Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

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: 17,509 Replies: 468
Viewing posts 1 to 142
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

Upon pressing new game it crashes, which is further than I was getting prior but I cant figure out why this would be happening. I havent edited very much, I only added floor and wall textures and made a box to walk around in.

Developer

I'm gonna need more info. 

Try making a new project and write down what exactly you do.

Okay I did the same thing but it worked, I think I might know what it was. I make the project folder, add wall and floor textures and place down the player, then test it. However, I think the texture I was using was too high resolution. I grabbed a wood texture off google to test but didnt even think the game might not like it, so I used minecraft textures and it worked this time.

Developer

Engine supports PNG images. If you provided it with JPG (though the editor wouldn't even allow it) it won't work.

I must not be very good at this because I keep corrupting my projects, but all I'm doing at the time is rescaling the hud sprites. I have an error log, where would I send it?

Developer

You can send a pastebin here.

However you need to make sure you have proper names. Or just reimport HUD sprites through the editor

I have a project which uses git for source control. But if we try to build, the editor will throw an error. Probably while building packager is trying to copy all the files in the folder including the hidden .git folder. Somehow it is getting denied copying certain items from the git folder which results in the exception. I’m attaching the error log (pastebin) for reference.

Error Log

Developer

Yes. In general you should never create a repo in the same folder. You can do that in a folder on higher level, e.g. "Projects".

ok. NP

(1 edit)

Hi! Absolutely loving using this program!
When I open a project in the PRO version I'm greeted with this error message and the program crashes-

I can create a new project and use the program as usual but before too long the same error message starts popping up and the project becomes impossible to open.


This only occurs in the PRO version so right now I'm sticking to LITE. Again, absolutely love this project, very happy I supported it even though it's not playing ball right now.

Error log below:

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.ResourceEnemy.FromStrings(ArrayList strings)
   at EasyFPSEditor15.Resources.LoadMultilineResource(String path, Int32 linesNumber, 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)

It happens to me a lot, I always hope that it will be fixed in the next update!

Developer

I honestly have no idea what is going on. Too little info.

If you have empty .dat files, then your project was somehow corrupted.

This _might_ occur if you enter a letter in a textbox that doesn't support this however I added a check for that.

Oh hmn, maybe it's because I used an é character in the game's title?

Developer

Probably. But unlikely. It reads the name as a string so there shouldn't be any problem with that

whenever i create a new custom modifier in the most recent build, editor crashes. when i open editor again, modifier i just made works fine.

error.log

Source: System.Drawing

Reason: Parameter is not valid.

Stack trace:    at System.Drawing.Image.get_Flags()

   at System.Windows.Forms.ControlPaint.IsImageTransparent(Image backgroundImage)

   at System.Windows.Forms.Control.PaintBackground(PaintEventArgs e, Rectangle rectangle, Color backColor, Point scrollOffset)

   at System.Windows.Forms.Control.PaintBackground(PaintEventArgs e, Rectangle rectangle)

   at System.Windows.Forms.Control.OnPaintBackground(PaintEventArgs pevent)

   at System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer)

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

   at System.Windows.Forms.Control.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

I'm aware od this one actually. I've been trying to fix it for days. It has something to do with images update. I'll keep trying.

(2 edits)

I have a similar one but not with modifiers but with ttf font files on System Resource Importer(Log files attached). The font file name is dpcomic.ttf. No special characters though.

Error Log

Developer

Yes, it's most definitely connected. I thought I fixed that with fonts though. I'll check it again.

(1 edit)

i thought it might have something to do with updating the icon for the modifier. in the previous build, i got the error but not the crash, and icon turned into a red X but i was still able to run the editor and place stuff on the map. basically the same thing seems to be happening now and under the same circumstances, except editor closes instead of continuing to run with errored icon.

Deleted 1 year ago
Deleted 1 year ago
Developer

Since the game started correctly, it probably has something to do with sprites or sounds. I made sure it didn't crash anything though, so with thatt little info all I can say is: I don't know. I can't really say anything without at least looking at files list.

Deleted 1 year ago
Developer

You get a lot of corruptions which worries me

Deleted 1 year ago

I've been using the Pro version for couple of days now and I really love it! Only problem I have is the enemy movement in narrow hallways. If I edit the enemy collision large enough to keep the sprite from going through walls it starts moving in shaky way  (bouncing from left wall to right). Is there a solution for that or do I just need to keep the enemies in larger areas?

Developer

That is just how enemies work. They bounce off the walls to keep from clipping into them.

I'm planning on making a better "pathfinding" (there is no real pathfinding, enemies are just being lucky).

Ok that's cool. Maybe for now I'll just use enemies that stand still in the hallways with their gun - like guards. In larger areas the movement works fine.

