Alright, here you go.

This goes for anyone who would like to test, but like I said, the functionality should remain about the same as before. If you find any bugs or if it doesn't work at all, feel free to share as a response to this forum post. I cannot guarantee that I'll have the ability/time/energy to fix a whole lot, but if you let me know, I'll at least have it on my radar.

Edit: Removed old testing link.
I am afraid it does not work, the screen does have something on it but the controls and half of the UI does not show up.
Thanks for including the image! I think I figured out what was wrong with my code, but you'll have to let me know for sure. I uploaded a new version using the same link above.
the UI shows up now but all of the controls are still not working except the menu button to exit.
Spenceboy98 wrote:
I'd like to ask someone with an fx-CG50 to test it before I upload it to the archives, but I'm not sure where to host the .g3a file. So if there are any volunteers and any suggestions on that front, I'd appreciate it!


I also have an fx-CG50 and would like to help with testing, If you send me a file containing the g3a file I can test it and give feedback, I realise this is 4 days after the last response however I think I can provide valuable insight and would like to help get this project running on the cg50, (I'm u/BigLittlePlanet1 on reddit btw so you can PM me a link to the file off of something like google drive)

Edit: Nevermind I just realised that I'm a complete moron and you put a link in your message, god I am dumb, I'll test it out a little bit and provide some feedback
010ello010 wrote:
the UI shows up now but all of the controls are still not working except the menu button to exit.


OH MY GOD IT WORKS!! I've tested all the buttons and tried purchasing the first 4 buildings on my CG50 and it works a near perfectly, The F5 button is set to collect golden cookies, clicking the cookie works, buying buildings works, scrolling through them works and all of the UI and background works perfectly. IT IS AMAZING! The only gripes I have with it is that it doesn't save progress and the golden cookies disappear too fast otherwise it is a near perfect!
https://drive.google.com/drive/folders/1pC07e4GacOgpDL097hFaAEdbkVWPFQ76?usp=sharing
Frymaster wrote:
010ello010 wrote:
the UI shows up now but all of the controls are still not working except the menu button to exit.


OH MY GOD IT WORKS!! I've tested all the buttons and tried purchasing the first 4 buildings on my CG50 and it works a near perfectly, The F5 button is set to collect golden cookies, clicking the cookie works, buying buildings works, scrolling through them works and all of the UI and background works perfectly. IT IS AMAZING! The only gripes I have with it is that it doesn't save progress and the golden cookies disappear too fast otherwise it is a near perfect!
https://drive.google.com/drive/folders/1pC07e4GacOgpDL097hFaAEdbkVWPFQ76?usp=sharing


Thanks for testing!

Yeah, I'm aware of saving issue, and I'm working on an update!

Actually, to click golden cookies, you're meant to press the F-button underneath where it spawns! So if it's clicking all of them on an F5 press, that's a bug. Confused And golden cookies should last longer on screen in the next update as well.

Glad you're enjoying! Very Happy
Fairly major update!

I told myself when I initially decided to revisit this that I wouldn't do any more than just get basic functionality working for the fx-CG50, but I got a little carried away. Razz For the past couple of weeks, I've been working on this project pretty consistently.

First off, I "updated" the graphics for a more pixelated look; mostly to reduce the file size of the game, but personally, I like the pixelated look more for calculator projects. Then, I wanted to see if I could have it handle larger numbers and, along with that, all the buildings from the latest version of the browser game (after all, the original game has had quite a few updates in the past ten years or so). I've also updated the font to closer match the current version of the game. I also wanted the buildings to unlock as you go, so I implemented that as well!

After that, I spent time working on the save/load feature, which now should work pretty consistently. It'll only save up to the nearest millionth of a cookie, but I figure that is plenty since after you hit 1 million, it abbreviates (for example, "123.456 million"), and once you reload the game, the cookies per second start up right away. I was unable to fix this issue, so to make it less confusing, I also added a save progress bar, and once it finishes saving, you're given a message to press any key to quit.

Then I thought about some new features, like a stats screen to see the progress you've made, and with that, I needed to keep track of a few more variables. But it didn't seem too complicated, so I went ahead and did it. I've also added an indicator above the big cookie to let you know how much time is left on a golden cookie effect. The golden cookies and their effects persist through saves/loads too, so you should see them resume once you exit and re-enter the game.





TL;DR: Updated the game with pixelated graphics, a new font, more buildings, a stats screen, and some other improvements.

I'll still need someone to test on a real calculator, as I've been working exclusively in the emulator. I just need confirmation that everything displays correctly, saving/loading works with no issues, key presses are detected and working properly, and whether there are any glaring problems. I may make some minor visual improvements in the meantime, but I think functionality is where I want it.

TESTING LINK
(note: the file has been renamed to CookieClicker.g3a, so if you don't want it to appear as if there's duplicates, I recommend removing the old version)

Controls remain the same with a couple additions: [SHIFT] to click the cookie, up and down to navigate the store, [ALPHA] to buy from the store, [VARS] to toggle your stats, F buttons to click golden cookies that appear above them, and [EXIT] to dismiss pop-ups or exit the stats screen (and of course, [MENU] to save and quit).

Edit: Removed testing link! File accepted into archives!
everything works perfectly on the calculator itself. One of the best apps for the fx-cg series.
010ello010 wrote:
everything works perfectly on the calculator itself. One of the best apps for the fx-cg series.


Thank you for testing! I'm glad it's working as it should.

As of yesterday, I've uploaded the new version to the archives, and I'm awaiting approval from the moderators. Once approved, I'll remove the testing link.

Note: the version in the archives will be slightly newer than the one I posted for testing. Just a couple of bug fixes, future-proofing the stats screen (handling larger numbers for "cookie clicks" and "golden cookie clicks"). I could future-proof the "buildings owned" section too, but it seems extremely unlikely that anyone will reach 1 million or more total buildings owned (without cheating).
It's been about a week since I initially uploaded the new version of Cookie Clicker to the archives, and I've uploaded a few small updates since. The version I uploaded today includes a couple of bug fixes and a few visual improvements, so I recommend downloading the latest version to avoid encountering those bugs.

Visually, I've shifted over the big cookie and that side of the screen to allow for a wider store. The big cookie is the same size as before, but now there's slightly less room to display your banked cookies and CpS. Prices in the store will now be abbreviated if they exceed a certain length. The wider store allows for prices to be abbreviated less often, and Antimatter condensers & Javascript consoles are now abbreviated to "Antimatter cond." & "Javascript cons." respectively (previously was "Antimatter con." & "JS console").




There was a bug causing numbers in the sextillion range to display incorrectly; specifically, the base price for Idleverses was showing as 11.1 sextillion rather than the correct 12 sextillion. Another bug (really, something I overlooked) was that the progress bar above the big cookie indicating how much time is left on a golden cookie effect was displaying on the stats screen too, so I fixed that as well.

I don't plan on changing anything with saving/loading, so there's no need to worry about losing your progress! Just overwrite the old .g3a with the new one and you should be good to go!

With any new versions I upload to the archives, I'm including a changelog in the README, so if you see a new version uploaded, you can check that out for details.

Please feel free to share any bugs or suggestions in this topic, and I'll do my best to respond! Thanks!
Could you add a manual clicking upgrade that increases the reward for manual clicks? This would make manual clicking more beneficial later in the game, rather than relying solely on being afk.
010ello010 wrote:
Could you add a manual clicking upgrade that increases the reward for manual clicks? This would make manual clicking more beneficial later in the game, rather than relying solely on being afk.


After some time away from this project, I felt inspired to add not just clicking upgrades, but a total of 478 upgrades to enhance the gameplay experience. These upgrades include all the primary tiered upgrades for each building, mouse upgrades (cookies per click), grandma type upgrades, golden cookie upgrades, and the standard flavored cookie upgrades. I don't ever plan on implementing achievements, minigames, ascension, grandmapocalypse, or seasonal features from the original game, so any upgrades related to those are not included. Since it's such a long list, I've made it so you can press the left and right arrow keys to jump forward and backward to the next upgrade category (from Cursors to Mouse to Grandmas, etc.). On the upgrades screen, you can still see your current cookie count and your cookies per second; that way, you'll be able to see what effect your purchases make. Underneath that, you'll be able to see what category your selection falls under.

One of the flavored cookie upgrades is platform-specific ("Web cookies" for the browser version of the game and "Steamed cookies" for the Steam version of the game), so I renamed it and added a new icon accordingly. Razz

I've also made some general UI "improvements" (which I suppose is subjective) to match the official version of the game better.





Also, since you can now increase your "cookies per click," I've made sure you can keep track of that number on the stats screen. You should be able to load saves from the previous version of the game without any issues, but I want to do a bit more testing before I submit it to the archives. I've had no issues with that so far, but I'd rather be safe than sorry. Plus, it'll give me more time to find and iron out any more bugs that may be hiding from me.

I did test the game alongside the original to make sure that buying the same buildings and upgrades would net the same cookies per second and cookies per click, and I'm proud to say that besides a couple of minor rounding errors, it pretty much matches up perfectly. Very Happy

In the meantime, what do you think of the UI? I was a little concerned about the small font and readability, but I don't think it's so bad. I am still using the emulator though, so I'm not sure how it will look on a real calculator.
I'm glad you came back with another update, and 478 upgrades is going above and beyond. Having only barely scraped the surface of the original when it first came out, I had no idea it had grown to have so many different buildings, upgrades, etc., and will certainly look forward to trying out your version on Prizm when you release the update. The UI and the text look great to me on my computer screen, but as you point out, it may be different on a calculator's screen.
KermMartian wrote:
I'm glad you came back with another update, and 478 upgrades is going above and beyond. Having only barely scraped the surface of the original when it first came out, I had no idea it had grown to have so many different buildings, upgrades, etc., and will certainly look forward to trying out your version on Prizm when you release the update. The UI and the text look great to me on my computer screen, but as you point out, it may be different on a calculator's screen.


Thanks! I went ahead and made some changes to the small text so that each character has a more uniform height and a consistent bold appearance. Hopefully, that will ensure readability on real hardware.




I did some more testing of old save files, and there don't seem to be any issues loading them up (as long as you don't majorly tamper with a save file). Anyway, I'm not sure I have anything else specific to test, so I'll be submitting the new version to the archives!

Edit: I just checked, and even including the icons from all the upgrades, the program size is still smaller than the original version I released in 2014. Razz

I didn't get any notification, but it looks like it was accepted into the archives! Feel free to share your game progress!
I hate to double post, but I just made another somewhat minor update.

In this update, the game now autosaves every 60 seconds (like the official game). Exiting to the PRIZM main menu no longer saves the game, but you can manually save before quitting using the [ ^ ] (exponent) key. You can also now re-enter and resume the game from the main menu without the need to open another app first.

Saving now shows this little pop-up.


With this new saving system, you could potentially lose up to a minute's worth of progress, so be sure to manually save your game with [ ^ ] before quitting!

Submitting to the archives now, and I expect it'll be accepted relatively soon!
Great add-in! could you possibly make it so it counts cps even when you're not using the application?
You don't have to but it would be great if you did.
  
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