Takes zero effort to not be a dick. Could have just pointed to the answer in the first response, instead of trying to feel like a smug douche.
Retro Trash Games
Creator of
Recent community posts
Sorry this is a year late.
There's a section in the manual that explains how the FSM (Finite State Machine) works. It basically allows you to program weapons, decorations, and enemies on a frame-by-frame basis. It allows a lot more flexibility. Only one action can be ran per "frame," which is how the FSM segments everything. So the default animation moves the weapon down, reloads the gun, moves the weapon back up, then plays the sound. Since each of those is an action, it's put at the end. But you can use the FSM to increase the number of "frames." So you could put the sound earlier, and make it move onto the next frame almost instantly, so that the sound is playing while the gun moves down and reloads.
Also, sorry for Kesha. He's unfortunately one of the bad parts of EFPS you have to deal with if you're gonna be active on the forums. Always a dick, and has nothing useful to say, just some variation of "git gud." You can literally just ignore him and suffer no loss.
Hey! I made a game using this tileset! I know it's designed for 2D, but I actually ended up using it in a retro-style FPS. Thanks so much for this amazing pack!
Hey! Thanks so much for picking up development on this incredible tool! (And to JessicoChan for their years of hard work!)
The newest download is giving me a "something went horribly wrong" error whenever I click "test game" or "test level."
The log says it cannot access Game.exe because it is in use by another process. But it's the only thing running. Happens on a fresh project with 1 Floor, 1 Wall, Square room that's empty except for Player Spawn.
Problem started happening on the last working version on my PC. So I did a full restart and now it's fine. So I guess it was on my end.
[Also, I know you said it'd be a while before you focused on features again, but would just like to ask if reload animations could be added at some point? Right now it's possible by creating a weapon manually through scripting, but adding it to the editor would be awesome.]
Thanks again!
Thanks!
And I just meant that looking at the manual's scripting section, some posts here in the forum, and an external scripting tutorial (I think written by FredRichi, thanks!) helped me to figure out how it would probably work. The example I found only used four frames in the reload state, so I wasn't sure if that was a fixed number. But yeah it's not really spelled out in the manual.
Thanks for the help! I'm gonna try creating a weapon from scratch!
Hey, so I was curious about adding reload and equip animations for the weapons. Looking at the manual, it looks like I can tie animation frames to the four states in the reload process. My questions are: 1. Can I have more than four frames? 2. Can two events happen on the same state? ie. A frame of animation and a sound (I would like to have a sound play when reload starts, in addition to the one when it ends). 3. Is it possible to have an animation for when you switch to a weapon, and if so, where would that go?

