26 Aug 2017 | ||
12:27:44 | MYSTERY | And as suddenly as the segmentation fault came , as suddenly it's gone (wellt the error wasn't there in the first place, but I wonder why it keeps happening all the time). |
12:25:54 | FAILURE | The segmentation fault does not go away. The problem is, when I run the builder from the BlitzMax IDE, the error does not happen. Which is only natural since there is no fault at all, but this is getting annoying. |
12:21:05 | FAILURE | "Segmentation Fault".... Problem is... this error is fake, but it does appear during the buidling for no reason at all jamming my progress... |
12:07:12 | BUG | Everything's ingored? |
12:05:34 | SCRIPT | linked it all together |
12:01:44 | GAMEJOLT | spamcleaning |
11:48:56 | UPDATED | #15 |
11:48:41 | DONE | The talking itself should be done now |
11:31:24 | STATUS | These are not yet linked to everything so some workout is required |
11:30:57 | SCRIPT | Kthura talking |
11:18:57 | NOTE | For Kthura herself things are different though. Since she is the playable heroine, she needs to be able to be talking no matter from which wind direction she's shown. |
11:17:53 | SCRIPT | The script has been written to make general characters talking |
11:04:36 | UPDATED | #15 |
10:57:54 | DEBUG | Debug line deactivated |
10:56:39 | STATUS | At least no more errors pop up.... Time will of course have to tell if this is a good thing... |
10:55:54 | FIXED | Event handler misplaced |
10:52:02 | FIXED | Well that should be fixed |
10:51:56 | STUPIDITY | Ah, of course there was no support for the GALE casing system here :P |
10:46:41 | FIXED | New error handler in scenario |
10:45:14 | FIXED | "nil" |
10:43:12 | FIXED | Folder error |
10:37:25 | TEST | All I can test at this moment is if there are no errors popping up, so here goes... |
10:31:31 | SCRIPT | Anyway the map loader has been set to lead the scenario text upon loading the map. |
10:30:29 | GAMEJOLT | En als het nu nog vol spam staat kunnen ze ff de klere krijgen |
10:29:24 | GAMEJOLT | Apparently not! |
10:28:17 | GAMEJOLT | Cleaned up all spam... Now let's hope it stays away for awhile so I can work on.... |
10:03:36 | TODO | Before I can resume the work on the game, I first need to Sun to be in a different position, as I can hardly see what's on my screen now, and I guess I got some spamcleaning to do too.... |
10:02:45 | MISC | Good morning |
25 Aug 2017 | ||
23:27:42 | NOTE | Okay final note. When everything goes according to plan the starting shot will officially sound when #16 #15 and #2 are taken care of. |
23:19:39 | NOTE | And there I must call it a day... :-/ I need rest... |
23:19:08 | TODO | #16 |
23:16:31 | BACKUP | Is Running |
23:13:33 | STATUS | I've set this in #15 |
23:11:18 | GITHUB | I will NOT push this until this confirmed to be working. |
23:10:21 | STATUS | I really need to call it a day now. A note to myself x=central coordinate and y=actual coordinate |
23:09:50 | SCRIPT | Final coordinates calculated |
23:08:23 | SCRIPT | Out of bounds protection |
23:04:16 | SCRIPT | Actor detection |
23:02:16 | CONFIG | Midscreen data |
23:00:51 | STATUS | Global width calculated |
22:51:12 | STATUS | Right and now to put it into a big calculation |
22:49:36 | SCRIPT | Y correction calculation |
22:47:26 | SCRIPT | Origin X calculated |
22:45:21 | NOTE | The hard part is that I cannot test this until this is entirely complete... I expect a lot going wrong when the test has actually begun :-| |
22:34:02 | SCRIPT | Color and tagging done |
22:29:10 | CONFIG | Talk config loaded |
22:25:43 | SCRIPT | Text parser |
22:06:37 | SCRIPT | Segment creator |
21:47:31 | NOTE | This does not yet add the author and license info, but this will happen over time. |
