | Egg |
22:56 | TEST | Take III |
22:56 | FIXED | Nope! Nope! Nope! But I got the bugger now! |
22:56 | TEST | Take II |
22:55 | VOID | I hope I voided this for now |
22:54 | BUG | Whatever? |
22:53 | TEST | Take I |
22:53 | STATUS | It's not yet tested, so that will be the next step! |
22:53 | DEBUG | I've set up my debug console interpreter... |
22:16 | JCR6 | Now, to stick with the facts I just rebuild the ARF file |
22:15 | LINK | I've linked this now to the Apollo system |
22:12 | LUA | Right, deftable has been added |
21:51 | LUA | Worked on Neil |
20:39 | FIXED | FINALLY! |
20:26 | FUCKYOU | Dang! |
20:26 | COCKROACH | MUST be... but what is possible and what happens are two different things I see on the background of my screen |
20:25 | FIXED | Well one strange has should be fixed now |
20:22 | INVESTIGATION | Took me tons of takes to get to the bottom of this and I can't log them all |
20:22 | FUCKYOU | tons of made up errors |
19:38 | STATUS | And that concludes THIS part of the story |
19:38 | JUDGMENT | Right-o |
19:37 | TEST | Take XXV |
19:37 | CONFIG | So a bit more was needed |
19:37 | COSMETIC | Yet not good enough |
19:37 | JUDGMENT | better |
19:35 | TEST | Take XXIV |
19:35 | COSMETIC | More size |
19:34 | TEST | Take XXIII |
19:34 | FIXED | Syntax error |
19:33 | TEST | Take XXII |
19:33 | COSMETIC | Coordinate fixups |
19:17 | CONFIRMED | AT LAST! |
19:15 | TEST | Take XXI |
19:15 | FIXED | I see now |
19:08 | TEST | Take XX |
19:08 | STATUS | We're getting somewhere now, though |
19:08 | FIXED | Illegal call |
19:06 | TEST | Take XIX |
19:06 | FIXED | I think? |
19:06 | BUG | Non-existent module member? |
19:05 | TEST | Take XVIII |
19:05 | FIXED | I fixed that |
19:03 | INVESTIGATION | Well, it appears that the required parameters did not make it through somehow |
19:02 | BUG | Well, the bug is now in the console, but that's another story |
19:02 | HUH | And suddenly it works? |
19:02 | TEST | Take XVII |
19:02 | DEBUG | Extra data in C++ |
18:59 | MYSTERY | Things appear to get odd when multiple keys are pressed at once |
18:57 | C++ | And compile the entire engine, but hey, maybe we're getting somewhere now? (I hope) |
18:57 | EXPERIMENT | I need to try this |
18:55 | BUG | However it reports the stuff like it were keyhits and not keydowns |
18:55 | DEBUG | I undummied the log and now I do see that some progress HAS been made |
18:53 | COCKROACH | SIGH! |
18:53 | FUCKYOU | good |
18:53 | FUCKYOU | No |
18:53 | FUCKYOU | STILL |
18:52 | TEST | Take XVI |
18:51 | EXPERIMENT | Now, I gotta see then if THIS takes the cake.... :-/ |
18:49 | COCKROACH | Still no good however |
18:46 | TEST | Take XV |
18:46 | STATUS | Of course, the question is now... Does it work now? |
18:44 | DUMMIED | I've dummed the debug line causing the loads of output... If everything works now things should be ok... right? |
18:43 | EXPERIMENT | I've altered the script and I gotta see if this does something |
18:42 | RESULT | I guess THAT explains.... The names given are completely written out, I see |
18:42 | INVESTIGATION | I've put in some extra debug features to sort that one out! |
18:27 | RESULT | It appears SDL doesn't understand the keynames I asked about |
18:26 | TEST | Take XIV |
18:26 | INVESTIGATION | I need to find out more, so more debug data to the output |
18:24 | MYSTERY | NONE of the keys required to activate the console register |
18:23 | TEST | Take XIII |
18:23 | DEBUG | I've been adding some extra debug crap to find out what is going on... This will generate a LOT of output, but hopefully it will answer a few questions |
18:21 | TEST | Take XII |
18:21 | EXPERIMENT | I'll try to get this done on another way |
18:19 | INVESTIGATION | The system does show we ARE in development mode |
18:17 | TEST | Take XI |
18:15 | ANNOUNCEMENT | Behold Crystal McLeen... ;) |
18:15 | BUG | Debug features do not appear to work at all (they are ignored) I need to sort out why |
17:58 | TEST | Take X |
17:58 | FIXED | Font reference? |
17:55 | TEST | Take IX |
17:54 | FIXED | Illegal function definition |
17:53 | TEST | Take VIII |
17:53 | FIXED | I hope |
17:53 | COCKROACH | ..... |
17:52 | TEST | Take VII |
17:52 | FIXED | Bad loadstate request |
17:51 | TEST | Take VI |
17:50 | COCKROACH | So there was still one more, eh? |
17:50 | TEST | Take V |
17:50 | FIXED | Unknown identifiers |
17:46 | TEST | Take IV |
17:45 | SOLVED | Ah! I found out what cases THAT one! |
17:45 | HUH | Illegal instruction? |
17:42 | TEST | Take III |
17:42 | GENERATION | That only required me to regenerate a new ARF |
17:42 | FIXED | Byte was not recognized as type by Neil |
17:40 | TEST | Take II |
17:40 | STATUS | The code compiles.... |
17:38 | VOID | That issue has been voided, although I have put in a littebit of a not that this should work with GCC as well, as I don't know if Microsoft's alternatives are supported there... |
17:25 | FAILURE | Well I guess it wasa mistake to rely on Microsoft anyway, eh? |
17:25 | FAILURE | and even their own guidelines don't work so it seems.... |
17:24 | FAILURE | Another "deprecation" error (read: Microsoft trying to kill C++) |
17:22 | BUG | still no good! |
17:22 | C++ | Let's compile again to see what happens now |
17:22 | FIXED | More of those |
17:22 | FIXED | Forgotten "std::" I hate that namespace |
17:21 | STUPIDITY | I forgot to check the compiler's error log! |
17:20 | BUG | Error: Module Events does not have an element named: KEYBYNAME Hmm... did I forget to compile or something cheesy like that? |
17:19 | UPDATED | Project file |
17:18 | C++ | Oh yeah, I forgot to menton that I also did a quick key recognizer |
17:18 | NOTE | And I expect tons of trouble |
17:18 | TEST | Take I |
17:17 | LINK | Main menu linked |
17:16 | STATUS | It must be noted though that the console is not operational yet..... All it should do is show what's already on it, and allow you to go back by hitting escape |
17:16 | LINK | I've set the link to the console |
16:34 | FONT | Font transferred from the Bubble MonoGame project... Hey it's a good font, and I don't need to defend myself for the MonoGame crew |
16:33 | TECHNO | Which I will this time entirely write in script |
16:33 | DONE | Start to a debug console |
13:51 | TECHNO | Makes transferring stuff also easier |
13:50 | NOTE | Or at least not my MAIN hard drive.... |
13:50 | NOTE | I simply don't wanna use my harddrive for this.... |
13:50 | CONFIG | Preparations for savegames |
12:49 | NOTE | Unfortunately, due to C++ by far not being as advanced as C#, I cannot support alternate drives, like my C# version of Dirry can |
12:47 | STATUS | However before I can start on the credentials I'll need 'Dirry' support |
12:46 | STATUS | The time has come now to prepare for starting a new game... In order to be as compatible as possible with mobile devices, I am not gonna work with keyboard input, so it's all mouse clicks, yes even with entering your Game Jolt Credentials. |
11:33 | CONFIRMED | It appears to be working now! Yay! |
10:03 | TEST | Take II |
10:03 | FIXED | Several issues |
10:02 | BUG | Apparently not |
10:02 | TEST | And now to see if it works - Take I |