Hey, I am learning the engine and finally figured out the custom modifiers and how to build levels with the floors configuration in mind. I would love a "copy" option for the custom modifiers, but it isn't too big of a deal, just a bit of a slow down. 

Anyways, every now and again I get the following error and the editor shuts down:

Source: System.Drawing
Reason: Parameter is not valid.
Stack trace:    at System.Drawing.Image.get_Flags()
   at System.Windows.Forms.ControlPaint.IsImageTransparent(Image backgroundImage)
   at System.Windows.Forms.Control.PaintBackground(PaintEventArgs e, Rectangle rectangle, Color backColor, Point scrollOffset)
   at System.Windows.Forms.Control.PaintBackground(PaintEventArgs e, Rectangle rectangle)
   at System.Windows.Forms.Control.OnPaintBackground(PaintEventArgs pevent)
   at System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer)
   at System.Windows.Forms.Control.WmPaint(Message& m)
   at System.Windows.Forms.Control.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)

The engine crashes but it does save the change. I thought, at first, I was using too many objects, but this happens even with two or three objects in the modifier. 

I appreciate all the hard work!

Developer

Yes. This is happening because editor tries to update image but the old one is still in use. I'm trying to fix this.

I started figuring that out after posting. Isn't really related to the issue I posted, but the custom modifiers still crashes pretty consistently on apply after some use. No errors are written that I could see that are specific to that issue.

But I do appreciate the speedy reply.

(2 edits)

Saved the game. Picked up the gun - got a full mag. Loaded the save. Picked up the gun - now its empty.

I have several weapons on my weapons list and none are showing in the objects tab to place down. 

(1 edit)

Make sure you have set the ‘Pickup’ sprites for the weapons.

That worked, thank you!

When you die on another floor than 1, parts of the level are missing when you respawn.

Before (theres a blue wall on floor 2)


When you get killed on floor 2 and respawn on level 1, parts of the level (floor 2) are missing.


You can test it for yourself:

https://drive.google.com/file/d/1dda8YJdBsFDDxB4rz0BZsyhdQ90Q1KHv/view?usp=shari...

Developer

Yep.

I just fixed that (hopefully) while refactoring everything.

Oh nice!

Has anyone got step sounds working? 
I set them on the right under "Map Sounds". Did the same same "under Import Ressources -> Import player ressources -> Step sound", but I can't hear any.

Yes. It’s working fine on my side.

Hello, how to fix a bug when a bullet explodes

Developer (1 edit)

It's not a bug. 

You use compleyely transparent sprites which will always lead to something like this. 

Transparency issues will inevitably occur during the gameplay. You can't avoid this


The other reason might be the lighting. But I doubt you use square projectiles for it to be the reason. 

When will the manual be ready and will a new update be available?

Developer

Uncertain. I'll try to add a scripts editor in the next update so manual on scripting will be done with it. But no real dates as of now. Maybe in a week or two.

(1 edit)

No matter where I install the software, no matter where I save my projects, what file or folder name I give them (I am not using any whitespaces), and what resources I use, I can't open ANY project without getting the following error: "Something went horribly wrong and an unhandled exception has been caught". It basically means the moment I close EFPSE, I can never return to that project again, because it'll just crash on me. It's making me incredibly demotivated. Any idea what could be causing this?

I can build and test my games just fine, although even this is not reliable, as sometimes it crashes on 'New Game'. The splash screen also claims that I'm using a Lite Version of EFPSE, despite the fact I've bought and am using the full version.

Honestly, I'm not having much luck. I had a much better time with the lite version; I've not been able to make a single thing on the full version! 

Developer

This shouldn't happen at all.

Have you tried copying your projects to the pro version folder? Like PRO/Projects

They're all being done within the Pro Version. Fresh install, all within that programme and all within its file paths.

Developer (1 edit)

Look into "Error.log". What does it say?

Also, when testing it will always say "Lite version".

Hi, sorry, it's been a while since I've been near my PC so I've not been able to respond your comments. Apologies!
Here's my error log: 

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)

Developer

It seems that some images are missing. If you can pack your project and send it to me, I'll see what is the problem.

But generally it can happen in two cases:

-Some of entity sprites are missing but were added. Happens if they were removed from the project folder.

-Some textures are missing, the same as with entity sprites.

Try to remember what you did. Maybe this will shed some light to the reason for this error to occur.

Thanks for the fast response JessicoChan!

I did some experimenting and I wonder if the image sizes weren't too big. The file sizes were okay, but the images themselves were very large. I opened up some new projects with smaller textures and props and it stopped the issue from occuring.

Another thing that may have happened is that the images I originally used were saved within a Cloud folder. Not sure how EFPSE works, but might any Cloud desyncs down the line caused an issue? I know I suffered a couple. 

Thanks for the help. I had a feeling this was to do with the images as they were the first thing I experimented with. 

