Any way to get around the Fusion number limit?

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  • "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?

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  • Quote

    I don't see any point in the game where I would manually write what number to add

    I didn't mean you had to manually write it in the game, you'd have to "write it" in the widget, in the code, to add the sum
    (i.e. in the example when you click "add" you write the value you have in the edit box in the widget, triggering the addition)


    Quote

    It would be great if it was possible to have double digit currencies

    Ok, definitely not a problem, would only need adding one extra object, while with single-digit it would have been fine without adding objects.


    To make it short, I made a super-quick example using what we have so far:

    Please login to see this attachment.

    - click the "heart" gem to add a "relative" currency: currency will be "leveled" depending on the amount you have reached

    - click on any of the other gems to add a random value leveled on the gem own specific currency (growing from left to right)

    would anything like this already suit your needs?

    We can then add K,M,T... whatever, if needed, to shorten the display output number.


    Quote

    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

    Watching the video I had the impression it only keeps track of latest two currencies
    (you can interact with bronze and silver when you are silver, with silver and gold when you are gold, and so on)
    but I could've been mistaken as I've not played the game

    if you remove previous currencies,
    you don't need "big numbers" at all, actually one 32 bit integer like Fusion's one would be enough for this
    (9 "safe" digits = three currencies you can interact with at the same time)

    a selection of my Fusion examples can be found Please login to see this link.

  • Schrodinger: The example looks nice!, Even though it is still very confusing to me and how to build something from it that would be like the idle tree example. Like the events like "Str$(Random(999)) + Left$("000000000000000000000000000000", Max(0, Len(display_result( "very_BIG_INT" )) - 5))" I have no idea what is going on :S :p

    Will the prices be able to increase in this like in an idle game? Like the first time you buy something it cost 1 gold. the next time it will be more expensive, but give more money, the next time even more expensive but give more money etc etc etc.

    "Watching the video I had the impression it only keeps track of latest two currencies
    (you can interact with bronze and silver when you are silver, with silver and gold when you are gold, and so on)
    but I could've been mistaken as I've not played the game

    if you remove previous currencies,
    you don't need "big numbers" at all, actually one 32 bit integer like Fusion's one would be enough for this
    (9 "safe" digits = three currencies you can interact with at the same time) "


    You might tbe right! Maybe this is something that could work, and is simpler and more easy to build on? :) So if you have gold coins , you can still buy bronze things and they will show up as you can afford them, but they will just be regarded as "free" and when you buy them no currency is actually substracted from you? It will be so inconsequential little money at that time compared to the new higher currency you are at so it does not really matter anyway if nothing is actually deducted or not, the player will probably never notice. That is actually a really interesting idea!! :D Would it make it more simple? :)

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    Edited 2 times, last by Outcast (August 9, 2016 at 3:17 PM).

  • Quote


    Will the prices be able to increase in this like in an idle game? Like the first time you buy something it cost 1 gold. the next time it will be more expensive, but give more money, the next time even more expensive but give more money etc etc etc.

    yes, you could do different gradients of increase depending on your preference,
    how "fast" you want the upgrades to go

    i.e. the type of increases we were talking about some posts ago is kinda slow:

    +30
    +32
    +34

    this could be faster - sum of two previous increases:

    (+20)
    (+40)
    +60
    +100
    +160


    this is midway between the two - sum of two increases preceding last:

    (+5)
    (+8)
    (+10)
    +13
    +18
    +23
    +31

    This is done without multiplication as you can see,
    can't work exactly the same way as a coefficient,
    but is pretty flexible basing on how you "tailor" it


    *************************


    As for the "max three currencies at time" idea
    yes, that would be simpler in the sense that it wouldn't imply taking into account more than two (regular sized XD) numbers
    so you would need nothing particular to do that beside these two integers

    fist number would be your actual amount: 123 456 789
    (better not going above 9 digits because thenth digit of a 32 bit integer can't go past "2")
    each of the three groups would refer to a different currency
    and a second value would be the "level" you reached

    so say you have 123 456 789 money
    and you are level 1

    123 would be gold
    456 would be silver
    789 would be bronze

    then say you level up to 2
    the number will be simply divided by 1000
    and you will have:

    000 platinum
    123 gold
    456 silver

    >> bronze data would be discarded

    given that you could have about 2147483647 levels (max amount for a 32 bit integer),
    you can see that even the most iron-fingered guy out there would be pleased XD

    but as I said, I don't know if it is possible in this kind of games,
    if keeping track of smaller amounts is important or not after you've leveled up

    a selection of my Fusion examples can be found Please login to see this link.

