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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: 13,636 Replies: 450
Viewing posts 1 to 20 of 130 · Next page · Last page
Developer

If you've met with a bug in Easy FPS Editor, post it here. We will try to fix it as soon as possible.

I cant run " test game ", and when trying to start the project .exe, it dosent work. Nothing happens.

Same for me. Tested on win 10. Tried running it as admin and from different locations.

Developer

To test a game you need to create your project in a separate folder inside "Projects" folder (that is in the root folder of the editor). That is basically it. There might be an improvement upon this when I figure out a better way of running different projects.

Works fine, thanks!

Yes, that works! Problem was that i created a new project somewhere else than the root projects folder.

Developer

That's fine. Just copy all the files from your project folder into this new one.

I unfortunately cant get it to work. Is there any chance that a youtube video series might be made? Like a getting started type thing.

Developer

I simply don't have necessary software to make them. A simple manual reading should be enough though. You can open it through "?" option in the main menu.

Привет, у меня пропадает музыка во время нажатия на esc .Как это можно исправить ?

при нажатии клавиши escape в меню воспроизводится музыка. если у вас нет музыки, установленной для меню, то музыка исчезнет. нет возможности воспроизвести музыку с текущей карты, когда вы идете в меню.

Музыка установлена в меню и на карте. 

это странное поведение. когда вы впервые запускаете игру, правильно ли воспроизводится музыка в меню?

Кроме того, русский не является моим родным языком, я использую инструмент перевода.

The music in the menu plays but when you press esc in the game, the music stops. I don't know how to solve it.

yeah this is strange. i have never experienced this. does it still happen when you build the project and run the game from the build folder?

(1 edit)

Такая же проблема и на старом конструкторе .

Developer

Уже писали о таком.

Баг трудновоспроизводим, у меня по крайней мере такое возникает, но очень редко. Поэтому сложно отследить, из-за чего.

Нужно больше данных о состоянии проекта и о действиях, которые привели к такому багу.

im still stuck, i made it into a folder that says  projects and it still doesnt run

still wont work

this happening for me too. when i first ran it i couldn't test game, then when i imported some tiles and made a first map, it worked to test game. then i closed the editor, opened it again, and now i can't test game anymore.

but if i build game the version from the build folder works just fine.

Developer

Check if your project is in proper folder. It should be in "Projects" folder in another folder. Like "Projects/MyGame". No whitespaces, no non-latin characters.

Deleted 2 years ago

it was the space in the folder name

thanx

Я МОГУ ОТПРАВИТЬ ВИДЕО .

Hi!

I have an older laptop with windows 7 32bit operating system! I couldn't install the Itch client on it, because it wouldn't let me, probably because of its obsolescence... But I would like to use the pro version sometimes... Any solution? 

Because I think it's a bit limited :) 

Thank you!

Developer

Hmmm... I never imagined the client not working on 32 bits platforms. And it has Win7 or higher as a requirement.

What is the problem exactly?

You can try looking for a version that will work with your system.

As of now there is no other ways of running the pro version without client. I will work on a better way of checking for authorization.

ostscript:

Works great on my modern laptop!  :D

My problem is not that big!

I bought EFPS Pro, downloaded the Itch client, installed it, it works great! 

I thought I'd use it on another computer and do everything the same way... 

The only thing that doesn't want to install is the client :(

I know I have to keep up with the times, I just thought the client would run on 32bit systems. 

I'll try to look for older versions... I'll see if I can. 

Anyway, if you need, I can send you a screenshot of the error message when I install the client. 

(1 edit)

Maybe you can find help on the itch app community board: https://itch.io/board/12011/itch-app-development

(btw. I'm just another user, but I'm trying to help ;)

Developer (1 edit)

Well. Problems with itch client are often out of my league. So unfortunately I don't have a slightest idea what the problem might be except for: 

-Itch client doesn't support 32bits systems (which would be strange)

-You don't have necessary frameworks or libraries

-It just doesn't like you

Putting the last one (which is obviously a joke) aside, your best call is to try reaching itch.io support to help you with the client. As PixelPauer said, you can try reaching them on the board. If it's not successful, you can send a screenshot here and we'll try to understand what exactly is the problem.

The bug report link of the Pro Version page brought me here, but the title says "Lite Version". Probably just a minor mistake, but I'll report my bug anyway:

So it seems like you can't use the step modifier for floor 2 and beyond, because it just creates steps on floor 1 instead. I don't really know if this is a bug or if it was intended, but the other floors wouldn't make much sense that way imo.

Also there seems to be something wrong with transparency effects. I imported the same texture twice - a normal one and one with only 50% opacity, for glass blocks or something like that. The transparency seems to be irregular though for unknown reasons, because there doesn't seem to be a pattern in which they work or not. It's kinda hard to explain, so I recorded a short video to showcase that problem: 

Developer (2 edits)

No, those are not really bugs.

