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Live DevLog
15 Aug 2017
19:53:04TECHNOA in-array comparing... Always a problem, since BlitzMax fills the array with 0... Lua does not...
19:50:59BUGError:

"LIBS/AS_PATHFINDER.LLL/ASTAR.LUA:329: attempt to compare number with nil"

Yeah, what is the number, and what is the 'nil'?

19:50:11FIXEDCasing fCost
19:49:40FIXEDCasing hCost
19:48:07CONFIRMEDIt did ;)
19:47:39FIXEDWill I've now made a manual default setting... This should set Lua right ;)
19:44:29TECHNOAha.... I guess I see it...

BlitzMax puts 0 in all integer variables not yet used... Lua does put 'nil' in those variables.... I guess the system didn't like that.

19:42:51SITEAdded tag TECHNO
19:41:54COCKROACHfixing the casing error didn't fix the 'nil' though
19:41:41STUPIDITYI should NEVER forget to save
19:40:40FIXEDCasing NewOpenListItemID
19:39:30FIXEDCasing ParentXval / ParentYval
19:38:35FIXEDCasing OpenX and OpenY
19:37:31FIXEDthat one!
19:36:36BUGAs now another bug pops up but this error provides me ALL the information I need ;)
19:36:21FIXEDgCost was the "evil" on that one
19:35:31COCKROACHThe error persists though (was to be expected)
19:35:08FIXEDanother large scale case error fixed....
19:32:13BUGAh, now the array is deemed the 'nil'.... This will be harder to trace
19:31:54FIXEDAnother case error on global scale fixed
19:26:56FIXEDCode typo (does not yet the problem as a whole, though).
19:25:45FIXEDa case error (that would cause 'nil' values... Unfortunately, that was not the error I was looking for
18:53:35BUGI got this error
Error: main.lua:79: Import runtime error:SCRIPT/ILOVEYOU.LUA
LIBS/AS_PATHFINDER.LLL/ASTAR.LUA:106: attempt to concatenate local 'd1' (a nil value)
stack traceback:
[C]: in function 'assert'
main.lua:79: in function 'j_love_import'
main.lua:346: in main chunk
[C]: in function 'require'
[string "boot.lua"]:428: in function <[string "boot.lua"]:274>
[C]: in function 'xpcall'
Unfortunately this error does not provide me enough information.

I do have an idea what the "evil" may be, but not where it resides, and that is rather (bothersome).

17:50:25FIXEDAnother case error
17:45:37FAILUREunasked Unix shutout
17:44:44FIXEDYeah, that case sensitivity for ya... :(

I think more issues due to this will come up since BlitzMax doesn't care about upper or lower case... Lua dues...

17:42:54TESTERRORTEST

(And an error was found).

17:34:43TESTTesting the tester
17:33:54TESTRight, the base has been set up for a test program.... It does not yet activate the pathfinder itself... But the pre-work is now done.
11:57:51NOTEI always have little time on Tuesday, and the test of the pathfinder will be a HUGE operation, so maybe I can do a little start tonight or otherwise tomorrow.
11:18:27DONEtaking a shower ;)
10:42:34DEVLOGWell Kthura's image will now appear every 25 posts (nor now), with a start countdown of 300 (the project has not yet begun).
10:30:49ART

Well I guess I had to make the base sprite anew (only to find back the original in less then minutes... wanna bet?)

10:03:46GAMEJOLTThe spammers set a new record today!
14 Aug 2017
22:47:12BACKUPAnd run the backup while resting....
22:47:01TODOTake a break
22:44:00STATUSAnd the test of the pathfinder will have to wait as well... Some complicated code will be required, and I need to do this well...
22:43:24FAILURELooks like that one will have to be done completely from scratch..... sigh!
22:37:29SEARCHa full unix search then... Maybe it results into "something"
22:33:08FAILUREI did make a sprite base for Kthura, but the finder can't find it any more. Well, I've actually never been able to find anything with it, while it did exist, so that tells little, but it is a setback
22:32:21SITEAdded tag SEARCH
21:49:30KTHURANow this may be a bit confusing, but this tag will be used for the Kthura Map Editor/Engine, and not for the character.
The Map system was named after the heroine of this game (as this was supposed to be the first game designed with it. I guess something went wrong along the way) :P
21:48:20SITEAdded tag KTHURA
21:46:27DONEKept an old builder in order to make sure BallPlay Cupid can still be built in the future (in case some bugs are found there or some Anna updates needed a rebuild).
21:44:15DONEBut not the new Love builder is there... (I think)
21:43:38FIXEDWell I had to recompile EVERYTHING to fix that (sigh).
21:28:46FAILUREOh yeah, the GALE module is causing conflicts again....
21:27:44ENHANCEMENTI've added an "IMPORT" feature to the Love Builder.

