How to fix shop system pricing bugs in Scratch games
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GameDev_Alex
Posted on January 22, 2024 • Intermediate
🛒 Shop system pricing bug - prices doubling randomly
Hey everyone! I’m working on a game called “YouTube Simulator X” and I’ve run into a frustrating bug with my shop system. The prices for items are sometimes showing up as twice the normal amount! 😤
It started happening with cameras, then spread to PCs. Here’s what my purchase code looks like:
when I receive [yCameraPurchase v]
change [CameraPurchases v] by (1)
set [CameraPower v] to (item ((CameraPurchases) v) of [list v] :: _Camera Benefits)
change [Cash v] by (item ((CameraPurchases) v) of [list v] :: _Camera Prices)
if <(Cash) < [0]> then
set [CameraPower v] to [1]
stop [all v]
else
Skip
end
The weird thing is it’s inconsistent - sometimes it works fine, other times the prices are doubled. Has anyone seen this before? Any ideas what might be causing this? 🤔
ShopSystem_Pro
Replied 1 hour later • ⭐ Best Answer
@GameDev_Alex I see the issue! Your purchase validation is happening AFTER the purchase, which is causing the pricing bug. Here’s what’s going wrong and how to fix it:
🐛 The Problem
Your current code:
- Increases the purchase count first
- Deducts money based on the NEW purchase level
- Only THEN checks if you have enough money
This creates a race condition where the price calculation uses the wrong index!
✅ The Solution
Always validate BEFORE making changes. Here’s the corrected code:
when I receive [yCameraPurchase v] // First, check if we can afford the NEXT item if <(Cash) ≥ (item ((CameraPurchases) + [1]) of [_Camera Prices v])> then // Only proceed if we have enough money change [CameraPurchases v] by [1] set [CameraPower v] to (item (CameraPurchases) of [_Camera Benefits v]) change [Cash v] by ((-1) * (item (CameraPurchases) of [_Camera Prices v])) play sound [purchase success v] else // Show error message say [Not enough money!] for [2] seconds play sound [error v] end
🚀 Enhanced Version with Better UX
For an even better shop experience:
when I receive [yCameraPurchase v] // Check if already at max level if <(CameraPurchases) = (length of [_Camera Prices v])> then say [Max level reached!] for [2] seconds play sound [max level v] else // Get the price of the next upgrade set [next price v] to (item ((CameraPurchases) + [1]) of [_Camera Prices v]) if <(Cash) ≥ (next price)> then // Successful purchase change [CameraPurchases v] by [1] set [CameraPower v] to (item (CameraPurchases) of [_Camera Benefits v]) change [Cash v] by ((-1) * (next price)) // Visual feedback say (join [Upgraded! New power: ] (CameraPower)) for [2] seconds play sound [purchase success v] // Optional: Show floating text effect broadcast [show upgrade effect v] else // Not enough money - show helpful message set [needed v] to ((next price) - (Cash)) say (join [Need $] (needed)) for [2] seconds play sound [insufficient funds v] end end
🔧 Additional Tips for Robust Shop Systems
1. Use Custom Blocks for Reusability:
// Custom block: purchase item define purchase item (item type) (price list) (benefit list) (purchase counter) if <(item (purchase counter) of (price list)) ≤ (Cash)> then change (purchase counter) by [1] change [Cash v] by ((-1) * (item (purchase counter) of (price list))) // Apply benefits broadcast (join [upgrade ] (item type)) else say [Insufficient funds!] for [2] seconds end
2. Add Purchase Confirmation:
when I receive [camera purchase request v] set [confirm purchase v] to [false] ask (join [Buy camera upgrade for $] (item ((CameraPurchases) + [1]) of [_Camera Prices v])) if <(answer) = [yes]> then set [confirm purchase v] to [true] broadcast [yCameraPurchase v] end
3. Save/Load Shop State:
// Save shop data define save shop data set [shop data v] to (join (CameraPurchases) (join [,] (PCPurchases))) // Use cloud variables or local storage // Load shop data define load shop data if <(length of (shop data)) > [0]> then set [CameraPurchases v] to (item [1] of (split (shop data) by [,])) set [PCPurchases v] to (item [2] of (split (shop data) by [,])) end
This approach eliminates the pricing bug and makes your shop system much more reliable! 🎯
GameDev_Alex
Replied 45 minutes later
@ShopSystem_Pro This is EXACTLY what I needed! 🎉 The validation-first approach makes so much sense now.
I implemented your solution and the pricing bug is completely gone. The enhanced version with the UX improvements is fantastic too - my players are going to love the better feedback!
Thank you so much for the detailed explanation and the bonus tips! 🙏
EconomyDesigner_Sam
Replied 2 hours later
Great solution @ShopSystem_Pro! 👏 I’d like to add some game economy design tips for shop systems:
- Progressive Pricing: Make each upgrade cost more than the last (exponential growth)
- Value Feedback: Show players what they’re getting for their money
- Purchase Limits: Consider max levels to prevent infinite progression
- Refund Options: Allow players to sell back items at reduced price
These design patterns help create engaging and balanced shop systems! 🎮
Vibelf_Community
Pinned Message • Moderator
🛒 Master Advanced Shop Systems
Excellent debugging discussion! For developers looking to create even more sophisticated shop systems, our community can help you implement:
- 🏪 Multi-currency systems
- 🎁 Dynamic pricing and sales
- 📦 Inventory management
- 🔄 Item trading between players
📚 Related Discussions
- Building inventory systems in Scratch
- Creating dynamic pricing algorithms
- Implementing save/load for shop data
Ready to build professional-grade shop systems? Get expert guidance from our experienced game developers!