User Tag List

Page 1 of 8 1 2 3 ... LastLast
Results 1 to 10 of 73

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

  1. #1
    Clicker

    Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export ModuleXNA Export Module
    Outcast's Avatar
    Join Date
    Jan 2011
    Location
    Sweden
    Posts
    3,237
    Mentioned
    9 Post(s)
    Tagged
    0 Thread(s)

    Question Any way to get around the Fusion number limit?

    My latest Steam game Plantera have been doing really well. But one of the main complaints is that the player reaches the limit of the game rather fast. The game is in the "idle" "clicker" genre, a genre that is all about growing exponentially in huge numbers, and the games in this genre, dealing with exponentials often go up in truly ridiculously high numbers. However when I developed the game I very quickly ran into the Fusion number limit (2147483647) and I had to cap my numbers at around 199 Million to not run into bugs. A number that is very very low in this genre, this made my game rather "short" since it does not take to long to reach this roof.

    Now is there any way to go around this number limit? I would like to add more updates to the game, but to do that I would need to add new items that would have higher costs etc, and that would require to be able to handle higher numbers. Why is this number limit even in the engine I wonder?

    Just to give a pointer on what numbers are frequent in these games, here is the table for probably the most popular idle,clicker game, Clicker Heroes and its number table:

    1K = 1,000 = One Thousand
    1M = 1,000K = One Million
    1B = 1,000M = One Billion
    1T = 1,000B = One Trillion
    1q = 1,000T = One Quadrillion
    1Q = 1,000q = One Quintillion
    1s = 1,000Q = One Sextillion
    1S = 1,000s = One Septillion
    1O = 1,000S = One Octillion
    1N = 1,000O = One Nonillion
    1d = 1,000N = One Decillion
    1U = 1,000d = One Undecillion
    1D = 1,000U = One Duodecillion
    1! = 1,000D = One Tredecillion
    1@ = 1,000! = One Quattuordecillion
    1# = 1,000@ = One Quindecillion
    1$ = 1,000# = One Sexdecillion
    1% = 1,000$ = One Septendecillion
    1^ = 1,000% = One Octodecillion
    1& = 1,000^ = One Novemdecillion
    1* = 1,000& = One Vigintillion
    A lot > 1,000* < A lot

  2. #2
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)
    King_Cool's Avatar
    Join Date
    Aug 2008
    Posts
    2,335
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Well this was educational.

    Not even sure how you make Fusion handle a number as 199 Million ( must be possible appparently ).

    ...
    'Double Precicion Calculator' maybe? Probably not relevant

    Just to be clear, are you saying Fusions 'Expression Editor' is unable to handle/ display numbers above the 99 Million mark ( aproximatly )?

  3. #3
    Clicker

    Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export ModuleXNA Export Module
    Outcast's Avatar
    Join Date
    Jan 2011
    Location
    Sweden
    Posts
    3,237
    Mentioned
    9 Post(s)
    Tagged
    0 Thread(s)
    There is a cap in the engine where numbers above 2147483647 will bug out as far as I understand it. You can test it by setting a counter to a really high number.

  4. #4
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCHTML5 Export ModuleiOS Export ModuleSWF Export ModuleInstall Creator Pro
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
    chrilley's Avatar
    Join Date
    Jul 2006
    Posts
    1,013
    Mentioned
    17 Post(s)
    Tagged
    1 Thread(s)
    I remember asking a similar question years ago and Werbad told me;
    A 32 bit integer can only be values from -2147483647 to 2147483648 if it goes too far it will wrap around and become negative.
    32 bit integers being the standard format Fusion uses for numbers. I was later told I could try using the Int64 extension for higher numbers but I remember having issues with decimals(integers does not do decimals at all, that's what floats are for).

    I don't really have a solution, I just wanted to shed further light on the issue. Maybe it helps in some way at least.

    [edit: I actually think those other games might be "cheating" by tacking on letters instead of showing the actual numbers. So you're just fooled into thinking there are insanely huge numbers being thrown around while it's really just "tiers" of numbers like K, B, M, etc.
    So you don't display 1 000 000 you just write 1M instead. ]

  5. #5
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)
    King_Cool's Avatar
    Join Date
    Aug 2008
    Posts
    2,335
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Shouldnt it be possible to caluculate usign 'Hex numbers' in Fusion?
    Not sure if that will help though.

