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Easy FPS Editor v1.6

Simple way to create an old-school First Person Shooter! · By JessicoChan

Bug reports Sticky

A topic by JessicoChan created Jan 28, 2022 Views: 13,781 Replies: 450
Viewing posts 61 to 130 of 130 · Previous page · First page

test game will not work, even if i make the folder, build the project, just wont work.

i cannot place an enemy, it just crashes, it softlocked my project and i had to restart

my projects got softlocked 3 times in a row, i have an entire day wasted with this.

Deleted 1 year ago

> Check it out if you like

> Not gonna tell how

Nice one. 

Sorry! I use a translation program, and unfortunately it doesn't translate as it should!So, I thought I'd let the developer know in case he doesn't know about this...If you know about it, fix it, if not, send me a Private Message and I'll explain it to him, but not here! If I write the solution here now, it could ruin his "business". 

Well, I accidentally deleted what I wrote before! It was not intentional 😅

I have no idea how to send PM here, so please, write it on e-mail:
keshafilm@rambler.ru

Hi! Thank you for your email address, I'm writing now. 

I sent you a message!

Got something in the scripting changed?

I used a simple script in my Hub Level, to teleport the Player to different points on the map.

It allways worked, but after converting the maps it just crashes the game.

Script:

if $global.value == 1 {

player teleport 4 22

}

if $global.value == 2 {

player teleport 19 4

player rotation 0 180

}

map return

(1 edit)

Ok, i got it. Since the last Update there is a Z coordinate i have to put in.


Edit:

Okay....looks like its something else too.

In an other map i use a Teleport and it crashes even with the Z coordinate.

player teleport 16 30 0

player rotation 0 90

map return

Developer

It's a good idea to try removing some lines and see what causes the crash.

It might be that it's not a teleport thing. It looks fine.

I tried a new map with a barebones Script.

It does not crash but it freezes and i have to alt+F4 out of it.


player teleport 16 30 0

map return


I have no clue what to try now.

It would be nice if they would finally write the manual, including the script part...  :/

You can find most of it in the EFPS wiki

https://ragnarrandom.com/uefpsew/index.php/Old_Manual_Scripting

Deleted 1 year ago

No workarounds. Use the last version. 

(2 edits)

1. Shooting straight up at the sky crashes the game.

2. Walking at a closed door (holding S while the door is behind your back) makes all the entities flash (they dissapear for a second and reappear, they do it individually, not all at once)  EDIT: actually standing in an open door does it too

So again, has anyone else problems with the Teleport command?

I tried different maps, scripts, even started a new project but everytime i get the same results.

Player steps on Trigger, game freezes.

The Script again:

player teleport 22 14 1

map return


The map is empty beside of the floor, the trigger and the Spawnpoint.

Developer

Triggers scripts are broken as of now.

They're fixed for the next version

Ok, that explains it. Thanks man.

I can't test my game and  I don't understand the solution if it's typed text. Can I ask the owner to make a clip of how to fix it for you to watch?(Sorry if the English I typed is vulgar or hard to read as I'm not very good at English, I use Google to translate.)


Deleted 1 year ago

That's not the fix of your problem, actually. If you managed to delete an enemy or decoration, you will need to fix their order in Enemies.dat or Decorations.dat after adding a new ones.

enemy's with projectiles aren't shooting them, they just play there attack animation and then nothing comes out.

Projectiles is broken for now, we aware of this problem. 

Hi!  Somebody please tell me which is the most stable version, because it is useless for making a stable game. Thank you. 

What are you talking about?

The last Version has the best options to make your game look good (more options for custom modifiers, lights and entities on different floors). But Triggers don´t work right.

The Version before works the best, most things work as intended but you don´t have the better custom modifiers and all entities work on just one 2D plane (floor 1).

The Triggers don't work anymore with .script files.

Developer

This has been fixd and will be there with the next update.
When - unsure.
Perhaps in mid or late january.

OK thanks

Deleted 1 year ago

Noted, thanks. 

Deleted 1 year ago

How exactly you spawning it and with which command?

Deleted 1 year ago

Are you using any FSM for your enemies?

Because seriously, I can't reproduce this bug, it was fixed two or three versions ago.

Animation problems:


Trying to define an animated tile such as xwater0 with the frames xwater1, 2, 3, and 4 crashes the editor

It happens for the first time, but then it should work without any problem. After first crash there will be an empty frame after adding another - just delete it.

