Wishlist
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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.
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If it's technically possible, I would like support for more modulators for sound processing (each added modulator can be stacked on the previous one). As a comparison, the Yamaha DX7 synth in the 80's had 6 modulators. :-)
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@Martin I agree that this edition of Fuze is for the Switch and not for PC.
But the important thing is to make code for the Switch but not necessarily from the Switch.
And as I was saying, writing code from a PC would just be a way around the problem of multiple files and libraries.The ideal remains of course to be able to do on Switch, but as long as one cannot structure his project into several files, launching on a real project remains difficult to consider.
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@Ancientspark I'll bet those are for the NES and Super NES Classic edition, which use the same controllers as the Wii U.
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@Goldbergg said in Wishlist:
as long as one cannot structure his project into several files, launching on a real project remains difficult to consider.
There are two sides to this, both of which I think are fair.
Big projects (Unity based, Unreal engine, c++ projects etc) Definitely almost 100% of the time are multiple file projects, and rightly so.
However there are plenty of example of hobby based programming languages that use single files. Pico8 and Div Games Studio both use single files, and have produced some phenomenal results.