Developer

Cloud storage might be a problem, however the editor copies all imported files into its own folder. You should not however store your project folder in a cloud, only your backup folder from where you import your files.

I'll be honest I haven't had it in mind that people would like to use cloud storage. I'll keep it in mind for next updates but not sure if it ever will be stable for use with clouds.

(1 edit)

I found a bug i would like to report, for the most part i havent ran into many bugs other than small ones...  this one however kinda messed up all my projects...  


pretty much what i did, which was completely my fault, i changed the name of the folder i had my project in from /New Folder (2) to / Rougle.
i honestly didnt expect it to break things and definatly didnt expect it to break every project i had causing this bug, idk if caused anything else...  i am still on the lite version until friday...


edit : i decided to check the Error.log and nothing was there about the issue itself

Developer

This is hardly a bug in editor. This looks more like an engine bug. But. The only reason I can see is wrong path. Try to rename it back. If it helps then I'll know where to look

(2 edits)

yea i already got it fixed on my end...  i more or less wanted to report this oddly specific issue just in case if someone else were to do it to...  the project was new anyway so i only lost ten minutes of work anyway


edit:  I did just try to recreate it, but wasnt able to for some reason...  i dont know what fixed it...  i could be me clearing my project list and deleting game.exe, but even restoring that version of game.exe or any build that had bug it seemed to be fixed so i am confused

Developer (1 edit)

Game.exe is recreated when you run a test. This is a very odd thing. Keep me informed if it occurs again.

Nothing big but was having errors when trying to load a project that uses 1 texture for both walls and floor. can be fixed my just making 2 diff textures but eng didnt seem to like sharing.

Здраствуйте. Можно ли купить конструктор оплатив через киви кошелек?

Hey, I made a projectile for an enemy and when it fires it appears in the air above the enemy and doesn't hit the player character at all. It just hoves in the air then vanishes. Does anyone know what the problem is?

sounds like you have a speed of 0 for your projectile speed maybe? and you have to play with padding your projectile with alpha space. like this is what my enemy's idle sprite and his projectile look like in my recent game jam atrocity:

enemy is 16x13 px and projectile is 16x128 with a bunch of blank space above it so that it offsets the actual projectile.

this was my workaround anyways. it would probably matter what scale you use for the enemy in the editor and where you want it to shoot from, how much you would pad/offset the projectile. you just gotta play with it. and probably have to close EFPSE when you edit the image, or your image editor won't let you save if it's open in another program.

Thanks. The enemy was scaled up a few times so I made a new one that wasn't. The projectile doesn't float up into the air like before but it doesn't do any damage....

(1 edit)

do you have the damage setting in enemies attack? also what is your player radius set to in player configurator?

here are some things i have found that are helpful to me when formatting graphics for EFPSE:

make an image at 320x180. This is your base for weapons. Basically, with no scaling and importing the weapon into the editor, it should fit on the screen perfectly, just change the y to 10 to account for the bouncing and swaying of the weapon. you can animate all your weapons using a 320 180 base, everything inside that base will look like what you weapon will look like on screen. i haven't tested this with non 1280x720 resolutions by the way, but theoretically should work with any 16:9 res?

make an image that is 80x160. this is your base for entities (enemies and decorations). 160 is tall enough you can't jump on top of it and stand on your enemies head. you can import these sprites and not fuck with scaling it, leave it at its default 1 scale. you can leave blank space above your enemy, but it seems to be included in the sprites hit box, so if your sprite is super small like the 16x13 example i posted earlier, you would be better off using scaling. even if i blew up that 16x13 sprite to 80x65 and put it in my 80x160 base, i would have 95 pixels of blank space above it that seems to be included in the hitbox even though it transparent pixels. so this 80x160 works for me because my enemies are humanoid and mostly fit inside the 80x160 base without a bunch of padding left over, and the only small sprites are decorations that i dont want player to jump on.

after i re-read that i have no idea if it will make sense to anyone else. kinda rambleshamble but hope it might be helpful.

Hey thanks. I'll screenshot that for next time I make an enemy. I managed to figure out what was wrong, it was the projectile speed being too slow. I made it faster and it works now. It does damage.

Hey I have 2 problems. One is that when I test out my map the camera spins to the left slowly. It does this the whole time. Secondly when trying to test out my map it usually works the first time but subsequent attempts result in the game loading up in windowed mode (it's set to full screen) and the spinning is way faster. Like too fast to tolerate even for testing it out.

that sounds like a mouse driver issue? i dont know, i have never seen that happen in my projects.

try this: delete config.ini, game.exe, openal32.dll, startup.log in your projects folder. open efpse, open your game, then test game. it will remake all those files you just deleted. does that change anything at all?

also try this: use build and pack and make your game. move that folder, then use build without packing. test both versions of the game. do they behave the same way as the testing in the editor? i know i was unable to use build and pack when i built my last project for the game jam, the game.exe ctd'd after loading the first map. but using build without packing it worked fine for me. 

if all three versions of game.exe are doing the weird mouse movement thing and not remembering your fullscreen settings then....... i have no idea.

people have been ducking and dodging around crazy bugs like this for years with RGM, so as a community i think we can figure out how to work with this engine in it's current state until the world becomes a better place and jessicochan can get back to dev it more.

