Fossil Clicker (my Prehistoric Game Jam submission)

I believe Nan is not infinity because with my ohms law calculator I got it to say infinity when the current is 0 and voltage is anything over zero. And you only get Nan when you don’t put in any input. I might be wrong tho

What???
It is you just saying may this can be an error?
:face_with_spiral_eyes:

me not touching grass:

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Replying to @ChimbroDaPro in this thread:

By the way, the debug mode gives a crap ton of money so I could test towers and upgrades, etc. Since it’s debug mode I disable saving. :grin: This is not a bug.

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Ohhhh… I get it lol :rofl:

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still :skull::skull::skull:
someone can help assist read that over 10 trillion vigintillion number?
so make new unit here please.

Hey @UnsignedArduino I just made something super cool in fossil clicker.

The numbers can go up to a centillion now.
However the fossils per second ended at 19.65 septendecillion. I assume that’s a limit you made for the game. I can’t figure out how to change it.

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WA! thank you @RobbyZero I Really wanted to.
Realllllllllly thank you!!!
:joy: :joy: :joy: :joy: :joy: :joy:

@UnsignedArduino I was wondering if you would be able to help me understand you’re code. I ask because I’m trying to make a clicker game myself.

If there are any parts that you are specifically confused on, let me know!

The upgrade system is quite…difficult to comprehend as you have to define an upgrade as a string…

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I don’t really understand well. any of it… I’ve only made a few project for my computer science class but your game is too advanced for me, my friend understands it but I want you to teach me, lol

There are quite a few functions, but most are related to managing the GUI and menus. The main part of it is in recalculate_fossils_per_second which checks how many “towers” you have, adds up their “FPS” (fossils per second), and adds in multipliers by checking in all the upgrades you’ve bought. The upgrades are defined from a string in the format of “<title> | <description> | $<price> | <thing_to_multiply>*=<amount_to_multiply_by>”, any upgrades you own are moved to the upgrades_purchased array.

In the on game update loop, it first recalculate_fossils_per_sec(), then it changes the money by the fossils per second times the fossil price times the time since the last money update:


Since our fossils per second is based in seconds and our game loop runs faster than a second most of the time, we see how much time it’s been since the last update (with last_money_update, we can compare the time since start (ms) which is in milliseconds) and then use that as a multiplier.

i think im 1st place :grinning: :grinning: :grinning:

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Child labo-

(This is just a joke)

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baby numbers

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