As I explained in a different topic, you can't place steps higher than the first floor: https://itch.io/t/1906651/stairs-on-different-floors

The transparency problem is a common problem with 3d projects and I'm still trying to at least make it not as obvious. Note though that there might never be a solution as it is not a straightforward and trivial task. For now the only decent solution is to use models instead of tiles for transparent walls. The manual for models is on the go and will be added soon.


No, this is the right topic. I just decided not to create two separate communities for what is essentially the same project.

Thanks, I will try using the models, when the manual arrives.

Also tried using the custom modifiers but it's applied to all floors so I can't add a ceiling (for buildings with 2+ floors for example). Is there a way to use custom modifiers for specific floors only or will this be added in a future update, if it isn't available now?

Developer (1 edit)

Yes, this feature will be added later. In fact it is already in there you just need to manually edit the .dat file by adding "floor 1" etc to each block but it will be overriden by next editing of custom tiles. I will add the option in the editor in the future as it's not tested with 9 floors (it was made when there were only 4 floors available).

When a door is on floor 2 it can't be opened with a key.

Developer (1 edit)

You can't place door on other floors as of now. It has a lot to do with the way doors are implemented at the moment. I might have a fix for that but don't get your hopes up.

The engine historically only had other floors for decoration.

I was very surprised you can jump on different floors anyway :D

P.s.: I'm very thankful for your work! It's a great editor.

Developer

Thanks )

I'll try to make it even better in future!

(4 edits)

Texture.dat loading issue. 

Trying to load my game and I'm getting an error "The process cannot access the file ####\Texture.dat because it is being used by another process.

I've tried rebooting my computer, but that hasn't made any difference.

EDIT: It seem this is down to a texture I added, that it doesn't like for some reason. I edited texture.dat with notepad and removed the texture and it seems to be fine.

Developer

This might be a problem with your texture name. 

The editor and engine only accept latin letters.

Speaking of that problem, don't edit dat files with opened editor and don't compile/test your games when these files opened in Notepad. It goes to all files, even if you decided to listen a music file - close the player before testing.

It's called Water 1,  it's the whitespace between the name and number being the issue.

Phew, glad that's sussed out.

I did a small game which played fine. Now when I'm trying to test it the game seems to load the first level, then exits, no matter if test it directly through EFPSE or build a standalone package.

Is there some kind of logfile?

Developer

I'm gonna have a little more info.

There is a log file in the root folder of a game, but it only shows you if everything loaded properly. There might be a problem with some files, so check it or send it here.

Check that your filenames don't have any whitespaces or non-latin symbols.

So I tried to delete everything to the bare minimum, but it doesn't start for me.

I uploaded the project files...maybe you guys can find the cause of the problem.

https://drive.google.com/file/d/1TRn6uDXDB7F47GPWDpaml-QqNp-bFGme/view?usp=shari...

Developer

Okay, I passed it through debugger and there aare a few tiles and textures you set but then deleted.

I'm not sure why this happens as I've been adding checks here and there but this is the problem:

The engine tries to load tiles and textures that just don't exist anymore. Try adding some textures and a few custom tiles and see where they appear on the map. Then remove them.

I found something (not really a bug) which could boost performance.

I loaded 3 lava textures (c1, c2 and c3) and opened the texture animation configurator.

The animation is played quite fast, so i added the same frames more often.

When doing so, the level needs much more longer to load.

The 3 lava textures are 25kb png files with 128x128.

Developer

That's strange. 

I never had any problems with loading time when using animations... 

I'll check it but chances are it's not because of textures but the animation system itself. 

i think i found a bug. scripts run slightly different when you use "test current map" versus "test game"

here is an example of the script

vn 1

text "this is a message"

pause

text "this is another one"

pause

map return

the script is attached to trigger 1, and trigger 1 is attached to a floor tile. when you hit the trigger but continue holding w (run forward) you seem to bypass the execution of the script past the first line of the script, then if you hit escape the menu will have no text (continue exit settings etc etc) this only happens if i use "test current map". if i use "test game" and hold w while hitting trigger the script runs as i expect it to, with no bugged menu screen. i can easily reproduce this bug and make a video of it if seeing it would be easier to understand what i am saying.

that, or my script is just wrong. but it only happens on "test current map" so i'm pretty sure it be an insect

Developer

There is nothing wrong with the script, so it has to be a bug. 

I'll check it and fix if it's one. 

Hi! 

If I'm  make a building and I want to add windows... How can I make the windows transparent?

How can I make the glass transparent?

Similar question, how to display fences?

Developer

You can use transparency on png, however it's not really recommended. 