Developer

Sorry for the late reply. This happens because of Windows putting DPI awareness. You need to disable it in app settings.

Found an issue where even if i make another(a copy) of a floor texture and use it as a wall  it errors when i try to load of the save file, deleting the new wall texture fixs the error.
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)

Developer

The editor is not entiresly correctly processes duplicates. That is to be fixed. As of now your option is to not load textures from the Textures folder and to manually copy the file and rename it.

Ya it's not a huge issue ATM and seem pretty simple workaround, but I had a log and wanted to provide it

(2 edits)

If Enemies run direct in front of me, they don´t get damage from any Projectile Weapons.

(Don´t know why, but now it works again....O.o )

Since updating i have Holes under the Doors on the first Floor. Not just on Maps of the last Version, even if i make a new Map.

Developer

Yes, the experimental version wasn't tested properly. I already fixed that, should be good in the next real update.

Also, there is a problem with projectiles and enemies. Currently checking the cause.

При закрытии проекта игра не сохраняется. Как это исправить ?

Developer

Сохранять вручную. Я не очень понимаю, что имеется в виду под "закрытие проекта", но всегда стоит сохранять проект вручную. Какие-то ошибки не исключены.

(1 edit)

Я не могу открыть сохраненный проект.

Source: mscorlib

Reason: Не удалось найти часть пути "C:\Users\Макс\Desktop\Новая папка\easy-fps-editor-lite-windows-experimental\Maps\Map01.eem".

Stack trace:    в System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)

   в System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)

   в System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy)

   в System.IO.FileStream..ctor(String path, FileMode mode)

   в EasyFPSEditor15.Map.Save(Boolean prompt)

   в EasyFPSEditor15.MainForm.ButtonCreateMapClick(Object sender, EventArgs e)

   в System.Windows.Forms.Control.OnClick(EventArgs e)

   в System.Windows.Forms.Button.OnClick(EventArgs e)

   в System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)

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

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

   в System.Windows.Forms.ButtonBase.WndProc(Message& m)

   в System.Windows.Forms.Button.WndProc(Message& m)

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

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

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

Developer

В мануале указано, что  в пути не должно быть пробелов и не английских символов.

Not even sure what happened here, unable to open my file as idk where to even look in the dats

Source: mscorlib

Reason: Unable to read beyond the end of the stream.

Stack trace:    at System.IO.BinaryReader.FillBuffer(Int32 numBytes)

   at System.IO.BinaryReader.ReadInt16()

   at EasyFPSEditor15.Map.Load(String path)

   at EasyFPSEditor15.Editor.LoadMap(Int32 index)

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

   at System.Windows.Forms.ListBox.OnSelectedIndexChanged(EventArgs e)

   at System.Windows.Forms.ListBox.set_SelectedIndex(Int32 value)

   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)

deleteing map data in the Dat allows me to open the project....deff not sure what i did wrong on the map to make this error

Developer (1 edit)

You probably tried to open an old map with an experimental version.

you need to use converter first if that's the case.

(1 edit)

I want to try out the experimental PRO Version and converted the maps.

When loading the project I get this message:


Source: mscorlib

Reason: Der Index lag außerhalb des Bereichs. Er darf nicht negativ und kleiner als die Sammlung sein.

Parametername: index

Stack trace:    bei System.Collections.ArrayList.get_Item(Int32 index)

   bei EasyFPSEditor15.Map.Load(String path)

   bei EasyFPSEditor15.Editor.LoadMap(Int32 index)

   bei EasyFPSEditor15.MainForm.ListBoxMapsSelectedIndexChanged(Object sender, EventArgs e)

   bei System.Windows.Forms.ListBox.OnSelectedIndexChanged(EventArgs e)

   bei System.Windows.Forms.ListBox.set_SelectedIndex(Int32 value)

   bei EasyFPSEditor15.Editor.OpenProject()

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Can you guys help me?

(If I should shorten the message please let me know)

Developer

Well. I'm in the dark here.

The editor can't load a map.

Maybe there is something with the Maps.dat file or maybe you gave it a map in a wrong format. Check if it's about 300kb in size.

As I mentioned, worst-case scenario - you'll need to redo your maps by hand. You can just delete everything in Maps.dat. Everything except maps is the same, so it's just them that might give you headaches.

Thanks for the info! I already got 5 maps so I try to find out which one makes problems ;)

"Reason: Der Index lag außerhalb des Bereichs. Er darf nicht negativ und kleiner als die Sammlung sein."


