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Main » Arrested Development » Checklist for release 0.1.2
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Posted on 03-28-13, 01:06 pm
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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What's funny is that notostraca, when I asked him to confirm it wasn't just me, revealed that release builds reacted too fast for him:

• On my system, Release and Debug builds run just about equally well, matching the Youtube video, assuming there's nothing on stdout in the debug build.
• On noto's Win7 64 "fast-ish laptop proc", the Release build I gave him goes so fast he takes two steps for each single sharp tap. Debug build matches the video, and the special "Debug build with Release-style code optimization" is too fast again.
• I don't know which of the two you were referring to when you said it's sluggish, but there's something rotten in the state of Denmark.

So I made some timing changes -- eliminated the time check in Game.Update(). On my system, both builds, again, run equally well and roughly match the video. I'm still waiting for noto to return from his pingout so he can give it a try.

I don't just program Noxico...
Posted on 03-29-13, 01:16 am (revision 3)

 

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Well, I just tried it again in both debug and release using the newest commit, and while it's still slower than it used to be, it's much better than the half second turn time.

To test it, I walked the character from one side of the screen to the other and timed how long it took them. For debug mode it took on average 11 seconds to cross or 11/80 = 0.1375s per turn. In release mode, it took on average 9 seconds to cross the screen or 9/80 = 0.1125s per turn.

Using a build from the 25th, I tested it the same way and found that in both release and debug it took me on average 6 seconds to cross the screen, or 0.075s per turn. What that means is that turns are now taking between 83% to 50% longer, and it definitely feels like it.

I'm not sure if you wanted to slow noxico down from how it was before, but as a matter of personal preference, I liked it better when it was faster because it felt more responsive and walking around didn't feel as arduous as it does now. Admittedly, seeing the entities move around through each turn does look better than just having them jump, but I'm still not entirely convinced that it's worth the performance cost.

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 03-29-13, 10:05 am
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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Since: 06-08-12

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Yes, I much prefer seeing NPCs that can go faster than the player (be it because their SPEed is maxed, or because they have Haste) actually move instead of teleport. If the NPC gets two moves for each one of the player, they visibly jump over the spot they moved into on their first step. This gets a little silly and confusing when you're on a diagonal, as the player cannot move diagonally, but the NPC seems to take a single diagonal step. It gets worse when the NPC is fast and you're slow, because the jumps have been doubled. :luna: And that's why I rather prefer it this way.

Here's that Youtube video I made again, which shows the intended speed. It obviously shows a debug build, which has unoptimized code (the factor I've found to cause noto's speed difference and apparently yours, now). And on my system, with my admittedly bad sense of seconds-or-smaller timing¹, it seems to go about as fast as a release build. I suppose there are certain things to try, such as increasing the update timer's interval from 10 to something higher, so that a turn in a release build takes about as long as a turn in that video. Not a clue what that'd do to a debug build's speed, though. At least not on my system.

Notostraca still hasn't returned, so I haven't had a chance to have him try the latest build, and so I still don't know if the single-tap double-move thing is fixed for him. Assuming it is, I hope we can close this chapter soon. I feel like working on leaving bodily fluids all over the place.



<small>¹ it's a wonder I can play rhythm games, really.</small>

I don't just program Noxico...
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