Transparency is a quirky thing and I wasn't even thinking about it when making the editor.

As for fences - you'll have to use either 3d models or custom tiles. 

Deleted 1 year ago

Nope, I doesn't have this issue (Intel/Win 10 user here)

Developer (2 edits)

Hmmmm.... that is.... fascinating...

Okay, there might be a reason for that. And that is your mouse pollrate. I'm not sure how exactly to fix it if that is the problem, so we'll have to work together on this one. 

Try to use a different mouse for starters. That would eliminate at least one reason for this problem to occur.

Also, check if frame limit is enabled (set to 60). A very high framerate might also cause this problem.

Deleted 1 year ago
Developer (1 edit)

Hm... 

Well, I'm out of ideas for now. I'll be sure to write when I have more, but this is a strange occurance I've never seen before. 

Except maybe turn off Fraps. 

But that shouldn't be the case. Probably. 

Deleted 1 year ago
Developer

Perhaps. But unlikely. 

I didn't test it on Win 11 though, so I can't tell you for sure.

Deleted 1 year ago
Developer (1 edit)

I'm not even sure it will be fixed in reasonable time. I don't have Win 11 and I'm not going to install it - I don't really have a high-end pc to do that.

I will add a warning though.

Thanks for clearing things up.

Developer

Just a thought. Is there a compatibility mode to run the app with compatibility for Win 10 or Win 7?

Deleted 1 year ago
Developer

Meh. It was worth a try.

I'll keep looking into it.

Developer

Hey, I just got an idea on what might be happening. Try downloading MESA from here: https://fdossena.com/?p=mesa/index.frag

And then put the provided dll in a folder with a built game. 

See if it helps

Deleted 1 year ago
Developer

Mmmm... Meh... 

It does seem like a problem with input routines. Is fps normal whenever you don't touch your mouse? 

Deleted 1 year ago
Developer

Yeah. Something with the input routines... 

I'm afraid this might be unfixed until SFML is updated for Win11. Or until I find a replacement lib that is guaranteed to work with Win11. 

Developer (1 edit)

Yeah, so... there really is no good fix for that. The only problem I found that could be raleted is your mouse. You probably have one of those "high DPI-high polling rate-gaming mouse". Which is good for games but bad for development. Because the poll rate is so high it just clogs events stack. Anyway, I'll try to do something about it but so far the only way is to try changing your mouse to something with a sane number of DPI (like an office mouse) and poll rate and check if it helps.

There is another probable culprit and that is a gamepad. Or rather the lack of it. Try pluging in a gamepad if you have one. 

Deleted 1 year ago
Developer

Probably. I see no other reason now. Could be an input driver. I've seen messages on SFML dorum that it may be because of a faulty gamepad driver.

Deleted 1 year ago
Developer

Yeah, I'll see what I can find

Help me!

When I use "floor 2" and want to fill the floor with a selected floor texture, it doesn't show up on the first floor, but when I look up from the ground floor, I see it! What could be the problem?

Developer

Floors are exclusively for ceilings if it's on other floors. I may add a feature to add floors but that might cause some troubles with how it all works. So, you need to place a wall on the first floor there. The map building is essentially 2d, as in Doom, so no rooms above rooms explicitly allowed. You can place a custom tile though, no problems. Just wait for the next update when I add a feature allowing selecting which floor a custom tile will affect.

Deleted 1 year ago
Deleted 1 year ago
Developer

It seems you have a non-number string in there. Check the dat file.

Deleted 1 year ago
Developer (1 edit)

Check if there are letters among those numbers. 

This problem occurs when you enter a letter in a number field. 

I added some checks in the new version to avoid this problem

If thisdoesn't help you can send me your dat files and I'll check them

Deleted 1 year ago
Developer

You can email me at JessicoChan@g***l.c*m (masking from spam bots. it's gmail)

Deleted 1 year ago
Developer

Okay, I checked it.

It seems like your files has been corrupted completely. You will have to re-add everything. Just copy your resources to a new project and then add entities with the same names. The editor should load existing resources automatically.

Deleted 1 year ago

FPS Editor Pro now saying Invalid Credentials after update 3

Delete the program via the Itch.io application, and reinstall it with the application... It should be fine!

Developer

You need to run it from the client for the first time

It works now, thanks guys

I had a problem that I had to reinstall EFPS Pro through the application, and when I start the editor it says: Connection timeout!

It also says No connection in the top right corner of the program.

But there is an internet connection!

Has anyone else had this problem?

Developer

That's strange. I'll check it out but try to remove everything from the folder(copy your oroject folder somewhere to bring it back later) and install a fresh copy

Developer

Try it after the latest hotfix. This should fix the problem

Hello!

How can I add enemies and decorations to the editor?