This can help me to separate demo and full version, and audio and nonaudio versions.

21:15:12ENHANCEMENTWell!
From now on I can announce that this way :P
21:10:57SITEAdded tag ENHANCEMENT
21:10:03DONEAn enhancement to BlitzMax TrickyMods Listdir module
20:15:40CLEANUPSome no longer needed files archived
20:14:55SITEAdded tag CLEANUP
20:12:13CONFIGBackup tool
20:03:30LUAA quick fake banking system has been set up.
This has to make translating BlitzMax code to Lua possible without having to bother about banking.
19:20:09STUDYLua file load
13:41:54MISCI guess this is one of the few times that finding a bug makes me happy :P
13:41:33CONFIRMEDYAY! The "evil" has been found....
13:40:18BUGWell, I'll look into that later, let's push this first
13:40:03SOLVEDI found out that there is a bug in the Devlog mixing up generation locations when multiple projects are being logged...
13:35:51NOTEBut as I'm out of time I need to sort this out LATER
13:35:41COCKROACHCompletely ignored!
13:34:36TESTTesting in 3-2-1...
13:34:28FIXEDAnd recovered this tag as it didn't work properly it seems
13:34:11INVESTIGATIONSorting out why things don't work
13:34:00SITEAdded tag INVESTIGATION
13:30:36FIXEDAnna icon
13:29:02FIXEDIcon "Backup"
13:25:00STATUSRight, I do now have other, more pressing matters to attend to.
My true tests on testing the new lib may start tonight, and then it will be decided which engine I'll use.

It doesn't matter what engine I use, as I will have to create a kind of "sub-engine" next. I will be back on the square on to set up my UI and story interpreter, but at least we then got a few things to get things onto the road, and the moment for the starting shot can then draw closer.

13:21:23BACKUPRunning the back up, and about time too...
02:07:54LUARight the pathfinder overall setting has been covered.... But after 2am I think I should go to bed before I actually test stuff out.
01:27:03FIXEDthe bmax https problem, but unfortunately Windows is the harder part.
00:37:23STUPIDITYSOMETHING had to go wrong here... :-/
00:35:03SITEAdded tag STUPIDITY
00:26:46CONFIRMEDThe prefix bugfix is now 100% confirmed
00:26:07DEVLOG"Done" and "Confirmed" use the same icon ... for the time being...
00:25:03NOTEBut I need to test that out later
00:24:53MACAt least for Mac
00:24:49MISCWell that shit should be working now
13 Aug 2017
23:00:16MISCModule rebuilding
22:49:02CONFIRMEDDevlog Fix
22:48:56SITEAdded tag CONFIRMED
22:48:45TESTTest
22:45:07FIXEDAn issue in the Devlog causing the "mix" the autoprefixes when switching between two devlog databases
22:42:06GITHUBCloning the newest version of Brucey's Blitzmax Modules.
22:39:45SITEAdded tag GITHUB
22:33:08STATUSIn order to put my mind on something else, I will now first have some rest a can o' coffee... If I can still put my mind to it I may investigate the GJAPI 'solution'
22:29:54FIXEDParse errors.... However this does not yet mean everything works as intended... There is still a lot to do here, but at least the conversion on A* is complete
21:21:17LUAAStar.lua is now complete, however I need to test it for parse errors.
20:40:57LUAAnd that concludes this particular function. I do see some poke and peeks. Something Lua does not support, but I think I can deal with it.
20:40:30LUAStep 10, 11 and 12
20:34:29LUAStep 9
20:32:30LUAthe maker of the A* module in Blitz worked in steps.... Step 8 has been converted now.
20:25:44LUAMore stuff taken care of
20:24:17MISCWell yeah I said I might have other things to do today
13:40:14DEVLOGMore icon workout
13:38:54REMOVEDFalse GameJolt tags
13:38:46SITEAdded tag REMOVED
13:32:12DEVLOGxtra icons
13:27:15TODOBut there's more :(
13:27:10LUASome more code taken care off
13:27:03STUDYLua
13:27:00SITEAdded tag STUDY
13:11:54DEVLOGSome icons added
13:09:17SOLVEDThe Mystery I mentioned was just an internet connection error
13:08:17SITEAdded tag SOLVED
13:05:48DONESet up a planlist on #6 -- Nothing in there yet, but that will happen soon.
13:05:28SITEAdded tag DONE
13:01:00TODO#5 -- And hopefully I can resolve PhantasarProductions/TFTRevamp#571 in the process
13:00:19SITEAdded tag TODO
12:55:51MYSTERYHmmm.... It appears the linking routine in my devlog refuses to work... Interesting
12:55:04SITEAdded tag MYSTERY
12:54:04TESTHmmm?
12:48:56LUAThe pathfinder I had was needlessly complicated.

