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    • Dave

      FUZE Beginner's Booklets - Download Here!
      • Dave

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      _

      Thanks for this, I'll add it to my SuperNote and have a look over it when I can.

    • PickleCatStars

      Good articles found on the web.
      • PickleCatStars

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      joyrider3774

      @SteveZX81 neither did i, the beginning is not important, the functions like smoothstep etc are

    • poof92

      Is there a way to wrap text with printat?
      • poof92

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      poof92

      @mozipha oh I can't believe I didn't notice that thanks a bunch

    • poof92

      Not jumping through top tile
      • poof92

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      Kat

      Great! Glad I could help 😊

    • poof92

      Is there a way to tell if a variable increases
      • poof92

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      poof92

      @kat Awesome thanks so much I'll give it a try

    • K

      How to input an integer variable?
      • Kyborg

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      Kat

      @kyborg Great! Glad I could help :)

      Unfortunately, I think due to the sheer volume of information and the resulting printing costs it's something we're unable to offer.

    • Codemaster201 0

      Syntax error
      • Codemaster201 0

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      PB____

      Actually it could be that young is a struct in this code, in which case Sally (or whatever the property name) is the sprite. In which case the intended code might possibly be:

      setSpriteImage(young.Sally, spritesheet) // in stead of: //setSpriteImage(young. Sally,(spritesheet)
    • R

      How do I make a controllable character?
      • Resolver101

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      F

      Hi Resolver,

      Welcome to the community.

      The placement of clear() and update() are really important.
      clear() - clears the screen
      drawMap() / drawSprite() / <other> - tells Fuze what to draw to the screen at the next update()
      update() - draws to the screen

      Updating the screen is really slow, so ideally we want to tell Fuze everything that we want to draw (which is much faster) and have draw everything to the screen all at once.

      Notice how, on line 22, you are using drawSprites().
      There is no update() for the rest of the loop, so we jump from line 38 to line 1, then when we get to line 8 we clear the screen.
      So we're getting ready to draw the sprites, but we're clearing before we actually update the screen.

      There is a Fuze tutorial series on YouTube and in the 5th video we talk about this in more detail:

    • M

      Qix tipe of game
      • mel0022

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      M

      @vinicity omg ty

    • poof92

      How do I get the z rotation for an object
      • poof92

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      poof92

      It's all good I figured out a work around that works really well I'll leave it here in case anyone wants to see:
      So I use a variable to store the rotation value and while I rotate the object I also adjust the variable

    • poof92

      Does anyone know what I'm doing wrong here?
      • poof92

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      poof92

      Ok thanks a ton I'll give it a try

    • poof92

      Can a sprite have two collision shapes?
      • poof92

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      poof92

      Alright thanks for the tip I'm sure it'll prove useful

    • poof92

      Move 3d object in direction it faces
      • poof92

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      poof92

      Awesome it works perfectly now thanks

    • poof92

      Screen coordinates not game coordinates
      • poof92

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      Dave

      @poof92 You're very welcome! Glad I could help.

    • M

      How do I use unicode in FUZE
      • mikeb109

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      No one has replied

    • M

      touch screen 2 button interaction
      • mikeb109

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      vinicity

      If you want more examples, here are some of my games that also uses the touch screen:

      https://fuzearena.com/catalogs/view/5011
      https://fuzearena.com/catalogs/view/4771

    • Dave

      Menu System Program
      • Dave

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      PickleCatStars

      Project not found! :(

    • T

      How can i flip my character left or right
      • TwentyVyrus

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      Kat

      You'll probably want to add another property to your sprite called something like player.wasFacing so you can check if the direction they are facing has changed and only flip the sprite if it has. So maybe something like:

      right = 0 left = 1 if c.left then player.x -= movespd player.facing = left endif if player.facing != player.wasFacing then player.xscale = -player.xscale endif // put this near the end of your loop player.wasFacing = player.facing

      There may be a more elegant solution or way to write it but that's what I would do :)

    • alexander.s

      Is there a camera for not just only sprites?
      • alexander.s

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      Dave

      drawtext() gives you many more controls and access to custom fonts anyway - I'm sure it will be the best call in the long run.

    • C

      how can i insert a map
      • Coderlegendz

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      pianofire

      Well for a start you would need loadmap not laodimage https://fuzearena.com/help/view/loadMap