Creating a smart number abbreviation system for lifting sim games
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FitnessGameDev
Posted on January 25, 2024 • Advanced
💪 Smart number abbreviation for lifting simulator
Hey everyone! I’m developing a lifting simulator game where muscle strength values grow exponentially. The problem is my current abbreviation system always shows 3 decimal places, which looks messy and unnecessary.
What I want to achieve:
- 106667 → 106.6k muscle (1 decimal place)
- 10667 → 10.66k muscle (2 decimal places)
- 1067 → 1.067k muscle (3 decimal places)
Basically, I need dynamic decimal places based on the number size. The current system showing “106.667k” looks unprofessional. Any ideas for a cleaner approach? 🤔
MathWizard_Alex
Replied 3 hours later • ⭐ Best Answer
Perfect question @FitnessGameDev! This is a common challenge in idle/incremental games. Here’s a smart abbreviation system that dynamically adjusts decimal places:
🧮 Dynamic Abbreviation Flow
Here’s how the smart abbreviation system works:
🔧 Step 1: Create the Smart Abbreviation Function
First, create a custom block that handles dynamic decimal places:
define smart abbreviate (number) (unit) if <(number) ≥ [100000]> then set [temp v] to ((number) / [1000]) set [decimal places v] to [1] else if <(number) ≥ [10000]> then set [temp v] to ((number) / [1000]) set [decimal places v] to [2] else if <(number) ≥ [1000]> then set [temp v] to ((number) / [1000]) set [decimal places v] to [3] else set [temp v] to (number) set [decimal places v] to [0] end end end
📐 Step 2: Precision Rounding System
Add precise rounding based on decimal places:
// Continue from previous block set [multiplier v] to ([10^ v] of (decimal places)) set [rounded v] to ((round ((temp) * (multiplier))) / (multiplier)) if <(number) ≥ [1000]> then set [result v] to (join (join (rounded) [k ]) (unit)) else set [result v] to (join (rounded) (unit)) end
🎮 Step 3: Implementation Examples
Here’s how to use it in your lifting simulator:
// Display muscle strength when flag clicked smart abbreviate (muscle strength) [ muscle] :: custom set [muscle display v] to (result) // Display money/coins smart abbreviate (player money) [ coins] :: custom set [money display v] to (result) // Display experience points smart abbreviate (total xp) [ XP] :: custom set [xp display v] to (result)
🚀 Step 4: Advanced Features
For even larger numbers, extend to millions and billions:
define mega abbreviate (number) (unit) if <(number) ≥ [100000000]> then set [temp v] to ((number) / [1000000]) set [suffix v] to [M] set [decimal places v] to [1] else if <(number) ≥ [10000000]> then set [temp v] to ((number) / [1000000]) set [suffix v] to [M] set [decimal places v] to [2] else if <(number) ≥ [1000000]> then set [temp v] to ((number) / [1000000]) set [suffix v] to [M] set [decimal places v] to [3] else // Use previous k abbreviation logic smart abbreviate (number) (unit) :: custom set [result v] to (result) stop [this script v] end end end // Apply rounding and formatting set [multiplier v] to ([10^ v] of (decimal places)) set [rounded v] to ((round ((temp) * (multiplier))) / (multiplier)) set [result v] to (join (join (join (rounded) (suffix)) [ ]) (unit))
✨ Step 5: Real-time Display Updates
Keep your displays updated automatically:
when flag clicked forever mega abbreviate (muscle strength) [muscle] :: custom set [muscle text v] to (result) mega abbreviate (bench press max) [lbs] :: custom set [bench text v] to (result) mega abbreviate (total earnings) [coins] :: custom set [money text v] to (result) wait [0.1] seconds end
This system will give you clean, professional-looking numbers that scale perfectly with your game’s progression! 💪
FitnessGameDev
Replied 45 minutes later
@MathWizard_Alex This is absolutely perfect! 🎉 The dynamic decimal system works flawlessly!
I implemented it and now my numbers look so much cleaner. One quick question - how would I handle negative numbers for things like debt or penalties?
IdleGameExpert
Replied 2 hours later
@FitnessGameDev Great question! For negative numbers, just add this at the beginning of your function:
define smart abbreviate with negatives (number) (unit) if <(number) < [0]> then set [is negative v] to [true] set [number v] to ((0) - (number)) else set [is negative v] to [false] end // ... rest of abbreviation logic ... // At the end, add minus sign if needed if <(is negative)> then set [result v] to (join [-] (result)) end
This handles debt, penalties, or any negative values perfectly! 💰
Vibelf_Community
Pinned Message • Moderator
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