A simpler way to create original music and save as an asset.
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@pianofire You mean I won't need two thousand lines of arrays full of notes any more? :)
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@Spacemario Hopefully not!
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Sweet, looking forward to it. Of course, it would be awesome if music I made on Logic Pro could be imported but I know that's very wishful thinking.
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I would like to be able to load in mp3 files and other graphics through perhaps a usb stick or other method
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@tdg8934 we all would but nintendon't like it ;)
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@tdg8934 Unfortunately, as as the Fuze guys have pointed out many times-- trust me, we've all asked for this :D-- Nintendo put the kibosh on that right up front: "no external, non-approved content coming on to our platform".
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just look at the positives at least we haven't got an absurd amount of copied content on here its all original to a degree
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@waldron I actually don't mind the restrictions that much; the sprite editor is fun to use, and I like maintaining my music code.
The only reason I'd ever import anything would be to increase productivity by using a pixel editor on my PC.
When I was tinkering with STOS a few years ago on my Atari ST, it was nice using a professional tool like Degas Elite to draw the art; you could then load the files right in the STOS sprite accessory.
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@Spacemario so is everyone that develops or ports games for the switch has to “draw” the graphics and develop the music inside of the switch? That doesn’t seem practical
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@tdg8934 No they would have development tools to allow then to do just that and access but they also have agreements set up. But for anyone to have access is opening up a world of trouble.
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@tdg8934 It may be possible to do it in the future in a controlled way similar to they way that programs are approved for sharing. The problem is that we can't allow copyrighted or inappropriate material to be uploaded
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@tdg8934 The thousands and thousands of commercial games on the Switch were published by people who paid their official membership dues and got a dev kit from Nintendo-- then Nintendo goes through a vetting process when one of those publishers wants to push bits out into the ecosystem. These games were developed using pre-built engines, like Unity or Unreal, or written from scratch in C++, on PCs.
But us Fuze users have not paid our dues, nor does anything we submit go through Nintendo for vetting and approval: the Fuze guys have their own server, we upload things to them, not to Nintendo. Hence, Nintendo is very reticent about this ecosystem "back door", and has policies in place to prevent that door from getting thrown open too far.
To my knowledge, other contemporary GCS's on other closed, proprietary platforms have similar restrictions: when I was tinkering with "Dreams" on PlayStation 4 during "early access", there was no way to import external content there either.