  • "yes, you could do different gradients of increase depending on your preference,
    how "fast" you want the upgrades to go"

    That is something that needs to be tested out I think. I think it needs to be something like base price * 1.15 because that seems to be what most games are using and for a good reason I think. I found Cow Evolution that is another idle game that use that kind of formula for price increase: "The formula to get the next costs of the cows is I(1.15^B), where I is the initial cost of the cow and B is the number of times you bought it.(if you bought none then cost is just I, buying one makes the cost I*1.15, etc). " Please login to see this link.

    If it is possible to get that kind of price increase without using multiplication that would work also work as long as it works :) (Would multiplication be a problem btw also with the new method where only 2 currencies are counted?)

    "yes, that would be simpler in the sense that it wouldn't imply taking into account more than two (regular sized ) numbers
    so you would need nothing particular to do that beside these two integers"

    That sounds good :)

    "and a second value would be the "level" you reached

    so say you have 123 456 789 money
    and you are level 1

    123 would be gold
    456 would be silver
    789 would be bronze

    then say you level up to 2
    the number will be simply divided by 1000
    and you will have:

    000 platinum
    123 gold
    456 silver"

    The level I don't understand fully. I mean you don't actually increase a "level" permanently like when you level up in an rpg game and then you always have that "level" and never can go down. I was more thinking that Bronze is level 1, Silver is level 2, Gold is level 3 etc. But if you have Silver (level 2) and buy something that decrease your gold so that you now have Bronze amount of money again and 0 silver your currency would be at "level" 1 again. Does that make sense?

    So in your example, if you have:

    123 would be gold
    456 would be silver
    789 would be bronze

    And you would pick up 990 more gold. Then you would have
    (990 gold + 123 gold = 1113 gold that is "leveled up" to 1 platinum and 113 gold)

    1 Platinum
    113 Gold
    456 silver
    (Your Bronze value would be disgarded and everything that cost bronze amount of money you would just buy for free)

    Of course if you would buy something that cost 1 platinum at this stage you would end up with

    113 Gold
    456 silver
    0 bronze

    So now the platinum value would be disgarded and bronze things would start to cost you money again.

    This is how I understand it?


    (Btw, how do you quote someone? Since using "" as i do to respond is kind of messy :p )

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    Edited 4 times, last by Outcast (August 10, 2016 at 7:42 AM).

  • Quote

    The formula to get the next costs of the cows is I(1.15^B), where I is the initial cost of the cow and B is the number of times you bought it

    Mmmm no, I don't think you can get specifically this using only addition
    (unless you make extremely awkward and unperformant things)


    Quote

    Would multiplication be a problem btw also with the new method where only 2 currencies are counted?

    Yes and not, could be a problem only if you could allow very high "jumps" of currency,
    if you are bronze and with multiplication can jump to max silver or gold is fine
    but would be a problem jumping from bronze to platinum or above
    (because we would go past the 32 bit integer max value)
    if the game is well balanced and you can't do these high jumps,
    you could use multiplication without problems

    Quote

    The level I don't understand fully. I mean you don't actually increase a "level" permanently like when you level up in an rpg game and then you always have that "level" and never can go down.

    Decreasing currency would be a problem. I didn't know you could go down.
    Since we discard past currencies, if you go down from platinum to gold we wouldn't know how to get back to your copper amount
    unless we save them and retrieve on need, but this would get pretty awkward...
    mostly for the issue of "interacting" within different levels of currency
    that's what the widget currently does, in short, and is not extremely trivial/handy to do,
    if you want to account for every possible situation/operation

    I didn't think of this scenario XD
    but yes, this could be done for sure
    don't know if it would be ok?