I'm now trying to convert the BlitzMax pathfinder I have into Lua, which is gonna be ONE HELL of an operation, so wish me luck :P

11:53:18FAILUREA complete OS Freeze prevented me from doing any work at all :(
01:21:13MISCGonna call it.

Maybe some work can be done tomorrow on experiments, but Sundays are not my friend when it comes to working on games...

And since I do need rest also after TFT REVAMPED, maybe that's a good thing.

00:29:09EXPERIMENTA few experiments were done before, but the serious experimentation has yet to begin.
00:26:48BACKUPWell the backups will now be announced from THIS Devlog :P
00:26:00SITEAdded tag BACKUP
00:22:40SITEAdded tag EXPERIMENT
00:16:47LINUXAnd that also means for Linux that the outcome will heavily depend on the outcome of these experiments.
00:06:56FIXEDWell that has been fixed now, and linking to issues works now.

I'm gonna remove links to issues in the commit messages of this DevLog, as that was rather annoying.

00:04:09SITEOh yeah, you can see that #4 does not yet create an issue link. That is because this devlog is not yet properly linked to the repository yet. I should fix that up asap. ;)
00:03:15LOVE2DWell to make my previous post a bit more clearer, if this pathfinder works then Love2D is a step closer to be th engine in which Mörker will be written.

If all these attempts fail than Mörker will remain a LAURA II project as originally planned. Does not mean there is no role at all for Love2D in the process, but then not for the main game.

Let's not go into that doom scenario yet, but the dicision #4 is about relies most of all on that one.

00:00:52LOVE2DA few things will be vital for Love2D.
As far as I coul find out, I cannot support viewport+tiling. The Kthura Map Editor relies pretty much on these things, but I can work around it, no problem. There are other things in Kthura working quite well on this department, although I need to make a few tiny updates to the editor.
Of course writing a library for Love2D supporting this will be a kind of a hassle, but that's doable.

My greatest concern is the lack of a pathfinder. Now Blitzmax doesn't have one natively either, and the one I had was actually written in BlitzBasic converted to BlitzMax by me.
The one for Lua looks a bit complicated. NEEDLESSLY complicated, I must say. My biggest challenge will be to get either this pathfinder, to work, to to do a SUCCESFUL attempt to get the BlitzMax pathfinder converted to Lua.
What we know is that both are based on the A* system, but that doesn't make the Lua path finder easier to understand.
12 Aug 2017
23:51:00SITEAdded tag LOVE2D
22:19:49FIXEDOkay, now it's working
22:18:59COCKROACHOkay, one icon is now really getting on my nerves.
22:16:39FIXEDTwo broken icons on this site
22:12:47PHANTASARI must note that I am also working on correcting my newest manuscript, and getting that done is at the present time more important than this game.
22:12:16SITEAdded tag PHANTASAR
22:05:01FIXEDANother QUicklink
22:04:00FIXEDQuicklink
20:53:08STATUSWell overall this Devlog is at least ready for the challenge....
20:51:53SITEAdded tag STATUS
20:50:19DEVLOGBug and cockroach icons
20:41:02ANNAAs far as this game is concerned... Anna will only be an achievement manager.
It should be noted though that Anna can give points for Anna's Temple in The Fairy Tale REVAMPED if you do well in this game.
20:39:13SITEAdded tag ANNA
20:38:45GAMEJOLTYeah, this icon is there too.
20:27:14FIXEDColor config devlog
20:25:53IOSWhen it comes to iOS, from Apple I know the terms, and I don't like them, so an official iOS version will never come to be
Since Love2D can be ported to iOS meaning the game can strictly run on iOS will will set the license that way that and iOS version can be possible.
That is (of course) ONLY if the game will be written in Love2D, as when LAURA II will be the engine then all hope an iOS version will happen is gone.
20:23:27ANDROIDWell testing the icon

