Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Easy FPS Editor v1.6

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

Loading Saves creates Multiple Instances of Entities

A topic by ZomBJ created Aug 24, 2023 Views: 174 Replies: 3
Viewing posts 1 to 4
(2 edits)

Hi. Loading saves seems to be broken.  Loading save will double all of the enemies, as if it's loading the enemies for the level, then loading the enemies based on the save. Not sure if it's something that's been pointed out yet, but I am curious if there are plans to fix that (or a way for me to fix it), as my game is complete and I'm ready to put it out for sale. This major glitch is the only thing stopping me.

PS. Also curious if there are any plans to fix the ammo bug. If a gun is set to have no magazine/reload, then it starts the next level with only one stack of ammo, regardless of the amount that you had in the previous level. If the gun has magazine/reload, then the ammo carries over just fine. I pointed this out before, but have not heard back on that thread.

for the first bug, the workaround is to have a script that uses spawnatpos entityname x y z (i think that is what it is anyways, check manual to be sure tho) that loads at the beginning of the level. i believe this method of placing enemies eliminates the save bug.

second bug, i dont that anyone has ever figured out a workaround for this.

these bugs are not likely to be fixed any time soon / ever.

Awesome! Thanks, I'll try that. I suppose there's no quick and easy way to get a spreadsheet of all the enemies I've placed. It shouldn't be too hard to do myself, but that's a dozen levels with dozens of enemies. So it's gonna be over 500 spawnatpos.

Yeah, I'm pretty sure I know how to solve the ammo bug if it were open source or had some other way to get at the code. My guess is there's two numbers: (A) for current magazine, and (B) for total ammo. I'm thinking at the start of the next level, it goes: (A) top up to magazine/pickup size, (B) equals amount at end of last level. When you're using no mags, the magazine number (A) is used for the total ammo. So when the next level loads, it goes (A) top up to magazine/pickup size, (B) null. It'd simply be a matter of adding: If mag is > 0, use code as is. Else, use only (A) for ammo counter. There's probably a way to get around it with scripts, saving each weapons ammo on level exit, then loading the ammo on level start, but that seems like such a hassle. I just ended up balancing my game around starting with base ammo on every level.

I do really, really like this engine. But it is very unfortunate that a paid piece of software has so many non-ignorable bugs with no hope of ever being fixed. The time it takes to code around it almost defeats the purpose of not spending time making my own in unity like I used to.

PS. Worth noting in case the creator does end up taking a look at the load save bug. It does not seem to occur on the first level, but occurs 100% of the time on subsequent levels. To the point that it will stack. If you save and load, two of every enemy. Save and load again, three copies. Then four. And so on.

Developer

All bugs are logged.

I just don't have the time nor will to fix it atm