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.

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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.
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.
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)
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)
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.
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?
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!
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...
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!
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)
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.
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.
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
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
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.
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 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.
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)