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Thread: Any way to get around the Fusion number limit?

  1. #31
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    Yep a cap, but as is see it it can be very high.
    I havent though about Decimals yet, but the logic in my mind says "no problem".

    It all makes sense in my mind, but i reserve the right to fail completly in practice.

    Its an interesting problem to work on though.

  2. #32
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    Cool, mine doesn't handle decimals
    (but I guess with huge numbers those would hardly be needed?)

    Agreed - it's an interesting problem, would/will be nice seeing other ideas/approaches on the matter!

  3. #33
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    If there is a widget I think it is important that is somewhat intuitive to be usable by the general user (like me ) I still have a bit of a hard time to understand how I could implement this into a game and bind events to it as it is now. Would that even be possible? Like having 10 items you can buy and they should all have prices that increase, and you should of course have the players gold that he can buy with. And it needs to check it he can afford anything he wants to buy or not etc.

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    Well... can't exaclty say "intuitive"...
    but it seems easy enough to use -- not?

    You can easily use it in a game - as long as you save all your game prices in "strings"

    The widget takes one value you give him ("val_1") and adds/subtract another value you give it ("val_2")

    So, say you want to purchase something,
    you simply need to feed him
    val_1= string value of your current gold amount
    val_2= string value of purchased object price
    operation= "-" (subtract)
    and then >> start loop

    the widget will subtract val_2 from val_1 and give you the result in "result" string

    now you're free to store result in player's gold amount string

    if you want i can make a simple example with this type of use

    comparisons (< > etc.) are currently not supported, but could be very easy to add if needed

  5. #35
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    An example would be really great

    Also you need to be able to compare since you should always see if you can afford something or not. (and the event should not be true when trying to buy if you cant actually afford it)
    In the game for example if there are 3 items and you can afford one of them then that item should light up in green while the other two are red as an example.

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    Outcast,

    here's updated version with comparisons features:

    huge_int_widget.mfa

    I've removed division to avoid messing
    and added a sample "compare prices / buy" event

    simply put:
    your wallet is yellow edit box, enter a number there,
    items will be green if their price is below your wallet, red if you can't afford them

    left-click an item to purchase it (if you can afford!)

    right-click an item to "copy" its price in your wallet (so you can easily test when above-below the range)


    compare and purchase sample events are just 4 eventlines... hope this is quick enough!

  7. #37
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    You can make active objects count as 1x (1k for example) and you cancheck number of active objects. you can also just make a new value represent 100x and just do a dual check of the original value+ the new value(s).

    I would probably make a new currency represent 100x (or whatever you want to make the new value represent).

    To put it into a more simple example:
    100 cent = 1 dollar. 100 dollar = 1 100dollar bill.
    I am saying make a one 100000 dollar bill. Which will only take the space of value (1) but represent 100000.

    This way you can compare if the player can afford a sword that costs 250000k = value "dollar"=50000 + value "dollar100k"=> Swordcost - add sword to inventory

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    Nevermind. I just realized you did exactly this for Tap Heroes. So I missunderstood your problem, sorry.

  9. #39
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    Quote Originally Posted by schrodinger View Post
    Outcast,

    here's updated version with comparisons features:

    huge_int_widget.mfa

    I've removed division to avoid messing
    and added a sample "compare prices / buy" event

    simply put:
    your wallet is yellow edit box, enter a number there,
    items will be green if their price is below your wallet, red if you can't afford them

    left-click an item to purchase it (if you can afford!)

    right-click an item to "copy" its price in your wallet (so you can easily test when above-below the range)


    compare and purchase sample events are just 4 eventlines... hope this is quick enough!
    Thanks I will try to study this some more! One thing I did notice though is that when my wallets money got up so I could afford someting and then i substracted under an item I could afford that item would still light up as if I could afford it.


    Btw, I noticed another idle game that instead of using M,B,T etc for higher number uses different colored coins. Perhaps that would be easier to do? So like when you get 1000 brown coins 1000 is substracted and you get 1 silver coin. When you get 1000 silver coin , 1000 silver coins are substracted and you get 1 gold coin, etc etc etc. Maybe that way would also work to increase to "infinite"?
    Here is an example of a game with different colored coins: www.kongregate.com/games/kingswill/idle-tree

  10. #40
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    One thing I did notice though is that when my wallets money got up so I could afford someting and then i substracted under an item I could afford that item would still light up as if I could afford it.
    Sure about this?
    Could you send me both amounts (your wallet / object price / new wallet after "purchase" ) if/when this happens,
    so I can possibly recreate/identify the issue?

    I've tested the widget and it "seems" to happen at times, but on a second inspection, it always proved to be an impression,
    it's very easy losing track of dimensions when such huge numbers are involved
    (example with small numbers: if object costs 500 and wallet is 300, you add just a 2 to the left, wallet is now 2300, now you can afford four objects, not just one!)

    I think it's pretty simple to use, but of course we've all our coding habits
    Btw - hope you use the event list editor, all makes sense there, couldn't think at how awkward could be using the widget in event editor's grid.

    On the thousands solutions:
    I think they can be handy (although possibly a little too "hardcoded" if no procedural sense for colors/alpha chars can be found)
    but if you just need to consider "whole" units.

    like, your wallet would read: 0 patinum, 3 gold, 2 silver, 1 bronze, 5 copper, 7 wood...

    how do you keep track of something between gold and silver?
    can you add two half gold to a silver to make one gold?
    when silvers are 1000 would you remove all silvers and add 1 gold?
    assuming that numbers we speak of are in the order of 20-30 digits,
    you would need to keep track of about 7/10 units,
    would you hard code them?
    Don't know... don't think it would result being really that handy after all..?

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