(1 edit)

I copied the images into the decorations and enemies folder, but the editor does not display them. I have tried everything. 

There should be a button to import the file I think. For simplicity. 

Thanks for the timeout fix, it no longer shows an error! 

I have some ideas! 

There could be a setting on the blocks to set it to be solid or permeable bkokk, so for example you could even make a pool in the game and it would be like being in water. :D

Plus, it would be cool if you could animate the sprite of it.

Is it possible to write a script that before starting a game, gives the command to play a video in ogg format?

If you know a script for this, please share it with me! :)

Developer

Copying images is not enough. You need to add an enemy in "Enemies editor" or a decoration in "Decorations editor". You can also import sprites in there.

You can animate textures by using "Textures Animation" in "Advanced Tools".

And no, I will never add a video support. This is just not something I'm very willing to put myself through.

Inside my program, if I go to the decorations or enemies settings tab, there is no folder icon to open sprites, just a red x and a green check mark icon that appears, nothing else!

I guess as a decoration and enemy editor it wants to be.

Developer

Enter the name and press the green button. It's mentioned in the manual.

(3 edits)
  1. Changing the name of anything from decorations to weapons causes the engine to flip out, drawing blank sprites when the project is active and corrupting the entire project when trying to load it. The name change is done by selecting the entity in its respective editor, changing the name, and hitting Accept. This is the error log file I got - from what I understand the engine did not change the sprite reference after the name change.

  2. (Edit:) In the weapons menu’s “Import Sounds” editor, the “projectile collision” label is wrong; it’s actually the reload sound.

  3. (Edit 2:) Is it possible to implement save (CTRL+S) and undo (CTRL+Z) shortcuts?

Developer (2 edits)

1) Nothing is wrong here. It is actually working exactly as it should. You change entity name but you don't provide it with new sprites. Editor doesn't rename your sprites for you. It also doesn't clear sprites when you remove decoration just in case you removed it by mistake. I'll try adding something like an auto renaming.

2) Perhaps. I'll check it.

3) It is. Probably. But I won't even try. It will definitely introduce new bugs and I don't want that.

(1 edit)

About the renaming issue. I’m not concerned with the engine not doing it automatically so much as I am concerned about it completely flipping out without notice. It took me a bit of trial and error to understand the issue. It also happens when you have any sort of space in any name, which is understandable, but still strange - and it also makes the project “corrupt” unless you manually edit the data

I think a simple check for spaces (abd removing them if nessasary) and a notification about changing sprite names is a good first step. “Breaking” a project because you dared having a space or changing a name is unintuitive as hell.

Also - will you provide a default font sheet the same way you provided a default numbers sheet? I don’t know how to change the game’s font - there is no default template to work off.

Developer

Well, there is a warning on whitespaces in the manual. I'll think of something, don't worry.

And there is no font sheet. All you have to do is import a proper TTF font. It's in the "System Resources Importer" menu.

(3 edits)

I swear I read the entire thing and couldn’t find it. Maybe I’m just blind :)

Thanks for that heads up about a TTF file - I thought it required a sprite sheet the same way the numbers are. In general (I feel like I’m asking a lot in one thread lol) I would also suggest clarifying the file type the engine expects from certain fields. I didn’t know that little tidbit for instance.

(Edit: welp I tried importing a TTF file and the engine crashed. It did create the proper files in the Fonts folder though. Error log)

Developer (4 edits)

The editor applies a filter. It will never let you choose a file it can't use. As for the error - are you sure you've been trying to import _font_ and not an image?

UPD: Nevermind. I checked it, there is a bug. I fixed it, so it will be fixed in the next version. You can actually just add files manually.

Yeah I did import a .ttf file as you instructed.

Anyways, I’m aware of the fact you can manually copy-paste files into the project hierarchy, I just need to know how the engine expects me to call them first - which is what I did after importing dummy fonts and sprites and then changing them accordingly.

Developer

Welp. Adding a renaming isn't that simple at the moment.

But I added a notification that you need to provide new sprites.

(1 edit)

Also: I found the Russian manual on VK. “play sound” and “play music” don’t seem to work. Here’s my test code (placed on a terminal):

sound Sound Sounds/Test.wav

play sound Sound

play music Music/TestMusic.ogg

map return

Developer

They will only play in a cutscene. As soon as you leave the cutscene (which a terminal basically is) all played sounds and music will stop.

If you want to just play a sound, you need to use a trigger and then provide it with a sound.

I never got around doing something about this as this was purely for cutscenes.

Eh, fair enough. I did try to experiment with multiple music cues in one level but that doesn’t seem possible at the moment.

Developer

There is a way to keep music from stopping. You need to use "map return 1" command. Not sure if it will work properly as I've had looping problems during testing

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