You posted a screenshot of a 3d gun, but i have only option for sprites. How to i import gun models?

What do you mean by "option for sprites"? There's a Model Configurator in Advanced tools where you can assign 3D stuff for almost everything.

ok thanks I'll try it when I get home.

Clicking Audio in settings crashes the Game

make sure you have a Menu.ogg music file in the /Music/ folder. i made a dummy Menu.ogg with 2 seconds of silence to act as a placeholder. the engine seems to crash in the audio menu if you have no music loaded, atleast in my testing.

Hey it Worked! Thanks mate 👍

Hello, guys, help me please!

I'm having a problem displaying weapons! Sorry in advance for my English, I don't speak it very well. 
Problem: I set all the weapon sprites, animations and when I go to calibrate the X, Y and Scale axes, 
the weapon hands just don't show up. I'm attaching screenshots below, thank you all for your help in advance!


what is the size of your weapon?

i do this method to simplify my weapon sprite creation:

i make all my weapon sprites 320x180 and place the weapon in that sprite as i want it to appear on the screen



this makes it fit exactly as i want it to at scale 1, and i dont really need to fiddle with the position. setting the y position to about 30 to 50 compensates for the weapon bobbing. it also makes it easier to align my weapon animation frames cuz the images i am making represent exactly what is on the screen.

if your weapon sprites are huge, then at scale 1 they are just too big for you to see them without adjusting the scale to 0.1 or some such. just play with the scale if you are adamant about having large sprites for the weapons.

Thank you very much!!!

This method really helped me a lot! It's strange that nothing specifically 
was written about the size of the weapon sprites, so I set the 
resolution to 1280 x 720 and thought that it should be so. 
Once again, thanks a lot for your help!
(1 edit)

you are welcome

there is much with this engine that is learning tricks and such, and trial and error. the guy who made it has a fulltime job and documentation is an ongoing work in progress. i started a wiki to provide community documentation but there is not much there and its outdated, its all from the old version. just keep grinding, when you dont understand how or why something works, ask and if one of us knows we will try to help. and backup your project folder regularly, it can be easy to brick a project if you are not careful and learn how the engine works.

Developer

Yeah, bricking is.... often...

I wonder if I should make auto-backup option so it would back up the entire project when saving... would take a lot of space though...

once you get to know the engine, it's actually pretty easy to un-brick tho

every project i have bricked has been because the engine was looking for files that didn't exist anymore because i screwed up, and you can "un-brick" that by editing dat files

but editing dat files is definetely not recommended 

and i hear you on the weapon sprites not needing to have all the empty space. i just find it makes it much easier when actually making the weapon sprites, i can just add layers in paint.net and onion skin, knowing what its gonna look like on the screen, and i don't have to scale it in the editor cuz it already sits where i want it to sit. i imagine it wastes some memory, but i have never noticed any impact and its become a standard part of my workflow

Developer

There should be hardly any impact on performance, considering everything else engine does. 

Just loading time and memory usage will be higher. Also, not every GPU supports big textures, but I imagine it's not that big of a problem nowadays.

Developer

Actually resolution is not really restricted. You just have to scale your sprites properly. It's a good idea to crop your sprites (all of them should be the same size though) so it would show at the top left corner and then adjust their position by enetring X and Y values.

(1 edit)

Guys, hello again! I do not know where to turn, but I would like to ask you again for help! 
How to wrap text to the next line in VN mode? 
I don't understand how exactly the "string" variable is supposed to work. 
For example: 
I need to display the following text in a textbox: 
Joe: 
Hello! I see you! 
But I only get this: 
Joe: Hello! I see you! 
Can you post your example please?
My code:
vn 1 
text "Joe:Hello! I see you!" 255 153 51
map return

afaik you can't line break.

it will go to the next line when it's ready. you can scam this by adding a bunch of spaces after "Joe:" so that the line will wrap where you want it to.

ie:

text "Joe:                                      Hello! I see you!"

you will have to test and fiddle with it and get the number of spaces needed figured out

Use # to wrap it to the next line.

Example:

text "Hello. # How can I help you?"

Thank you very much, guys!

I am truly grateful to all of you! Sorry for the importunity 
and maybe the fact that I'm posting in the wrong topic!

Really not sure if these have been mentioned before or not, if they did then I apologize, but these are detractors I found while using the engine:

-The ammunition you have on you when you die stays in your inventory when you respawn; if you pick up a pistol with 10 bullets, then die with it, when you respawn and pick it up again you will have 20 bullets

-Enemies can occasionally chase you in their hurt state, this happens by default even when creating them with the in-engine editor. The basic FSM for enemies from the manual is even worse, enemies just keep walking around with idle, attack, and hurt frames instead of properly reacting. I managed to sort of fix the hurt movement by making them default to idle rather than chase upon getting shot, but the rest are still a mystery to me. I understand the states are adjustable and with some work, this could be fixable by the user, but still, tighter, closer to default in-engine behavior from the get-go would be preferable for editing.

I really hope to see these issues resolved, I love this engine so far and these minor issues are the only negatives I can even think of.

Developer

FSM manual had some errors on the base states for enemies. Will be fixed in the next version someday. Until then, you can try asking people who made a working one since I can't provide one ATM.

Thank you for the response, I suppose I will do just that. Best of luck with development on the updates, by the way!

Hello when ever i try to test a level or play a game I download made with this tool i get this message I tried installing the latest  microsoft visual c++ redistribution but I am still unable to start any game

I got this problem too on my new laptop. I think I finally fixed it by downloading both the 32 bit AND the 64 bit (x64) version of the visual studio c++ redistributable. I think the error occurs when only 1 version is on your computer, you need both versions. 

thanks bro 

the text game button does not work the only way I was able to play my game was to build it and then open the exe

I have encountered many MANY other bugs in the last few hours of play unfortunately i was not keeping track

2 others seemed to be resizing the weapon sprite would make the editor crash and and changing the weapon fire sprite would also make the editor to crash

Developer

There are many reasons why your game can't be played in test mode.

Most probably - you have windows defender restricting it from launching an EXE from the editor. You can actually just use a bat file (or create a shortcut) and put "-file YOURPROJECTNAME" as argument to launch your project. The exe should already be in the "projects" folder. If there is none - that is the reason for being unable to test your game.

OR you may not have your projects saved in the /$EFPSEInstallFolder/Projects/

if you try to save your projects elsewhere it will bug out on you

hi I found another bug if you give enemies speed over 370 they can sometime run through walls

Developer

Yes, that is a limitation of collision checking, not a bug.

Just don't set the speed to a high value.


When I try to load a project on my FPS editor 1.5 pro it is saying something is going horribly wrong and crashes, how do I fix this?

you probably have space or special character in your folder or one of your files, that is usually what this means.

go through your project folder and look at all your files, see if there are any spaces or special characters

all folders and all files need to be strict alphanumeric characters only.

Ok so how do I add my textures so they go in the game? I add a new texture and it won't show up also when I load the game I saved it crashes and won't let me play. Obviously because those textures aren't in the game? I was told to put them in the menu file? And which menu file do I put them in, the project file I created and saved?

who told you to put them in the "menu file"? and what is a "menu file"?

all you have to do is import textures using the editor, and they will go where they are supposed to go


Hello, there is a problem on the engine if you put transparent textures, then the game will not be displayed on the floor , not the wall , not the bottom and top is not displayed

(1 edit)

this is a known issue.

try using custom modifiers and place them on the transparent textures.

i managed to get a transparent textured fence to work using modifiers

also: mad props to you for using my hand in your test game. it is a hand that i am very fond of, it has been been my.... right hand man..... for 38 years now. gotta hand it to ya.

I brought a copy of itch.io but today it will not recognize my license

everything is placed into C:/pro


Developer

You have to run it through Itch.io client

hello i have another problem i cant test play on the editor its not working is there a fix for it

Developer

Check that you created your project in a proper folder: it should be inside "Projects" folder inside root folder of editor. eg. "C:/EFPSE/Projects/MyProject"

Hey! Loving the editor so far. Got two quick questions:

1. When going to the next level, the player keeps whatever weapons they've acquired, but the ammo doesn't carry over. They only have one stack of ammo. Happens in-editor and in the build. Not sure if that's a bug or just a limitation (I'm currently using Free).

2. Planning on buying the Pro version, and was curious if I could import projects over (by copying the project folder), or if I will have to rebuild.

Thanks!

Developer

Ammo should be properly carried over to the next level. If it doesn't it might be a bug.

And yes, you can just copy your files to move your project over to PRO version.

It seems to be happening across all my projects. Even starting a new one doesn't fix it. Any idea what could be causing it?

I've figured out the problem! Though I don't know how to solve it. It only happens when you set the weapon's magazine to 0 (to remove reloading). When you have reloading enabled, it starts your gun fully reloaded on the next level and keeps the correct total ammo. My guess is that when reloading is disabled, the total ammo and magazine ammo are read as the same thing by the engine, and sets your "magazine" to one stack, overwriting your total ammo.

Can't get Splashscreens to work. I followed the manual's directions and put "Authors1.png" in the Titles folder, but it doesn't play in the Editor or in the Build. Building without packing shows that it doesn't even copy the "Authors1.png" file to the build's Titles folder (the cutscenes are there).

if you put an Authors1.png into the data/titles folder of the unpacked build, does it work then?

Got it working! Not sure what the issue was. I tried a fresh install, and it's all good. Thanks for the assist!

(2 edits)

КАК ИСПРАВИТЬ СРАЗУ ГОВОРЮ Я ПРОБОВАЛ ПЕРЕУСТОНОВИТЬ И ОПЯТЬ ДЕЛАЛ КАРТУ НО ВСЕ ВРЕМЯ ЭТО ЭДИТ ( У МЕНЯ ТЕПЕРЬ ПОСЧЕМУТО ВИНДОВС ЗАВЕРШАЕТ ЕГО РАБОТУ

НУ НЕ ЗНАЮ НАВЕРНОЕ НАДО ОПИСЫВАТЬ ЧТО ТЫ КОНКРЕТНО ДЕЛАЕШЬ

я просто посроил карту из таилов и когда нажал тестировать то нажад new game и получилось то что на картинке . 

можешь показать туториал как ты его установил

вот поменял фог

стены кстат полностью пропали и даже колизии не осталось

Is entity spawn script working? It is doing nothing. Is it a bug? What Iam doing wrong? " entity spawn spider 14 6 2 "

entity spawnat spider 14 6 2


spawnat not spawn

Oh, Thank you Very MUCH! Finally it works! :) many thanks you saved me. ( I was trying to find out for hours)

yah i think the old manual has it wrong (cuz it was changed at some point) so make sure you have the new manual from the stickied post in the community forum

Yes, I was using old manual. Thank you again :)

Hey! I have been testing around with easy fps editor the last couple of days and learning the ropes. I really like it .
However yesterday when testing my game I tried just for the fun of it to go into settings and change the game to fullscreen.

Ever since nothing happens when I try to run my game. No crashes or anything , nothing just happens.

It worked just fine before I ran it in fullscreen. Is there a way to turn the game back to window mode without having to start the game and change it in the settings?

Thanks! <3

Config.ini

I am really bad at this techincal stuff so had no idea what to do at first. But in the config file I tried changed the 1 to 0 on fullscreen and it did work! Thank you! :>

Hello again! I have ran into a new problem. 
I need help with scaling the sprites for the weapons. I have no problem changing where the sprite should be on the screen with the X and Y position.
However when changing the scale of the sprite/gun I can only get it to be super tiny by having the scale on something brutal like 0.00999. I dont seem to able to

get it any bigger than that before it dissapears from the screen for being too big I pressume?
I have tried putting it in munus. But the software seems to crash as well if I try to put the scale in  minus . Like for example ¨ -50¨  or such.


Any help/ recommendation on scale or what to do? 

Thanks!



(1 edit)

your weapon image much be huge

and no, you cant scale to a negative value

try manually changing the scale of you weapon sprites in an image editor, this should make it easier to reposition and scale in the editor.

a huge weapon sprite serves no real purpose, it would be scaled down in the editor anyways and is just a waste of space and memory to load.


this is my method for creating weapon sprites easily:

make a 320x180 image canvas and place your weapon sprite in the canvas where you want it to be on screen, then offset the y axis in the editor to compensate for weapon bobbing

example
Developer (1 edit)

Oh, but higher res sprites DO have a purpose.

When you render your sprites and want to have sharper graphics you'd need higher resolution for weapons.

I think they were simply too big, I made them smaller and it worked now! Thank you!

Now my question is, in the weapon design list. Is it possible to make the gun shoot more than one bullet at a time? Think like an ordinary fps shotgun.
I know I have played at least one easy fps editor game where they had a proper shotgun so I know its possible.

Thanks!

for more bullets change the bullets number

then fiddle with the spread to make your shotgun spread as you want it

Aaah okey that make sense! Thank you!

So, after a long time i wanted to start my last Project over. It didnt work anymore because of the broken Trigger Scripts. I thought they where fixed but now they are broken in a different way.

After stepping on a trigger the Game freezes. The Menu works fine, even after the game freezes.

Developer

It's not frozen. You have to tell the script to go back to game:

map return

holy shit, i´m so dumb. It´s a long time i used the engine. Thx man.

I cant set to work script for sound, Iam using : 

sound bell Sounds\story\sound.ogg

play sound bell

but it just dont work. What Iam doing wrong please?

Developer (1 edit)

Use slash, not backslash.

And sounds may only be WAV files. Ogg is for music

Thank you very much!!!! Thats it! It works fine now. Thank you <3

There is bug with loading system. If you Load game there is always duplicate of every enemy on map.

What version are you using?

Thanks for reply <3 . Iam using 1.5 - PRO (its last version right?)

You 100% sure it's not an experimental version, right?

Ye Iam sure.

Well, that's weird because we was sure we fixed that problem. Will look into it, thanks.

Thank you very much! It will always create only 1 duplicate. I tried if you save and load (then you got 2 enemies) and then again save and load but they remain only 2 never more duplicates.

Hi there-- I've tried to use .mp3 and .wav files for the game music but I can't seem to access them when I click the music option under map properties... what files am I supposed to use for this ?

OGG, obviously.

Hello, dear forum users!

Yesterday, during a test run, my computer turned off and today, I wanted to go into the project and finalize the map, but instead of launching, I got an error. Has anyone experienced this or know how to solve it? I don’t want to lose the whole project, but I didn’t make a backup.

Here is the error itself:

Source: mscorlib

Reason: Input string was not in a correct format.

Stack trace:    at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)

   at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)

   at System.Convert.ToInt32(String value)

   at EasyFPSEditor15.Resources.LoadSinglelineResource(String path, Int32 type)

   at EasyFPSEditor15.Resources.LoadAllResources(String dataPath)

   at EasyFPSEditor15.Editor.OpenProject()

   at EasyFPSEditor15.MainForm.OpenProjectToolStripMenuItemClick(Object sender, EventArgs e)

   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)

   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)

   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)

   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)

   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)

   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)

   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)

   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)

   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)

   at System.Windows.Forms.Control.WndProc(Message& m)

   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)

   at System.Windows.Forms.ToolStrip.WndProc(Message& m)

   at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)

   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)

   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)

   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Developer

You can try copying your resources and maps into new project and then grdadually copying .dat files, one by one, checking after each copy to see which one gives this error.

Then you'd need to just re-add everything that's corrupted in this file. It's probably textures or maps list

Thanks for your answer, but nothing helped and so I started a new project again!

For some reason I don't have the option to add any music as none of my mp3 or wav files appear?

As far as I know, EFPSE only supports the OGG format for music.

can't open a project, this is the log, what can i do?


Source: System.Drawing

Reason: Out of memory.

Stack trace:    at System.Drawing.Bitmap..ctor(String filename)

   at EasyFPSEditor15.ResourceTexture.Load(String path)

   at EasyFPSEditor15.Resources.LoadSinglelineResource(String path, Int32 type)

   at EasyFPSEditor15.Resources.LoadAllResources(String dataPath)

   at EasyFPSEditor15.Editor.OpenProject()

   at EasyFPSEditor15.MainForm.OpenProjectToolStripMenuItemClick(Object sender, EventArgs e)

   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)

   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)

   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)

   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)

   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)

   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)

   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)

   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)

   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)

   at System.Windows.Forms.Control.WndProc(Message& m)

   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)

   at System.Windows.Forms.ToolStrip.WndProc(Message& m)

   at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)

   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)

   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)

   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Developer

Well. It's as it says. 

You're out of memory. See if you're not trying to load a few 256mb textures.

(1 edit)

This is what's confusing. I checked my textures and everything was a couple hundred kb (whole textures folder was 40mb). Made a new one recently where the entire textures and assets were around 6mb total and got the same problem. Keeps happening and being temperamental and once it happens the project simply won't open ever again. 

Always get this message: something went horribly wrong and an unhandled exception has been caught. The editor will close now. Log was saved to error.log.

update: halved the resolution for all of my assets, seemed to work. After hours of putting something together a new problem has emerged, now whenever I try to test the game game.exe does not work and I cannot test.

Developer

Are you sure you created your project folder properly?

