How do I use the Pixel Art I create?
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Hi @Alexander, the ability to view and paste your own artwork into code will be included in the first patch, which is coming soon. I apologize for the confusion.
For now you can use your own art created using the image editor by referring to it by the image name only. For example if you make an image named "car", your code would look like
img = loadImage("car")
. (No project or folder name required.) -
OK, thank you, and thats very confusing.... can the image be used a sprite sheet or must we create multiple images?
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Also, img = loadImage("imgname") doesnt work... i guess, ill be waiting for that patch...
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Double-check and make sure the image you've made with the image editor is in the same project that your
loadImage
code is in. You can check by going to the image editor and selecting your current project.The image can be used as a spritesheet, but you'll have to manage the drawing of it yourself by specifying the source properly in
drawImage
. A future patch will include the ability to create spritesheets that are compatible with thedrawSheet
function. -
yeah, funny enough i just came back to say i tried that... works... was trying it in a different project... is new, switch's limitations dont make file management any easier... im tired, was building the background while playing another game online... ummm, is their any specification to layering, im guessing whichever image is called last is on top...
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That's correct, when using
drawImage
style functions, whichever image is drawn last will be on top. When using sprites, you can use depth sorting. -
Hi Alexander
Take a look at this help page:
https://fuzearena.com/help/view/Image Editor
It details how to create an image using the image editor, how to access the stored file, hopefully clears up potential confusion and also provides a code example at the end for accessing the file in a project.
It doesn't go into detail about creating your own spritesheet, but this is planned for upcoming videos.
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s'all good, we got it sorted... 10k+ lines of code later and now i can play the game...
now, until I can sell copies of it...
Ill just enjoy playing it...should probably find out how to copyright it or trademark it or whatever...
already gotta make a trip to the courts later to see if i need a business license for my other pursuit...I'm tired though, waited to implement scoring after the fact and originally thought it would be easy, took a bunch of turns and finally made it work... but, it was as easy as i originally thought, but, not how i started thinking it should work...
Also, is it me or does colour matching not work with an if statement... like, if blue = blue then...
cause i was trying alot of crazy stuff and that one really never worked...oh, and gotta love when you put the wrong values on things...
had to scroll through like 5k lines of code because the asterisk*bug added an asterisk in the middle of my endif statement... and everytime i tried launching the program it would just shoot me to the update () with the TK_REPEAT error... mehhh...Is there a way i can write code into the code from my program itself? or even the clipboard to paste elsewhere...
cause, that would save me abunch of time... and would be great for future projects.. -
Hi @Willpowered, can you elaborate on, "the ability to view and paste your own artwork into code will be included in the first patch"?
What's the recommended pipeline for sprite artwork? Given the limitations of drawing artwork on the switch itself, I was wondering if some kind of code export format from a PC-based sprite editor might be the way to go? (lots of typing hexadecimal values in on the switch).
Jake -
@jacobmph Sure, I can explain that a little further. To use images included in F4NS you can press the media key on the on-screen keyboard to open the media section, and from there you can paste image names into code. However, in the version the same is not true of images created with the image editor. In the current version, you'll have to remember the name of the image you've created and want to use, and load it with
loadImage("name")
.The next patch should add an entry for your current project in the media section, which you can easily select and view the images you've created with the image editor that are in your current project. You'll then be able to paste the names into your code, instead of having to remember them.
Let me know if that was able to answer your question!