10:02 | LINK | Linked the linksup script to the sub |
10:02 | NEIL | Made the actual music library |
8:07 | STATUS | Enabling me to set the music routine up at last |
8:06 | LINK | And that should all link it up |
8:06 | NEIL | Interstate glue code |
8:06 | C++ | Intersate APIs |
- = 7 Sep 2020 = - | ||
23:28 | CLOSED | |
23:28 | CLOSED | |
21:50 | FIXED | And now i could finally fix some bugs that came in this procoess |
21:49 | NEIL | The #use directive has been completely configured for use in Apollo |
19:10 | DEBUG | I see that thing go wrong much sooner than that |
19:06 | FAILURE | THe program just ends without a warning... This is a bit terrible as now I do not know what is actually going on |
19:05 | TEST | I've tried what will happen when I put the use statement in to get "Anyway" done |
15:29 | FAILURE | I wonder how long the old bug with JCR6 file requirements is gonna haunt me (simply having to recompile stuff, but still annoying) |
15:28 | SECURITY | I've set up the security data generator |
- = 6 Sep 2020 = - | ||
21:10 | NOTE | But at least I got one notice of an upcoming update |
21:05 | FAILURE | A bit setback now.... NONE of the libraries I tried so far to get http calls done in VS works... One one with the least terrible results produced over 200 error messages. Always funny how unaltered code can work sometimes, eh? |
15:26 | CHECKLIST | |
15:26 | REMINDER | |
8:49 | CONFIRMED | And now it DOES work |
8:48 | FIXED | Coordinate error |
8:35 | FIXED | Illegal function call |
8:35 | FIXED | Did I fix it now? |
8:35 | COCKROACH | Guess.... |
8:31 | TEST | Pretty please! |
8:31 | TEST | PLEASE! |
8:31 | TEST | Does it work now? |
8:31 | FIXED | MOAR! |
8:29 | FIXED | More crap |
8:28 | TEST | Another test then.... |
8:28 | STUPIDITY | Yeah, I know I suck |
8:28 | FIXED | Those were faults in the linkup script |
8:27 | BUG | And I even see an error pop up now |
8:27 | NOTE | None of the menu items WORK yet! |
8:27 | SCRIPT | The menu should now appear |
8:26 | STUPIDITY | why didn't I do so before? |
8:26 | LINK | Draw Text API function linked to Neil |
- = 5 Sep 2020 = - | ||
23:52 | STATUS | And time to get some rest, I reckon |
23:52 | UPDATED | All repositories updated |
23:42 | OPTIMIZATION | I cannot completely prevent an FPS loss, but it has become less drastic than it originally was. |
23:41 | FIXED | AT LAST! |
23:29 | COCKROACH | either 1 or 0, even when deliberately set to float |
- = 5000 B.C, maybe? = - | ||
Mystery time! | COCKROACH | It seems we got ourselves a REAL cockroach here |
- = 5 Sep 2020 = - | ||
23:22 | DEBUG | Moar data required |
23:19 | EXPERIMENT | Well, I guess I gotta sort that out, so I made the scaling and coloring 'var' types, so no manipulation at all can take place |
23:19 | DEBUG | Do numbers only act as integers? |
23:12 | DEBUG | Bug debug (prepare for a VERY low framerate) |
23:06 | FIXED | That SHOULD be fixed now.... |
23:06 | SOLVED | It appears that I made another scoping error? |
23:05 | SOLVED | Wait a minute, I think I solved the mystery |
23:04 | HUH | But that line shows the only possible reason happens NOT to be the reason??? |
23:03 | DEBUG | The log shows that the entire for-loop is not skipped.... At least, done3 isn't updated... I've added an extra debug line that should be the answer why this happens |
22:59 | DEBUG | more debug needed |
22:56 | BUG | NeilProject/Neil#16 -- But that's one to sort out later (should be an easy fix) |
22:53 | INVESTIGATION | I need to know so extra debug lines have been set in place |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 |