  6. #6
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
    Fusion 2.5 (Steam)
    schrodinger's Avatar
    Join Date
    Nov 2014
    Posts
    3,159
    Mentioned
    28 Post(s)
    Tagged
    1 Thread(s)
    why not concatenating a string of single digits

    like, storing single decimals in X cells of an array with Y=30 width
    would do for up to 30 digits number

    when you add or subtract,
    you have to split the value in single digits,
    and change relevant cells

    if you add +1, add +1 to last array cell,
    +15, add +1 to the cell before and +5 to the last cell,
    and so on

    whenever any cell >9,
    sett the cell to *value* -10
    and add +1 to its neighbor cell on the left

    displaying the number would mean parsing the array and joining its content in a string

    doing multiplications and divisions can become a little tricky though...


    ____ edit:

    here's a quick example:

    Attachment 19097

    this only does for addition,
    type any number in the edit box and will be always-added to the string below

    you can increase number of digits in the "precision" global value (here is 30)


    ____ edit2:

    just realized the attachment is broken
    probably because I originally started typing by replying to this post,
    but then decided it was better editing the post and then copy-pasted the attachment string.
    Unfortunately I made the example another computer, will repost tomorrow...

  7. #7
    Clicker

    Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export ModuleXNA Export Module
    Outcast's Avatar
    Join Date
    Jan 2011
    Location
    Sweden
    Posts
    3,237
    Mentioned
    9 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by chrilley View Post

    [edit: I actually think those other games might be "cheating" by tacking on letters instead of showing the actual numbers. So you're just fooled into thinking there are insanely huge numbers being thrown around while it's really just "tiers" of numbers like K, B, M, etc.
    So you don't display 1 000 000 you just write 1M instead. ]
    I don't display 1000000 either. I also convert it and display it as 1M when going that high to be more clear to read for the player. But there must still be "real" numbers beneath that? Or how else to compare if you can afford something, or to calculate all values right when you buy or get money that add or substract much smaller values? If there is a way to "cheat" around this that would be great that can still compare numbers to be able to build events around them that can check if you can afford things and that are precise. No idea how though.. :S
    If someone could build an example of substricing and adding any number and having them in these tiers of M,B,T,Q etc that would be amazing. I have no idea how to "cheat" around that and still have "real" numbers beneth that you can track in some way..

  8. #8
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCHTML5 Export ModuleiOS Export ModuleSWF Export ModuleInstall Creator Pro
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
    chrilley's Avatar
    Join Date
    Jul 2006
    Posts
    1,013
    Mentioned
    17 Post(s)
    Tagged
    1 Thread(s)
    Here's a rather clever solution to "cheat" it; http://community.clickteam.com/threads/89654-How-can-i-deal-with-large-numbers

    They figured out they could use global values or arrays to divide the otherwise huge number into hundreds, thousands, millions, etc.(in the same manner you'd divide time by seconds, minutes, hours, days, weeks, months, years, etc.)

  9. #9
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)
    King_Cool's Avatar
    Join Date
    Aug 2008
    Posts
    2,335
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Lets race to a solution!

  10. #10
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
    Fusion 2.5 (Steam)
    schrodinger's Avatar
    Join Date
    Nov 2014
    Posts
    3,159
    Mentioned
    28 Post(s)
    Tagged
    1 Thread(s)
    Ok, I remade my example because I couldn't wait

    adding also subtraction

    add_subtract_huge_numbers.mfa

    subtraction needs to be fixed though (brokes when <0)

    but I have to go now... will be back in a couple hours!

Page 1 of 8 1 2 3 ... LastLast

Similar Threads

  1. Group number limit?
    By Pandora in forum Multimedia Fusion 2 - Technical Support
    Replies: 12
    Last Post: 28th March 2008, 09:25 PM
  2. limit edit box to number only
    By Anfini in forum Multimedia Fusion 2 - Technical Support
    Replies: 5
    Last Post: 10th December 2007, 07:07 AM
  3. Number of objects limit?
    By Pedro Almeida in forum Multimedia Fusion 2 - Technical Support
    Replies: 3
    Last Post: 14th October 2006, 03:17 PM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •