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Optimized Inventory Screen

[p]Hey! Quick update here, I know the inventory screen is a bit of a chore to use with all the images it has to load, so I did some tweaks. I created a new mode that has memory management, and I made it remember what page you are on when you are browsing through the items. [/p][p] When you click the back button, it remembers what page you were browsing.[/p][p]This new mode is now the default, and I removed the mode selector toggle. Now the game can stay under 2-3GB of RAM as you browse through the pages. There may still be a tiny memory leak but it's very manageable now compared to before. [/p][p]It can have some strange appearance sometimes (items appearing twice as they download in, white squares etc) but it's worth it for the memory savings, I'll try clean up the screen a bit more down the road. [/p]

Crafting Update!

[p]Hello everyone! I've been grinding away on this for awhile and I've finally got it working. I created a way to exchange your items for a Silver & Gold currency, and this will be used for features within the game and also it would be cool to have minigames where you could earn more silver too. [/p][p][/p][p]The button to exchange items is on the details screen for each item.[/p][p]Each common (or DLC) type item can be exchanged for 1 silver, and 100 silvers will automatically convert into 1 gold. Each 'rare' can be exchanged for 1 gold each. You can do them in bulk in 1x, 10x, or 100x multipliers by right-clicking on the exchange button to toggle your quantity. By default, it expects your items to be stacked. If they are all loose, there's a toggle switch in the settings to try craft in bulk with the loose items. [/p][p]I imagine creating a little shop inside the game where you can spend the gold on different items, but for now it's purpose is to give you an extra boost on your click counter to work toward the achievements. Each gold can be spent to gain 1 million clicks onto your click counter instantly. This will help people find more of a purpose to the items if they don't want them and also make the items rarer if people are trading in their inventories into the achievement progress boost. [/p][p]It's not 100% perfect, but I'm still kind of tweaking the UI aspect. If your quantities get slightly out of sync, they will just fix themselves after a few minutes or as you move around in the program. I think we still need a switch to keep 1 of each item (currently it will take your last one, expect a settings toggle coming) and there is no confirmation dialog or anything to prevent mistakes. I still need to make the inventory operate a bit faster, but was focused purely on making this crafting work all week and it's finally ready for you guys to try. Now that crafting works, I can then create replacement items for the original ~16 items with broken descriptions too, that's coming sooner than later now. Each unmarketable item will have a replacement marketable version to swap into, and then also swap back into the old versions too (since they would come out with proper descriptions in the craft). [/p][p]Lots to do! Let me know if you are experiencing any issues with it.[/p]

Use your items as the clicking button!

[p]Hey! I am building the screen to view details about the items in inventory, and it's shaping up pretty well!
[/p][p]You can click the heart icon on the item details screen of an item to add that item to be your favorite, and it will replace your clicking button on the main screen. Click favorite again on the same item to disable it. [/p][p][/p][p]I'll be adding more stats and buttons onto this details screen too.

You can use the left/right arrows to navigate to the next items you own, and it will download the primary image for that item as needed. Things load faster once they get cached.[/p][p] [/p][p]The inventory screen itself is still really heavy, we could use a more basic text-based version or a different mode on the existing one, like loading static images of each in inventory and then animate them as you hover, but we'll worry about that later. I didn't make any changes to the inventory screen recently, but I just wanted to add a reminder about this button here in the settings and how it is fairly important at the moment. People with few item types will probably barely notice a difference, this is for those who have tons of different items.[/p][p] [/p][p]Currently they way it works is inventory mode 1 will pre-load your entire inventory (uses tons of RAM, takes a long time, but pages turn instantly when loaded) and mode 2 will load the items one page at a time. You should basically always be using mode 2 for inventory but it can be slow to skip through 20 pages that way so you may still need the preload mode sometimes, for example if you wanted to let it load for a few minutes then quickly browse the pages to the item you want without any delays. [/p][p]At the moment loading my inventory in mode 2 on the first page causes the system to use 2GB of RAM:[/p][p][/p][p]And then using mode 1 (with 348 unique items) it will use over 30GB of RAM:

[/p][p]Which obviously is not ideal, especially as more items get released.. And when you use mode 2, it is a lot lighter but it still eats more memory up as you go deeper into the pages, so we are definitely going to need that tweaked a bit still, just wanted to add in a note about it when people go to use the inventory more.

At least the left/right buttons work on the item details page right now, so if you manage to get really deep in your inventory and click on an item, you can still browse through them fairly easy. I'll try get the inventory page to come back to the last one you were on, that alone will make a big difference. [/p]

New CPS (clicks-per-second) Indicator

[p]Hey small update, I added a clicks-per-second feature on the main screen. Since I set up the autoclicker to go slightly faster with each unique item you own I figured it would be good to have a gauge on the screen where you can see exactly how fast it's going, or if you click at the same time, just a way to measure your speed.

I set it up so if you click on it, it stops calculating in case it had a performance impact on your clicking speed, you have the choice to have it on or not. Helpful also to see if lower framerates have slower speeds!

With 324 uniques (I think I'm only missing a couple) my AC runs at 148 CPS at 60 FPS and 110 CPS at 30 FPS. Pretty big differences in speed so I'm glad I set this up, this was badly needed!

More stuff coming soon just wanted to point out how this works! Cheers!
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v1.342 Patch Notes

  • [p]Game now launches into English on 1st-time launch, previously it was loading Bulgarian until you chose another language in the settings (which would stay). It now saves the language files on first time bootup. [/p]
  • [p]Optimized cloud saving saving logic, previously it was saving every 500 clicks but now:

    - Up to 100 clicks of a session, saves every 10 clicks
    - Then up to 500 clicks of a session, it saves every 100 clicks
    - Then up to 2000 clicks in a session, it saves every 500 clicks
    - Then after that, it saves every 2000 clicks

    This way if you open it up for the first time or just click a little bit, it's likely going to save that progress but if you are clicking fast with the auto-clicker then it will shift into a mode where it's likely saving at a decent pace. Just wanted to leave a note with the exact saving points.[/p]