Wishlist
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@seggiepants said in Wishlist:
- Ability to pass the 3d engine arbitrary points/faces, etc instead of just prefab shapes.
I second that. I mean, I can bypass all that, since I enjoy writing software renderers... But it'd be nice to be able to at the very least have the ability to draw texture-mapped 3d triangles, and triangle strips through manually passing in vertex lists with texture coordinates and the like.
I can reproduce all of this from the ground up if I have to, but the performance will suck because:
- No hardware 3d acceleration
- FUZE is I presume an interpreted language, so this will be pretty slow. (sure, with enough time I could write a Quake equivalent in software rendering mode - the switch is probably fast enough to pull that off, but... It's kinda silly isn't it? XD)
I'd personally also like to be able to use the depth/IR/whatever camera that's on the right-hand joycon.
I think Nintendo Labo lets you use it, but I'm still not 100% sure what it actually is.
Regardless, I think it'd be fun to play with.(Also the SL and SR joycon buttons please. I don't see a good reason why those aren't accessible.)
Aside from that... I would have to do a lot more experiments to see if there's anything that's obviously missing. Especially since there are features that already exist which I didn't realise were there.
Maybe, if it isn't already in the works, a textbox function? I don't mean like the popups that windows has.
I mean, you define a rectangular area onscreen, and text printed to this region wraps inside the boundaries of the rectangle.
This makes a lot of text formatting stuff much easier, like multiple columns, or even just an RPG style textbox popup. Basically anything where you have an unpredictable length of text but a good idea of how much space is available to draw it in. -
Autocomplete and search in editor would be great.
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I like to be able to create my own sprite tilesheet in Fuze so I can animate sprites that I made in the image editor easily. Thank you
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@SteveZX81 said in Wishlist:
I like to be able to create my own sprite tilesheet in Fuze so I can animate sprites that I made in the image editor easily. Thank you
This is coming, probably sooner rather than later.
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I would like for a way to import our own content.. images in png,jpeg etc.
A way to save our code on pc. To work on the projects if your on pc or Mac, Linux etc.
one can dream. :) -
I would like for a way to import our own content.. images in png,jpeg etc.
A way to save our code on pc. To work on the projects if your on pc or Mac, Linux etc.
one can dream. :)We’re already well aware of this request, the image resources at least. I’m not really sure that using your PC or Mac to create Fuze4NS code is really in the spirit of the Fuze Switch release.
I don’t really see much point. I wouldn’t say that there aren’t areas where things could be improved in docked mode with a USB keyboard but not so much that I want to switch to my PC. I bought Fuze for Nintendo Switch after all!!
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@Willpowered
Sorry, i was wrong : Images are saved with alpha.
And it works well with the SetBlend(1)
I didn't see it in the editor, because the background is black.
A checkerboard behind the sprite could be useful. -
I’m French, sorry in advance if my English is bad.
Here is a list of things that from my point of view are missing to consider Fuze as a real programation tool:
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Several files per project and possibility to create namespace
=> Addition of a USING or IMPORT keyword and possibility to refer to another project
=> As it is difficult to consider starting a real project without being able to properly structure its code, a game can easily make several thousand lines. -
Notion of object (by class or prototype), Struct is good, but being able to attach logic to it via methods is even better
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Mouse support in the editor in addition to the keyboard.
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Auto-complete with red cues when wrong syntax
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API to manipulate JSON and XML files and the possibility to open and modify such files in the editor (to avoid polluting the code with maps).
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Ability to code from a PC and send data to the Switch (via the SD card for example)
=> Even though I don’t think it’s possible, I think it might resolve the points mentioned above.
For example from a PC one would have the possibility to manage libs, to share them, to structure his project correctly.
Then when sending it to the switch, the project would be "compiled" into a single large file with a copy of all dependencies and conversions of xml and json files into code. -
Locations in different languages (FR, DE, IT, ES)
As it is, Fuze is ideal for doing small projects like we did in the time of the Atari and Commodore, it is ideal for learning the basics, but it is not suitable for the realization of large projects such as a complete RPG or a Metroidvania.
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@Goldbergg regarding the point about multiple files, please see my reply just two posts above.
That also tackles the point about coding on PC and importing although that is my personal opinion only. I doubt Nintendo would permit it regardless.
Mouse support would be nice, IF the hardware is seen by the switch?
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@Martin I believe Fornite on Switch supports mice, but the support may be limited.
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@SteveZX81 I believe that Locking a project you share would actually circumvent the entire point of this learning "SDK" as it were.. this is why they DO share your code and resources.. it's all about learning ... this is obviously NOT what NINTENDO uses to program with by any means and they would not easily allow homebrew users access to any REAL power.. this is all for FUN and education.
Backing up to the card IS a great idea if it is not already where the files rest, unless they are purely in a cloud.. my switch is set to save all to the MicroSD.
I just wanted to put in my 2 cents about the locking idea. My own initial question before my purchase was in fact.. ARE THE FINISHED GAMES COMPILED? This is obviously just an interpreter and not a compiler. Now, for the sake of TRULY finished works, I WOULD recommend a compilation feature be added once you've fully debugged and ran the program by another party or more for testing. a TRUE PC-based SDK would be AWESOME if FUZE could work on that as well and get Nintendo to OK homebrew games.. but FAT CHANCE. -
I know image editor updates are coming and I'm excited to see what they might be. I'm mainly surprised that there's no touchscreen support for drawing them directly on screen. I don't know if this has been mentioned already.
I also don't know if I'm missing anything with the available options but layers would be nice. I'd like to draw an outline of something and have that be a layer over my active layer for filling in color.
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Uncertain if any or which of these were stated before, pardon me for any duplicates
3D:
- A function to set the rotation of a 3D object. (Such as through defining Pitch, Yaw & Roll)
- Spontaneously generating a mesh, from at least an array of points and triangles?
UI:
- Faster animations / toggleable animations.
- Better descriptions for 3D models, such as whether or not it is animated
Text Editor:
- Holding CTRL on a keyboard while moving the cursor, selecting or deleting should jump over words/phrases. (Identical to text editors on PC) (Maybe holding ZL or both ZL/ZR for the switch joycons?)
- Tapping the left stick to select a key should snap to the key in that direction instead of go back to origin if too fast
Map Editor:
- Interface is pretty confusing...
- A way to determine which tile is above the other for isometric maps?
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Downloadable, PRINTABLE PDF of the help files and the tutorials.... or an official manual would be great.. . there are still a lot of us who work best reading from a physical copy AND coding at the same time.
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uh! My glasses just slipped off my nose. There I go again.
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Truncate the leading TAB indentations of the clipboard content window to the amount of the line with the least number of TAB indentations. Just went to copy a section of code, but the code was heavily indented, so most of the clipboard contents is completely empty because the code had a lot of leading TAB indentations.
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I've had a bit of time to mess with fuzes music capabilities for a bit now. We need more than Speed to do sound design. Attack Decay Sustain and Release are a must.
Would also like someway to modify the frequency without resetting the note. Not only for portamento / glides but bends rises and falls.
Chip tune music is heavy on the pitch changes and it's very difficult to do with modulation especially with the limited wavetypes.
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you can use setfrequency on an already playing note
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@sys64738 well, chiptune is all about limitations and having just a few soundwaves! But we really need ADSR in fuze :)