Don´t know if it helps but i got the same or similar message as i replaced (or deleted?)  something in the Folder directly. I had to replace the Project folder with my Backup.

Thanks

Editor no longer load my game files. The bug started when I try to test my game, it didn't start the test game. Restarting the editor then when I tried loading my game files, a fatal error message shows up and closes the editor.  Here is the error log.

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.ResourceDecoration.FromStrings(ArrayList strings)

   at EasyFPSEditor15.Resources.LoadMultilineResource(String path, Int32 linesNumber, 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

Check if your .dat files are fine.

There was one case on this but I still don't know what's the reason for this to occur.

Any tips how to avoid the random bug that corrupted the game? I guess I have to make multiple backups of my game.

Developer

As of now I don't even know how to reproduce this bug.
I will keep you all updated as new info comes.

An update could really come! :D

Using the experimental version of the lite editor. In the test game, clicking the "Audio" under "Settings" crashes the game.

Experimental version.
Sprites (enemies, items, etc.) are displayed incorrectly on floors above 1st. If you enter the room, being on the 2-8st floor, when you open the door, you will not see sprites. Going through the door - sprites appear.

when i place a entity and i run my game, he crash, any fix?

(1 edit)

Could you please post here the contents of Error.log so that we can get a better picture of what causes the error

Source: System.Drawing

Reason: Parametro non valido.

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

   in EasyFPSEditor15.Importers.SystemImporter.ImportFile(String to, String filter)

   in EasyFPSEditor15.Importers.SystemImporter.ButtonImportClick(Object sender, EventArgs e)

   in System.Windows.Forms.Control.OnClick(EventArgs e)

   in System.Windows.Forms.Button.OnClick(EventArgs e)

   in System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)

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

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

   in System.Windows.Forms.ButtonBase.WndProc(Message& m)

   in System.Windows.Forms.Button.WndProc(Message& m)

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

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

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

"parametro non valido " means "invalid parameter"

I’m not sure. But this may be something related to deleting/renaming an entity or its resources. I think @JessicoChan may have an accurate idea about this issue.

Developer

Somewhere there is a missing image. Perhaps a texture or a sprite

Deleted 1 year ago

i believe this is one of the known bugs from experimental that he is fixing before merging the two branches.

(1 edit)

Hello, i have a problem, this shows in error log, i cant open my projects, when i try, efps closes showing me: fatal error! something went horribly wrong and an unhandled exception has been caught. the editor will close now. Log was saved to error.log.

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)

it looks like you changed the filename (or deleted) of one of your images.

I had this error yesterday. Luckily I knew which image was causing the problem as it happened just after I added a new enemy. I removed the maps from the project files that I knew had the enemy. Then reloaded the project without the maps and it worked! Then added the maps back to the project folder.

yes this method is best for debugging screw ups. i do it the same way if i have these errors.

even if you don't know which image is wrong, you can trial and error it by backing up the relevant dat file (and maps.dat) and deleting the stuff in the dat. so you can try getting rid of the stuff in maps.dat, then get rid of stuff in textures.dat. if the project opens, you know it is a texture that is named wrong and can compare the backed up textures.dat to the actual images in the textures folder. if it still doesnt open, then it is a misnamed image in decorations or enemies.

Thanks, i made backups before adding something, so i know what file is corrupted o doesnt works

The weird bug still persist when the loaded game session results in every object on map being duplicated . This means two times the  enemies, weapons, health, ammo, etc.

Developer

Yes, I've had reports about it. I'll check what's the reason for that

Developer

Need more info

(2 edits)

I start game. I save game. Then load game. All enemies which were woken up - disappear. All enemies which weren't - are getting duplicated. All items like ammo, weapons or health duplicates too. So where only one enemy should be standing - now there is two of them. But all duplicated objects still occupy the same single block, so you can't notice it until you pick items or woke enemies.

When I die and respawn - this doesn't happen though.

P.S. Also - projectiles sometime can't hit player if he's crouching.

Developer

I have no such problem in the unreleased version.

It's either have been fixed or you still don't tell me something. Se if it happens on vanilla entities, without FSM

(1 edit)

I have created a simple scene in EFPSE 1.5 PRO version (not LITE and NOT experimental), which was installed from scratch. I used vanilla weapon and ammo items, but the problem is still present.
Maybe it is a hardware rather than software specific problem.

Developer

I doubt it.
I'll ask you to check it after the update is here. I had some changes in save system since last update so it might just be fixed already, just not here yet.

Okay, I will wait. I'm a patient person.

This bug is still actual. Are you planning to fix it please?

Developer

My IRL situation is troublesome right now.
It will be fixed at some point in time, but I still have no real release date

Thanks for info. So I'm going to put work on my game on hold because I can't release it without this fix. 