    Summarizing:
    the main issue is multiplication, if you strictly need it, and need it to be flexible enough, you can't use the widget
    (unless me or someone thinks at some efficient way of multiplying any big value.. I'll think at this again)

    If instead you go with max 3 currencies, you have problems reverting back to lower currencies

    Not sure we are still getting to a good solution then XD


    (to quote you can copy-paste the text you want to quote, highlight it and use the "balloon" icon above
    or enclose any text within [ QUOTE] [/QUOTE ] without blank spaces)

    a selection of my Fusion examples can be found Please login to see this link.

  • Quote

    Yes and not, could be a problem only if you could allow very high "jumps" of currency,
    if you are bronze and with multiplication can jump to max silver or gold is fine
    but would be a problem jumping from bronze to platinum or above
    (because we would go past the 32 bit integer max value)
    if the game is well balanced and you can't do these high jumps,
    you could use multiplication without problems

    Ok! I don't think there will ever be that big jumps, not in one step at least so that is good!

    Quote

    Decreasing currency would be a problem. I didn't know you could go down.
    Since we discard past currencies, if you go down from platinum to gold we wouldn't know how to get back to your copper amount
    unless we save them and retrieve on need, but this would get pretty awkward...
    mostly for the issue of "interacting" within different levels of currency
    that's what the widget currently does, in short, and is not extremely trivial/handy to do,
    if you want to account for every possible situation/operation

    It would not be a problem though if we have to disgard the copper(bronze) amount when getting to platinum. Your bronze value could just revert to 0 if you go down again.

    Quote

    I didn't think of this scenario
    but yes, this could be done for sure
    don't know if it would be ok?If instead you go with max 3 currencies, you have problems reverting back to lower currencies

    Not sure we are still getting to a good solution then

    I think this would be perfect actually if it could be done. That is the way I thought idle tree was doing it and how you described it? I never really got what you mean by "leveling" up your currency, because that never happens in idle tree?

    Like if you watch here at the video starting 55 seconds in. The player have bronze coins, but he gets his first silver coin. But then he buys something and drops down to bronze again: Please login to see this link.

    Reverting back to lower currencies should not be a problem if you don't have to save the lowest currency that is bellow your current 3? Like there is no reason to save your bronze coins when you have platinum coins, since bronze is worth so little compared to what you have now it is useless. So like I wrote in the previous post:

    If you have
    50 Gold
    30 Silver
    10 Bronze

    And then you get 2 Platinum you would have

    2 Platinum
    50 Gold
    30 Silver

    And the 10 Bronze you had would just be disgarded completely and not saved.

    If you then buy stuff so your highest currency is gold again you would lose the platinum and instead start to update bronze again, but bronze would restart at the value 0. I actually don't think anyone would notice this since when you have come up to platinum once in the game, you are playing in such a "high league" so even if you lose money and go back down in currency bronze will still be worth nothing to you. Also you would only see your currency as "gold" in this stage (like in idle tree, you don't actually see your gold, silver and bronze individually, you only see what you have in your current highest currency, so to the player it would probably show up as he having 5.3 gold) These games really never "go down". but of course if you buy something really expensive you would drop in currency ladder temporary.

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    Edited 2 times, last by Outcast (August 10, 2016 at 1:26 PM).

  • Well, looks like you're done :D!

    I got what you meant with restarting from 0 when getting back to lower currencies,
    I didn't know if it was suitable or not for these kind of games - if it is, that's good!

    You don't even need the widget for big numbers then
    (wish this idea popped out before XD)

    Quote

    I never really got what you mean by "leveling" up your currency, because that never happens in idle tree?

    I mean when you get past 999 of a currency, you switch to following currency (>> level up in this sense)

    If you handle a "level" you don't need to take note of individual currencies while they grow,
    you only have your three "relative" currencies: big-medium-small

    on level 1 big is Gold
    on level 2 big is Platinum
    and so on (and backwards)

    a selection of my Fusion examples can be found Please login to see this link.