Projects/Name <- that's how it should look. Relative to the root folder of the editor

Yes, projects folders are correct. I think it has something to do with adding too many textures or something (though as stated, my file sizes are all relatively small)

Developer

It shouldn't be a problem at all in the first place. Try copying your project files manually into a separate folder, name it "Data" and put Game.exe nearby. Then try running it.

(1 edit)

In the test game: the light is not round, the dark is not completely black


but in the build game everything is different,

when you finish the game it's depressing and looks different than in the editor

any tips how to fix it?

in a build game:

Just change the lighting settings in the game.

Hi, I would like to report a visual bug. After loading a game save, lights on the floor seems to not look as smooth as after clicking the new game. I was testing many lught points beside eachother and the effect was amazing but only if you starting a new game, because if you gonna save a game, close it or going back to main menu, and then if you gonna load the game, smoothly blended lights are being separated from eachother in the edges of every single floor.


Anyway great and inpressive work, I'm gonna make few games using Easy FPS Editor

Clicking on the audio tab in a game build causes the game to crash. Is there a fix or work around?

Found a work around, clicking o another tab then audio fixes it but clicking audio from the default video tab causes a crash

You need to create a music file for a menu.

Place it in ProjectName/Music/Menu.ogg

Ok so i've got my project in the easyfps root projects files and its all one word... whenever I try to test my first and only level that is just a small room the screen is black and shows the 100 health bar, nothing else shows up. I saw a previous post with the same screenshot of what I am seeing but it didn't seem like anything was resolved. What is the fix for this? maybe 3 months ago when I first used this app the test feature worked totally fine.

(2 edits)

This engine is a pain to use (and im also getting experienced with rpg maker vxa as well since around 2019 and need something to train me so i can get used to 3d graphics)

right now im trying to make a boomer shooter (something i always wanted to do alongside making an undertale style game since i was a teen especially with things like cod and homestuck being popular when i was a teen which i cringed at and missed the old days of games like cave story and shooters like quake, doom, unreal tournament, duke nukem and jedi knight/jedi academy)

 but heres the thing with this engine

when i try to load my game, it locks up on the loading screen then it crashes

and even when i get into a game the textures are all screwed up, some of them work but not all of them (i use 32x32 textures like in my rpg maker game with a sega blue skybox that i made)

but even with the skybox the skybox replaces all the textures and its hard to play

and when i disable the skybox it just shows a black screen

but after a couple of minutes or so of screwing around with the game, the game starts crashing, like i said it locks up on the loading screen and then it crashes

then when i try to load my project from what was autosaved, the engine gives me an error saying "something went horribly wrong and an unhandled exception has been caught the editor will close now log was saved to error.log" and then the entire engine crashes

here is the error.log file that was generated when i tried to load the project

Source: System.Drawing

Reason: Parameter is not valid.

Stack trace:    at System.Drawing.Bitmap..ctor(String filename)

   at EasyFPSEditor15.ResourceTexture.Load(String path)

   at EasyFPSEditor15.Resources.LoadSinglelineResource(String path, Int32 type)

   at EasyFPSEditor15.Resources.LoadAllResources(String dataPath)

   at EasyFPSEditor15.Editor.OpenProject()

   at EasyFPSEditor15.MainForm.OpenProjectToolStripMenuItemClick(Object sender, EventArgs e)

   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)

   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)

   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)

   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)

   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)

   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)

   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)

   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)

   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)

   at System.Windows.Forms.Control.WndProc(Message& m)

   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)

   at System.Windows.Forms.ToolStrip.WndProc(Message& m)

   at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)

   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)

   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)

   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


and heres what it said before the game started crashing

[Loading game info]

Game info was loaded successfully

[Loading animated textures]

Done!

[Loading textures]

Loading texture "Floor (FPS)1.png"...Done!

Loading texture "Floor Street"...Loading texture "Floor Street"...Loading texture "Floor Street"...Loading texture "Floor Street"...Loading texture "Wall 1"...Loading texture "Wall 2"...Loading texture "Wall 3"...Loading texture "Floor (FPS)1.png"...Done!

Loading texture "Floor Street"...Loading texture "Floor Street"...Loading texture "Floor Street"...Loading texture "Floor Street"...Loading texture "Wall 1"...Loading texture "Wall 2"...Loading texture "Wall 3"...[Loading enemies]

[Loading weapons]

Weapon "Colt 45" was loaded successfully

[Loading maps info]

Loading map info for map "Test Map.eem"...

Done!

[Loading hp info]

HP 1 sprite was loaded successfully

HP 2 sprite was loaded successfully

HP 3 sprite was loaded successfully

HP 4 sprite was loaded successfully

HP info was loaded successfully

[Loading decorations]

[Loading models info]

Loading model ""...

[Loading HUD settings]

HUD settings were loaded successfully

[Loading custom tiles]

Loading tile "ColumnBig"...

Done!

Loading tile "ColumnSmall"...

Done!

Loading tile "ColumnBig"...

Done!

Loading tile "ColumnSmall"...

Done!

Global game resources were loaded successfully

[Loading scripts]


it stops on scripts and then it crashes

anyone wanna help

Help us with providing an information where have you created a project first.

(1 edit)

ok sorry if im late but

the project is located in

C:\Easy FPS Editor\Projects

the games exe is saved to the root of that folder

while the actual games files are saved in

C:\Easy FPS Editor\Projects\MyGameHere

(MyGameHere being an example folder for where the game is located)

when i create my maps and add weapons it starts up fine but the textures are kinda screwed up some of them work but some of them dont and its very buggy (and sometimes the graphics screw up)

then the game starts crashing when i try to load the map forcing me to make save the game and try again

then even after saving the game i cant load the games files because there corrupt and it exits out of the engine (showing the error i showed you a few days ago from the log) forcing me to have to start over

this game is in its earliest stages of development because of that and i tried everything i tried resizing the textures to 130x130 i tried saving the game, i tried using compatibility mode for windows 7 i nearly tried it all

also facing the same

Enemies are duplicated upon reloading a prior save and screen tilt doesn't seem to function at all.

Hello, I had an error that when I tried to try the game nothing appeared, but a comment solved it for me. Now I have another problem, when I try to open the project it appears that an error has occurred or it simply tells me that it is the wrong folder. Another problem is that when I try to put the walls on my map, some of them look like a black circle. for don't call them "Lost Textures", I want a solution.

quick question using the pro  version does it fix  project not getting corrupt noticed free version keeps doing that so having a challenge to learn it more before i get the pro.

Excuse me? You really think that project getting corrupted is somehow a Lite's issue, not yours?

(1 edit)

currently using windows 10 updated could that play a part ..working will start perfectly then moment i save it will work but after sometime gets corrupt same thing when i updated a custom modifier.So tried backing up the project then trying to reopen it still also ended up corrupt. noticed others are able to make games without this issue.will appreciate the pointers may what i need to counter check or the folder need to be place in a specific part on the pc eg programs or drive c




Source: System.Drawing

Reason: Parameter is not valid.

Stack trace:    at System.Drawing.Bitmap..ctor(String filename)

   at EasyFPSEditor15.ResourceTexture.Load(String path)

   at EasyFPSEditor15.Resources.LoadSinglelineResource(String path, Int32 type)

   at EasyFPSEditor15.Resources.LoadAllResources(String dataPath)

   at EasyFPSEditor15.Editor.OpenProject()

   at EasyFPSEditor15.MainForm.OpenProjectToolStripMenuItemClick(Object sender, EventArgs e)

   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)

   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)

   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)

   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)

   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)

   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)

   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)

   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)

   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)

   at System.Windows.Forms.Control.WndProc(Message& m)

   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)

   at System.Windows.Forms.ToolStrip.WndProc(Message& m)

   at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)

   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)

   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)

   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

First of all, where did you created your project?

managed to buy the pro  :) version created it in the itchu app folder

C:\Users\bumba Studio\AppData\Roaming\itch\apps\easy-fps-editor-pro\Projects\fpstest

Could the space in between the username be a contributing factor?

updated Managed to get the editor working reset my pc should have been inconflict with some software had installed mainly to do with dot net .

Hey, I don't know if I'll have the same problem but when I try to load my already saved game it tells me a fatal error and I don't know why, I don't have dot net installed and I don't know where to download it.

I report as the player from another game. The creator said that his game crash when play on window 11.Can you please investigate it?

Developer

If I can't reproduce the bug - I can't fix it. If it just crashes - it's something with the game files or scripts. I can't do anything here.

Sorry to waste your time, if there anybody could tell me how to get some text appear when player moving on a special floor?
I tried to use script and trigger but the text just appear again and again, so I gave up. I would appreciate it if you can give me a solution.
(by the way, I am not a English speaker, so I am sorry if there are something wrong with my express)

The best solution is to read a manual, you know. It says:
map return - return to map. Use only in triggers, terminals or active decorations with scripts.

