# How do I do the math to calculate the prices?

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### » Tue Jan 12, 2016 5:40 pm

Hey everybody,

Currently I’m making an adventure platformed game. In game, player collect coins (how original idea). After every level, player can use these coins to purchase 1 ups. Every 1up purchased will increase the 1up price by 1 (one). From levels player can also find items which will decrease the current 1up price by half.

I ran into a problem of calculating 1up price. I’m designing and figuring out, how many coins and price reduction items I need to place in levels for best balance. So I thought that easiest way of doing that is to create a spreadsheet, where I can input coin amount per level. That way, I could (in theory) easily play around with the coin amounts to find the best balance.

I tried and failed. Math isn’t my thing for sure. So could anyone help me to figure out how to make that spreadsheet? Even correct math formula is enough.

run-down:
At the beginning of the game: 1up price = 1 coin.
Every 1up purchased increases the 1up price by 1.
Item which will reduce the current 1up price by half.

Any kind of help is highly appreciated.
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### » Tue Jan 12, 2016 7:34 pm

Hard to do in spreadsheet form (at least for me)

With a for loop it is pretty easy:
http://www.r-fiddle.org/#/fiddle?id=1rZKXg8q&version=3

Guess you can do it easily in Construct 2 as well with a similar construction

Gold, put in the gold values for each level separated by comma (currently data for 10 levels is filled in), same for halving stuff.
Halving Potions are assumed to be used instantly on pickup and it is also assumed that the player bought the maximum amount of potions until the level. It is assumed that after halving, the value is rounded up.
Run.
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### » Tue Jan 12, 2016 7:55 pm

Thank you very much @mindfaQ for your effort!! ^^

Now when you mentioned it. Dunno why I didn't think of doing the "spreadsheet" in Construct2 :/
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### » Tue Jan 12, 2016 7:57 pm

Right? I only thought of it when I halfway through, too.
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