Wishlist
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Ok, so I reviewed the HELP section here and looked at all the commands, operators, example code, etc, and now I've got some wishes to start.
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Audio - While I'm grateful for the template to be able to make our own music/sfx, it is rather limited. For one, it's limited to the refresh rate of the code, which at most for consistency, it's set to 60fps. What if we were able to form our own raw samples and play them back? Or would that take up too much space (given that if a sample was 32kHz, 16-bit and stereo, a 30-second duration would be roughly 3.84MB)? What about a form of MML (Music Macro Language) to which we would not only use the provided wave types (square, triangle, etc), but maybe provide our own waveform samples as instruments? Would require a lot less space, and because something like that would run automatically much like when playing contributor audio, it wouldn't be limited to our program's refresh rate.
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Graphics #1 - While we can have 24-bit, 32-bit, 48-bit and 64-bit RGB(A) image types, there is at least one format that is missing, and that is 8-bit indexed. Understandable that it's missing because of how different it is to the listed direct-color formats, but it has plenty of uses. The main one is being able to change color indices at will. What that does is if you changed an index's color, any pixels in the image that referenced that particular index would now have the new color when drawn. The tutorial page for "Game - The Level" actually gives an indirect example to this in the form of a Look-Up Table. Imagine the LUT is the color palette, and the Level is the image. Change the LUT, and the level would change accordingly on the next draw phase. Maybe something along this line...
setImagePalette(handle, palArray, start, count)
handle Handle of the image
palArray Array that holds RGB color values
start Beginning index of array and image palette
count Number of entries to set
Index 0 is always transparent
Only affects images set as image_indexed-
Graphics #2 - Dunno if it's already implemented, but are we able to reference points outside of the dimensions of a source image to cause a sort of wrap-around effect when we draw? Say I have a background image that scrolls horizontally. Now when it reaches the edge of the background, one could render the background again at an offset to stitch the sections together, but if it could wrap around, then the need to render again wouldn't be there.
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Graphics #3 - Would like a means to define a section of a render target that would allow rendering to take place.
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File Handling - Currently it looks like we only get 1 file to utilize for our projects, because the open() command has no arguments to distinguish between files, which is odd considering it returns a handle. Also, unless I'm mistaken, we can only read/write strings to it. Is this meant as a means for save data for each project? Will this be expanded to allow us to save not only more files per project, but perhaps be able to save graphics, audio, and general custom data? One of the goals with my project is to incorporate a level editor so people can make their own and share them, but it can't really be done with this limitation.
I may come up with more later on, but for now, this is good.
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An option to view the source of a post or reply à la Reddit Enhancement Suite's feature. Perhaps it could be hidden in the context menu that appears on comment and posts that currently has no possible selections (at least for regular users) within.
Example:
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In the case of SmileBasic for Switch, I made keyboard emulating device using arduino and UART and it works well.
now I plan to use same device for F4NS to transfer data from/to PC.
Funny how that works out. I have a RPi Zero Wireless that I have set up to emulate a keyboard too, where I have it read a file byte-by-byte, converted to keystrokes, and sent over USB. Though when testing this on the Switch in the pop-up dialog boxes for keyboard input, it fails at reading all keystrokes. I hope this isn't the case with F4NS.
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@Legendary said in Wishlist:
An option to view the source of a post or reply à la Reddit Enhancement Suite's feature. Perhaps it could be hidden in the context menu that appears on comment and posts that currently has no possible selections (at least for regular users) within.
Example:
As useful as that might be, it is a bit out of scope for us at the moment, especially since that feature isn't even available on the full reddit site and only via browser plugin
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@MikeDX Of course. It is definitely not an important feature. I just figured I'd put the idea out there to put it at the top of the long-term feature queue :)
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In regards to https://fuzearena.com/help
Is it possible to have it in ebook format to read it offline / make comments on an iPad?
Likewise, having weekly post(s) demonstrating how to do something, walking us through solving a specific problem would be a good learning opportunities.
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A format that can be used offline on devices such as tablets is already on the "todo" list. Maybe not today or tomorrow, but we hear you!
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I've only just downloaded, so may have missed something.... but is there a guide for how the interface works (what various buttons do etc. Found the text zoom in/out by accident for example) ... If not, can this go on the wishlist? ;)
Also, how and when things are saved? (and the relationship between programs and projects)?.... Am I in danger of deleting any of the inbuilt programs/projects or are these 'write protected' in some way?
Again, sorry if this is covered somewhere already....
Loving some of these demos.... got to get myself a workstation setup so I can use a keyboard and big screen.... my eyes aren't what they used to be!!
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sorry it's off topics
@Discostew said in Wishlist:
Funny how that works out. I have a RPi Zero Wireless that I have set up to emulate a keyboard too, where I have it read a file byte-by-byte, converted to keystrokes, and sent over USB. Though when testing this on the Switch in the pop-up dialog boxes for keyboard input, it fails at reading all keystrokes. I hope this isn't the case with F4NS.