21:47:11 | BLITZMAX | All done |
21:44:29 | FIXED | Parse error |
21:43:54 | FIXED | Indexing error assets bug # 2 |
21:43:42 | FIXED | Dir error when breaking open JCR files |
21:41:41 | FIXED | A little error with asset indexing |
21:34:40 | FIXED | Several Parse errors popping up along the way |
21:32:08 | BLITZMAX | I've set up an indexer in the Love2D builder, in order to make the produced .love files readable by my JCR6 tools |
21:16:45 | ENHANCEMENT | My BlitzMax Stringmap module has been expanded with an "AddText" method in order to perform quick concatenation. |
20:56:21 | NOTE | It will depend on how this comes out if this font will be the font used overal, as some readability issues arise. I don't know if that is a Love2D issue or an issue with the font itself I've now set it up rather big, as I think that's best for an adventure game anyway. |
20:55:12 | CONFIG | Set up font. |
20:48:24 | SCRIPT | A max width calculation routine has been set up to calculate the maximum width of spoke text. |
20:37:22 | SCRIPT | Character counter |
20:33:08 | SCRIPT | Error check |
20:28:58 | SCRIPT | Scenario data readable now by external routines... Haha, without this feature the entire routine would be useless anyway :P |
20:25:45 | REMOVED | Double license block in scenario |
20:22:22 | TECHNO | The hardest part is going to be the setup routine. Talking itself will be the easy part I can leave all that to Kthura with a a little display routine within Love2d But before that can happen I need to work out the routine setting out the textsize position and outline This can be a pretty complex going Since this game doesn't use the old fashioned textboxes (that were already complex on this part either) Things can really be tough here... :-/ |
20:15:12 | SCRIPT | Skeleton in which the "talk" engine will be written. This engine will display the text on screen and make the object tied to the speaker make his or her mouth move. |
20:14:32 | BACKUP | Running |
20:11:00 | CONFIG | Backup tool |
20:00:47 | SCRIPT | Skeleton for subs |
19:13:44 | USERINTERFACE | Fine tuning |
19:12:31 | USERINTERFACE | Should automatically hide when in the middle of an event, but also immediately reappear when the event is over. |
19:03:27 | FIXED | Right, so that was why there was a conflict between the two Devlogs of Mörker and TFT REVAMPED. |
18:00:32 | DONE | Much of TFT fixing done |
15:22:14 | NOTE | Well first now, let's take care of the tft bugs |
15:19:22 | GAMEJOLT | And with that Game Jolt now has its first screenshot |
15:19:01 | SCREENSHOT | |
15:05:00 | BUG | gamejolt/issue-tracker#967 But fortunately that bug is not part of the project and thus not mine to fix :P |
14:58:15 | CLEANUP | Removed Debug stuff |
14:57:06 | STATUS | IT WORKS!!!!! |
14:56:00 | FIXED | Fixed |
14:55:58 | STUPIDITY | KtColor without object |
14:53:16 | FIXED | "nil" |
14:51:51 | FIXED | And that saves another nil in the process... |
14:51:35 | KTHURA | If dominance is not set the dominance mapper will now assume it to be 20 (which is the default value anyway). |
14:50:21 | FIXED | Illegal function call |
14:50:14 | FIXED | Kthura case error |
14:48:13 | FIXED | Listout error |
14:47:30 | FIXED | Stupid action |
14:47:00 | FIXED | Another "nil" |
14:45:03 | FIXED | That "nil" |
14:44:55 | STUPIDITY | "nil" |
14:43:26 | STUPIDITY | Forgot to rebuild.... DORK! |
14:42:29 | CONCLUSION | Nothing happens.... At all.... |
14:41:27 | TEST | Of course, now it's time to put it all to the test... :-/ |
14:40:59 | MAPSCRIPT | Set up the routine that should make Kthura appear in the map.... |
14:38:54 | SCRIPT | SpawnPlayer() function |
13:53:15 | STUDY | MapData |
