Tales of Popolon

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By Sepulep

Rookie (24)

Sepulep's picture

13-10-2019, 15:05

santiontanon wrote:

Wow!!! That's awesome!!! Thanks a lot!!! I'm going to be traveling the whole day, but will check it out tomorrow in detail!!! I have an internal version with many optimizations that is about 30% faster than the original and uses 2kb less of ROM. So, I am quite excited to see your optimizations!! I hope they are different and it can be even faster!! Also, with your 3KB less of RAM and my 2KB less of ROM, I am already thinking what else can I fit in the cartridge for an extended version! Tongue (and that "button to walk faster" suggestion might be one of them!)

I don't want to criticize you - I think what you have done is massively awesome and that you make your code public even more so!! but it is a pretty poor habit to keep developing a project that is on github in a private branch..don't worry and open up: push all your improvements to a development branch!...chances you two have done double work here...like I said, don't take this as a negative comment though, just a humble suggestion!!

By santiontanon

Paladin (834)

santiontanon's picture

14-10-2019, 03:47

right, totally agree. I did improvements on it because my initial idea was to reuse the engine for another game. So, I never intended to just update this one (it is currently living on a separate repo). I usually do not make my internal development code public until I finish the game, since about 80% of the games I start I never finish. So, I do not want to advertise anything until I know I can finish it Smile It was this thread that made me think of updating the original game! Smile

By Pencioner

Paladin (955)

Pencioner's picture

14-10-2019, 10:27

santiontanon wrote:

I usually do not make my internal development code public until I finish the game, since about 80% of the games I start I never finish

But if you publish one, you give a chance to someone else to finish it in case, didn't you? Wink

By Grauw

Ascended (8455)

Grauw's picture

14-10-2019, 12:36

There usually is time between when I make changes and when I push them to the public repository for me too. Usually I want to wrap up a related chunk of work first and do sufficient testing to make sure they’re working nice and good. Or maybe I’m not sure yet whether I want to do it (e.g. when there’s a trade-off involved).

I use history rewriting extensively (Mercurial Evolve) to make sure my changesets are cleanly separated and ordered before I push them live. Usually when I implement a feature in steps A, B then C, as I work on C I will notice there’s some more I want to add to A or want to introduce an intermediate change, or maybe there’s a bug in a previous change. Once I push them public there’s no way to modify them anymore and these changes would have to be separate fixes on top of them, while I prefer the original changes to be better so that there’s less noise on the repo.

So things can sit on my PC for a couple of days or weeks or months while they get molded into the batch of changesets that I want them to be. I don’t think there’s anything wrong with that, I prefer to take my time to share something clean with the world rather than a rapid sequence of messy changes just for the sake of getting it out ASAP.

As for when to publish projects, for me it’s based on when I announce it (enough confidence that it’s going to be a thing) and/or whether I want to discuss the code (link to it). But I can totally understand if others have different thresholds.

As for publishing dead projects after the fact (and hoping others may finish it), not a big fan of it unless there’s something noteworthy in the source code that’s worth sharing just for the purpose of discussion or demonstration Smile.

By theNestruo

Expert (111)

theNestruo's picture

14-10-2019, 20:07

That's the theory, but in practice that does not happen. Continuing some else's code is usually a difficult task...

(I published the unfinished World Rally sources five years ago and... there they lay, unmolested)

By NYYRIKKI

Enlighted (5385)

NYYRIKKI's picture

15-10-2019, 19:51

@santiontanon No much on TV today, so I pushed the speed up from 18,5% to 22% Big smile
Unfortunately I don't think that your boost up any my boost up in speed can be directly added up, but I still hope there are some differences that fit together.

By santiontanon

Paladin (834)

santiontanon's picture

16-10-2019, 07:38

Very nice!! I have actually started merging your version with mine. Not all the changes merged yet, but I'm getting there!! we are now up to about 39% faster than the original now Smile So, at the default viewport size, the game has gone from 2.64 frames per second, to 3.67!! Pretty cool!!!

The current code I use to test is stripped out of the game, so, I need to set it up again into the game, and create a new repo (the new version uses slightly higher resolution textures, and the old graphics need to be updated Smile). Let's see if I get time to do it over the weekend. Will post the link to the new version once I upload it!

Thanks one more time for this!

By journey

Champion (371)

journey's picture

16-10-2019, 08:40

theNestruo wrote:

That's the theory, but in practice that does not happen. Continuing some else's code is usually a difficult task...

(I published the unfinished World Rally sources five years ago and... there they lay, unmolested)

World Rally......it is a pity that no one has taken up the project again .. ;(

By santiontanon

Paladin (834)

santiontanon's picture

20-10-2019, 09:02

Btw, I just pushed the code of the new experimental version of Tales of Popolon to GitHub in case anyone is curious: https://github.com/santiontanon/talesofpopolon-ext

The main new feature is a much improved raycasting engine that merges lots of updates I had been doing for fun with the latest updates by NYYRIIKI. I have not yet been able to merge all his updates. But I'll do it bit by bit, as the new renderer is significantly different form the previous, and what I have to do is to understand the changes and see if they still apply to the new version :)

In any case, do not miss trying it on a turbo R, it runs so much faster than before on a turbo R now :)

Also, beware this version is unstable as I think I broke several things when updating the renderer, since I wasn't paying much attention to the game itself. But I'll be fixing those. Also, after all the optimizations, even with updated new higher-res graphics, there is now 2.5KB of free space in the 32KB rom (while the original had something like 15 bytes of free space haha). So, I have a long list of additional features I wanted to add to the original that were left out, and that I'll be adding bit by bit :)

By ToriHino

Champion (368)

ToriHino's picture

20-10-2019, 09:45

This sounds great, so this will eventually become the Tales of Popolon Remastered Extendend Plus Deluxe version? Wink

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