Wishlist
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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.
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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.
I understand your reasoning and you have a valid point but I'm saying this as I've run afoul of this thing some time ago, when I was trying to learn a programming language and I showed my game to a forum and what I got back was 10% helping and 90% mocking and "elitist expects" laughing at my code and saying how bad it was.. Needless to say I don't like crap like that and I never showed my game to anyone ever again. I don't want to be mocked when asking for help. So I would happily have someone check out my game but I really wouldn't want them browsing my code and mocking me for how badly written it was. I really don't need that.
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I'd like to switch from QWERTY to AZERTY keyboard, maybe it's already here but I didn't see it so far
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@AcornBBC said in Wishlist:
I got back was 10% helping and 90% mocking and "elitist expects" laughing at my code and saying how bad it was..
There is no place for people like that here and we have a zero tolerance policy on foul behaviour
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Haha, AcornBBC - I am a great example of terrible code that somehow... honestly somehow, produces half decent results. My code is inefficient, untidy, worse than old-school and usually illegible. So woe betide any one laughing at others code - they will feel my wrath rain (reign) down upon them as a torrent of badly placed bytes nibbling away at their bits, all 64 of them.
Simply, this is a learning hole. You have already reached great heights if you have put together a falling rock game - ask Mike, he is king of the descending pixel.
This is simple;
loop
print("LOL Dudez")
update()
repeatAnything beyond and you are already above 99% of the species!
Saying that, there is room for the true elitist - they can laugh at us all but, man alive, they'd better be good, they'd better be gods!
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I see we have a means to "flip" sprites and such on their X/Y axis by scaling, but do you think maybe we can have a dedicated "flip" function for some of these types?
Also, I noticed when checking about drawing a quad with the source dimensions extending outside of the source image, it does a "clamp-to-edge" effect where the edge is repeated. Maybe have an option (not just for drawing a quad) to change how rendering is done beyond a source's dimensions? I know OpenGL can do things like repeat, mirror-repeat, clamp-to-edge (which is what FUZE is doing), and clamp-to-border.
Speaking of drawing quads, while we have x/y/w/h for the source, what about having the same sort of control for source like what we do for destination (which has an 4-element array of 2D points)?