13:51:35 | STATUS | The preparational work is done now... But there is still some work to do. |
13:04:50 | SCRIPT | Auto remap on actor creation |
13:04:37 | SCRIPT | Kthura actors have extra customizibility when being created. |
13:03:37 | MAP | Kthura.remapall() |
12:44:19 | SCRIPT | general classing of actors |
12:27:26 | DEVLOG | I also must find out why the Devlog tool sometimes dumps stuff into the folder of TFT REVAMPED... :-/ |
12:25:41 | DEVLOG | That's better. |
12:25:33 | DEVLOG | What was that? |
12:20:19 | BUG | There are several bugs found in The Fairy Tale. As soon as the current stuff in Mörker has been taken care of, I'll fix that first. |
10:52:33 | SCRIPT | Skeleton Actor spawn |
08:54:48 | GAMEJOLT | Cleaning spam... work work work |
24 Aug 2017 | ||
17:38:34 | BACKUP | Running |
17:38:00 | STATUS | My next concern is to add the routine to Kthura that will make Kthura spawn... Dang, now that I have the heroine and a map editor with the same name, things are confusing, aren't they? |
17:34:57 | GAMEJOLT | Okay, some user made me waste some time.... :-/ |
16:00:13 | NOTE | Nothing can be tested at this moment.... Everything will have to come out once it has been taken in use.... (unfortunately). |
15:46:10 | NOTE | Some extra functionality will be added later here. (This game also needs it). |
15:39:27 | KTHURA | The base has been set up for actor animation and showing, but a lot is still to be done here... |
15:29:03 | KTHURA | Actor texture loader |
15:13:09 | FIXED | Obstacle Draw Fix |
14:52:08 | NOTE | The intervals in which Love2D calls for its callback functions can really differ per machine. I've set up a timer on this to make the animations fast on all computers, and if it is slower, then it really means your computer is simply too slow for this game. |
14:47:49 | KTHURA | Animator for Lua |
14:46:26 | STUDY | Love Timer |
14:44:17 | REMOVED | Double license block qgfx2 |
14:37:51 | NOTE | It's not that nothing is happening... This is just hard stuff to properly sort out... |
13:44:04 | CONFIG | Kthura and Vryfdun fully configured on this department |
13:36:59 | CONFIG | Setup Talk interface |
10:56:41 | STUDY | Possibilities on talking |
10:55:26 | FIXED | Folder extension error |
01:47:41 | NOTE | and NOW I'm REALLY calling it a day! |
01:47:28 | UPDATED | #7 -- I'd almost forget :P |
01:45:34 | NOTE | And while the backup is running I'll be calling it a day... |
01:45:13 | BACKUP | Well due to all this a new backup is in order |
01:42:26 | MAP | Long story cut short.... Vryfdun is now put onto the map. |
01:41:18 | FIXED | A little error in the data of this DevLog |
01:38:44 | CONFIRMED | I've tried a little animation test to see if Master Vryfdun would indeed be talking if the animation is set on. Well that is confirmed... ;) |
01:37:32 | FIXED | AT LAST! |
01:36:32 | TEST | I need to test this out, though |
01:32:12 | STUPIDITY | I THINK I found the reason |
01:30:18 | DEBUG | Added some extra debug information, and let's hope that clears things up a little :-/ |
01:28:50 | SOLVED | Reason about the original cockroach: EVERYTHING is included regardless if it's requested or not |
01:27:12 | FIXED | Issue fixed, but it's still beyond me how it could happen in the first place... :-/ |
01:23:53 | MYSTERY | ld: file not found: /Volumes/Scyndi/dev_tools/BlitzMax/Vanilla/Mac/mod/tricky_units.mod/picbundle.mod/picbundle.debug.macos.x86.a Not possible... that file was just created.... Things just get crazier by the minute |
01:19:59 | DEBUG | Let's see if this line provides some answers :-/ |
01:13:44 | CHECKED | Pictures checked and THEY are in order, so what is the picbundle loader basing its infromation on??? |
01:13:40 | SITE | Added tag CHECKED |
