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    Time keeps running when game is on stand-by

    Bug Reporting (FUZE 4 Nintendo Switch)
    time
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    • spikey
      spikey F last edited by spikey

      Oh, well after writing this, I had the idea of the workaround, so I think this is not much of an issue, but maybe good to know.

      Because when coming back from stand-by, all notes in my program were played at the same time!😵‍🤬

      loop
      clear()
      print(time())
      update()
      repeat
      

      For reproducing the behaviour:

      1. run the program
      2. go back to the Switch Home menu with the home-button on the Joy-con
      3. wait 20 seconds
      4. Go back to FUZE4
        -> it will show > 20 seconds, but I would expect it to just continue the up-counting of seconds where it had stopped before.

      As a workaround I will try to check if a note should have been played longer than 2 seconds before and skip it.

      1 Reply Last reply Reply Quote 1
      • E
        EvanTropFun last edited by

        It's with the date i thinks if it is 10 am you turn off your swicth, turn on it is 11 am
        deduction 1 hour has passed, the time () function works as I think

        spikey 1 Reply Last reply Reply Quote 1
        • S
          Slydog last edited by

          Does deltaTime() accumulate while in the Home screen?
          If not, you could have a global time variable that you increment using deltaTime().
          Or, you could check for a difference between time() and the previous call to time() (prevTime?) and check if it's greater than a threshold, and handle accordingly.

          spikey 1 Reply Last reply Reply Quote 2
          • spikey
            spikey F @EvanTropFun last edited by

            @EvanTropFun That means it saves the start date-time of the program and time() always returns the current date-time difference. The help says: "Get the current system tick count". So, its the current system tick count, since the program has started. I would say, the concept of having the real-running time measured would be more convenient. Example: you have a game time and "pause" your game by leaving to the Switch Menu and getting back later.

            1 Reply Last reply Reply Quote 0
            • spikey
              spikey F @Slydog last edited by spikey

              @Slydog Thank you for your suggestions, I think the threshold workaround, is what I mentioned, if I understand you right. The deltaTime() I would have to investigate further.

              1 Reply Last reply Reply Quote 0
              • Kat
                Kat Fuze Team last edited by

                Thank you for the report!

                1 Reply Last reply Reply Quote 1
                • E
                  EvanTropFun last edited by

                  For me it's not a bug it is even rather practical for some game

                  spikey 1 Reply Last reply Reply Quote 0
                  • spikey
                    spikey F @EvanTropFun last edited by

                    @EvanTropFun If you are referring to the scenario for games measuring time that has passed since the last run, we could use https://fuzearena.com/help/view/clock to get the real clock.

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