  • Quote

    Well, looks like you're done !
    I got what you meant with restarting from 0 when getting back to lower currencies,
    I didn't know if it was suitable or not for these kind of games - if it is, that's good!

    You don't even need the widget for big numbers then
    (wish this idea popped out before )

    That is good! :D I think a system like this would work very well if it can be done :) Would it even work to increase prices of items by a multiplication foruma? (also the items price should also show up as bronze, silver and gold. So for example say you are buying carrots, their base price is 5 bronze, but after you ahve bought a lot (so their price is over 999bronze) they will come up to silver value, and beyond.

    Maybe to get a ladder in prices that is somewhat close to how it is in cow evolution for example, maybe the same formula would not work, but something that could replicate growth in prices in some similair manner?: Please login to see this link.

    "The formula for initial cost of each cow is 560*(2.8^(T-1)), where T is the cow type.(baby cow = 1 etc). The formula to get the next costs of the cows is I(1.15^B), where I is the initial cost of the cow and B is the number of times you bought it.(if you bought none then cost is just I, buying one makes the cost I*1.15, etc). Therefore the formula for the cost of any cow at any time is 560(2.8^(T-1))(1.15^B). T is cow type, B is number of times already bought. The game rounds the costs to display for you, but I am not sure if you're paying the rounded price or actual. According to the chart the game never plugs in rounded prices for T or B. "


    Quote

    I mean when you get past 999 of a currency, you switch to following currency (>> level up in this sense)

    If you handle a "level" you don't need to take note of individual currencies while they grow,
    you only have your three "relative" currencies: big-medium-small

    on level 1 big is Gold
    on level 2 big is Platinum
    and so on (and backwards)



    Yes that is what I mean, but it sounded on your description like you could never "level down"? You would "level down" in currency if you have for example 2 silver coins in the bank and buy something for 1.5 silver coins, then you would have 500 bronze coins again in the bank, so that would be a "level down" in your currency?.

    Maybe we are only speaking of the same exact thing in different words? :)

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    Edited 2 times, last by Outcast (August 11, 2016 at 8:16 AM).

  • Quote


    Maybe we are only speaking of the same exact thing in different words? :)

    Yeah, I think so! XD

    As for first question, you can even use the same formula you are describing
    nothing prevents you to use floating point values in this scenario

    the only issue I can think of is if you multiply by a too big number
    don't know if this can happen
    say you have 123 of any currency

    123 123 123

    and late in the game you multiply it by 10000000000 or above (could this actually happen?)
    you would perform an operation going past the 32bit integer
    and awful things could happen XD

    But from what I can understand
    you would hardly multiply by such big numbers,
    figures would always remain small,
    because you would "level up" (err...) currencies instead ?

    (so that a 1.15 coefficient for gold is already 1000 times bigger than 1.15 coefficient for silver)

    a selection of my Fusion examples can be found Please login to see this link.

  • Schrodinger: That sounds great!! :D Could you make an example of this? It does not sound as hard to understand *I think* as the previous ones so maybe I will understand it :)

    Quote

    and late in the game you multiply it by 10000000000 or above (could this actually happen?)
    you would perform an operation going past the 32bit integer
    and awful things could happen


    I don't think that could happen, maybe if you played for like 40 years? :P I don't know actually, but no, that is not a problem that I think is ever going to happen or anything to worry about. Many of these games have upgrades you can buy that increase your overall income from everything by a %, like buy this upgrade and you get 100% more money from everything. But I have never ever seen this in the 10000000000 numbers, and especially not in one jump :P

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  • Just use 10 counters each to handle a 1000th bit? so 1 to 999 then if it hits 1.000 you add 1 to the other counter. Thats how it works anyway. U dont need it in 1 single Integer space?

  • I am not exactly sure since I suck at this, but I assume it is much easier to compare one single integer compared to having to keep track of 10 different when you actually start to make calculations and events around it? (And also 10 for every item that you can buy)

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