I wish you only the best and may everything turn out well for you ! :)

Please let me know when the error is fixed. Until then, stay safe!

Deleted 1 year ago

make a file WeaponNameProjectile.wav and put it in your sounds folder. it will work.

i think jessicochan already fixed this for the next version so you will be able to just import normally without it importing as reload sound

Deleted 1 year ago

what is in your error.log?

I don 't know what 's there anymore . Because the editor deleted it, I don't see the point of doing something on it, there are a lot of errors and bugs.

there are alot of bugs, this is true. these unhandled exception usually occur because a filename has been changed, or contains special characters.

i have been sticking with efpse despite the bugs, and learning how to avoid these types of errors as much as possible.

but i do understand your frustration. good luck.

have you tried coppercube? it is much less buggy but also not as easy to use or intuitive. it is still probably the easiest "general use" 3d engine.

I have a copper cube but it is for windows 64 bit

I use the old version of EFPSE there are glitches there, but not as critical as in the new version.

Don't listen to him, he's trolling, I swear. He always screaming about the bugs, but never showing any logs or explainings what he did. 

Да, успакойся ты уже чел.  

(1 edit)

я отправил вашему дитриху лог. Он ничего мне не сказал. Так что самини ничего не знаете. 

Какому еще дитриху, ебанько?

Deleted 2 years ago

Моя камера изменила угол, когда меня убили. Как вы это объясните? Это похоже на баги, глюки или кривые пальцы? Вы не админ здесь, так что вы свободны. Я могу справиться с этим без тебя.

Это похоже на то, что ты заебал уже со своим троллингом. Если ты можешь справиться с этим, то не высирайся здесь вообще. 

Я написал тебе, не отвечай мне больше!

Ты кто вообще такой ?!

До свидания!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!1

Моя камера изменила угол, когда меня убили. Как вы это объясните? Это похоже на баги, глюки или кривые пальцы? Вы не админ здесь, так что вы свободны. Я могу справиться с этим без тебя.

It's a waste of time

"Player Teleport" is not working after "map goto" in the same script.

I have a map that will serve as hub area and beside of the exit that starts the mission. i made severel other exits to different maps (a bar for example).

To get to the right place at the hub area, i used a trigger at the bar exit with this script:

map goto 1

player teleport 19 4

map return

But instead of spawning the player at x19 y4

It spawns the player at the default player start.


I used player teleport before, so i know it works in general. But not directly after loading a map?

i tried something similar with the same results a while ago. i ended up just making copies of the hub level with different start points. maps are only 129k so not a big deal. but if you decide to change up tiles and such in your hub level..... gotta change it in each copy of the map.

Yeah, my Hub is far from finishes and changing every map each time would be a pain.

But i keep that in mind, if i finally finished the hub.

(1 edit)

I also have several copies on my PC. Just don't call them.

It will not work like that. 

Map goto just loading a new level. All information about player placement should be stored in map script of that new level. 

so theoretically he could have the level he just beat change a variable, and if a = 1 then player teleport whatev, if a = 2 then player teleport whatever els

Hm, worth to try! 

I will try this next time i can work on the game. Thanks man.

(4 edits)

So, i tried to use variables in the map scripts.

The game just crashes on loading the second map.

Script in first map:

global.value=1


second map:

if $global.value == 1 {

player teleport 5 24}

map return



EDIT:

Forget it. i had a wrong formating.

But even with the right formating, it does not teleport the player to the coordiantes.


second map:

if $global.value == 1 {

player teleport 5 24

}

map return


Last EDIT:

So, i figured it out. but its kind of janky.

Hub map has NOTHING in the map script an NO player start!

load the map, without start object and figure out the rough location (sadly its not x0 y0 more between x3 y3 and x4 y4).

Put some triggers at that coordiantes with a script like this:

player teleport 5 24 //initial starting position

if $global.value == 1 { //global variable is set in the second map

player teleport 19 4 //position of the player after exiting second map

}

map return

In my case the Map i want to go to and back to the hub is a bar.

In the map script of the bar set  the global variable to 1

global.value=1


Put a trigger at the exit of the bar to load the Hub map.

Developer

I haven't touched scripts in a while. I think there was a problem with coordinates which should be fixed in the newest unreleased version.

Will be updated.

Someday.

So I have tried this app multiple times (lite) but whenever I make a certain amount of progress on my game and I go to open it up in the editor, the files will get corrupted and it will just kick me out of the editor due to some fatal error. I have no spaces or numbers for names of weapons walls floors, etc, yet it still does the thing, is there any solution, does anybody else have these problems? How do I fix it? I really wanna use this to make games instead of Raycasting Game Maker!

there is a file, Error.log, in your EFPSE installation. paste the contents of that into your bug reports and maybe we can help figure out what happened

I already deleted it, I was gonna retry when the new update came out. 

it will probably be a while before the next update.

i am not the most knowledgeable of those here, but i check back in several times a day and i have a few months of experience with this engine. if you can post error log next time it happens i can possibly help solve it.

did you manually edit any dat files? or change the name of any image file? these errors are usually the result of efpse not being able to find something because it's not there anymore. there are some methods for manually debugging that i can share.

dont give up. it can be very frustrating trying to figure out the intricacies of the engine but some very good games have already been made using it in it's current state.

