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Easy FPS Editor v1.5 - Lite

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

Bug reports Sticky

A topic by JessicoChan created Jan 28, 2022 Views: 11,103 Replies: 433
Viewing posts 41 to 60 of 123 · Next page · Previous page · First page · Last page
(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 292 days 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 292 days 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 292 days 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 1 year 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

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