Also it must be noted that an Android version will only appear if the choice for the engine is in the end Love2d. If the game will ever reach the playstore or not will heavily depend on the terms google dictates for that.

20:18:45WINDOWStest
20:17:25MACTest
20:10:28SITEAdded tag IOS
20:10:23SITEAdded tag ANDROID
20:10:20SITEAdded tag LINUX
20:10:15SITEAdded tag MAC
20:10:10SITEAdded tag WINDOWS
20:09:17DEVLOGIcon for "misc"
20:07:25NOTEYeah, you surely didn't think I'd use a browser logo for that one, eh?
20:07:08DEVLOGIcon for "site" tag
20:04:21FIXEDThe Image prefixes from TFTREVAMPED got somehow in the Devlog for MÖRKER
20:02:17SITEAdded tag SCREENSHOT
19:52:22SITEAdded tag ITCH.IO
19:52:15SITEAdded tag INDIEDB
19:52:04SITEAdded tag GAMEJOLT
18:55:02LUAWell of course a tag named "Lua"... Mean mean two engines come to mind now and both engines use Lua as their scripting language :P
18:53:29SITEAdded tag LUA
18:50:35NOTEPlease note, this project has not yet begun... Only a few things that I need to take care of before the project can start may be logged here already.
18:48:23DEVLOGWell over time more will be added... :)
18:48:12DEVLOGIcon Test
18:48:07DEVLOGIcon Art
18:32:09ARTI've been setting up a kind of background which may be used for some UI background art.
17:18:06DEVLOGTitle changed
17:15:06SITEAdded tag ART
16:27:19FIXEDCompletely, or at least it seems that way
16:25:04TESTTest
16:20:40FIXEDA part of the problem
16:13:11COCKROACHThings are getting worse, so it seems
16:13:01SITEAdded tag COCKROACH
16:07:30BUGNope nope not :P
16:07:14FIXEDTest
16:01:44DEVLOGI brought in a little enhancement to this Devlog (which I should already have put in during "The Fairy Tale REVAMPED", but hey, rather late than never), but it is not yet fully tested, so time will tell how this will work out :-/
16:00:41TESTTest
15:36:59INVESTIGATIONRight, let's try to see why this is happening
15:36:49SITEAdded tag INVESTIGATION
15:34:54FAILURESomething went wrong I see... :-/
15:34:47SITEAdded tag FAILURE
15:33:56NOTEI still need to work some stuff out here, though...
15:33:06DEVLOGAnd with that the startup config appears to be working in the newly set up stuff, I suppose...
15:32:44SITEAdded tag DEVLOG
15:32:30SITEAdded tag TEST
15:32:26SITEAdded tag NOTE
15:32:01SITEAdded tag FIXED
15:31:50SITEAdded tag CONFIG
15:31:30SITEAdded tag BUG
15:31:13MISCDevLog settings reset.... Was needed in this DevLog to allow some new functionality
15:30:39SITEAdded tag MISC
15:28:53SITEAdded tag TEST7
14 Mar 2017
23:11:42NOTEPlease note this project has not yet started, what you see in this log now is only some startup shit, so I can start on the game itself quickly once the day arrives.
23:11:03SITEAdded tag NOTE
22:56:59SITEAdded tag CONFIG
22:54:38SITEAdded tag FIXED
22:54:34SITEAdded tag BUG
22:54:20MISCOk!
22:54:13TESTTesting 1-2-3, are we working here?
22:54:01SITEAdded tag TEST
22:53:48SITEAdded tag MISC

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