I did not change texture names or dat files. I know about the great games made with this engine, and I want to move on from Raycasting game maker, which is very basic and limited.

Never had problems that serious. Your only option is, making a backup every time you finished working on the game. And post the log next time it happens.

ok

the Experimental branch does not seem to have entity spawning working correctly. is that the case, or has the script been changed again? the entities, enemies or pickups, do not appear, while other scripts like displaying text or door controls work fine. spawning works fine on regular branch. experimental script in question, the text part works:

entity spawnat badguy 14 10 0

vn 1

text "Enemy spawned!"

map return

it could be broken. i stopped playing around with experimental branch when jessicochan recommended to not use it and instead wait for the features to be merged into the stable branch with the next update.

it looks like you are spawning at x y z which should theoretically work. have tried changing the third coordinate and see if it pops up anywhere?

(1 edit)

i have. doors indicated by xyz coordinates work fine, with 0 being the "base coordinate" like the leftmost for x being 0 as well. 

by the way, separate thanks for keeping the wiki up, it's helpful.

(2 edits)

sounds like it's broken.

have you tried placing your enemy in a jail cell and moving it to where you want it to go? i know in the current stable version, spawnat doesnt work with keys, hps, ammos, weapons, etc. but if you place them off your play area you can "fake spawn"

so if you place an enemy at an off tile and move it the specified number of units to where you want it to go, it should go there. there are 64 "units" in a tile.

so if you want your enemy to "fake spawn" at tile 20 21, and you have a "jail cell" off on the corner of your map where you hold the things you want to "fake spawn". let's say you have nothing in the top left corner of your map, so you place an enemy at tile 1 1

64 x 20 = 1280

64 x 21 = 1344

replace your spawnat script command with:

entity move 1 1 1280 1344

that should move the entity you placed in the jail cell at tile 1 1 to tile coordinate 20 21.

this is an inelegant solution, but it works. atleast i think it does ;)

maybe one of the other guys here who has more knowledge can give you a better solution or a better answer. i have used this method and it worked for me, atleast with hp and keys. it should work with enemies and decorations to, but i dont think i have tested it with those.


EDIT: since you are using experimental build, you would need a z coord added to that.....

entity move 1 1 0 1280 1344 0

maybe?

(1 edit)

that worked, actually, entities can be moved as a workaround indeed. also realized how KeshaFilms used the "light move" command with the same coordinate system, you can offset or "spawn"/"despawn" them too. thank you!

a bit unrelated, but is it possible to make triggers play sounds even after the player has been returned to the game with "map return"? currently having "map return" in a script makes played sounds cut out as the script finishes. are sounds in scripts broken, or is there different functionality for that? trying to make a one-time noise play when a player goes somewhere

re-read the manual... tl;dr, is it possible for a trigger to both run a script and play a sound outside of that script's run window?

(2 edits)

afaik sounds in scripts during map runtime aren't broken they just aren't a feature at all.

are you saying that you have a trigger run a script and it is playing a sound and it's working, just getting cut off?

if that is the case, try adding

timeout #

after the line executing the sound, and replace the # with the number of seconds that your sound is. this should theoretically halt the execution of the next line in the script the specified number of seconds, allowing the sound to finish playing.

to make a sound a play without a script at all, you can specify the sound instead of specifying a script file


yes, i'm trying to set it up so there is a sound played as the lights in the room get shut off (teleported away). only way i see to do it is through player timeout, but i'd rather do away with the sound than throw the game's pace off by stopping it

yeah i dont think there is a workaround to make exactly what you want to happen

Trying to add a menu font results in this

```

Source: System.Drawing

Reason: Parameter is not valid.

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

   at EasyFPSEditor15.Importers.SystemImporter.ImportFile(String to, String filter)

   at EasyFPSEditor15.Importers.SystemImporter.ButtonImportClick(Object sender, EventArgs e)

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

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

   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)

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

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

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

   at System.Windows.Forms.Button.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)

```

(1 edit)

just rename your .ttf font to "Menu.ttf" and place it in your /Projects/GameName/Fonts folder (overwrite the default one)

do the same for whatever fonts you want for Cutscenes Game and HUD fonts. that should get you the same desired result without the import error

Thank you.

new issue - it appears that in the experimental version the map can only have either script triggers or sound triggers. the firstmost available trigger will lock all others to its type. as in - if trigger 1 is a script, trigger 2 will not play as a sound and instead stop the game in place since there is no script to run or end. if trigger 1 is a sound, trigger 2's script will not begin at all, presumably because it's trying to run a sound

