Wishlist
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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 :)
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@MikeDX oh cool thanks. I had been using airwaves and set modulator and switching between channels as it rise and falls. Was difficult...
Setfrequency it is!
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More arguments for the controls() function? Maybe something like what kind of controller it is (Joy-Con/Pro Controller/GameCube Controller)?
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@CharredChase Maybe also some analog trigger support?
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What are you using to connect the GameCube controller? Switch JoyCons don't have analogue triggers do they? (I don't own anything other than the attached joycons)
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@CharredChase said in Wishlist:
More arguments for the controls() function? Maybe something like what kind of controller it is (Joy-Con/Pro Controller/GameCube Controller)?
I would also like to know if it's (at least) a pro controller or a joy-con. (The HD Rumble typically needs to be scaled down on the joy-cons compared to the Pro Controller.)
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@Martin I’m using a 8BitDo Wireless Adapter to connect the GC controller. I asked a friend, and he said that analog isn’t supported, but I’m not sure, as this adapter shows up as a regular Pro Controller.
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@Martin they sold GameCube controllers for the switch I believe to keep the smash players happy. They also make nes and snes controllers for switch
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I work at Walmart and the NES and SNES style controller state that they are for a different system than the switch.. I THINK it's still WiiU but I almost got one until the electronics associate told me they do not work on Switch.. but if you know they do I'd LOVE a confirmation.