It's my fault. Thanks a lot for your reply. It really helps me a lot!!! 

Hello, I have a problem that is when I open a project of mine that I already believe gives me a fatal error, I don't know why it is, if you want I'll send you the video, but I don't know how to send it, maybe by gmail

That error literally says you what you need to send.

I don't know if you're referring to this but I'll send it anyway.

Source: System.Drawing

Reason: El parámetro no es válido.

Stack trace:    en System.Drawing.Bitmap..ctor(String filename)

   en EasyFPSEditor15.ResourceTexture.Load(String path)

   en EasyFPSEditor15.Resources.LoadSinglelineResource(String path, Int32 type)

   en EasyFPSEditor15.Resources.LoadAllResources(String dataPath)

   en EasyFPSEditor15.Editor.OpenProject()

   en EasyFPSEditor15.MainForm.OpenProjectToolStripMenuItemClick(Object sender, EventArgs e)

   en System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)

   en System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)

   en System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)

   en System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)

   en System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)

   en System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)

   en System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)

   en System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)

   en System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)

   en System.Windows.Forms.Control.WndProc(Message& m)

   en System.Windows.Forms.ScrollableControl.WndProc(Message& m)

   en System.Windows.Forms.ToolStrip.WndProc(Message& m)

   en System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)

   en System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)

   en System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)

   en System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


Where did you created a project?

I created it inside the projects folder and then in the projects folder I put another folder that belonged to my project, now I don't know how to open it because it closes

(1 edit)

Game freezes and crashes when i try to change audio volume  in settings what could be causing this

Music absence, that's what.

Hiya does this make executables? Sorry if I posted this in the wrong section but I couldnt find out how to ask this anywhere you see somehow.. ? Thank you

If you building your project, then yes.

(1 edit)

i cannot load the file game how do i fix this

the error :

ource: System.Drawing

Reason: Parameter is not valid.

Stack trace:    at System.Drawing.Bitmap..ctor(String filename)

   at EasyFPSEditor15.ResourceTexture.Load(String path)

   at EasyFPSEditor15.Resources.LoadSinglelineResource(String path, Int32 type)

   at EasyFPSEditor15.Resources.LoadAllResources(String dataPath)

   at EasyFPSEditor15.Editor.OpenProject()

   at EasyFPSEditor15.MainForm.OpenProjectToolStripMenuItemClick(Object sender, EventArgs e)

   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)

   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)

   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)

   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)

   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)

   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)

   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)

   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)

   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)

   at System.Windows.Forms.Control.WndProc(Message& m)

   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)

   at System.Windows.Forms.ToolStrip.WndProc(Message& m)

   at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)

   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)

   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)

   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

its it possible to turn off the  camera swaying when move left and right in new update?since thats just another game feel

How to fix this?

Developer (1 edit)

At least send us the log file?

hi, i have problems un rgm Game maker V5.30 cuz i change mi Windows 10 to windows11, i cant shoot and enemies Sprites cant run.

Is your fps editor compatible with windows11?

Developer

Should be

I tried using the script:

vn 1

light create 5 20 0 256 255 0 0

there is this in the manual but it doesn't work

---------------------------------------------------------------------------------

light create [tileX] [tileY] [tileZ] [radius] [r] [g] [b] - creates a light source at tile coordinates (as shown in map editor) with your own preferences.

light move [tileX] [tileY] [tileZ] [offsetX] [offsetY] [offsetZ] - shifts any light source.

light status [on/off] [tileX] [tileY] [tileZ] - turns on/off any light source.

-------------------------------------------------------------------------------------

I also noticed that light move does not work, --- example: [offsetX] 1 to [offsetX] 2 (he makes almost no movement), but [offsetX] 64 (moves light about one block)

Developer

Y is not horizontal. Y is the number of floor

(1 edit)

when I use it on the light that is on given on the map editor, it stops shining

light status off 3 20 0 (photo)

----------

but i tried to create a light and it doesn't do anything (I tried multiple options)

light create 5 20 0 256 255 0 0

light create 5 0 20 256 255 0 0

light create 5 1 20 256 255 0 0

light create 5 20 1 256 255 0 0



Developer

I don't really remember it but it might be that coordinates are not in tiles but in proper coordinates and you'll have to multiply your values by 64

I found out that the light is created but only decorations and enemies light up

Developer

If radius of light is small, pixel shaders are disabled and lighting settings is set to 1, this might happen.

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