"With "13t" I meant 13 trillions, taken from the example list you posted above
so that you could write any number + currency and that would add that amount of currency
(so we are using no multiplications at all in this scenario, right?)"
I think I am missunderstanding something because I don't see any point in the game where I would manually write what number to add. Sorry if I am confused :p As long as it works as in the idle tree example for example that would be good I think to simulate a very simple idle game like that would be the best way to see if it works or not? Where you can upgrade some things and that increase the gold you get etc.
"If you confirm it's ok,
would be fine having "single-digit" (single symbol) currencies,
or you would need more than one digit for currencies?
i.e. in the example above I see "qt", "sp" etc."
It would be great if it was possible to have double digit currencies like in the example since I assume people are used to seeing them like that. It is not critical I guess, but I am unsure how to show up the differance between for example sextillion and septillion with just one letter? Since if you use "S" on both it would be very confusing. Of course if I would use symbols instead (like bronze coin, silver coin, gold coin etc that would work since they will not actually see the "k", "m", "b" anyway etc, that will be behind the scenes. So it depends on how complicated and demanding it would be to add double digits. So yes, it would be duper super great if possible, but it is not the most major issue if it very hard to do
"I see a possible issue with the video you posted:
from the way the widget is currently structured
it can add only one value per frame
I'm under the impression all that popping values in the video are added at the same time
(4bronze + 4bronze + 6bronze etc. all at the same time)
this would require firing the widget code inside a loop - and so adding potentially harmful "redundancy",
when too many numbers are added at the same time
(say adding 20 values would mean fire the "add_subtract" loop 20 times, and for a number with 100 digits, would result in about 400 loops, a bit risky)
OR
making a buffer that adds max (n) values per frame,
but this could slow down the accuracy of your "bank" counter
waiting a couple instants before it
(and these instants could "sum up" making for a big lag if the game always continues at this pace, like it seems,
until your finger is destroyed or your battery exhausted )"
I am not completely sure I understood all this, but if I do,would it be possible to store the value that should be added in a sum and then add it all up add it at the end of every frame? If there is a max cap, would it be possible to carry over and add the stragglers to the next frame?
"the way that video works is simpler than what we are doing here.
It apparently doesn't keep track of previous currencies - when you go past a currency it doesn't need to keep track of previous ones (I think?),
i.e. when you jump silver to gold, it forgets (or anyway doesn't need to keep track of) how many "copper" you have,
this could be done pretty easily with some specifically tailored solution just switching your currency and resetting your counter
but I was under the impression you needed to access the number at any level, from lower to highest "currency"?"
If what it is doing is simpler, then we should also do that? It works so that is the most important part
Why do you think it forgets about the lower numbers though? You can still have 1 silver and buy things for 600 bronze, so when you buy that you would end up with 400 bronze left I assume, so that way it must keep track of the bronze somehow? Or can this be done without having to keep track of the number below?