Switch USB interface is a little special.(so, not all keyboard device works well with switch)
It should be Bootmode keyboard and the maximum communication speed is 8ms.
you need to consider it.
at this point, my device works well with all switch games, so I think it works on F4NS.
Arduino is available all over the world.
so I think it's helpful for those who want to connect F4NS with PC. -
I've only just downloaded, so may have missed something.... but is there a guide for how the interface works (what various buttons do etc. Found the text zoom in/out by accident for example) ... If not, can this go on the wishlist? ;)
Also, how and when things are saved? (and the relationship between programs and projects)?.... Am I in danger of deleting any of the inbuilt programs/projects or are these 'write protected' in some way?
@Myddrak Check out this page of the help: link text I don't thin kit's everything but there are keyboard shortcuts in there
As for the saving, it happens whenever you see the save icon in the top right but certainly whenever you run your code or come out of the editor plus I think F3 on a USB keyboard.
One of the team will need to answer on the pre-installed projects protected state (or not)
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@Martin Perfect, thank you.... can't believe I missed that the 'Getting Started' page had a sub menu.... Doh!
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Am I in danger of deleting any of the inbuilt programs/projects or are these 'write protected' in some way?
You cannot trash the in built projects, but you can copy them and make your own changes to your copy.
Your projects are saved as you go. I find it useful to make a copy every day (called project - date) so that at least if I really mess it up I can go back a few steps past the undo button!
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I find it useful to make a copy every day (called project - date) so that at least if I really mess it up I can go back a few steps past the undo button!
Fantastic idea... I often like to experiment with different approaches, and was wondering how to 'branch' to a new save.... that explains it perfectly.
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My wishes (apologies if some of these are already in, I don't have the software until the eshop puts it up)
1: The option to "lock" games I share with anyone, so my code cannot be altered or examined. (they can just play the game)
2: The option to backup my Fuze code/games/projects to my Switch sdcard
3: a discord channel where we can discuss fuze and get help with our code
4: Procedures (like in BBC Basic, they were great and really helpful in keeping your code readable and tidy)
5: a fuze related public games area, where we can upload our games and lots of fuze owners can check them out (useful for billy-no-mates like me who have no nintendo switch friends)Thank you
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@AcornBBC said in Wishlist:
3: a discord channel where we can discuss fuze and get help with our code
This already exists!
4: Procedures (like in BBC Basic, they were great and really helpful in keeping your code readable and tidy)
This too already exists
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You're so quick! haha, thank you sir!
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Could we have "else if" - pretty please? :D
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First off, I just want to say how great it is having the tutorials and quick reference guide able to be onscreen at the same time as the code editor! One issue I've been having is that when the help window is open, I can't use my usb keyboard unless I click to open the onscreen keyboard. This works fine, but if I'm following a tutorial it means I have ½ of the screen taken up with a keyboard I'm not using, ¼ of the screen is the tutorial and only ¼ left for my code.
A related issue is that in the 'code panels' on each tutorial, the panel itself doesn't seem to be scrollable. This is only an issue if you're zoomed in, and if you have a particularly long line of code.
Also, I can't figure out how to clear the clipboard once I've pasted! But maybe that's in a later tutorial...
Anyway, great job so far guys! It seems really accessible and fun! Not sure if this counts as 'wishlist' or 'bug reporting', so I'm sorry if this post isn't in quite the right place.
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@cheerydan said in Wishlist:
One issue I've been having is that when the help window is open, I can't use my usb keyboard unless I click to open the onscreen keyboard. This works fine, but if I'm following a tutorial it means I have ½ of the screen taken up with a keyboard I'm not using, ¼ of the screen is the tutorial and only ¼ left for my code.
You can press F11 to keep the help window open
A related issue is that in the 'code panels' on each tutorial, the panel itself doesn't seem to be scrollable. This is only an issue if you're zoomed in, and if you have a particularly long line of code.
You can scroll that window with the right joy-con
Also, I can't figure out how to clear the clipboard once I've pasted! But maybe that's in a later tutorial...
I do this by copying a space! Probably not the best way (how do you clear your clipboard on your computer?)
Anyway, great job so far guys! It seems really accessible and fun! Not sure if this counts as 'wishlist' or 'bug reporting', so I'm sorry if this post isn't in quite the right place.
Thank you 😊
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@AcornBBC said in Wishlist:
1: The option to "lock" games I share with anyone, so my code cannot be altered or examined. (they can just play the game)
I believe this shouldn't be added, being able to examine other people's programs is huge for beginners as examining other people's code can help them learn to understand how and why something works. Obsfucation and locking down I feel is a culture that should not be invited for a program that is sure to bring in lots of beginners.