(3 edits)

same issue in the normal version, actually, except this time around the game doesn't lock up on the sound trigger on a "script-associated" map (still doesn't play it). am i doing something wrong, or was that always the case?

in my test both sound trigger and script trigger works in the same map

but if you have alot of triggers in the same map that might be bugging it.

sean noonan had a bug something like this in the discord, too many triggers bugged his map.

this doesnt help you at all tho. sorry.

in the regular version, it works fine when testing the packed game, not when running it in-editor.

in the experimental version it bugs either way. on which one did you test? both?

i dont have the experimental build anymore

i tested it in latest stable build when running it in editor with test game

makes sense, thank you. guess this'll be a bug report just for the experimental version

@Ragnar Random Do we have a discord server??? 😱

(1 edit)

https://discord.gg/FeJn5FVS

i didnt know about it either until i mentioned i was gonna make one and was told it already existed!

WOW. Thanks.

I tried to open the experimental efpse for the first time and it gives me error: "invalid credentials! The editor will be closed"


What's the problem?

(1 edit)

you gotta launch it from the itch.io app

unfortunately if you want to then go and open the stable version, you will have to launch it from the itch.io app

basically whichever one you launched last from the itch.io app, that is the one that will get the correct credentials. you wont need to launch that version from the itch.io app any longer, but if you wanna switch you gotta launch the other one from itch.io app and bounce back and forth using itch.io app

i hope that makes sense

when i try to play with an enemy in game it starts loads and exits the game ? any fixes ?

we're gonna need more information

do you have the necessary images imported for the enemy? i think you need idle walk attack hurt and death images to be imported for the enemy to not crash

in the new build, enemies projectiles are not firing. if you set projectile speed to 0 they shoot (but obviously don't move) at any speed above 0 they do not render at all. the attack sound plays tho

Working on it.

thumbs up.

thanks so much for your work in helping jessicochan with testing and such. i know he is burned out on the project.

i hope you guys will consider making it open source at some point. i know he said the code is spaghetti but i bet there are ppl who could help

Nowadays it shouldn't be a problem to get the source code of an application! The question is what you do with it, as it is someone else's intellectual property and you may wonder whether it is fair to use the code for anything without permission. For example, I somehow managed to get the source code, but it wasn't easy! And I can't do anything with it anyway, and I don't want to. Anyway, I just started learning to program in C#. And I'm making a dictionary program! :D

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 2 years 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!
Deleted post
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.

Deleted post

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.

Deleted 121 days ago

And why the hell you're coming with CE in this thread?

i have an issue with where when i attempt to open my project it says "fatal error" when I look at the issue in the log, it says "

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.ResourceDecoration.FromStrings(ArrayList strings)

   at EasyFPSEditor15.Resources.LoadMultilineResource(String path, Int32 linesNumber, Int32 type)

   at EasyFPSEditor15.Resources.LoadAllResources(String dataPath)

   at EasyFPSEditor15.Editor.OpenProject(String name)

   at EasyFPSEditor15.ProjectsList.Button1Click(Object sender, EventArgs e)

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

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

   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)

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

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

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

   at System.Windows.Forms.Button.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)"

can someone help me figure this out?

Developer

Probably entered some unsupported symbols or added a spacebar in you sprites names.

Use CE version, it's more stable in this regard. 1.6 is heavily outdated compared to CE.

thank you for responding, last night I ran the EFPSE unofficial bug fixer tool in the directory, and it solved the problem!

When i test the game and reach the exit for my first map, when it loads the second it's just a black screen with the health bar. Help

When a level has both a sky and fog enabled, where the fog should be you instead see the sky, which just makes it look like the level hasn't finished loading yet, when fog should be masking and covering things up, rather loaded or unloaded.

Deleted 100 days ago

Ahem...

I changed the font in my game and in the settings, square brackets get on the text and spoil the all beauty.If this can be fixed, please help

\/_\/

I'm afraid there's nothing to be done about it. You'll have to try a different font.

Well thanks

I added a cutscene to the  level and when I get to it, there's an empty LVL

Hi, I would like to set weapon 1 as the primary weapon that the player will always have with him - when I wrote the script, the game crashes - so I tried to work around it a bit, that the player picks up bullets with a picture (36x36 .png). When I put bullets into the game engine, the game starts only in the menu and crashes again when playing a new game.

> when I wrote the script
Ok, where's your script?

hello, I have a question, I just started working in the efpse application and do not quite understand how to replace the shell explosion texture built into the application with my own. How to remove the default texture of a projectile explosion, please tell me.

Just replace it? Editor gives you such an opportunity.

tell me in which settings it can be done

Uh, how about you will lurk around the whole editor first?

hmm, I didn't think about it...