Wishlist
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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.
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While the chances of importing/exporting our own code, graphics and audio from/to SD card is unlikely (mainly because of how that could open up unwanted access to the system), could there be an alternative means of importing/exporting? As it is, we can share our stuff among friends, and in the future there may be a site-wide means of sharing, but what if we used the site as a means of importing and exporting? Perhaps each registered user with a linked Switch got their own small personal storage space on the private server for uploading/downloading (done through the site), which each uploaded item gets reviewed to make sure it won't cause unintended results if used with FUZE4. Then if it passes, it becomes accessible to the maker on the Switch itself as if the storage space was like a unique friend sharing their stuff. Not a quick alternative, but an alternative nonetheless.
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@CharredChase I see someone's thinking about a wavedash mechanic ;)
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@Discostew said in Wishlist:
While the chances of importing/exporting our own code, graphics and audio from/to SD card is unlikely (mainly because of how that could open up unwanted access to the system), could there be an alternative means of importing/exporting? As it is, we can share our stuff among friends, and in the future there may be a site-wide means of sharing, but what if we used the site as a means of importing and exporting? Perhaps each registered user with a linked Switch got their own small personal storage space on the private server for uploading/downloading (done through the site), which each uploaded item gets reviewed to make sure it won't cause unintended results if used with FUZE4. Then if it passes, it becomes accessible to the maker on the Switch itself as if the storage space was like a unique friend sharing their stuff. Not a quick alternative, but an alternative nonetheless.
All I can say really is that we are well aware of the desire to expand on sharing / importing / exporting and it's an area that once we have the initial issues out of the way and under control I'm sure we will look at. As you've already mentioned however our hands can be a little tied in this area.
As for the specific suggestion, it's an interesting approach to add to the pot of ideas.
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@seggiepants I think resizable arrays are already a thing. In one of my projects, I used something similar to the below
myArray = [0,1,2]
and later in the program used
myArray[3] = 3
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@seggiepants I think resizable arrays are already a thing. In one of my projects, I used something similar to the below
myArray = [0,1,2]
and later in the program used
myArray[3] = 3
Yeah, I figured that out today. Arrays can be expanded, but as far as I know there is no way to insert at index or remove at index
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Keyboard Style: Could there be one where all the columns are linear? (Grid aligned, at least for the top 4 rows)
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@seggiepants I think resizable arrays are already a thing. In one of my projects, I used something similar to the below
myArray = [0,1,2]
and later in the program used
myArray[3] = 3
Yeah, I figured that out today. Arrays can be expanded, but as far as I know there is no way to insert at index or remove at index
are you sure it isn't just array indexing being broken?
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@seggiepants I think resizable arrays are already a thing. In one of my projects, I used something similar to the below
myArray = [0,1,2]
and later in the program used
myArray[3] = 3
Yeah, I figured that out today. Arrays can be expanded, but as far as I know there is no way to insert at index or remove at index
are you sure it isn't just array indexing being broken?
I can guarantee it. Working on an expandable struct array for a map made of rectangles and triangles. (Will send gif when off campus)
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@ybasic I am sure it's working as intended, otherwise, I'd be having trouble with my implementation in my project. :)
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Here's my wishlist: CRT filter like we have with Nintendo's NES/SNES Mini Classic devices :)
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The ability to make our own variable-argumented functions, similar to how
print
andprintAt
can take any number of arguments. -
@Tratax you're in luck! I don't know very much about it myself but we do have a CRT shader :) check these help pages for the info
https://fuzearena.com/help/view/renderEffect
https://fuzearena.com/help/view/setDrawTarget -
@Eearslya This will very helpfoul, but sometimes some flexibility in types for function arguments helps to not have to implement overloads which are essentially the same code just with the types changed