01:08:59 | MYSTERY | Dimension mismatch??? Impossible (unless PikoPixel is SERIOUSLY bugged). |
01:06:05 | DEBUG | Hopefully this extra line can clear things up. |
01:05:53 | COCKROACH | But somehow the bundles will still not run |
00:57:59 | FIXED | Okay... NOW I got it :P |
00:57:03 | COCKROACH | Or so I thought :-/ |
00:54:29 | FIXED | Same bundle being repeated as many times as there were images in it. |
00:51:30 | BUG | The Kthura system still has some very nasty bugs as far as the pic bundle system is concerned |
00:49:41 | FIXED | Dir name fixups |
00:47:15 | ART | Open mouth version of Vryfdun. Gonna need that to make him talk. |
00:44:53 | DEVLOG | Vryfdun will now also appear every once in a while. |
00:38:51 | ART | Master Vryfdun |
00:33:16 | ART | Shaded version |
00:27:14 | ART | Global coloring version of Vertimon race |
00:25:32 | CONFIG | Backup Tool |
00:22:01 | ART | Line art model Vertimon race to which Master Vryfdun belongs. |
00:16:22 | PHANTASAR | More correction work... Unfortunately there is a lot more to do... |
23 Aug 2017 | ||
21:46:23 | PHANTASAR | Corrected another chapter, but migraine is getting the better of me... :-( |
21:42:02 | TEST | Let's try that again. |
21:41:07 | FAILURE | OpenOffice is acting crazy |
20:52:59 | STATUS | Well, my prime concerns are now the sprite for Master Vryfdun and the scenario shower. These two things are the last two things I really need before the project can start officially. Well as far as it seems now, as I cannot be 100% sure yet.... But as far as it seems now that is the last I need... |
20:48:46 | BACKUP | The Daily Backup is running |
20:43:31 | JUDGMENT | Better! |
20:42:30 | COSMETIC | A bit of moving |
20:41:31 | FIXED | Pic 404 |
20:39:02 | CLOSED | LuaLibs/Love-Lua-Libraries#10 |
20:38:52 | FIXED | LuaLibs/Love-Lua-Libraries#10 |
20:33:41 | TEST | Let's test this |
20:33:31 | USERINTERFACE | Set the eye icon |
20:33:18 | USERINTERFACE | "Eye" Gadget set up by patching a checkbox |
20:20:30 | ENHANCEMENT | PatchGadget() |
20:15:04 | ART | Eye icon for interface |
20:03:08 | CONFIRMED | Some debug data generated by the game now do produce the required results. |
19:09:25 | CONFIRMED | The Meta fix in the Kthura map system |
19:05:20 | FIXED | a few curcial errors |
18:54:31 | SCREENSHOT | |
18:49:50 | CONFIRMED | AT LAST! |
18:48:34 | FIXED | Wrong tag |
18:00:07 | FIXED | the Cockroach is squashed, but there are still bugs.... |
17:59:24 | FIXED | Tag Error |
17:58:32 | COCKROACH | I think I'm getting there |
17:48:29 | COCKROACH | Whatever I do doesn't help, eh? |
17:48:07 | FIXED | Illegal map readout |
17:45:45 | FIXED | Def error |
17:41:47 | COCKROACH | Still persisting, but I'm making progress here. |
17:37:08 | COCKROACH | Aha... so the draw is executed, but update is not... |
17:30:34 | DEBUG | The data shown by the debugger I got FINALLY at work shows the command is NOT being executed. |
17:25:02 | FIXED | Another one bites the dust |
17:21:38 | FIXED | Internal Script error |
17:17:15 | GAMEJOLT | more spam gone! |
17:05:20 | BLITZMAX | recompiling builder |
17:04:24 | SCRIPT | sval() (How come that wasn't implemented before?) |
17:00:55 | DEBUG | Is this line gonna gimme some answers? |
16:58:46 | SCRIPT | QText() |
15:01:29 | COCKROACH | I was hoping it was fixed now or that I would have at least some answers, but nothing, nada... I don't have time.. I MUST go now... I'll be back in a jiffy.... |
15:00:50 | COCKROACH | HMMMMMM.... |
14:46:32 | DEBUG | Hopefully this line can answer a few questions |
14:42:30 | FIXED | Code Order issue |
14:12:30 | NOTE | But before I investigate any further I have some "real life" trouble to take care of. |