Can we get a traditional drawing app
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@Martin thought that might be the case
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@Martin If you add functions for creating and saving assets from within a fuze program then we could write and share our own image editors;)
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Trust me, we're already aware of these things! Wait until the next update comes out and I think people will already be a lot happier. Maybe not specifically on this topic but things will be getting easier.
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Is there a set date that the update is coming out or is it undecided
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Not yet. Even when we are done with it we won't know because it has to go through various processes outside of our control that we're unable to go into detail about.
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@Jonboy yes please to all of this
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@Jonboy although would that include mobile restricted users? I dont have a pc and I dont know if there's anything for my s10 for creating models...
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So now I have a question for you folks. Is saving arrays as files or whatever so you can have save data for games a thing? I can't port a 3ds game I made on smilebasic because there's no way to save data that I know of. Just curious If that's in your head.
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Lookup "File Handling" in the help. It's rudimentry at the moment but it is there for the purpose of game saves
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The file handling, if planned well, can be used for level data, hi score saves and just about anything else really.
It is a single file - treat it like a hard disk, but you need to write the OS for it - this sounds much harder than it actually is, honest!
For example, You could have the 1st 1,000 bytes for high scores, then blocks of whatever required for level data. As long as you use rewind and seek properly to avoid over writing data then you are fine.
It is quite simply a block of data - what you do with it is up to you but all the commands are there to do it.
The only way it differs from other systems is that you only have a single file (per project) so you need to plan in advance.
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@Zypher said in Can we get a traditional drawing app:
So now I have a question for you folks. Is saving arrays as files or whatever so you can have save data for games a thing? I can't port a 3ds game I made on smilebasic because there's no way to save data that I know of. Just curious If that's in your head.
Saving an array in Fuze should be pretty easy: just loop through your array and keep appending to a string-- make sure each entry in the string is a fixed width (so, just pad with spaces or whatever character you want). Once your loop is done, open your file handle, save the string to the file, and close the handle. Done!
There are no built-in "pad" functions in Fuze that I could find, unlike other programming languages-- so what I do is just fill it up with 0's (or spaces maybe in your case) past the point I need, then trim it to my delimiter afterwards. Nice and clean!
Then to load it back, open your file handle and loop over the string, lopping off your fixed width each time. Store each lopped off bit back into your array.
Here is how I did it in "Skatey-Cat" (game I've been working on). My total file is 100 characters (10 high score records of 10 characters each). One small note: for line 1892, you probably won't want the " - 1" in the loop-- there is a game-specific reason why I ignore the last record.
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@Spacemario thanks man! That might help me alot!
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@Zypher No problem at all! Let me know if you run into problems and I can try to help.
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@Zero-Division Fuze's competitor Smilebasic4 which is also for the switch has mouse support. So yes this is possible!
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We'll do our best to look into it!
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